The Movies & Games That Inspire id Software

The Movies & Games That Inspire id Software

(Techno music) – [Interviewer] Cool. You happy? – [Crew Member 1] Very happy. – [Crew Member 1] Cool. Is it recording? – [Interviewer] I think so. – [Crew Member 1] Everything is recording. – [Crew Member 2] Great. – [Interviewer] Hey guys,
good to see you again. – [Marty Stratton] We’re back. (everyone laughs) – [Interviewer] I want
to ask you, first of all, video game websites get to
review your games all the time. I think this is a pretty good
opportunity for you guys to review our documentary and so, what did you think? Did we do an okay job? Or, if you were to mark
it out of 10, Marty, what would you give it? – An 11. No, I think it’s awesome. I loved your first one on Rocket League. It was kind of sent over
when you were saying, “Hey, we’d like to do this.” So, took a look at that,
watched the entire thing, thought it was amazing. Production value was way up there. You know, you’re–not trying
to blow smoke here– but, you’re clearly knowledgeable, and respect the developers and the games. I think it shows through
in everything you guys do. So, loved it. I really liked it. Hugo was clearly the favorite
part of the documentary based on the online comments. I made sure to read all of them and I’ve included the
good ones in his review. – [Hugo Martin] One of them, just to put everything in perspective, one of them said I had great
boobs and I appreciated that. Cause it’s like, this guy’s amazing, I wanna have a beer with him. Nice boobs. I was like, “Oh Jesus
Christ. That’s terrible.” – You’re a star. – [Interviewer] Marty’s
mom likes you apparently. – Yes, she does. She thinks he’s cute, “He’s so cute.” I mean, she’s clearly not
seen how much you swear. – Yeah, that’s the only thing
is I wish I didn’t curse so much, but that’s difficult. I’m literally the son
of a truck driver, so… My dad drove a truck. So, there was a lot of
cursing in my house. And I’m from New York, so– – You are? – Yes. And, no, it’s been really cool. Honestly, it’s just cool to
like, with the Noclip stuff, to get just more stuff
about the game out there. Like the stuff that,
that was the coolest part of the Noclip thing was
like, we got to go into detail about stuff that
normally we don’t get to. Like we usually touch on it, Marty and I, when we have interviews,
but like time constraints or just the nature of the conversation, you can’t really do a deep dive. But, that kinda turned into
a nerd session, you know, where we could really
geek out about stuff. And honestly, that’s what
the development of the game was like, where we would
just sit around and watch Armageddon and then,
just like your interview, nerd out about it for days. And break it down, and why did it work, and what we can take from
that and put into our games. So, really the Noclip
documentary was one of the best examples of actually the
way we develop the game. – It’s like what it takes. Cause to get into that stuff, I mean we do so many interviews
that are like five minutes, ten minutes, and we’re the
ones that are on camera. And as much as you say
team, I mean I think you did a good job letting us talk about the effort and the work of everybody
on the team that really– ’cause that sometimes just,
when you’re trying to be punchy and short, it falls by the wayside. But it takes a documentary
like that to really understand how much everybody
contributes to the whole. So, it was a great opportunity
from that perspective. – [Interviewer] Have you guys
had a chance to go back and play a bunch of those like
Titanfall, or Overwatch? – [Hugo] Yeah. – It’s still in the process. We had about a gap of two years of games, of playing them completely. – I like Overwatch a lot. I haven’t gotten the chance
to play Infinite Warfare, but I was also a big fan of Titanfall 2. I really enjoyed it. I really enjoyed Titanfall 2’s MP. It’s so funny with MP’s in general. And I feel like, certainly with ours, you play the first
night, if you get smashed and then you go on Reddit,
there’s, “What do you think?” “I think it’s awful.
The game design sucks. It’s the game, it’s not me.” Because nobody likes doing something that they’re not good at. And then stick with it for
three days and you’re good, “Oh, this game’s really
good actually, you know, I gotta tell ya.” So, that’s how I felt about Titanfall. It’s like– – It’s like going to a gym
and playing basketball, a bunch of guys who play
all the time and then going home and being like, “Basketball
is the worst sport ever.” – Exactly. As a dev, I think you have
to stick with the game. I kinda have a personal rule, like I wanna stick with
