n Tuesday. I think Gary's going to be late on Tuesday, so we could probably talk an hour as an evil for you.  I'm always ready to talk about this. Thanks, everyone. You take care. Thanks, Chad. You want to plug your journal? Oh, well, Tuesday, real BBC on Hill versus Bayface channel. We've got Mandy Summers as a guest this week. And then and then probably I'll be streaming all kinds of video games this week. Well, we've got stuff to talk about, too, with Star Wars' announcement. Oh, holy, holy, my God.  But yeah, yeah, it'll be a bad video. Yeah, goodbye. See you later. So with wrapping up characters and kind of the plot line, does that kind of do story? Or is there anything else you guys want to talk about? General points about the story. I think it's amusing that Leon really does just annihilate the population of this area of the world. You feel so many people. I haven't thought about this carefully enough, but I see this as more of a situation rather than a story. I don't know. It's just like they go in, they do the thing, you know. Whoa, that happened. A little bit. Because I'm not sure if it bleeds over into like maybe environmental design or level design to start talking about how the events slot into place, especially versus the OG one.  Oh, but when is going to be the thing? Oh, they didn't do the thing. Okay. No, you're having that fall throughout. Instead of, this applies to everything that's ever a remake or remaster, whatever. I'm always like, I wonder what it'd been like to play this without the knowledge of the thing it's, you know, remaking.  No laser hallway, zero out of 10. Overall, I don't think hugely of the story in either, but I do think the remake has improved upon the story of Resident Evil 4. That's gotta be, that can't be a hot take, right? That's like, that's just reality. Yeah. There's been a fair amount of people who, well, not me, but I've noticed a lot of Twitter arguments between people who think that this version of Resident Evil 4 has sacrificed too much of the campiness and ruined the story. And ruined. Oh boy. Ruined. Well, yeah, I think that's taken it pretty far. Well, yeah, the tone and the story are different. Yeah. But I prefer the. Actual writing though. Yeah, there's some good stuff here. There's some good stuff here. Because the story is still pretty flawed, like in this game. And it's like, and the character development isn't like particularly complex or anything, but there are a lot of improvements that have been made. Yeah, I think so. I think the funny thing is, there's only so much you can fix without pissing people off that the story is too different. Yeah, absolutely. I think that's right. Um, someone just mentioned it. And I thought, yeah, that should be mentioned too. Performance. That's probably the first thing we should have talked about actually. The, how does the game run? And how well does it run? And run, run, run, all the running. I thought we did mention it when we were talking about the graphics. I don't think it was mentioned in anywhere near as much as it should have. Oh, yeah, this game runs really well. I think it's excellent. I'm impressed by how there's been barely any discussion about it running badly on any platform. I haven't seen like none of it anywhere. I don't know, because it's, it's, Ari engine is, it seems at this point, it's because I think Capcom used to use MT framework. Yep. That was like one of their big in-house engines. Now it seems to be Ari engine. They used to, I think it was the first one was seven. And then they use it like Devil May Cry five, which ran really well. I found, like, I don't know what it is, but like, those games look really good and perform pretty well. It's, it's kind of remarkable, honestly. Yeah. Ari engine is, it's sort of similar to me to the engine Kojima was working on that he made Middle Gear. Yeah, the Fox engine. He's made Metal Gear Solid five with it. And then it kind of imploded because of all the business things around it. But Ari engine seems like it's sort of delivering on the promise of that words. This Japanese engine that looks really, really great and has a lot of good lighting effects and reflection technologies, but it also seems to run way better than it should on hardware that is not really powerful enough to deliver the results that you'd be thinking. And a Resident Evil engine is quite flexible too, because it's what Monster Hunter Rise runs on Switch. Someone in chat said they're using it for Street Fighter 6. Are they using Ari engine for Street Fighter 6? I think Capcom is pretty much using it for everything. And if anything, I think they should be licensing it. It's crazy how vast it kind of is. I think you mentioned it just now, but what was the first game to be using it, this particular one? I was in Evil 7. I thought, okay, because I was going to say, one of the things when I first ever played the demo for that that struck me straight away was the look. I was just like, damn, this game looks good. I don't understand it. One of the big things that is baked into Ari engine is photogrammetry. So scanning real-world objects, people, and integrating them into the game, like it's really baked into its features. And so it's partially like, I think it was, because they did that for Battlefront, I think. Star Wars Battlefront used photogrammetry where they go out to the sets, where they'd actually shot episodes 4, 5, and 6 to scan those environments and get them in there. And it's just like there's a lot of details that can be captioned in photogrammetry that are hard to replicate going in by hand. So what's a racing game, is it? Yeah, for vehicles and stuff. I don't know what this engine like, these games look great. Like, Resident Evil 3 Remake looks really good. The fact that it runs well is a huge plus. Yeah. It runs really well.  Yeah. And it's almost said, compared to the last of us Right, I'm just going to say, oh my God, boy.  That seems to be pretty stanky. And that's a universally disproved of performance, yeah. It caused me physical pain because of the frame drops. I actually developed a real-world headache. Oh, damn. That's rough. It was, yeah. It's a bad port. Very bad port. I basically no problems with this. I have like one really weird issue where rarely, when I boot up the game, the game is a bit darker and all the skin textures are gone and the models are completely blacked out. Oh, that's strange. They're all doing blackface, basically. I don't recognize. Oh, hmm. Yeah, I don't know. I saw that one on the last of us port that actually happened to. Yeah, you're right. Really? I think that was running on the steam deck, which it went from Neil Druckmann promising it would be verified to now being unsupported on the steam deck. Damn. Yeah, but then I just restarted the game and mostly it was fine right after. Which one? Maybe a weird loading issue with a particular driver my AMD graphics card uses or whatever. I don't know. It could be anything. It's not a showstopper or anything. It's fine. Yeah. Just sort of restart the game and you're good to go. If I was going to, I mean, I mean, if I was going to, I'd have to essentially nitpick in terms of like the graphics and how it looks. Yeah, it's not seamless and perfectly flawless. Ari engines, I think it's biggest issue is how it handles some reflections on shiny metal objects. I haven't watched anyone else's playthrough, but in Luis's lab, there's a lot of shiny desks and metal boxes and stuff and the way that the reflections work on it is really strange on the side of Leon's starter pistol. You could see it as well. There's just, it's tough to see, but sometimes it really just has, it seems to have this odd reflection quality to it. Every once in a while and odd in, but we're talking like I'd have to really stretch. I mean, there's so much to praise when it comes to how this game looks and how well it runs for how good it looks. I think having one of us looking games. I want to keep in mind like, because it's already kind of been forgotten now with how much stuff there's just in this game to talk about both praise and criticism. But first time I saw one of the Salvador's chopping apart a zombie as it came toward me. I was just like, holy fuck, that looks good. It just looks great. Like the way the pieces are coming off, the blood spray, the way that like everything's lit and so clear and effective. And it just feels like it's all happening very in real time as opposed to like effort was put in to make it look like it's in real time. Lot of the gore in this game is fantastic. I know we did mention that, but it's with repeating. Oh yeah, the gore looks great. The way that pieces, the way that, you know, parts fly off canados, the way the heads come off, just the explosion of flesh and blood whenever the plagues come out of the neck. Seeing the parasites inside of bisected enemies that have been blown apart, it just, it looks really, really good. There's a lot of, there's a lot of really good stuff. One of my chat when I was streaming mentioned that much like God of War Ragnarok, people have complained they sterilized this game too in terms of gore. I was like, oh, we've been playing different games. So I'd say the opposite is the case. Absolutely. It's cranked up. The blood is way more realistic and fountain like a lot of the time.  Beyond just the amount of blood, like some of the animations, like there's one where the gigante bites his head off.  That's another thing.  A lot of the time, you even hear the screams like inside the mouth where it's like, yeah, yeah. And you use a shotgun on an enemy up close and they go shatter. There's Magnum shots you can take where it'll take the torso off when you shoot them with the Magnum.  Yeah, that's the thing. It's not just a jib that where it all kind of turns into just unintelligible goo.  It's, they really went all out with making it look incredible. It looks like the best looking games I've ever made. It's just like Dead Space. Like these games look incredible. I find it unbelievable that you could actually like make these sorts of claims about the level of detail and polish like visually. It's like mind blowing that somebody could say that.  Very, very, very, very cool. Look at this cave. It looks great. Look at the details and the formations. It's incredible. I really like the sort of cavern area near the end where like you see just how ancient this threat is. There's all those like giant tombs like their statues. It looks very ominous and I love the lighting in there. It's very spooky. It's like, I don't remember being... Yeah, I wasn't quite as spooked by this part in the original, but this is awesome. The engine in the air, it just produces these really nice textures and everything seems like it fits in. Nothing stands out as if it doesn't belong. The light plays well off of objects. It's just, it's really great. Like this engine is, this is a great engine. I would say so. Like it has been consistently churning out like the best looking games and it's crazy because like Devil May Cry 5, that's a great looking game and it performs incredible. That's an action game that runs at 60 frames per second, I believe on consoles. It's like kind of crazy, the level of performance that you're getting with the level of detail that you're getting with characters and environments and effects. It's really, really, really impressive. Devil May Cry 5 was 60 FPS when it came out on base level PS4 and Xbox One. So... That's crazy. And it looks nuts on PC if you play it on capped. It can hit 120, no problem, on a mid-range rig. That's the other thing. Please keep using your cap on. Yeah, it was the frostbite engine of what was used for Dead Space Remake in some Battlefield games and that's another lovely engine that runs quite well. Well, so as I understand it, frostbite has often caused some developers like Bioware in particular struggled a lot with frostbite to where they're now getting more and more. They're using Unreal Engine now, I think, for the next Dead, not Dead Space, Dragon Age and Mass Effect because it is optimized primarily for Battlefield. Okay, I gotcha. I'm starting to worry about Unreal 5 being the thing that everyone is jumping on for upcoming AAA games because at least for PC ports, not been a lot of great results. Okay. It looks like it's great. Well, for Unreal 5 in particular, there hasn't been a lot of them yet. It's just been, I think, Fortnite, I believe, runs quite well although I've not played it. Oh, we love Fortnite. I mean, that's an example that people will often throw out is the thing that it's like, oh, that's UE5 in a game that performs very, very well and it has all the dire and all sorts of things happening. But Callister Protocol, I think, is probably the easiest example. That was before, right? Wasn't it? I believe it's UE5. I think it's an early UE5 game and it doesn't perform particularly well. It's not UE5, but the last of us is... Unreal Engine 4, yeah. The last of us, though, is a game that's coded around running on a PlayStation 5 and doing the kind of SSD texture streaming stuff that apparently a lot of developers are starting to utilize UE5 for on PS5. I'm not a developer, so I don't know how accurate this is to a T. It's just some of the stuff I've been reading about where developers are thinking that, hey, even though UE5 is flexible, it might still be the kind of thing that you have to decide if you're making a mobile game or a PC game or a console game because it's going to be difficult to use it to do multiple things. But I hope that's not the case, but it frightened me that it might be. Well, all right. A PC port. I think when they were developing Resident Evil 7 and making this engine for it, they were really, at the time, focused on making it a real-looking immersive experience. It's like, we're going to make this scary. It's going to be in VR. Yeah. And it's got to look good. And then once they did that, it's just like, hey, well, let's remake the old games with this new engine. They'll look great. And yeah. I think the VR aspect of 7, John, that you just brought up there, was something that I think put them on good goals for performance because you need a certain frame rate in VR to have it not be instantly headache-inducing. And I think that them knowing that, hey, we want an engine that will impress people in a 30 FPS trailer that they see on TV. But also, we need to be able to run that impressive thing in VR. And yeah, I think it worked out pretty well, at least from a performance standpoint. I totally, that's a great point. Yeah. You've really got to up the frame rate for VR because if you're moving around, like your head, you're going to notice the choppiness. It's going to be really abundant, abundantly clear. A smooth 30 frames per second. What are you talking about? Yeah, the human eye can't be like 24 anyway. I do not dare with you. Run to the smooth 30-gap in gas. And that was a super bowl commercial, looking as good as it can look, and then the game plays like crap. Yeah. And that was a shame, especially with the first iteration of the PSVR, that in order to get the frame rate high, you have to lower the resolution drastically. So it didn't, for as pretty as Resident Evil 7 is, if it's at a low resolution, and you can see all the pixelation, you know, it doesn't really. I actually, I like playing 7 in VR. It just sucks that it's exclusive to PlayStation VR. Yeah. I think it's fun. You can have place a Resident Evil 7 on Steam and a Steam VR headset, but not be able to play Resident Evil 7 in VR on Steam. It's so strange. I heard PSVR 2 is a huge improvement, and apparently Resident Evil 8 is kind of cool on it. Yeah. And I hear 4 is getting an exclusive VR mode for PSVR 2, which I don't know why people are doing exclusives for VR.  It honestly pisses me off. I've been having VR for a couple of years. Sorry? You have VR, don't you, Metal? Yes.  That was about to ask. VR is already a niche market. It's not mainstream at all yet.  What are you doing? Resident Evil 4 VR exists, and it's exclusive to the MetaQuest. Now you have this really amazing PSVR 2 headset that is incredible, and it has only a couple of games you can play anyway, because you have to do the PSVR games. No, actually the PSVR games are not backwards compatible or forwards compatible with PSVR 2.  Those certain games are getting free patches. So they're just not out of the box. Because the PSVR, the PSVR 1 has a different type of tracking technology than 2, so there is a bit of porting that needs to be done in order to control those games. And I don't think Sony made it particularly easy for them to just say, okay, plug PSVR 1 emulator into PSVR 2 and just that's it done. Apparently it's not that easy, so there needs to be individual work done on each game in order to make it happen.  In terms of whatever that is, like almost the matter of how they release things and what they're releasing it with, I'm desperately trying to sew that into saying the topic we could go to next that I think we should is the different things that are released with this game, how they've released this game, what you can buy and what it'll get you. Especially because we're about to start up the gameplay chalk. And so it's just a tight old subject but it'll always come back, which is that of, I guess, pre-ordering and then special editions and what that meant for the gaming industry. We're well into it now. We're all from an era. I assume everyone here is. We saw it begin and we saw all the commentators talk about what this will mean and how it can get worse and why it's a bad practice and we're now at an era where it's just... I remember when Todd's been revealed the horse armor. I was there again, Dolph. I was there 3,000 years ago. Dead Space 3 came out. I was there. Yeah, Dead Space 3. You love your oblivion horse, don't you? Don't you want to protect horse armor? What old horse armor, yeah. So, for those who don't know, you have the game has released. You also have the Deluxe Edition, which gives you some skins, which I'm fine with. Fine with. Then it gives you some weapons and it's like, well, older horses, maybe they're just weapon skins, right? They could be, but it's called the fleamer and it's just the same gun, but it looks cool. And it's like, that could be it. It's just a different model here. Instead of a Remington 870, it looks like a Spass 12 or something like that. Yeah, it's not really cool. One of the first things I think when I completed it and Rags did that we talked about, I had to let him know about it because I don't think you didn't play with the Deluxe Edition, right? No, like with pretty much everything, I buy the regular version and then I might buy extra versions later or collector's editions that are separate. I'm out of that. Yeah, I typically just go for the normal experience, I guess the normal version. Because I was almost certain that I was going to love the game because I'd seen enough of it. So I was like, if I get some extra skins, soundtrack, concept art, whatever. So it's like, I'm happy for the game to have a bit more money. It's cool with me. Fair, fair, fair.  Oh, the shotgun's power is roughly similar and its spread is roughly similar. And it's pretty fast and reloads. You know, it's basically then replace the standard one.  It's significant smaller. I always forget this. Is it 14 slots for the standard shotgun or 12? Six by two, right? Or is it... I always forget because I'm started, but... Yeah, me too. Um, Ryogun is huge. Ryogun is huge, I remember that, yeah. And in any case, the shotgun, they provide you the Skull Shaker. It's five slots. Yes. Which is less than half. Um, it's insane because some people may not appreciate... I wonder what order we should do this conversation and to be honest with you, because it's so difficult to sort of navigate whether it should be inventory discussed first, gunplay discussed first or this, but I didn't need to play the game to know that that was kind of insane. I was like, how am I having a shotgun option here that takes five spaces like that? Is the shotgun like drastically worse? And it's like, well, no, I used it and it's really good. In terms of, you know, its effect is that of the shotgun, as far as I'm concerned. It got me out of several close calls. And it's just, it sits so, so small. And then of course you get the Sentinel-9, which is a pistol that, by all accounts, exactly the same as the standard pistol, just better. Yeah, it's like one tier, it's like one step above. Yeah, where the damage is 1.0, it's 1.0. It shoots faster, it has a bigger mag. Yeah, looks really cool too. Looks really cool. Looks really cool. Basically, the Angelina Jolie Tomb Raider pistol. Oh yeah, that's true. U.S., all-back, U.S.P. But what's that type? I think U.S.P. is the type of pistol it is, 44. Yeah, whatever. I know there's a U.S.P. 45. Oh, you know what, it's a Half-Life 2 pistol too, basically. That's probably a better one. Oh, okay. What I'm trying to say is this is bad, not something you should do. This is bad. Especially in a survival game. Well, and the thing is, they updated it recently. So instead of me having to explain why that's bad, I can just make it clear. They've now made it so you can purchase upgrade exclusive tickets.   And it's like, woo-hoo, lame. Like very lame. So these are- Pay to win in single-player games as Crin is very cringy. These are significant upgrades for people who don't know. The exclusive upgrades for these weapons are very, very powerful. They can do everything from increasing power by one and a half or two times to increasing the rate of fire greatly, but yeah, they make these weapons really good. And typically, you have to upgrade a weapon fully in order to even unlock the ability to get the exclusive upgrade. Then you have to get to the point in the story where you're allowed to buy the upgrade, and the upgrade costs 90, 100,000 pesetas. So it's a lot of money. Gives you a lot of careful balancing of your wallet, basically, to really think about it. It's like, do you really want to spend all the money on that? Do you think that'll be worth it? And it's like, well, better make it worth it. And in addition to that, there are exclusive tickets, exclusive upgrade tickets in the game. You can get two of them. However, if you want to get them as soon as you can, you have to essentially spend just a couple pesetas in order to get to the first one as soon as possible. And that's a big upgrade. I mean, that's like, that's what you want to do in a run. You want to buy the treasure map essentially, and then when you get to the castle, you spend your 30 spinnels on that upgrade, and you spend it on, for me, it was the 1903 is when I spent it on. And it makes your guns extremely, it's a big deal. It's a huge deal. Yeah, it's like double damage. Sometimes you do five times the damage, I think with the killer seven, it's five times the damage or something. You get better crits with the sentinel and the base pistols. Five times crit chance. Oh, yeah, that's one. But critical hits are amazing on it. Base damage on it's like 27 or something like that. To add to that, for a couple of the bonus weapons, the exclusive is literally infinite ammo. That is huge. You'll change everything to buy one of those things and unlock that early. And funnily enough, Rags almost stepped on it there, but you also got, I didn't even realize this, they give you, when you buy Deluxe, an exclusive treasure map that adds treasure into the game and points out where it is. What? Really? Seriously? That's something I was told about only in my second playthrough. I didn't know about it. I didn't realize that's what was happening. I knew there was an extra map, but I thought it was pointing at things that already existed. Exactly. When someone was like, no, no, you get extra. I was like, oh. Oh my God. Because every time it said, it had the one with the yellow plus, right? Then it says exclusive map treasure. Is that what that means? I think so, yeah. And Sony Jazz said, you can't turn that off as well. I would always immediately buy the treasure map. So every time I saw that icon, I just thought that that meant, okay, so that wouldn't be on the map unless I bought the treasure. That's what I thought, yeah, but treasure plus means treasure isn't actually in the base game. You have to. Okay. This is actually going to play into some other elements of this game.  It's really annoying. So yeah, just buying it, it doesn't just allow you to, it's kind of like a, you get to double dip with the power it gives you. It doesn't just allow you to get a free, besides what you pay for it, in-game a free exclusive upgrade for a weapon, which take the red nine, for example, with the exclusive upgrade, it's 4.05 power. That's over four times the damage of the standard pistol. That's a big deal for, you know, pistol shot for pistol shot. With the M1903, a critical hit, like headshots and critical hits, they do like 32 damage per rifle round. It's huge. Massive though. But it allows you to double dip because you don't just have to do all that and spend the money. It means that all that stuff can go to something else in its place, which means you essentially get two upgrades worth. All those spindles that you need to save to get the, you know, to pay for the 30 and 40 spindle cost upgrade tickets, respectively, those can go towards stocks, yellow herbs, treasure maps, is treasures, all that stuff. Now you don't have to worry about it. You can spend those 70 spindles on all kinds of other stuff. Yeah. And it throws out like any sense of, you know, if anyone ever says to you like, I thought the balancing wasn't too great.   Someone in chat, Vector is saying that the paid DLC map gives you a total of 70,400 pesetas on the village and 170,000, 800,000, 800 pesetas on the castle. Jeez. Yeah, a lot. That is, that's basically fully upgrading another weapon. Pretty much. That's a significant cash. That's a significant amount of money in this game. So, boo. Yes, we disapprove. Yeah, boo, boo, boo, disapprove. That's bad. Don't do it.  Don't do it. This campaign is so strong.  You'll be fine. And then, of course, they'd be like, exactly, we'll be fine. We can do this and that. It'll be fine. It's like, hmm. Well, thank you. I feel like if the answer is, okay, the game industry is moving in a direction where we can't just do the sticker price.  Let's even grant you that premise and say, okay, a game isn't viable unless you have some kind of additional monetization. I think you could do this and have people be okay with it. If you just say, okay, we have a gold addition of the thing. You get a bunch of different skins and fancy stuff that's non-gameplay related and cosmetic. And we need people to buy this in order to fund the game for the mass market. So if you're a big fan of the game, just pay the extra 10 bucks and it'll ensure that we can probably make another one of these one day. And the vast majority of games, especially if you can pay that extra bit later, be like, yeah, throw in the tip. Yeah, I'm going to set it right now. You know, I don't think you could do it with mercenaries. I think people would have been too pissed off with that. But, you know, the bonus missions, like with aid or whatever, it's like, that's fine. If you make that paid DLC, it's okay. The game is pretty huge as it stands. But if, you know, those formats of trying to make more money, yeah, much more on board with them, especially skins. I think they started doing it earlier. Like in Resident Evil 2, the remake, you can buy like an unlock key that basically just makes all the bonus weapon, you know, availability status is to true, just switches it.  Yeah, I mean, there's not much else to say is this. It's like, we don't like this. And I mean, I get it. It's a single player game, sure. But it's not, it's that creep of this is what's in the game now. It used to be when you bought Resident Evil 4 and you beat that with whatever, you were on the same level as everyone else, you couldn't just pay. You couldn't just pay to circumvent the game because all these things do, is it circumvents the challenge of the game? It literally just makes the game easier, significantly easier. And I don't like that. I think that I think it definitely encroaches on the spirit of what the game is and should be. And I do not like it.  So keep that in mind, I guess.  You can buy some exclusive tickets. And this is not a super difficult game on the, depending on the mode, of course. But I mean, if, oh, it's not, that's not the way. Whatever happened to practice playing better and playing on normal mode. If you want to not resist it, I guess. Yeah, or assist. If you want to blow, if you want to blow through the game without a problem, just for funsies, I'm not going to blame you at all. If that's what you want to do and have funs, play on the normal or the assisted mode. True. So you guys ready to talk mechanics? I'm not sure how to, this doesn't quite work in the same way as we can with story. This is going to absolutely be a thing where we move around all over the place, more than likely. Yes. I'm not sure exactly where everyone would like to start. It sounds like I am a very management, baby. Let's jump right into the meat. Let's start with the movement, because that's the first thing you get to do in the game is you get to move. The first thing you get to do in this game is move. Resident Evil 4 had what is known as tank controls. Essentially, you cannot strafe left and right. Your character can move forward, back, and you can pivot left and right, but you cannot strafe left and right. You move essentially like a tank on treads. That's the thing. Yep. Furthermore, when you aim, you can't move. That's right, yes. And you can't move while reloading either. Yep. You have to choose between moving and shooting or moving and reloading, because those are all mutually exclusive, which I think works actually quite well. It's not something you really see, so it might take some people a bit of time to get used to, but it works really well within the game. The decision of do I want to shoot things in front of me or do I want to move away, I think it adds a lot to the game and how it plays out and in the encounters, and there's a lot of skill to be picked up and how you use those tank controls to maneuver in the environment. How do you round corners? When should I about face? When should I change? So that's how it used to be in the old game. You know, I like it. I like that. What do you say, Rags, to the claim of it being clunky? I would say that it's actually the opposite of clunky. I think it is incredibly rigid and tight. I think that there's, if someone says clunky, what does clunky controls mean? I might say maybe the original dead space a bit. Maybe Isaac moving around is a bit clunky. But I think that there is no clumsiness in how Leon moves in the original. It is very deliberate.  