it ’til I find the fun. Actually, Tiago, our lead renderer, he and I share a real
passion for Bloodborne. Like, of the FromSoftware games, I think Bloodborne’s the best one. I really liked Dark Souls
III, but I just felt like so much of it was, they
wanted–well they didn’t want, but, like, how do you beat the boss? You bring in your bros. And something about Bloodborne,
I beat everybody myself. Whereas, Dark Souls III
it was just so much more, almost a requirement to
bring in people, you know? So, he just recently
said that Nioh’s combat was better than Bloodborne’s. Which, if we want to do
40 minutes about how good Bloodborne is, I’m down with that. So, it starts out in the
Van Helsing-style world, which just, universal
monsters, werewolves, that kind of a thing. Like, I was just totally down, right? And then it evolves into
what I think is the best version of HP Lovecraft’s
Cthulhu Mythos kind of a thing that I’ve ever seen. Cause everybody always
tries to do HP Lovecraft, like, “Oh yeah, with HP
Lovecraft we’ve got tentacles.” It’s more than tentacles. There’s a bunch of stuff you gotta have. And I thought that, not unlike our game, it was push forward combat. It basically said, “Oh,
you just lost some health,” you go in there and you whack that guy and get some of it back. And then the idea that– I love parries. Give me a game with a
good parry, I’m happy. And that parry was less
of a defensive parry. I love Dark Souls. I think it’s fucking awesome. It’s just a different game. I’m on my heels in Dark Souls, and I’m on my toes in
Bloodborne, like coming forward. And the idea that to parry was the pistol, so I actually had to attack you. Just everything about it. It felt Doom-y, in that there’s sort of a push-forward combat aspect to that. One of the few games
that you’ll see a guy, like you’re in the cemetery
and the dude’s dragging the giant fucking sledgehammer, and you just say out loud
with your headphones on, “Are you fucking serious?” Like, “This? Now? Could
that guy be any bigger?” And then you kinda gotta shake it off and you’re going in to fight. It’s just so awesome. – The guys in the office
are such fans of Bloodborne and I’ve tried it a few times, and I’m actually making the push. I’m not there quite yet, but I think once I get
over the hump it’ll help. – To get to the first
bonfire, it’s brutal. I mean, it’s a climb up a mountain. And most people in the office, that’s where you either
bail or stick with it. ‘Cause we had, like,
Evgeny, he returned it. He bought it, “F this game, it’s terrible.” I was like, no you just
gotta get past that. – It’s just so influential. – It is. The coolest thing, there’s
a lot of similarities there. So I use the saw cleaver and within even 10, 20 hours in, I was still discovering the nuances of that weapon and when to falter the
enemy just perfectly so it could open up with the other attack, which I find endlessly satisfying. And I think Doom is similar to that, in that it’s kind of simple. Like sort of a narrow path, where it’s like– I didn’t even go to the ax or any of the other weapons, I basically stuck with that one cause it was really effective. Certainly Dark Souls is a wider game. Just go to the menu screen, it’s like, “Oh my god, could we have more
attributes on this screen?” It’s a little bit more tighter experience, I guess you could say simpler. But then, when you do that,
you’re able to add more nuance into what you do have. That’s my favorite stuff, personally. I like all kinds of games. But when a game does that,
where it’s like okay, you’re not going to have 20 things, you’re gonna have three things, but in those three things there’s gonna be layers
that you’re gonna peel back over the course of 30, 50, 60 hours. That’s just awesome. – [Interviewer 1] Weaponry
in Doom, you could say a very similar thing. – Yeah, the movement in Doom. Double jump ledge grab, you know? That’s pretty much it. But within that, yeah, the movement– – Chainsaw. – Absolutely. [Hugo] For me personally,
the films that we referenced, like Michael Clayton, for example. I thought about that afterwards, like Marty and I discussed that film a lot in terms of being a piece of entertainment that used that kind of
indirect story telling where you learned about things
in really quick, subtle ways. The Tilda Swinton
character certainly has– We borrowed aspects of that for Olivia ’cause we both feel when you make a piece of entertainment that
appeals to a mass audience, that’s no easy trick. I always kinda feel like people are like, “Oh Michael Bay,
Transformers, that’s crap.” Like is it really crap? Because millions of
people like this movie. So we looked at Armageddon
and the way that he introduces the characters