Again, it's very precise. And I don't agree that it is clunky. I think that I know why people say that because all of a sudden, when you can't strafe, when in virtually every other game you can, that seems like a really big limitation and it is. But it's a mechanic that adds a challenge in a way of moving about the world that plays well with the combat system and sort of the enemy design that you have to make as a result. You feel the same way about Metroid Prime. I have not played Metroid Prime. Same controls as that goes. Oh, I'm going to be honest, it's been so long since I've played Metroid Prime 2. I couldn't give you an honest answer. Just been too long, I can't remember. Obviously it's FPS, but time control is still. And it's like... I mean, I just can't remember enough of that game. I have a much bigger problem with Metroid Prime's original controls than I do with Resident Evil 4s. But Resident Evil 4, I think... I might even have been on EFAP at one point saying that the Resident Evil 4 controls haven't aged well. And since going back and replaying it, I completely reneged that statement. Yeah, I was going to say everything Rags said I completely agree with basically. I think it is built with the controls in mind. Everything is there, everything works. And it's as told. And I think the confusion comes in of like, yeah, but I can't do more things whether I can do in other third person shooters. And it's like, yeah, that's a mistake to think that more is better or more is less clunky. You're correct that you can't do the things you could do in other games. That's all games. There is an element of working within the limitations as part of the challenge. It doesn't just give the game a decent amount of character to it because from the moment you pick up the controller and start moving around in Resident Evil 4, the original, you understand that there's this limitation that you have to work with. It's just like an array of other different mechanics. Well, you think of the original Resident Evil game shooting controls you had far less control than you did in Resident Evil 4. So I think the problem is when you look back on it from the context of I just played the Division 2 with an Xbox controller or a mouse and keyboard, I'm used to being able to basically control a third-person shooter the way a first-person shooter is controlled on PC. But that's not really what Resident Evil 4 is doing. It's kind of taking the Resident Evil controls and being like, what if we gave the player more control of where they could aim? And I think that it's in looking at it as a completely different concept of control that grew in a different direction and I guess sort of got absorbed into the less tank-like controls. But I think that once you get over that learning curve and just look at the Resident Evil 4 controls as being very deliberately designed and not just, this plays like a shitty third-person shooter now. It's modern third-person shooter, but bad. It's not that. It is its own feel that you have to kind of get used to and I think the quick turn is sort of the key to it. Once you realize how to quickly use the 180-degree turn in order to more quickly get a, if you're using, say, a clock face. It's using the 12 o'clock to 6 o'clock to quickly get to 7 o'clock and 8 o'clock. Using that action to also get to those clock faces. Once you get good at that, it all kind of clicks and Resident Evil 4 becomes just a joy to play. When I'm immersed into the control set, I never feel restricted because I understand how all of it works. I'm like, it's no less restriction than any other video game as Raxx was implying there. You can play games that go all the way down to literally pong. If someone said, why can't I do, and then names a whole bunch of mechanics because that's not the way this game has been designed. They don't want you to be able to. If you could move like Leon Can in the new game, in the old game, the old game becomes piss easy. Like it's not even close. But the funny thing is, the reason why I use the word clunky as well, is because I was setting up what I was going to say. I don't know. I don't think this will be a hot take, might be. But I actually think the new game is clunkier than the OG game. Yeah, I can see that. Yeah. I guess you're referring to when you try to move around quickly and then it's like, oh, there's an enemy. Let me quickly turn around or something. There's a couple things. Change my directions. Since we're on movement. It's weird because he- I agree with you if you're talking about contextual actions. I think those are clunky. Leon likes to go from moving incredibly nimble to, I'm a tank now, and take almost a second to turn around. That's what I felt like in some places. Yeah, that might be the place to start.  Like it's driving me insane. I'm like trying to figure out exactly what my options are and I'm not even sure. Because it depends on where Leon is facing at the time and in what way he's been pushed and in what way he's slipping on the ground and in what way he's deciding he can run. And I think all these things have been added in as a way to better immerse you in the realistic movements of a person in this environment, I guess.   And he's like, whoa, whoa, whoa, whoa. There I go. It feels like things aren't working right, as opposed to it's designed on purpose to give you the sense that things are difficult right now.  Meanwhile, obviously in the OG game, everything works the way that it does all the time because that's how it works. And that might be a boon to, like I said, realism, immersion maybe, but mechanically speaking, it can create a different experience. It may not be preferable. Especially when you can't determine when it happens. You're talking about that stumble that you get when you're in red tier health, right?  When your health is getting lower and lower, but you need to be careful to only use your full heal at the lowest health, but not dead so that you can take the most advantage of it. Like when you get, I was a browser and I got knocked. I think I had like a third of my health left and I was like, that's fine. Then I got hit by someone as I was getting up, which is always fun. And I was like, okay, that's probably low enough now that I'll take it. But it was like some spamming tab, tab, tab, tab, tab, tab, tab, tab, tab, tab. And he's going like, oh. Stands up straight and I'm like, why isn't my tab opening? And then someone else pushes me. And I'm like, oh, I guess it's reset now.  I got so scared I was going to tab into the menu and then out of it because I was spamming the tab. I've done that. I had to step out and pee for a moment. What did you guys talk about for the moment while I was gone there? I said that I think the new game is actually clunkier than the old for movement. I would agree. It is clunkier and it is far more easy to manipulate in ways I don't believe the devs intended. I did a lot of playing and fiddling around with how Leon moves around and how that works in tandem with some other elements of his capacities. For instance, this will apply mostly to PC because of the nature of mouse and keyboard aiming. You can change Leon's momentum at any time, essentially cancelling it out by aiming in a direction and then hitting W for moving forward. So it is quicker. And now in this game, as opposed to other Resident Evil's, when you're not aiming in, your mouse controls the camera. It's where the camera is looking, not necessarily where Leon's looking. And so you can have the camera looking at Leon's front towards behind him. Just tap right-click to start aiming and then tap W to move forward and you'll just instantly snap backwards in the opposite direction, which is legitimately useful for baiting out an enemy attack or changing directions very quickly.  So yeah, it's just an example of, I mean told Mahler when I was fiddling around with this, I said, yeah, if you're running past an enemy and you're expecting them to attack you, do it right before they attack. Just right-click towards them and then hit that space bar and you'll be A-OK. You don't have to worry about Leon getting hit in the back. I'm stumbling and stumbling and stumbling and stumbling, which by the way, even if it's for like two seconds, that'll feel like a lifetime when everything is down to the wire. Oh yeah, there's just this, it looks good the way Leon moves around. It looks really good, looks really mostly realistic, really nice, but sometimes it could be a little like, yeah, it's like, I get it. It's like, why is it taking you so long to move forward? Things of that nature. Yeah, we talked about this, but there's this moment where even if you're like, let's say, half health, where you hit and you go, and then you're back up. And it's like, is that even realistic though?   Ah, not like, one sec. The inventory screen is already a break. I mean, the inventory screen already breaks like the immersion and reality of the game in terms of you have this case and at any point you could instantly open it up, look through everything, sort it, time pauses and you use an item without any sort of animation or anything. We're already there. This idea that we have to lock players into staggered animations or have them juggled between multiple hits and remove from them the ability to open up their inventory and use healing items in between taking these attacks so that they could survive.  Don't do that. You don't have to do that. If you're gonna, it's just a word of caution to all developers. If you are ever gonna CC the player, be very careful with how you decide to do that because it is generally never, ever fun to remove the player's control from their character from them. No. Be very careful in how you choose to do that.   It's just, you know, a branch I suppose. Funnily enough, by the way, this, one of the things that happens in this recording as well is that I go for a backstab but he just slashes when I get up to it but I think it's the one where it's like you just ran out of time, sorry bud, but there's way worse ones than that.  This guy pushes me and before I can get away, he punches me and it drags me backwards. Oh yeah, I've seen it happen.  It doesn't make any sense and then it sets me up for even more hits of a place I'm trying to get away from. That push is already bullshit, right?  Yeah, it's one of those, oh you got hit, that means your character staggers backwards, right? It's like, well, no, maybe if I get hit in the front, but if I get hit from the back, it will propel me in that direction.   What's the big deal? Just free yourself. Well, you get damaged while you get grabbed.   Unprofessional, it takes away, if you do a new game professional, you get grabbed. That takes away more than half your health, just to grab. Yeah, easily. Yeah, and then you ask like, what's doing the damage to Leon's body? What's happening? Is he just grossed out by it and it's causing emotional trauma? What's happening here? What's doing the damage to me? I'm just being held aggressively. Being closed to Spaniards. Aggressively, sure. I'm being held aggressively. I won't deny that. I don't want to get a complaint someone in chat just said. What do you mean? This was a very specific complaint. In fact, another person is currently typing out, this is so specific and it rarely ever happens. I don't even know why you mention it. Also, there is QTEs in the game when you get grabbed and you have to tap E really, really quickly and you're losing more health depending on how slowly you tap the button. So it is a pretty big deal. I would rather that you have to tap it fast enough so you don't hit a time threshold to take damage than you just take damage guaranteed regardless of how fast and how fast just determines how much damage. I do kind of prefer that. Like, oh shit, I have to actually type, tap, tap, tap, tap as fast as I can to avoid taking the damage because nothing's actually happening to Leon.   Why would you make it that way other than plug it once, I guess? Professional new game. It's basically a death sentence. Like, if you're really unlucky, actually not unlucky, that can happen quite a bit especially when you do the beginning village plug. They love grabbing you in the village, yeah. They grab, so here's the thing, sometimes they do punch, punch, grab and then another one is already charging up at the back and then you're dead. It's like, oh, okay, there's nothing I could have done here. It's just GG. Yeah, I think there's a little bit of, there's a little bit of, I think there should have been some tightening up of how the plagues, or how the gonadus interact with each other, the timing of their attacks and maybe Leon's capacity to take damage. I'd have to give it more thought and play it a bit more and really look at it. But sometimes I feel like there's, there's too many instances I've noticed where if you're clearing out enemies with a shotgun blast or a roundhouse kick or something like that, and there's enough enemies that are just outside of the range of that stagger, that they're making their attacks so that once you're finished with that animation they're just on you and they're there. And little things like that could be tightened up to give it a bit more of a fair feeling to the player. How's that? It's funny to say because like, I think myself and Mel probably went through as much, many people did, but when you play in the chainsaw difficulty or like trying at it or playing professional and you're like, you're planning everything, making sure to avoid everything, you don't register the grabs as something to avoid in the same way as something like an axe attack or anything.  But then you're like, wait a minute, where's my health gone? Like, what, what did that?  Yeah, but what did he do? Like, I don't understand. It's like, yeah. So I can grab you and it's like a knife in its pocket or what is happening? Well, people have said you lose dignity from it and so that's what the health loss is. Oh, emotional damage, I see. I think that this game, one of the flaws I think I would say with this game is, I don't know, flaw might be a strong word. But one of the weird things about this game is that I would prefer that enemies had weapons. If enemies have weapons, it means that I could set them up for a well-timed parry and then a kick. It means that they have a lot more easy to dodge, you know, attacks and attack chains. It means that contrary to what you would expect, oh, good, he has an axe. At least he's not unarmed or he can make a lunge for me, which I'm done.   And then next time when you're like on edge, maybe, they just move to the left a bit and you miss the shot and you're like, ah, fuck, and then they duck and you're like, what, and then they punch and then someone else from behind you grabs and you're just like, ah, like, you have to keep all of it in mind that any combination of all these different events can take place at any moment. But I think the biggest drawback for me has to be the fact that when they grab me, I'm like, I've lost, that's it already.  They've taken it all, all the hell's gone. Yeah, so I didn't learn until my second playthrough that you could crouch and avoid being grabbed. I had no clue, no idea that you could do that. I factored into all of my gameplay. If there was an enemy who didn't have a weapon that I needed to make sure preemptively, I had enough distance to essentially scoot back if they were to do their lunge. And then apparently, then they said, no, you could crouch and avoid it. And I'm like, oh, I don't think that's... Well, so let's go with mentioning because someone in chat just said as well, why can I not parry the grabbers in the face when they get close? That'd be fantastic. You can. There is a parry animation for when they grab you and you hit space at the right time. I've done it.  I did it, I think, a grand total like five times in my playthrough. I could navigate it consistently. Yeah.  Leon, you could hit E when an enemy is lunging towards you. Leon can begin and basically finish his animation of lowering himself, but it's too late. You didn't hit it soon enough and you're grabbed now.  Yeah, see that is what I'd call a little bit of clunk or some clunk. That's a bit of clunk, yes. Yeah, it doesn't feel right at all. It feels the opposite of mechanical, feels abstract, I don't know. It just feels like something's not quite lighted up there. By the way, my feel of it, because I knew about the parrying melee attacks since the demo. So there's actually the first time I think I actually pull it off is in chapter two of my stream and I'm very happy about it. And I talk about what it means and what it is.  It was more that my genuine feeling, I have no way to prove this, is that you have an ability to parry melee attacks, but once you spend it, it has to come off cooldown before you can use it again. That's how it felt. Once it had been enough time that I hadn't done it before and then I think to do it, it would just work. And I was like, oh, cool. And then I tried again, it doesn't again, it doesn't again, it doesn't. I sort of forget about it. And then one time I'm like, oh yeah, I could try that. And then, oh, it doesn't work.  Not sure. Yeah, I'm inclined to believe that because there seem to be times where nothing I was doing for changing up my timing on one specific attack was working. And then I would respawn, get back to that same fight and just parry every single hit perfectly. I'm just like, I didn't even get up. What, what changed? And I'm inclined to believe that the problem's me, but every time I hear other people say that they experienced a similar thing, I'm like, well, okay, there might be some fire because I'm seeing some smoke here, you know. And someone said they've managed to do it multiple times in a row. So it might just be that I'm very bad. But like I said, I did try a law and I wasn't getting consistent results. Yeah, there's something wrong with the code is in terms of like how the timing and animation sort of line up with the windows you have to do these things. I'm just, I'm just not certain. It works mostly pretty well, but in a game like this, where fights can be decided by, you know, a parry at the right time to set up a roundhouse kick clear or something of that nature, it's really frustrating when it doesn't seem to work correctly. Yeah, and on the note of we're kind of talking about movement and ganado attacks and stuff, I know this has happened to myself in metal, but I'll describe, I was about to say a generic situation, but this is one that actually happened. You're running and things are going okay.   So I'm gonna out, out running, it'll be fine. And as you do it, bang in the back, you've been hit by an axe.  And you're like, why am I going back?   That was like one of the worst experiences ever. And you might be like, well, how do they fix that then? You're like, it's complicated, but first of all, have me fall in the direction that opposites to the force that comes in, if you know what I mean, like that would be a really good start.  Can you try and implement something that makes it so the gonados don't combo?  They feel so wrong. It's really not fair. When you get juggled by enemies, you're hit by one and then you're hit by another. And it's not designed to be a combo. It's not like it's not designed to be like you're getting hit by a chain of attacks specifically meant to have multiple parts. It's just that multiple gonados are hitting you and they hit at such a time that you essentially get double punished because you missed one and you don't have that ability to heal in between the punishment already being that you took damage and now you have to heal yourself. And you know what else? Yeah, that's fair. Those situations often crop up at random too. Like there's not necessarily a thing that you could have done to ensure that that specific chain of attacks did not occur. It's just, well, yeah, you're right. I guess I got a perfectly parried the first one, but it sucked that missing that one meant I got hit by 30 attacks after that. Yeah.  You cannot aim while crouching. You have to be standing. Yes, aiming, aiming weapons, something you famously can't do from a crouch to position. Yeah. Like if you want to give me a bigger cross. How hard it is to hit something with a firearm while you're standing up?  It's really difficult. Because that doesn't matter, but with rifles it's nice to have that extra little bit of stability. It's not a big deal or anything, but there's nothing stopping me from doing this. It's funny to me that you could be in a position where there's one very specific part of the game and it's kind of bad in terms of how this worked out. The first introduction of the first Plagus, I backed up from it because it turned into a thing and I was like, whoa, whoa, whoa, and I went, there's a cave right behind me.  And I was like, I can't, I can't aim while I'm crouching and that's the only way I could see it. And so now I'm stuck because I have to go through that cave and it's right at the end of the exit of it. And I can't shoot through the cave because it won't let me crouch and shoot. So that's great.  I was like, I don't think so. Also goes hand in hand with another mechanic is the whole aiming mechanic because now you have these crosshairs, right, that expand and as soon as you realize, I was like, oh, so let me crouch. So I probably have more stable aims. Oh, no, I'm just standing up. Oh, that's a whole other topic. That's foreshadowing, okay? It's foreshadowing. I'm not going into it. But yeah, I'm going to come to intuitive. I'm metal.  So I'm going to crouch or lie down, depending on what game you play. Like Arma, you probably want to lie down if you can, for example. Oh, yeah. That's right. Arma has like nine different ways to stand. Yeah, you can just hold it by the Y button, I think, and then just go like arrow key out. You can, I forget that it's like control and then W and S. So instead of moving forward and back, you move your character taller or shorter in like nine different increments, which is really cool. I wish they'd implement that to Daisy, but it's a really cool thing that they do. And yeah, you can shoot from all of these positions. You can. And it's worth saying the topic of movement in this game is being textualized through all of our complaints, as opposed to our praises, because everything else that we don't talk about almost is like, oh, it works real great. That's probably why I want to talk about it. We're the most part. This is a very good video game. Yes. And the movement system is pretty damn great.  Like stuff like this can drive me nuts if it all happens in a row. It's just like, and it ruins like a particular thing you're trying to do.  But, you know, 90% of my time playing this game I wouldn't notice the thing is all working the way I supposed to. Yeah, and it's just one of those little elements of there's a lot of moving parts in terms of the combat. And sometimes I don't quite mesh together well. And depending on the mode you're playing, and because this is a survival game, you know, with health and limited resources, sometimes you feel like, oh my god, I shouldn't have taken damage there. Oh, I shouldn't have had to expend that health. I shouldn't have had to that's done. I was like, oh, I feel like that. And so if these happen at key moments in one's adventure, I can frustrate you a great deal. Yeah, I think there's pros and cons, I think, to both the movement styles of the original and this one. Like for instance, I mean, there's parts like in the original, the helicopter showdown where, I mean, it's good. But like, I kind of wish that Leon was a little more nimble at parts like that. Like flicking move and turn, just to get in the exact right position can feel a bit tricky sometimes. But it's one of the reasons to, like, to still play the original Resident Evil 4. Like in terms of movement, like, they feel like unique experiences. And you know, I like things about this one. I like things about the old one. And it's interesting why Resident Evil 4, the original, has the controls that it does. I think one of the reasons is like the, it was originally designed to be a GameCube exclusive. And the C-stick isn't really a great stick for operating a camera. It's better for like mapping items too, or something like that, where it's just a quick flicking one direction and that's all you need in terms of its function. But not only that, but tank controls have always been associated with Resident Evil since the first game. And it just made sense to use them because of the changing fixed camera perspective, right? When you're doing that, when the camera is always changing angles, you want it so like, moving the player forward is always up on the D-pad and not relative to where the camera is. But then like when Resident Evil 4 came about, it's like, hmm, interesting. It's still tank controls. And there is something that feels special about feeling a bit more restricted in that original game, and in a way that makes it more fun. And it's like, there's so many things that are like designed with that fact in mind. I think a good example is like when enemies will like run at you in the original, but then once they enter a very limited radius around you, they'll start walking. It's like a very slow shuffle. And that gives you some time to kind of orient yourself and take aim at a limb.  And that works on like a, on a number of levels, including like horror, you know, where it's just like, yeah, they would just come at me and grab me, right? But maybe that doesn't, you know, maybe in terms of gameplay, it's not as fun. I don't know. Like people have different takes on it, I'm sure. But I don't really know what my point was there. I can't forget. But I was following you, and I think that Resident Evil 4 in particular is an interesting case study in that regard. At what point is the control and movement systems restriction its own, I guess, tool by which to create horror? There is that tension of only being able to see what's directly in front of you and not being able to just spin the camera around in all directions that is lost in this remake a little bit. Because now you, at least playing with the mouse, I don't know what it's like playing with a controller, at least for this game. Although obviously the original Resident Evil 4, I played with the controller. But that limited field of view where you can only see what Leon is actually looking at or aiming at, I think was probably the scariest thing about the original. And it wasn't anything that you could really even put your finger on about that. But it was an impact. It was in fights, like the El Higante fight. You have to be moving away from him and you can't see him behind you. There is this kind of like, oh, it's behind me, it's coming after me and I can't see it. In an interesting way, though, it also really solves the problem of third-person camera. Because third-person cameras can be really bad, but if the rule is no matter what, it's always going to be directly behind you, looking at what you're looking at. It takes that element out of, it takes it out of random territory. You know, it becomes a lot more measurable, predictable. Right. That's a good point about the horror. I didn't think of that. I think I ultimately prefer being able to, I like having the camera direction being independent of the player direction now. And you can sort of assess threats in all directions whenever you want with the camera, which I think works better when you're dealing with crowds of enemies. And you're weaving through enemies. It's just generally helpful for exploration. When you can look all around, you can look everywhere, you can check out things, you could scan through rooms and do a little 360. I mean, it's one of those things like, yeah, maybe a little something is lost, but I certainly won't knock it. The biggest problem with the 360 ability to look the camera everywhere is being able to completely cancel your momentum by aiming and then pressing W in any direction. Yeah. Yeah. So like Mark was saying, like I'm just thinking about that now. And I was like, yeah, that did make it scarier. Like enemies, when they're about to throw something at you, they would make a certain sound, like boom or something. And that would be the only indication you have that somebody's about to throw something at you.  I don't know which way I need to go of. But in this, like you can see, okay, they're over there. They're about to throw that. I kind of get the impression that I should tilt this way if I want to dodge it based on like what hand he's throwing it with. Yeah, some sound cues to clue you into, yeah, that something's about to happen. Yeah. So there's pros and cons. And like, Mahler brought up Pong earlier. And I was kind of thinking the same sort of thing with like the idea of restrictions in certain games making them more fun and giving them an identity. And I was thinking, what's a good like retro game example of that? And I thought of this old game called Missile Command. I don't know if any of you guys have played that. The Atari game. I think it was on Atari. It was also like on arcade cabinets. Yeah, we know the game. Yeah. It's one of the famous older games, yeah. You take control of a little gun turret that's fixed to the ground.  And the idea is to shoot at the missiles at like the tips of the lines and lead your target enough based on their velocity and distance. And it's really satisfying the way that game works because of the fact that you can't move around your gun. And if you could, then it would just be more like something like asteroids or space invaders. Like Missile Command is what it is because of that restriction put in place. This would be a broader halo, not being able to sprint. That's intentional, even though someone would be like, well, Master Chief can run. It's like, I guess you've got to think about, yeah, you've just got to imagine that in universe when he's like moving at regular speed, he's running. But like the reason why there is no sprints is because sprints is a mechanic that changes the way that you interact with the game. And it changes it in a way that's appreciable because it's been said many times. But the thing with halo is that everybody is always able to fire all the time unless they're reloading or using melee or a grenade. Whereas when you add and everybody is always able to move at the same top speed, like there's a clear understanding of what anybody, what you can do to anybody and what anybody can do to you at any given time and throwing in sprint when your gun is down but you move faster is like another variable that gets added on top. And you can do that, but it makes it different. And so in the case of like Resident Evil 4's controls, the tank controls versus Leon being able to move and aim freely, I don't think that there's any, I don't think that you can consistently or reliably make the case that any one version is better than the other. It's just that they are fundamentally different in terms of the experience that they're going to afford you. It's baked into the original game that you're always looking where you're aiming. It's baked into the original game that you have to choose between moving or shooting. Whereas obviously in this game, it's baked into it that you were able to move freely but the enemies, you know, consequently move a lot faster to counteract that. I agree, yeah. The games operate fundamentally differently in terms of like movement and firing, but I like them both. And I'm quite happy to replay both. I like them both as well. One does not replace the other. No, I like the fluidity of this new one.  I like that. I like using that when I'm dealing with the crowds and it feels like appropriate action for Leon to be doing. You know what I mean?  