within the first 30 minutes, in just– (snaps fingers) I mean it’s like bang-bang-bang. – It’s awesome, yeah. – Yeah, and all of it’s super slick. Bruce Willis says two things
and Steve Buscemi says one look in a sentence
and you already know everything about that character. And I like him, you know? ‘Cause pretty much the whole
cast on Armageddon is likable. Yeah, we looked at that
because we knew we were gonna make a game that
wasn’t gonna have cutscenes and wasn’t gonna have cinematics. So we’re like, “We gotta look at it,” and we wanted to have that
sort of mass market appeal. A game that appealed to everybody. We didn’t want a niche game. We watched John Wick 2. – We did. – [Interviewer] Oh, you did? – Yes. Have you seen it? – [Interviewer] Not yet. – [Marty] John Wick 1 is
one of my favorite movies, and I know John Wick 2 is
getting just ridiculous reviews. And I think those reviews are because it really does do some things well. I mean, it does balls to the
wall action like nothing else. I mean, it’s just the
fight scenes are amazing, it’s beautiful. We actually saw “2” last week and then I watched “1” again this weekend. There’s a scene in John Wick 1 where they just do such a
good job with the drama. It’s not just about the fight. It’s not just about the
action taking place. When he finally, in “1”
goes to kill the son– The scene that sets that
up is him talking to the– It’s basically his dad sells out his son, basically, it’s a death
sentence for his son when he tells John Wick where he’s at. And then they go, and John
Wick goes to kill him, and they intercut that
with his dad basically sitting at this desk rolling
a joint and smokin’ it… You can feel the weight
and it makes the fight, the killing, so much more dramatic. – [Hugo] I think it’s
similar to us in 2016 is Blade Runner that’s coming out now. Those are big shoes to fill,
and is it gonna be good? I mean, I want it to be really good but, we were talking about this in the car. It’s tough ’cause like
that movie is good because the director obsessed about every frame and there’s stories about
he wouldn’t shoot until the shadows were right and
producers are shouting out, “We’re over budget,” and
“Why aren’t we shooting?” Well, the shadow on the wall
isn’t where he wants it. And the guy’s like,
“What are you? Insane?” This is blasphemous but I think– I’ve seen officially seen Blade Runner a million times so I am the biggest fan. It is a boring movie. Let’s be honest. (Everyone laughs) It’s very hard to watch Blade Runner for more than 30 minutes at
a time, maybe 20 minutes. But those are some good
20 minutes, it’s pure art. Every second of that film is art. Love it to death. Again, he can’t make it like that. So will he introduce more action? I always thought that the concept of a cop who hunts replicants, that’s badass. But the original Blade
Runner didn’t really– even as a fan I was like,
“This needs more action.” You’re really not taking advantage of the opportunity that you have here ’cause this is a really cool premise. So, I hope that they introduce action. But it’s gonna be tough. It’ll really be interesting. ‘Cause everything about
the old one is it’s slow. It’s like taking a– It’s just art. It’s like going to a gallery. That’s really what it is. So, it will have to be a
different film in order to be, in my opinion, sort of successful. And how they’ll pull that off. Not unlike us. How are you gonna redo Doom and have it feel fresh and modern. All the questions that we’ve
been asked a million times, I think they’re facing
some similar issues. – I think with Doom we had
the advantage of it’s a game. The difference between remaking
a game and remaking a film, particularly a game that’s
20, almost 25 years old, you kinda have a whole different– You have a whole different palette, a whole different canvas. Everything is different. You still have to use the
same sensibilities that you would use in a film but, you can still watch Blade Runner today. You’re like, “Okay, this is just awesome.” I don’t have to use a lot of imagination, or where I’m using
imagination the filmmaker wants me to. I think it’s completely
different with the game. – We have so many more tools. – Yeah, so many more. – Yeah, they couldn’t even
jump or look up in Doom. We had a lot of advantages when it came to making Doom better. But he’s right. You could even argue that there is a slight disadvantage
because the Blade Runner is using real film with the film grain and all that that adds, and now with the crispness. They have all kinds of
filters that they slap on but, the purist would say, “Well
it doesn’t look the same.” There’s a lot of truth to that. So, it’s gonna be tough. Also, well, whatever. We’re gonna turn this