Oh, fuck, there's something over here. Yeah, it belongs in the world visually. It looks very good. It looks like he's got a lot of weight to him. The way that he moves around is pretty good for implying that he's a character with mass in this world and he's not just pixels moving around instantly. Something I would say is that, because obviously a lot's been made about the nature of the controls and how Resident Evil 4 original based on my experience, which is way more limited than all of you basically, it seems that like something to be said about mechanics in the original game is that they are incredibly reliable in that like everything operates in an exact way like all the time. The variables of like unpredictability are much lower and that's baked into the movement. Whereas in this game, because it is, you know, the free moving and like it's a little bit more unpredictable, there are obviously benefits that can come from that but the downside is that it's less reliable to know exactly what's going to happen in any given moment based on what you do. But something that should be said about this game is that compared to a lot of other third-person shooters to like make a big effort to make the characters look and move realistically, I'd say that this game like works a lot harder to make sure that like that compromises your control as little as possible. Like I'd say the controls in this game are quite responsive for a game that animates this well because the more you bump up the animations, the harder it gets to keep it super responsive because of the amount of time that you need for those animations to play out. And adding to the way that Leon moves and moves and weaves between threats and crowds of enemies, I've been really impressed with the hit boxes in this game. Yeah.  Like in any other game, you would think like that would have attacked me because usually a hitbox around a player is just a big, ugly rectangle with a lot of negative space in it. There's a lot of room there to get a hit on you when it doesn't look like it. But here it's like, it feels like they use like a high-poly hitbox. And I don't know why they don't do that more often. It's just a good hitbox. It's a good hitbox. Very satisfying to avoid it narrowly by doing a little bit. The only issues that I've seen are when it comes to hitboxes and collision are sometimes enemy arrows, depending on how they're standing and what they're shooting around or over can maybe clip just a wee bit through the environment. But it's a very rare case that that happens to the point where it's barely even worth mentioning.  But yeah, for the most part, the hitboxes I found quite good. And I think that it's not to be understated that element of satisfaction with the animation almost reacting in a way that is reacting with that hitbox to sell it in a way that it wouldn't if either was not as effective. Like the clarity of the duck going under the axe, in this example, because it's a bit weird because I'm talking about a concept that's applied in many situations and trying to construct one off the bat. But in the example of ducking underneath an axe swing, that hitbox really combines with the animation in a way that is more impressive than it would be if it was just, hey, it looked okay because Leon went down and the axe went over him and it got close. But it seems like it's done in a way that Leon is ducking the way a person might duck one of these attacks. Speaking of hitboxes, there is a, for those who don't know, we can speak on the subject of hitting boxes. But once you learn it, you never go back. Slashing boxes with your knife is faster than pressing the contextual F to smack them or kick them. Especially if you're sprinting towards them and you make that slash, the sprint slash. Yeah, the recovery from that animation is way faster. You're more guaranteed to actually hit all the boxes. You just flat out will save time, a decent amount over the run, and it's faster to just slash with your knife. No, it doesn't. It does. Slashing anything costs you integrity. Are you sure?  I didn't notice it doing that. I tested out by stabbing boxes in the demo over and over and over again, just staring at my integrity and it started going down. Wait, in the demo or in the proper game? I didn't, well, I assumed it worked the same. I mean, you're playing it right, you can test it right now, right? Yeah, like, I'm not playing it right now. Oh, is anyone playing it right now? No, I'm chilling in a room world. But when it comes to, yeah, I think specifically, Fringy asked me if that was the case and I tested it on the spot when he asked me and I said, no, it doesn't ruin your integrity. Yeah, I swear, I did it against walls and floors. Because I think it does when you hit enemies. My understanding is that it only degrades the durability if you block, if you hit valid enemy targets with it or if you block enemy attacks with it. If you hit durability in boxes, it doesn't go off. If you hit walls, it doesn't do anything. It's just essentially valid enemy targets are blocking. Well, someone just said they've changed it from the demo. I didn't test it in the game, so I just assumed it worked the same. Yeah, because I stabbed things randomly and I'm pretty sure nothing happened. Well, in that case, yeah, go for it. Yeah, I've been doing it the whole game. It doesn't reduce the durability in Fringy. I would have thought you'd notice if it did. Making it worse. Oh, yeah, if it did, I would definitely notice. One of the things you do in this game is that you typically will use up the axes, they're not the axes, the knives you find before you dig into the durability of your main axe. It depends on which one you equip, right? If you leave your main knife equipped while picking up a bunch of different ones, then you end up burning through that first. Like it doesn't automatically.  Well, it's now the time to talk about the knife. I suppose so. One thing I wanted to mention is we just covered part of it. The other thing I checked and learned, I remember complaining about it to you directly, Rags, in the demo, was that there's a couple of things about... Yeah, we're on the knife now. That's happening. You know, when you introduce this mechanic to me, and I'm not even talking about integrity as a whole right now, just specifically how their integrities cost different attacks. So you can poke, poke, poke. It's like that's faster, but I assume, I haven't even fully tested this, less damage than a wide slash, and it can take less targets with it. Like with a wide slash, maybe you can hit three at max. With a poke, you can only hit the one. Maybe it does less damage. Whatever. I was like, okay, that all seems reasonable. I need to check the damages on it to know for sure. But like I said, I assume the poke is less.  And I think it was like 10 pokes to kill a gonado. And then one of them fell over and he's died, you know, go... And turn it into a thing.  And I do.  And I'm like, oof. Well, I had a curiosity then. What happens if I poke him? And I go, poke, poke, poke, poke, poke, poke. Like maybe seven, eight times, whatever. Whatever difficulty you're on, it'll depend. And he dies. And I've lost like a third of the execution cost.  Like, why would you make the animation tied directly to this be a detriment compared to me just stabbing him? And then if that's not bad enough, you keep stabbing him after he's dead and it's costing you integrity, which people in chat are telling me that's still, apparently that's still in the game, not just the demo.   And when you're desperately trying to kill it before it turns into a plague of tier two, whatever, you're going to be pressing it over and over and over again. A few extra times before you realize he's actually dead. Especially when they wriggle on their death, when they're like, blub, blub, blub, blub, blub, blub.    These things annoy me. I imagine the knife integrity is tied to the knife itself rather than like enemies specifically. Like if you use the knife on anything, like walls and stuff. Seems to be tied to two things mainly. What you're actually using the knife to do because different actions with the knife have different costs. And what the durability value of the knife is, essentially it's probably works as just this is knife hit points and it expends hit points in order to perform actions. So like stabbing an enemy on the ground in order to finish it off costs, I think the biggest chunk that you can use apart from like chainsaw. So it's chainsaw, then I think it's using the knife when someone grabs you. That takes a good amount of time. Yeah, that takes a good amount of time. If you're getting out of a grab, I think the idea is that it's kind of the what choice do you want to make here?  But yeah, I believe chainsaw are getting grabbed. I figured the ones when you get them on the ground are like pretty low on the list, right? I mean, they're way less than the first big two, but I think apart from those big two reasons, expending it to get out of a grab and expending it to save yourself from an instakill from a chainsaw, it is the biggest expenditure of knife. The only way I can explain it is that they thought most of the time you'll be executing while they're on the floor is in the middle of fights. And so it's like, you want that done quickly, as opposed to stabbing him 10 times, for example, then it's going to cost you. And it's just like, yeah, but what about the times where I'm just alone with him? That means I just got to go stab, stab, stab, stab, stab, stab, stab, stab. Otherwise, I'm wasting my knife. Just like, surely you can have contextual integrity breaks where the game recognizes like you're not in combat beyond this one person. You've executed them. If anything, I don't even know if it should cost you integrity. It's just a matter of like efficiency. Like just trying to get to the point. I think I would just flat out have more fun with this game if the knife didn't have durability. That could be the big question to ask now. Here's the conversation. This is the conversation then. I like the idea that the knife is your trusty, is your very good friend, your trusty backup always there for you. If things get tough, if you run out of bullets, if you get into close quarters, if there's, it's always there for you. But it's a high risk, high reward weapon. If you want to go in, for instance, Resident Evil 4, I will tell you personally, if you get good at that game, you can kill Novestadors knife only.  You can kill Regenerators. And yeah, well that's, that's what he's about. But the, but I like the idea that the knife is this trusty backup weapon that's always there for you that you can use in specific times as a high risk, high reward, cheeky kind of weapon.  However, the knife animations a certain amount of time, you don't have the ability to just like press the space bar and parry whenever you want. So yeah, you're saving ammunition by doing that, but that's, it's a risk reward thing.  So I think it might be worthwhile to lay out the case, the durability before explaining why I get the impression that I think most of us would prefer it as a universal like element that you don't have to repair. The, do we or? So I mean like your ability is, the knife in the new game allows you to do many more things. It's a much more versatile weapon in terms of its contextual uses.  It allows you to block boss hits. It allows you to, of course, just stab stab stab or slice enemies with a bit more better, less clunky animations than the original did. It allows you to execute enemies from behind instantly. By the way, you can do this with Brutes. You can kill them in one knife stab from behind with minimal HP loss. Pigman. Yes, the pigmen, the guys with the cow faces. The, it allows you to instakill enemies on the ground if they are about to essentially transform into the spooky versions. It allows you to get instakills on like kneeling enemies from behind or it allows you to instakill enemies that are carrying away Ashley or enemies that are attacking Luis. Well true, yeah. The knife, the knife has a lot of combat uses. And so I think as a way to balance that ability out, they added knife durability and then they added weaker knives that you find throughout the game. So you could find like kitchen knives and boot knives and whatnot that have far less durability than your, your, your mainstay knife. But, you know, it's essentially to give you some hits, give you some kills, allow you to use the knife without, yeah, a bit more. I would say the goal of durability was to have a risk reward element beyond just like, do you want to parry or, you know, like attack this person now? Like, do you want to risk screwing it up? I think that the risk reward element is making the knife similar to ammunition for weapons and that there are some decisions that you need to make about how you want to use it and then rewards for playing well versus playing poorly, playing well being that you don't get grabbed and so you don't lose a shit ton of your durability in those sorts of encounters. You know, like basically min-maxing with the knife and the concern that if there wasn't durability that the knife would be too powerful. I get it. Which is weird because has a reliable universal element though. Remember too in Resident Evil 5, one of the improvements they made was you had essentially contextual insta-kills on enemies that had been not prone and that didn't cost durability. It was just a knife attack to you. Well, Sheva would use her knife. Chris would kick them in the chest very cleverly. But I, it's just one of those things where I, it's fine. It didn't really, it didn't ruin anything. I didn't notice it all the time. I'd say that, I think mechanically it's, I'd say it's correct. Mechanically it's, yeah mechanically I don't have any issues with it. It's just one of those like, I think I would just enjoy the game if I just had my knife and we didn't have all these knife pickups that I could find and equip those first. If I, I had my knife is, it was always a combat option that I had to use in certain contexts in the game. Especially with how they portray Leon's knife fighting ability. What about when your knife runs out of integrity you get locked off from a couple of moves? Like we lose some of the more exquisite and top notch moves, but we keep the basic ones like a parry and knock out. Cause I, I'm not a fan. I think it does work actually. And I would defend the mechanic, but I'm not a fan of the whole boot knife, kitchen knife, blah, blah, blah, blah, blah. Yeah, it seems a little.  Lock me down if, if you like dealing with, you know, like you use it on the chainsaw guy. It's like nearly done straight away. Yeah, it'll break, right? Depending on which knife you're using. And if you, if you stab him in the, in the neck when they grab you, depending on who you're dealing with, that can take out. And depending on how much you've upgraded that that can take out a huge chunk of it's a health, health integrity. So. So yeah, I'm not inherently against integrity systems.  They're often, they just. Yeah, it's like, it's a big complaint with the rest of the world, right? Yeah. Breath of the Wild is one of the famous ones. I, I mentioned this to Rags, but, and correct me from wrong, but I'm pretty sure it's the case.  It's, your sword will eventually break, but everyone upgrades in that game at such intervals that you, you'll barely ever notice the fact it'll never reach like a lower level. It'll always get upgraded before it'll break, usually.   Dark Souls 2 though, that's where it started pissing everybody off, I think. Worth bringing up because I've been mentioned in chat, because Resident Evil 2 remake has the way that it, if I'm remembering correctly, basically the way that you take damage is zombie grabs you and bites you, but if you have a knife, you can use it to stop them, but you can only do that, you know, X number of times before you, you lose that knife and it's kind of something that probably got carried over here. I guess the difference that I would cite and why it's probably worthwhile to have the knife be a universal component is just Resident Evil 4, like Leon is way more empowered than he is in Resident Evil 2. Like it's more in keeping with the design goals of this game, of having Leon be like very capable and has a lot of moves at his disposal, that to essentially lock one off based on the durability of a knife instead of having it be a universal element is like I get the rationale behind it. I think it's well designed. I just think it would be... Yeah, I think it's pretty well designed all the time. Well, so I just wanted to quickly say a missed opportunity I think is you should be able to provide your boot or kitchen knives to Ashley and that should make it so that if anyone grabs it, she gets an insta kill on them and loses the knife for it. So good idea, yeah, I like that. Are you guys all equipping the boot and kitchen knives right away? Because for me, I pretty much looked at those as crafting. I hated the bolt throw, I will get to it. So I didn't care for them for crafting. Yeah, I always equip them if ever I pick them up straight away. Yeah, I always use them because... The knife is too useful. It's just too useful. I love my combat knife and whenever it dies, I get upset. Yeah, they only sell the knives that you find. They only sell for 400 or 500. Like it's not worth it, you know? Oh, sure, but... No, you can craft that raw knife. So if you use the bolt thrower, if you don't, obviously it's... You save... I think you save essentially more in... Dura... We'll have to talk about the charms later. But you save a lot of money by using the expendable knives than selling them because you're saving repair costs on your trust main knife. Yeah, because your repair cost is... It's not cheap, you know? Yeah, that... And I repair every time. I never went through without... What, you think it's too expensive?  I think the charm... The charm that I got for the armor, the bulletproof vest, significantly reduce the repair cost of it. I don't know if there's a similar one for the knife. There absolutely is. And I... Oh, yeah. Oh, there is. Yeah, there's a lean attachment. I think I used that. I didn't get that one. Yeah.  Yeah, I don't know where you live. Which is like, damn. That one, the 5% of weapon upgrades, I think there's a 30% off combat armor repair as well. Yes, there is. Yeah, I used that one. I used that one, too. Yeah, there's 80, I think. But we'll do the whole charm segment as its own thing. And also talk about the wonderful shooting range. Yes, we'll talk about that. We'll talk about that in tandem with what will surely be our next thing that we discuss, combat related. Well, we got one knife. But one thing... What else do you want to say? Well, in regards... Knives, I wish that we had... We have that, John. What were you saying? Go, John. Regarding the knife durability, I was going to say, I think there's some, like a nod to the past sort of thing factoring into that. Like, Fringy was saying in Resident Evil 2, you had the knives. But it goes back farther than that. Yeah, yeah. In the Resident Evil 1 remake on Gamecube, knives you could pick up, and they were like special one-use items that had their own dedicated inventory slot.  You could get out of a grab without taking damage. And I imagine that was like... That's what it was in the remake. Hey, that was cool. Yeah, it's like, hey, that was cool. Like, having limited durability knives, how can we kind of do that in this as like a fun callback? As well as like the obvious... You got to offset the fact that it's so OP. I guess that's the thing is... With the parries. I wonder, like, if, because in professional difficulty, you have to get the parry like perfect, otherwise you get hit. Maybe that is the way to balance it, is to just be less forgiving in all modes. I would be fine with... Yep. Yeah, there's different ways to balance it. Sorry, I just saw it. I just saw it too. What happened there? I'm not even sure. What did I hit himself up by shooting the vase or something? Yeah, look at this. I'll go frame by frame. Oh man, we've just... That's not good game. That's clearly not what's supposed to have happened there. But okay. Oh no! What was that? Oh no! There's a hitbox that's not great. But yeah, there is a... Yeah, talk to him about... When it comes to knives, it's everything from the amount of damage it actually does to how many contexts it can be used with a special prompt, how there's all kinds of stuff that you can do to make, you know, to offset, instead of it having durability, it has other weaknesses or limitations in its place. That's the thing. I figure it would have been... I will say it again, I think that the mechanic is well designed. I just have a preference, I think, for you knife. It didn't get in my way every once in a while. I was like, but that's about as bad as it got. Yeah, how come stabbing this guy in the neck from behind in a stealth kill takes off really very little HP? But if I stab him on the ground when they're already very weak and prone, it takes off a whole bigger chunk. Like I said, I think it's to do with they would have thought you're in combat and you're desperately trying to get an execution to avoid him getting back up and so they're like, ah, you want that to happen? That quickly? Well, it's gonna cost you, buddy. Yeah. Well, it's pretty much only just to... The prompt only happens to stop them from getting up with their broken neck thingy. Yeah.  It's like he gets another health bar if he does that. That's like an entirely new enemy. That's why I want to get... One of the things I want to say quickly is that they theorize you've got like two other dudes right next to him who are about to grab you or whatever. So if you go in for that quick execution compared to stab, stab, stab, stab, stab, you know, like you can't do stab, stab, stab, stab, stab, stab without getting hit by those others. You can do the execution. Like it's like a safe kill. I still don't think... I still think it takes off. It doesn't... It's not bounced properly, I don't think. It's... I remember when I did it, I was just like, oh, whoa. Okay, I guess I'm not doing that in future. Jesus. Like, well, dependent. You know, sometimes if it is in the middle of a fight and I know that if he gets back up, it's going to cause problems. I might go for it. Yeah. I just did it all the time, to be honest.   So I'll get a free execution off this tiny bit of integrity. Yeah, that's right. Because that integrity loss ain't transferred. Yeah. Yeah, so that's another thing. That's part of the game, right? That's another element of it. It's switching out knives to deal with that integrity. Min-maxing your integrity. Yeah, you can min-max the knives if you want. Absolutely. It is an option that you have, which I appreciate a little bit. As I said, I think it works. It all works. It works, yeah. And I will say... We really like the game, right? We really do like this. Oh, yeah, yeah. Absolutely. I'd say I love the game. Yeah, I will be playing this game a lot as time goes on. I will definitely replay this game plenty. One thing I'll say as well with the increased amount of things you can do with the knife parrying when it works.  Oh, yeah, this game, there's a lot of moving parts and mechanics.   It looks great. It's just like, man, you're taking names. Look at you go. Right. And yeah, you get that feeling when you're playing it as well. And I love how fun this is to replay. I think it's a feat like what it's pulled off. Very replayable, yeah. In that regard, yeah. Like every part of this feels fun and I'm looking forward to parts now that I didn't look forward to in the original, not to say that the original is badly designed or anything, but there's certain parts where like the Del Lago fight where it's just Del Lago fights the one that comes to mind. Yeah. Yeah. Well, we're on our way to boss fights. We'll get there. Yeah, we can go to the boss fights. That's like, it's its own section. It's a normal thing to do. Not to jump ahead. I was just talking about the replayability. Yeah. I'm sort of happy to let this flow like from knives. Where do you want to go? Where does everyone go? Let's go to the other big element of combat, which is the guns. We can talk about the guns. Sure. Which is which may be tied into my biggest complaint that I have. It's kind of two at the same time, sort of two that are very linked. I think I know what it's, first off, it's got to be the change in having in the reticule. Well, should we go broader first? Like, they look and sound pretty good. They look and sound pretty good. Good looking, good sound. Yeah. The gun to play is, it's a-okay from an aesthetic point of view from this, the sound of it. It sounds like, yeah, I like it. I like a lot. Like a lot of it. All right, there you go. So, next topic. Yeah, there you go. So, biggest- In some cutscenes, Leon does a cool thing with his gun. I don't know if it's an actual like tactical thing, but like pulling the, I don't know what you call it. He's like checking something in the gun. Yeah. Yeah, he's checking if there's one in the chain. I'm just checking if there's one in the chain. Yeah, he's checking the state. Which is another mechanic I like. Magazine, if you have a magazine fed weapon, you can fill up the magazine and there's room for one in the chamber. So, the starter pistol, for instance, isn't a 10 capacity. It's 10 plus one, because every gun comes with a free bullet spot right in the chamber. But do you like that? I really do like that. Yeah, I try to write, yeah. Yeah, it's out. It is neat. And as far as I know, it does affect your reload times. When you have a fully empty gun, it's longer to reload than one that's not empty yet. Because if there's a round of the chamber, you don't have to manually work the action to put a round of the chamber. There's already one there. You just have to change the magazine. So, that's neat. I wish more... All games should do that. Should be mandatory for all shooter games. Do it. So, yeah. But he does that thing where he... It's the cool thing where he uses one hand to slide the slide back and look and make sure there's a round in the chamber. Yeah, it's a neat little thing. And sometimes when he takes a gun out and you swap to the gun or he pulls it out, he does that checking the chamber to make sure. What do you say? Yeah. It's good. I like that. It's good for convincing you that this is a man who's experienced with gun. Yeah.  He'll hold the gun up. He'll have this sort of bladed position. I think I know what you mean. He holds it up sort of close to his face at an angle like Sam Fisher. Right. Yeah, yeah. It's cool. I think that's an actual thing. Like, I think it was developed by a British special forces guy. Well, you can't... Yeah, you can't hold the gun further out if there's something really close. Yeah, it's a little thing that I like. Yeah, absolutely. Yeah, that's a thing I like. Yeah, pretty neat. But the elephant in the room. There he is. He's coming. The elephant in the room. He's swamping through. The elephant in the room is that one of the things that Resident Evil 4... One of the things that Resident Evil 4 is famous for that gives it so much flavor and visual identity is that Leon aims virtually all of his weapons using a laser sight. Whenever you're aiming at an acceptable or a valid target, essentially, whether it be an enemy, a box, something flying through the air, anything, a lantern or a thing on the wall that can be affected by bullets, there will be a red dot that appears at the end of the little red line. It's how the game was played. It's a mainstay of Resident Evil 4. That's how you aimed at enemies. You used a red dot sight. And unfortunately in this game, they opted for a much more standard, pretty much universal reticule. And not just a visual change, is it? It's also... Resident Evil 4 Remake has random bullet deviation. That is determined by a statistic on the weapon, not by the shooter. This has been discussed in EFAP's history prior. They believe Halo was the last time we discussed it. Yes, we did. We did talk about it with Blaine. Halo is so-so in how it uses the thing. I think it works pretty... I'm not going to say so, so it works pretty well in Halo because of different weapon rolls. But that's its own whole other thing. One of the things I loved about Resident Evil 4 was that laser sight. Because not only is it pretty unique to games, but it added a level of difficulty with the game. Especially if you're shooting at long-distance targets. Blaine had a little sway to the gun as it moved around and you had a laser and it would only pop up when you're invalid at targets. So it was a thing. It was great. I'd love it. But in this game, it's just a reticle. And the reticle is... It's like basically a cone where bullets can shoot. Which means you can have that thing square on an enemy's head and pull the trigger. And oops, sorry, you got a bad roll. You missed. Yeah, and there's... What you've just said is it. There's no more... Nobody needs to say, well, Rags, if you were better. No, no, no. No. No, no, no. If I have an enemy that's standing in front of me and the game decides, no, this bullet goes all the way to the right. Well, you know. When no enemy is left, even though you're in the center of the enemy. Yeah, I have no other way to explain it. I can do about it. If you have a reticle that takes up, let's just say it is 100, the enemy is standing there and you put it over them and the enemy's engulfed with it to the point where there's edges, like 10% on each corner that is not hitting it. And then the bullet flies to one of those tens.  Yeah, that's it. In the original, there was that dot and wherever that dot was, that's where the bullet went. So it was all on you. Here's the thing. There was an argument to be made for Bloom. The problem is that being able to aim precisely, that shit's just useful, man. I think arguments for Bloom are generally, I don't think there's any really good ones. So I think what's helpful in this case is we can point, the TMP just sucks now. I didn't even buy it. They killed it. Well, I made it at the first time around, but then yeah, like I'm not buying it. I'm professional. It's just way worse. You cannot reliably, you just can't reliably aim. It has way too much spread. And the argument could be made, well, I mean, the functionality is, you know, you sort of spray it around. It's like, damn man, like in the original, you could just like, you could spray it, but you still knew where the bullets were going because of that laser sight. Yeah. Why is it so bad to have an accuracy stat in the game? So here's the thing. It isn't, but if the accuracy is inherently tied to a number generator that is independent from the player, that essentially adds a sense of, yeah, it's literally unreliable. It is a random number generator as to where the bullet goes, regardless of where you're actually aiming. All of the problem is that this game doesn't give you a lot of ability to control that spread. Something I noticed while I was on the shooting range is like with the pistol, your reticule goes as small as when you're standing still for a while, but it's like a few seconds. And even though you fire, it goes back to being bigger. Yeah, exactly. I don't know if anybody's ever doing it in a game this fast paced, you know. And just forbid if you move your mouse a little bit.  Magnum, like not the killer seven, the butterfly and hand cannon. Yeah, they have.  You shoot once and then it goes all the way back out. And of course, the enemies move. So you got to move too. You need to move your gun in the direction of the enemy. It's just too fast paced. It's just too fast paced. And as soon as you move it, it goes. Yeah, it's essentially, you're charging up the accuracy of your gun. And not only is it the accuracy of the gun, it affects the staggered chance. I don't know. I'd be curious to see what these numbers are in the back end. Yeah, I don't think I know. Which will lead us into our other thing. But yeah, I really don't like it.  There is, let's pretend for a second, the target range never existed.  