into the Blade Runner. – [Interviewer] Nah, go for it. (everyone laughs) Finish this off and… – It’s just that we deal
with this all the time and in working in the
entertainment industry today is funny because with CG
we can make everything. And we can make it all look awesome. And you’re gonna pay an
environment modeler to sit there and make a set in Blade Runner, and he’s gonna model
the shit out of it and it’s gonna look amazing. And, then if you really try to do it like the way they would
make films in the 80’s– – More smoke! – More smoke and turn
the lights off because it doesn’t look that good. We didn’t have CG back then, so that’s actually a box
with little squares drawn on it to sell a building,
so turn the lights down! That’s actually why it looks so beautiful. It’s so suggestive. As Marty said, so much of the imagery in Blade Runner exists in
your mind because it’s all shadows and silhouettes. And that’s actually how
you make a good image. It’s very hard to turn off the lights when you paid somebody to
model that background. And also the artist is fighting against it where it’s like, “Dude,
this is the latest CG.” When we experience it– – We do this in games. It’s a lesson in efficiency for us. We’ve gone back, we’ve done all of our postmortems and stuff like
that, and we are going to– On all of our stuff moving forward, we’re gonna a much better job of, like, basically lighting and
doing lighting and effects in our blockouts, so that we’re
getting those much closer, and there is always that rub between the environment artist and
lighting artist because they’re like– – [Hugo] And tech. – [Marty] And tech, yeah. Another great example. – You’re working hard to get
the crispness of the image. And then I want to turn
the lights off with smoke. And it’s like, “So why are we doing this?” – And why did I spend
five days modeling that greeble on the walls? – [Hugo] Yeah. Ultimately
you wanna achieve– I think the cool part of
the game, the balance, because I think there are
moments where you wanna get rid of the smoke
and turn the lights on. – Yeah, for sure. – ‘Cause you wanna show
that gorgeous vista shot, and then other times we can
be really moody and stuff. But it’ll be interesting
on the new Blade Runner. Will they have the guts to
turn some of those lights off? – [Marty] That was how the
Doom story was developed. It was literally like– We always use the analogy like, “We got 10 bucks to spend. “We’re spending it on combat, “we’re spending 2 on story.” It doesn’t mean we want a
story that nobody cares about, or a story that isn’t
interesting or deep or, provides kind of a whole new kind of a canvas we can paint on moving forward. It just means we’re gonna
spend two bucks on the story so how do we make that still–? Whether you use the players
mind or you use stuff in-game. How do you do that? And it’s awesome. It’s so much fun. – It forces you to efficient and clever. I think it brings the
best out of creatives. Learn to love the box. I love the box. But that’s the first thing I wanna know is how big is the box? – I’ll get you a t-shirt with that on it. I love the box. – If the box is too big– (Marty chuckles) We gotta stop saying that. Stop saying the box. – It’s gone in a weird direction. – If the restrictions of the project– – There you go. – If you’ve got a ton of
money that you’re playing with and you could do anything… That actually has its own problems. – Most of the time that
doesn’t work out well. – It really doesn’t. – ‘Cause you get into
that whole feature creep, that creative creep. Yeah, it’s not good. – Very few success
stories when you look at, just across the board,
games, films, anything. Or it’s like, we started
out with unlimited options and shit-tons of money. We just have slack and
we just said that even if you’ve got 10 bucks,
act like you’ve got $2. Just always act like that
box that you’re working on is smaller than it actually is, because that means that
you’re just gonna be more creative and more efficient. – It makes things better. ‘Cause you push away the
stuff that doesn’t matter so that you can do the things that do. – If we had a ton of money
for certain aspects of Doom, I seriously don’t think
it would’ve been as good. I would’ve liked more
time, not more money, so we could’ve all slept more. But certainly the
limitations proved to be– really pushed us to be super creative. – [Interviewer 1] You’ve
got plenty of time to add story to the Doom
franchise if you want to. (Hugo laughs) – I’m not even gonna answer to that ’cause we can’t say anything. (Interviewer laughs) – [Interviewer] We’ll leave it there. Thanks so much for talking to us. – [Marty] All right, thank you.

100 thoughts on “The Movies & Games That Inspire id Software

  • I could watch those guys talking about things for hours (well… I guess I actually did, but I mean, even more stuff). Noclip sessions are being pretty good so far. 👍

  • More Hugo and Marty? Yes please, I freaking love these guys! You and your team did a great job with DOOM. Thank you for making awesome shooter

  • I love the fact that Marty loves John Wick that much. I really think that John Wick and Doom are very similar in that most of the focus is on very clean, polished and nuanced action where the story is clearly not the main focus, but is still developed with love and care just up until the point where it drives the action but does not overshadow it.

  • This is awesome to me. Just letting them talk brought out such great stuff. It's so awesome seeing games and movies from this perspective and how they used that perspective to perfect the DOOM reboot. Plus hearing them discuss other games and how much they love them really brings into light how developers really are gamers too and want to make awesome stuff for us and themselves.

  • that t-shirt has got to be made. The last 5 minutes of this video are pure gold, that "how big is the box" discussion is such an insight into an AAA quality production, videogame or movie or anything else really. So good

  • These guys should try Path of Exile, the best tribute to Diablo 2 and another great interpretation of otherworldly horrors.

  • Danny, I absolutely love that you encouraged Hugo to finish his thought at 14:22. It led to that awesome anecdote about the tension between making amazing-looking environments, but then "turing off the lights". It's my favourite part of the video, and beautifully illustrates what I love so much about your approach to Noclip. Cheers!

  • The first guy ive seen with the courage to openly say how boring Blade Runner is. Its a genious movie, just almost not entertaining at all. 2001: Space Odyssey is the same, extremely artful and it makes you question existence itself but only if you manage to stay awake throughout.

  • Not going to lie, I'm mainly subbed to this channel for ID software so far haha. If you did a weekly podcast with them I would totally watch that, even if topics were unrelated to ID projects. However, sadly I know they probably don't have the time lol.

  • Thanks for the great content guys! I always love watching fleshed out interviews and documentaries about game development.

  • Would love more videos exactly like this. This is the kind of stuff we don't get the privilege of seeing in the industry. What do devs play? Why do they play the games they play. Feelings on industry trends/mechanics, etc. This was a great conversation. As always, proud Patron. The No Clip Sessions have been epic so far. All very different, which I love.

  • this sessions thing was awesome! I thought I had all the Hugo I could handle but I loved hearing him and Marty talk about movies, games, and everything inbetween.

  • Great video! More of this please. Hearing creators geek out on and go into detail on their favorite games and movies is just wonderful. Love your docs too.

  • This is awesome Noclip, Im thoroughly enjoying your videos! This is such a neat thing to do 👍
    I could probably talk about Bloodborne with Hugo for an entire day, Im a massive fan myself. But I have to admit Im surprised that Hugo, lead designer of Doom(!), turns out to be a Dark Souls scrub. One of the great things about Bloodborne is that it pretty much teaches you how to play the entire Souls franchise.

  • Awesome that Bloodborne partially inspired the combat style and was popular in their office – one of my favorite games this gen partly inspired one of my other favorite games this gen!

  • The idea that Blade Runner is boring?!?! ABSOLUTELY!!! I love it, but it is nice to hear someone else talk about how slow it is.

  • DOOM ended on such a cliffhanger and Hugo saying "we can't say anything" when prompted about being able to add more stuff to the story gives me hope that there may be an expansion or another DOOM game sometime… I need to know! xD

  • Damn them… they neither confirmed nor denied to a sequel to the fantastic Doom… so smooth a way to keep us wondering…

  • f u c k i n g awesome guys… just a joy to listen to them. they for sure, and easily fall in my favorite developer, along with naughty dog and cd project red. this is a developer that understands games and it also takes developer courage to stand their ground in front of the publisher and say this is what we fell is right… now fuck off and let us do our job. much respect for id software

  • as a budding Game developer I have never wanted to put my resume into id Software so badly. Bloodborne is easily top 3 of favourite games, and BladeRunner is something I reference a lot in my art and set pieces for projects.

  • Hugo's spiel on Bloodborne is
    L I T E R A L L Y
    the exact rant I've been using for years, fuckin love you Hugo

  • Regarding playing new Doom.
    Quoting one of my favorite game protagonists: I felt the rise of that old familiar feeling. I welcomed it. <3
    I've just been geeking out about old Doom and how fucking great the new one is with my friend, and if we don't get too shitfaced tomorrow, we will play some good ol' Doom on one pc. 😀

  • homeboys have lousy taste in movies! XD if it feeds them their sweet game dev juice, then i hope they continue to partake =)

  • Is the id solfware's future games gonna be inspired by the familiar sci fi films of all time, like alien, blade runner or even the predator, when the predator cutting someone's head off along with it's backbone for his trophies, or when arnold schwarzenegger using his minigun to kill a hostile threats in the jungle.