The pistol is like, not 100% but you can pay to get the laser sight on some of them. You know what I'm saying? TMP, listen, listen guys. It's a crowd controlling weapon. It's never meant for like hyper accuracy. It's meant for situations where you have several enemies. You don't know what to do. You take them out that way. Okay, it's all balanced with that in mind.  The TMP is always going to be something, like it's got the random generation because that kind of works with how it's, you know, designed as a weapon in the game. It is always going to be working that level of efficiency. But even then, I would argue against myself and say, man, is that really suitable when it can be like, you're out of ammo for everything except the TMP?  Like, doesn't that suck? And I think I'd be like, yeah, but at least, at least that's not too likely. At least that's not always going to happen. There is. But now, reintroduce target practice. And they have sections specifically with the TMP. It's possibly one of the most frustrating things ever to give me an inaccurate... I don't know how you did it, Moller. I gave up. Hey, Mel. I gave up. They give you a weapon that is by design inaccurate and random for a target practice. And I know there's going to be some people heckling in the crowd being like, well, if you were more accurate, you'd be fine. There are several instances, Mel and I and everyone can attest to this where you simply have to rely on luck. And I'm going to keep an eye on the footage in the meantime, but I'm pretty sure there are times...   So you have no idea whether or not it'll hit the target even though your reticle is over it. It's just like, well, the only guarantee is the dot in the center. They'll give you a tag on that no matter what. But the problem, of course, is like, it's like, oh, there's three targets. Shoot a shotgun at them. You can do that, and you can hit the center of the three, but it'll only tag two or one. And you just be like... Yeah, like what are you supposed to do? What am I supposed to do? And it's like, you got unlucky. That is it. You got unlucky. And it's just like, so...  I think that guns and video games are at their best when they shoot, where you point them, pretty much all the time. But what you have to control for is not the accuracy of the gun so much as the recoil of the gun. That's the big thing. There is no reason why it is bizarre that a submachine gun is more difficult and is less accurate and difficult to control than a pistol. That's just, that's bizarre. It makes no sense. Check that out. It's not intuitive. It's... This is what I was illustrating about the shotgun.  So I'll commentate this a little bit, right? So I think I'm not particularly great at aiming. I think I'm okay.  I even get the one coming in fast. And I'm feeling pretty good about this. It's going pretty well. This is halfway through, I think, the hardest or the latest thing. Knock it down, aim with the reticle to get the skull. Everything's going pretty great. That all got knocked down at a relatively fair pace. I'm thinking about bringing out the TMP, but it's like, no, I'll hit the dogs the shotgun. And then it's like, miss, miss, miss, miss.  You nearly cost me the whole thing.  In fact, I think it might have, but yeah, point is like no way the shotgun should miss that many times when that's how the rules work. And all they've got to say is, well, you're unlucky. That's all. Yeah, because now you don't have to get lucky or noob. Because now you don't have one bullet that can't go randomly anywhere.  I don't know the pellet count on the shotgun. So I think it just don't. The defense that like it's a crowd control weapon, you use it when the enemies are right in front of you, you'll never miss.  What's wrong with you? Why would you ever do that? It's so mean. It's just that that it's not just the flavor in the aesthetic of the laser sight that is so like really iconic to Resident Evil 4. It's just that mechanically, it's so tight and solid and skill based and reliant and I love it. It also it makes flying enemies way more difficult to hit because you don't have a because the dot only shows up when you're on a valid target. Enemies that are far away, it's harder to hit them with a red dot sight than a reticle because the reticle is always floating there. You could always put it overheads. I'm really, I think it's a huge missed opportunity to have the, to lose the laser sight and to instead have this. Yeah. Have this reticle instead. Every game has a reticle laser pointer and this game is cool once you once you can use it. Oh, that's right. Yeah. I like tailor my experience now. The pistol will get the laser sight, they'll get the killer seven instead of the broken butterfly and obviously sniper. It's like, there you go. All my accuracies are back. Can we, yeah, to really hop on it because I want to.  I don't know what they were thinking. The crosshair on that thing is absolutely mutated. I don't know what the fuck's going on. If anyone here has used it, it's way bigger. It takes 10 years for that thing to crush down into a reasonable crosshair, but the second inch any direction it goes, like it starts poking up and down. And you're like, what are you doing? Stay still. Yeah. That's okay. At least it's a gun that has tons of ammo that you. Yeah. Yeah, it's like, it doesn't make sense. Guns with a bigger, so the distance between the rear sight and your front sight is called your sight radius. And pretty much the longer the distance is, and there's of course, there's a maximum limit to this, but the bigger the distance is between these two sights, the easier it is to make accurate shots. That's why pistols are way more difficult to shoot than like a rifle is.  Especially with the fact that a miss is a pretty, it's a significant loss in terms of resources and damage. And this game, yeah. I mean, if you miss with a magnum shot because of RNG, that's like what, let's just say that's 30 damage. That's the equivalent of 30 default pistol shot misses that you just threw away. And it's not because you missed. It's because the game was like, well, tough luck. The random number generator didn't work in your favor. I think, yeah. I think the only way to spoil it is to write it off as a spoilage. You can break down the resource math pretty clearly too, because isn't it like 17 gunpowder to craft three magnum rounds? Something like that. Yeah, that's pretty, very expensive. So it's effectively an entire mag of standard handgun versus one magnum round. Yep, because I think it's five. Five gunpowder for a handgun mag. That's why I can... That's why I can... Might be, yeah. It's just, I'm playing, I think the, throughout, it's one of the good changes with Battle for the Five made. I mean, it's in all kinds of shooters, like Apex Legends is an example. I've got like over 2,000 hours in that. I love it. I think the gun plays great. Weapons in that game, they will typically shoot exactly where you're pointing, but each weapon has a different recoil pattern. And part of the skill comes with you managing the recoil of the gun against what is almost always a moving target. And that is like the gunplay element to still do its most simple, its most simple facet. And I prefer that so much more than like a Resident Evil slash old Battlefield style of weapons just get less accurate the more you shoot them, even though in reality, that's the opposite of how it works. The more you shoot an automatic weapon, the more you can control for the recoil because you're getting used to the kick of the weapon. It's the first shots that will be your least accurate. But this like, oh, you're getting suppressed. That means that your gun randomly shoots bullets in this cone. It's like, no, it should just be like a visual effect or it should increase the recoil, not the take away the accuracy. So we might, because this might bring us back to the convoy that we had about Halo, there is a mechanic that is involved in these things that there is an argument to be made for. In Halo's example, Halo does it differently than the examples that I gave. So you were talking about this depression system in Battlefield, right? Yeah, when you are being suppressed or when suppression happens around you, your gun's accuracy values literally charge. That's true. But then the argument someone would make is, yeah, that's the mechanic of suppressing fire. Like, that's an element of this game that's based on what you have to account for. Oh, yeah, I really don't like that. I think there was a lot of really good arguments made against it. And the way that that game played out, as someone who played, I did, I'm really good at Battlefield 3 and 4. I played them many, many times. I have thousands of hours and probably these games combined. But the problem with those games and a lot of their gunfights was that if you see an enemy soldier and they see you, what they do is both of you will be suppressing each other because you're both shooting at each other. And it will literally turn into luck wins in these fights. Right.  Instead of what suppression should be in these games, we're deviating a little bit from Resident Evil, but let's see, Pat. What I think the mechanic is far better is that different weapons and builds, depending on the game, will suppress you to different degrees. And that suppression is a visual effect. And it increases maybe the recoil of the gun a little bit, but it doesn't change the accuracy of the gun.  It doesn't actually change the accuracy of the gun, which is its own mechanism. And so like in Battlefield 5, which I think is very good gunplay, maybe not very good. I might say very good for super high-tier stuff, but the way that works in that is that weapons have, they have recoil patterns, but the guns will shoot. As long as you are shooting at someone, you're keeping that dot or scope or front post on the enemy, the bullets will hit there. And the challenge is keeping that post or sight on where the enemies are. And I think that plays so much better and it's so much more rewarding to fight people because it's on me to be accurate into track-moving targets, even with all the noise and clutter that might be happening as a result of incoming suppression, noise and things of that nature. Right. Regarding the red dot sight, I'm not even a fan of it in this game personally. I find it really hard to see the dot. I'm like squinting a lot. It's like, am I over the thing right now, the enemy or the box or whatever? And often I just like un-equip it and just I prefer having the cursor that's kind of fixed on the screen. I think I scooped further. Sorry, got far. Yeah, I love the red dot sight in the original. It's awesome. And one thing, if I'm remembering correctly how it works in the original, the big dot doesn't cast over meshes of things, but they're hit boxes. So if you aim at a crow, for example, a crow is a very odd shape. But if you aim your gun at it and you look at the dot where it's casting over, it's like you're aiming at a big box. And so I like there's a simplicity to the hit detection there that I like. And it's like you can be assured what's going to register as a hit and what isn't just by looking at the size of the dot. And it's very big too. It's very easy to see. The one in the original is bigger. I can still, I still was able to use it pretty well, like the red dot sight. You legitimately like learning, you get a feel for where it is on the screen. I love the red dot sight when I got it in this game. I missed it. I was like, thank f**k you. Yeah, because your first thought is, oh, there's laser sights here. So I guess you have to unlock them for the guns. Like, no, this is the only one. This is the only one you get. And it's not even, you can't even get it for all pistols. It's so mean. No, I mean, I'm fine with the idea that a gun, all the guns have laser sights and a gun's accuracy is something like, how much does that red, how much does that gun move after you shoot? Essentially, you remove accuracy as a statistic from weapons. And it's always perfect, but you had a recoil statistic in its place.  That's why rifles, that's why stocks are so important as attachments for weapons when it comes to hitting things and being accurate, because it's not impacting the gun's accuracy, it's impacting your ability to use the gun's accuracy, because you, as a human, are a very integral part of that weapon being used in an effective manner. And Leon is a very, very effective soldier, essentially. So the player being Leon, it makes sense that shit goes where he points them. So incredibly detrimental to the point of negating, like, I wouldn't recommend people play the target practice because of the accuracy with the shotgun and the TMP. What, yeah, chat, yeah. AK-74, what, did you think that I, do you think I misspoke and didn't say AK-47? They don't know about it.  It's been around for 50 years, guys. It's, what are we talking about? You guys not know that's the AK-74 thing? You guys didn't know. Can I just say, as someone who has gotten major familiarity, most of my familiarity of guns from Cod games, even I would be like the AK-74 U, right? It ends with the U, one of them. Even I know that.  I think the Russians have been using AK-47s since 1947. Like, what do you, like, yeah. The AK-74 shoots the 5.45 by 39mm round, not the 5.56 as someone in chat said, but like, yeah, like, I don't know. They're not using NATO rounds and, yeah, that's not happening. It's not 5.56, guys. It is definitely not. You can get them in 5.56, but that's a different gun. So, yeah, it's very strange that people would be like, what? What do you mean? Come on, come on, guys. Everybody was trying to make another rags Biden merman, but it was actually a chat merman. A chat-bidin' moment, I don't know. Come on, get up, Chad. I don't, I don't, sorry. So, yeah, we won't be going off guns. This is sort of like, I see target practice as an extension of the gun conversation. It's a mode in the game. You can play it. We can even move into the gacha system and then go back to guns if you guys want. Oh, dude, I love the music. The music is fantastic. Dude, I seriously had nothing but praise for this right up until I started to learn this very distant specifics. I even had people defending it being like, who cares? It's like to get the maximum scores and the maximum amount of coins, so it's fine. It's like, no.  Not cool.   All right, by the way, can you tell me now on the third one? One, see, where was the seventh one? Where was the last skull? Yeah, Baller, on one C, where was the seventh skull? I don't know. Yeah, well, I bet that's the one. You don't even know, do you? It could be behind a barrel. Yes, they are. There's another thing I find uncool. I think the second guy has a barrel in front of him.  And he's not the only one. You're telling me this is because when I played well, I got punished because I actually hit all the time.    So then they lay a trick you by being like there's actually something you need behind the barrel lull. And it's like, you have to do it. I was so happy that I saw you do that mutually so I didn't have to find it. I gave up. I didn't want to look it up, but I didn't want anybody to tell me. So I gave up. I just decided I wasn't gonna have fun. You and your pride.  Oh, God, I can't roll it back very well.  It drives me nuts. I saw you bringing that shotgun back to the left because you're like, yeah, you can tell from the way I'm moving the mouse. It's like, so he thinks he's done to that he's not done. Back it goes. While we're on the subject of it, and it's on my mind, I am not convinced that this game, I'm really good. That's to my own horn.  I swear to God that the boys, I just I legitimately do not believe it's valid a lot of the time. No, that's the school issue. I just that one where that little where that reticle is.  I know when it's coming. I know the speed it's going and I put that reticle over it and I pull the trigger. I get nothing.  