  • Hugo is a Rockstar! Love your work, Gentlemen.Now,let's get down to brass tacks.DOOM Eternal! Let's ROCK & ROLL! HELL ON EARTH? Yes! Where does the line start?👹

  • OMG He loves bloodborne and the rest of the FROM soft games. God I love this guy. So that's their next game.. BOOM. Bloodborne clone from id Software at 100+fps on idtech6. Done.

  • Finally watched this video and I have to ask, can you do a series of just "Hugo Martin talks about stuff"?

    Just sit him down and let him talk. I can't get enough of the guy, he's just got this childlike joy about him that makes me smile 🙂

    It's like he's 10 years old and he just had the best Xmas morning ever

  • “You can always add more story to DOOM in the future”

    DOOM Eternal reveal: “we’re making a DOOM universe.”

  • Oh , god

    Play a game till he "Finds its FUN"

    I,, just… Man.. finally . some1 is as crazy as me.
    I hope he survives thou man.. its… madning ..

  • This guys rock too much, I love it, thank you for quality content, keep the great work that you're doing.

  • Such professionally well-done content; the Noclip Doom documentary is exhibit #1 in support of the argument in favor of crowdfunding via Patreon. If you ever wanted to know why the creative freedom Patreon gives is so important, just watch the multi-part Doom doc. Your questions will be laid to rest.

    There's another Patreon-backed Youtuber whose work I also like very much who described Doom 2016 as having more or less thrown plot out of the window which, to be clear, was in his opinion one of the strengths of the game. Well, he's right, but also in another aspect quite wrong. What Doom 2016 threw out the window was not plot, but exposition. It does not spoon-feed the story to the player, which is something Doom 3–also a great but different sort of game–did at almost every turn. Because the minimalist plot of the 2016 game leaves more room for mystery in the nature of the story and protagonist, it's far more fascinating.

    "Spending two bucks" on story can result in a deeper and more intriguing story than doing a lot more, and a lot more expensive, work on story. Case in point: Every single Cormac McCarthy novel. If there's a novelist of such staggering reputation that puts less into plot than he, I have never seen it. What many (including I) consider McCarthy's finest work, Blood Meridian , contains less plot than literally every single other story of roughly equal length I have ever read. Yet there is nothing lacking in that book. It's the very best of gritty, brutal fiction. And the lack of intentional structure leaves a lot more for the reader's mind to do, which is one of the most important components to fiction that's intriguing, compelling, unpredictable, and evocative and makes it very, very difficult not to stick with it to the very end.

    And that's precisely why Doom 2016's story, to be continued in Doom Eternal, is so compelling it can turn even an old goat like me into an obsessive. If Eternal doesn't ship soon I'm going to run out of Depends because I'm already finding it difficult to hold my water. I never even owned a computer until I was almost thirty, and it was the original Doom that compelled me to get one; and I was a pre-order on Doom II and the t-shirt was until recently one of my most valued possessions–until some scumbag signed his own death warrant by stealing it out of the dryer in my condo's laundry room. Being something of a "plank holder" of the Doom franchise, there's nothing more exciting to me in the gaming world than the impending release of Doom: Eternal.

    Keep up the fantastic work, Noclip. There's literally no better or more valuable content on gaming coming from anyone else, big or small.

  • Another unexplored subject they've touched upon – detailed environment vs just shadowed / completely dark areas. One of the aspects I loved about the very first Quake – its gloomy dark corners where you'd expect something to jump at you from. I suspect those were caused by the then GPUs' (lol, rather, CPUs') limitations, so some of the geometry would drown in pure black and only few green/brown circles would separate the lit surface from the unlit surface. Truly, in the world of modern GPUs and CG you have to strike this perfect balance between showing the player everything and making them imagine some (the rest).

  • Oh, man, I wish to see how Hugo was freaking out about Sekiro. Pretty sure he loved that shit a lot, haha. Seriously tho – A great job, as always. Thank you for doing it

  • Forever grateful towards Hugo & Marty for making the Doom remake. Probably my favourite game this gen. Honestly can't wait for the sequel.
    Also thank you Danny for getting these awesome interviews together. It's great what you're currently doing.

  • @5:00 huh, I didn't feel the Dark Souls III bosses were any more difficult to beat on your own. Honestly I felt like Bloodborne pushed allies quite a bit, for example that one gank fight in the haunted Witch area didn't they almost require you to bring an NPC with you?

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