It's there were plenty of time, like I'm sure Mel would feel the same way. Happily concede when I know it's my fault, but there are plenty of times where I'll first of all hit and it'll give me nothing. And I'm like, okay, but there are also times where I'm like, oh, I missed. And it's like, you got it. And I'm like, okay. No, I didn't. Sure, I did. The strategy that Mauler is employing here is that he's throwing in instances where the game worked in his favourites, make it seem like he's not actually pissed off that it's a skill issue. Okay. He's throwing in that as like, ah, see, sometimes the games helped me out and I acknowledge that when I'm not so good, but those are the times when I didn't hit it.  It's very sneaky. What's happening? No, like memes aside, I legitimately think that there is some sort of some issue on fast moving targets and how yeah, no problem. That probably is because you notice it. It's not because the pair, it's like a magic small target or anything. I think it's because it moves pretty much faster than anything you shoot at in the actual game. Sometimes it does. So when it moves really quick and you're tracking it left to right, that's like the hardest shot to make. And that will the tiniest bit of lag or misalignment with hit boxes will manifest in the biggest frustrations.   And yeah, I have to make this point on streams every once in a while. If I benefit from a wonky mechanic, I'm still annoyed. It's just how it works. If it plays out and it's like, you got, even sometimes if I get like the full score thanks to a wonky shooting, I'm just like, oh, you know, it's like, it doesn't really count, but fine, I'll take it, I guess. If it doesn't really count, you should be doing it over again. That's what I tend to do. Yeah, you want things to make sense, the mechanics to make sense, even if it's your favorite sometimes. If it stole it from me previously and then I get it through wonky means, I'll just be like, yeah, that's my revenge on you game. The revenge on the game. You played yourself. Congratulations.  The game doesn't have feeling. It does. It does. That's the, that's what I checked. I checked online. I'm out of time play.  It's like, yeah, okay, you knew. That's fair. My arc with this, by the way, was, oh my gosh, they've taken the target practice and made it better.  Easily worse. Visually, musically, thematically, it's wonderful. And of course, you're a hype man. Goddamn that red dot. I've never wanted you. A hype man merchant there. Selen, yeah. A hype man. Or Ashley. You're an artist, mate. Yeah, Ashley being a bit of a hype man. Well, let me tell you something.  Oh yeah, because they didn't record enough lines. Words are like poison. He's only got like five lines.  It's fine. We'll get the lines out quick. Because yeah, the original. Just want to get this perfectly. Just hear him all the time.  Everything is, it works the way it's supposed to. The challenge is very straightforward. Even in that other way, that you can win maximum points, so to speak, is kind of strange in Resident Evil 4 to unlock the six caps.  I end up getting all six and I'm like, all right, I guess I did it. I sometimes get to all six after the first round. It's like, oh, I guess I don't need to do the rifle one anymore. Yeah, yeah, it's like a cumulative score that you get the unlocks with. I'm not entirely sure. This one, I understood fully how it works.  This one will involve the TMP. It's like, no. No, I don't want that. Or the bolt thrower. Not a fan of that one either. And by the way, the target practice is what made me decide to not use the bolt thrower. Same. And I hear a lot of people being like, the explosive's really useful. It's like, I'm sure it is, but that is not what I'm using that gun for most of the time.  I mean, it really, the mines on the bolt thrower really saved me in the dual blind Wolverine dude fight on promo. The thing is, I wouldn't deny that they're useful.  Because the bolt thrower is just more room to take up in my inventory and I can just sell. The mines actually sell pretty well too. I think that's what I realized. I bought it because I figured I might use it, but then eventually I just got rid of it. I realized that I wasn't using it enough. I wasn't finding it useful in enough instances. Part of the temptation, of course, is that if you find an individual ganado, you can put three bolts into its head. It dies and then pick them all out. And it's like, wow, look at that value. Yeah, yeah. Doesn't translate as well in a broad sense of fighting lots of people and you end up losing bolts and you don't even know.  Give me my pistol back. I just want things to go where I shoot them.  Yeah, that would be nice.  That that that one back there. That motherfucker apparently.  I got to get going, guys. Sorry to interrupt. No problem, Sam. I was really looking forward to this and thanks a lot for inviting me. Oh, yeah, it's always a pleasure. This is great. We'll catch you the next time we catch you whenever that may be. You want to let people know where to find your what you're up to before you go? Yeah, sure. John Graham on YouTube. I'm the Master Chief Sucks at Halo Guy.  You can check me out on there. And yeah, thank you guys and thank you, Chat. Well, all right. Excellent. Yeah, that's what I did. We will see you later. Hey, I'm a good man. Bye-bye. See you for RE5. See ya. See you for RE5 Rebake. Yeah. Yeah. That's probably happened for the last of a season two. So here's another thing with the laser sights. And that's something that's been theorized while I was streaming. I don't know if that happened with an audio stream as well, mutually. But apparently if the crosshair goes smaller, apparently the crit rate goes up as well. So obviously that needs to be tested, but I don't know if that's true. I think, yeah, I don't know. That's like so, but the thing that I was thinking of, so if you have the laser sight, you just have full crit chance all the time. Oh, well, improved crit chance, I guess. Yeah. Yeah, I mean, improved crit chance all the time. Yeah, yeah, you're right. That's how it works. That's how it works. But I did find that once I got the five times crit chance and the laser sight on my pistol, it was doing work. Yeah, that's why I'm thinking it might be true, because you get like sometimes like headshot explodes, headshot explodes. Like that's a lot of crits, like that's a really high crit chance. I remember saying on my stream, I was like, which is great. I feel like the Sentinel 9 plus laser plus exclusive is replaced like the TMP in the OG now. That's probably going to be what I rely on if I'm not allowed, you know, bonus weapons and stuff. Yeah, that just goes back to, that just goes back to what you said earlier. It's like the game just doesn't tell you. Yeah, well, it's weird. It's not the standard version of the game. The game doesn't even give you that gun. We can pick like three different topics right now, but that one is definitely something I want to get to.  But I guess, well, so first of all, target practice, is there anything else anyone wants to say about it? Because we can move into the gacha. I hate it. And I feel that unfortunately, because of the upcoming systems we're about to discuss, it feels far more meaningful to actually do them instead of it being a fun little side thing that you can do if you like. If someone wants to argue, this is inconsequential to the game. They are wrong. They are wrong. Yes, they are wrong. That is not true. We got three. The things that you can unlock from target practice. Yes, let's talk about those, shall we? So anyone doesn't know, the better you play, the more silver and gold tokens you get. And once you get them, you can spend them on little machine, loot box machine in-game. Little gacha boy. And it's kind of fun. And when you do it initially, you're thinking to yourself, like, I wonder what this system will be, because all of them have to be designed in such a way that's kind of fair to everybody. Right? No, wrong. Right, yeah. Oh, damn it. This system, it's absolute, from what I can tell, it literally absolute randomness. It's actually true randomness, which you don't actually want to see. You think you'd want it, but you don't. The way it apparently works is, as soon as you enter the arena, you get a set table that you can get from the coins you have in there.  As soon as you go in there, you have a set thing that happens. So, yeah. It's really weird. It creates a table that it draws from, depending on what you put in the machine. Okay. So for anybody who doesn't know, you can get common rare and very rare, and then there's one golden one, right? I think we need to back up just a bit. Maybe I had a Biden moment and I forgot, but there's a charm system in the game where your Attache case has spots for three different charms. And each of the charms gives you, essentially, a passive bonus. These can range from a percentage to proc extra crafting bullets. It can be doubling the effectiveness of herbs, fish, or eggs. It can be discounts on upgrades and discounts on repairs. It can be things of that nature. So, pretty important stuff. These are not small things by any stretch of the imagination. For instance, let's say that you get lucky and you get the sleeper hit, the chicken. Oh, the chicken. Oh, the chicken. Let me tell you about the chicken. The chicken charm doubles the effectiveness of eggs in terms of being healing items. And let me tell you something about eggs. Eggs take up one spot and they're infinitely generated by chickens. So, if you need it, oh boy, you essentially have more than you can handle of all of these eggs and when they're at double effectiveness, then you get a very strong healing item that takes up one spot per. And if you're just doing a normal playthrough and you don't really want to sit around and wait or check the chickens, you could leave the village and the farm at the beginning with like two, three, four eggs. And that's a big deal. It saves you a lot of herb usage. It's very efficient in terms of its efficiency for storage. Or let's say that maybe you get a charm that's, like I mentioned before, 30% off knife repairs. Oh, 30% off knife repairs. Now that saves you a lot of cash. A lot of cash. A lot of cash. So I'm just mentioning the beetle, right?  It's like that's a pretty grand prize for a difficult boss. Woohoo. If you get the beetle and you sell a green, yellow, red herb and now I know the obvious response to that in terms of like why you wouldn't, but if you do, if you choose to, that's 20,000 per seas with the beetles. It's like that's, two of those is more than what you get for like most bosses in the game. Damn. Now keep in mind, you do the first shooting range.  You just get all those fish and you get double cash for that. It's like, oh, that's some stonks right there. That's a really big stonk value. And hey, it's fish and a little pond in the castle right in the beginning, which respawns by the way once. Does it? It respawns once. Yeah, if you grab them all there, they respawn later in the game. You can go back and grab more. I had, I just respawned there were like two or three of the big fishes in there. So yeah, you can get even more stonks from that if you don't, because you just don't need that much healing items. But hey, why stop there? There are charms that give you 30% off body armor repair.  That one looks like Ada Wong too. It's a bonus. Yeah.  Exactly.   So some of these are really, really good, right? That is just really, really good. Have you named the rarest one yet? Um, I don't, I haven't actually looked at a list of all of them. That would be the Ditko reference. The Ditman glitch. So it's the Stryker shotgun, obviously from the original model from that, but it gives you 8% plus movement speed. Whoa. Yeah.    That's like, that's okay. So I'm curious. Let me actually look up a list of, let's see what it's got to do. It's crazy, actually. List of charms. Sorry for reading that. Well, you looked it up. This just goes back to deluxe edition, by the way, because you get two free charms. You do. Yeah. When you get deluxe edition. One gives you a higher chance of getting extra ammo for handgun, which is very, very useful. And the other one is 20% more healing, I think. From herbs. Yeah. From herbs. That's invaluable. Three herbs. I'll give you a list here. Wait, the Ashley one, the Ashley you just get from the deluxe edition? No, no, no. You get, it's literally a herb and it gives you plus 20%.  Well, here's, because it would just actually, that turns the green herb into an incredibly valuable healing item. Yep. Just to hear the deluxe edition charms. The handgun ammo, which is plus 30% handgun.  And the green one you got wrong, which I was getting to, because there's only two, a green herb is plus 15%. Oh, whatever. We said like 20 or 30 or whatever. Same point. 20 is different. So there are some in here. Yeah, you've got, there's only two legendary charms, the striker, as you'd mentioned. And I actually got the other legendary, the cute bear, which is minus one gunpowder used when crafting. I didn't even know that one existed. Didn't even know what he was doing existed.  I was hoping for a gunpowder reduction one, but yeah. Minus one. Legendary for minus one? That's not even, yeah. That's not that good, like. You'll probably never feel that. Minus 50% would be amazing. But yeah, there's the other epic one we hadn't mentioned was the Illuminato Symbolum, plus 20% melee critical hit rate, which, who, plus 20, that's a, remember 20%, it's one and five. And that's an addition to it's base, so. I used that in my first playthrough. I got a lot of kick kills after staggering them. It was very helpful. Yeah. There's some rare charms here. Some, yeah, the way these are balanced is bizarre because the rare charms are everything, like there's a Leon with rocket launcher that gives you 20% off the rocket launcher. It's like, well, if I don't want the rocket launcher, that, that rare charm is worthless. That's a great point, rags.  Yeah. Let's see, there's, JJ is 40% off resources, I assume, but like. Those resource packs, yeah, the small and large ones, you get. Okay, I got you. Which is like, okay, if you're buying them, I guess. Yeah, I thought that was like five in all their playthroughs. Luis is 20% weapon resale value increase, which is great if you, yeah, I mean, it's free money, I guess. I should also point out that you can equip these and unequip them. Oh, we'll get there. We'll get there. Oh, sorry. There we go. There's a Leon which, oh, I got this one on the first playthrough, plus 40% ammo resale value. Yeah. And then the two kings, 30% off knife repairs and body armor repairs, the black bass one. What was that? You must leave 400,000 percenters on the infinite launcher. It's not worthless. Did anyone say it was worthless? I don't think. I mean, it's kind of worth, it's only, it's worthless if you don't want the rocket launcher. Yeah, which plenty of people don't. Which I just like don't.  Yeah, plus if I'm playing the game, it will consider the, you know, the opportunity cost associated with that. Whereas Ada Wong or Leon with a handgun, or Leon with a shotgun, or the chicken, those are way better than Leon with a rocket launcher. So you just got kind of duped out of something that was way better. But pretty much all the common charms seem to be frequency bonuses for crafting or yeah, they're pretty much all crafting frequency bonuses. There's a couple little ones like plus 10 percent health recovery for green herbs. You'll probably never feel that plus 30 percent health recovery and plus 40 percent for vipers. The vipers one, I like you can get it so you can get 100 percent.  I guess. And yeah, and I don't like the frequency bonuses. Just give me an extra bullet or two. Not like a percentage chance to craft. Yeah. Well, so can we now or whatever. Let's talk about how they work. Like