Wizardry co-creator Robert Woodhead and Digital Eclipse’s Justin Bailey join the pod to talk about Wizardry: Proving Grounds of the Mad Overlord, the new remaster of the iconic 1981 dungeon crawler. We explore that game’s incredible legacy, how Digital Eclipse is bringing it to modern audiences, and it’s important impact on the Japanese gaming scene. I also take a look at the Paper Mario: The Thousand Year Door remake on Switch! Plus, I take you to the real life Pallet Town right here in Tokyo!
Check out Wizardry: Proving Grounds of the Mad Overlord here: https://www.digitaleclipse.com/games/wizardry
(0:00) - Intro
Games
(1:16) - Wizardry: Proving Grounds of the Mad Overlord w/ Robert Woodhead and Justin Bailey
(29:57) - Paper Mario: The Thousand Year Door (Switch)
Feature
(39:47) - The Real Pallet Town
News
(49:29) - Lego Zelda
(50:28) - Eevee afternoon tea
(51:07) - Dragon Quest HD2D
(52:52) - Closing
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[00:00:01] A Tokyo-based video game podcast focusing on Nintendo and gaming culture in Japan's
[00:00:15] capital.
[00:00:16] Your host Mono here to bring you a slice of gaming life from Tokyo.
[00:00:20] Working off this episode with the game section, as I chat about Wizardry, proving grounds
[00:00:24] of the mad overlord, the remaster of the original iconic dungeon crawler.
[00:00:28] But it's not just me, as I got a chance to chat with the co-creator of the Wizardry
[00:00:32] franchise, Robert Woodhead and Digital Eclipse's Justin Bailey about the revival of one
[00:00:37] of the most important games ever.
[00:00:39] Way dig into the original games legacy, how the new remastery is making it accessible for
[00:00:44] modern audiences and very important typos.
[00:00:47] And the game section continues as I chat about another revival of a classic RPG, Paper Mario
[00:00:52] that Thousand Year Door On Switch.
[00:00:55] And in the future segment, I take you to Machida, the inspiration for Pokemon's Palatown
[00:01:00] and guide you on how to find the city's hidden Pokemon.
[00:01:03] Let's start with the game section and Wizardry, proving grounds of the mad overlord with
[00:01:07] Robert Woodhead and Justin Bailey.
[00:01:09] Today we're going to be looking at Wizardry, proving grounds of the mad overlord from Digital
[00:01:20] Eclipse based on the first game in the Wizardry franchise.
[00:01:23] But of course I'm not alone as I'm joined by two very special guests.
[00:01:27] So guess, please introduce yourself.
[00:01:29] My name is Robert Woodhead and I'm one of the authors of the original Wizardry game.
[00:01:34] Justin Bailey and there were Digital Clips and Publishing.
[00:01:37] Thank you so much for joining me for those who don't know Robert, what is Wizardry?
[00:01:42] Wizardry is an early Dungeon Crawler game, at least first in 1981.
[00:01:47] Anything else would you say that it's an important game that came out?
[00:01:51] I'll leave it to other people to comment on its importance, but certainly it's been a well-loved
[00:01:57] game over the years and has spawned many sequels.
[00:02:01] And certainly I had a great deal of fun writing the game.
[00:02:05] There we are, 40 years later.
[00:02:07] We're still talking about it.
[00:02:09] Yeah, it's influenced really can't be overstated.
[00:02:12] It was the first adaptation of a D&D style tabletop game into a video game.
[00:02:16] If you played Baldur's Gate 3 last year, well this is the beginning of that.
[00:02:20] That game owes quite a lot to Wizardry even if you're going to play Pyramario soon
[00:02:24] on Switch.
[00:02:25] My game owes more to Wizardry than you'd expect.
[00:02:28] For one, Wizardry was the first RPG with a party that you could control.
[00:02:32] But for you, Robert, what do you think is the standout element of the first Wizardry game?
[00:02:37] That's actually a very difficult question to answer because in many ways we were sort
[00:02:42] of making it up as we went along and most of the decisions that were made in the game
[00:02:47] were, oh, that seems like a good idea to do this.
[00:02:50] I will correct you in that Wizardry really wasn't the first computer game with this type.
[00:02:55] It worked, games before Wizardry, but inspired Wizardry.
[00:02:58] Many of them on the Play-Doh system which was an early computer network that had games
[00:03:03] that were literally 15 to 20 years ahead of their time.
[00:03:06] We're talking early 1970s, multiplayer, nationwide gaming.
[00:03:13] But Wizardry was just our, myself and you can remember the other author of the game.
[00:03:19] It was just our attempt to take aspects of those games and the experience of playing
[00:03:24] tabletop, Dungeons & Dragons style games.
[00:03:28] And see how much of that we could cram into these thinking little Apple computers.
[00:03:33] But I think the thing that we really got right in the game was the gameplay loop.
[00:03:39] Although at the time, gameplay loops hadn't been invented yet.
[00:03:42] In Wizardry it was really pretty simple in terms of what you go down in the dungeon,
[00:03:46] you fight some monsters.
[00:03:47] But you always have that tension, but can I stretch my log and get another encounter?
[00:03:52] Or do I need to go back and recharge?
[00:03:55] And oh, I decide I'm going to go back and recharge and you're almost to the exit.
[00:04:00] And then you get an encounter and like am I going to completely lose everything because
[00:04:04] I pushed it too far?
[00:04:06] And that kind of tension is I think a big part of what made the game what it was.
[00:04:13] And the fun thing is when I see the remake that was done and also some of the other
[00:04:19] games that other people have done in Wizardry, the Wizardry Gaffney game which is coming
[00:04:25] out soon for phones.
[00:04:27] They all have that same kind of tension.
[00:04:30] Right.
[00:04:31] So it's very nostalgic for me to see that again.
[00:04:35] And now it's being remade or perhaps more accurately remastered from modern consoles, including
[00:04:39] the Nintendo Switch, with a dream proving grounds of the mad overlord.
[00:04:43] Justin, can you fill us in on how this project came to be?
[00:04:46] Yeah, the project was a really 40 years right around and it wasn't available for commercially
[00:04:52] for about 20 years.
[00:04:54] And it held a near and dear place in my heart.
[00:04:56] And so I had worked at Double Fine previously and helped do the re release of Grimfen
[00:05:02] Van Dango.
[00:05:03] That was another title that the commercial was unavailable for 15 years.
[00:05:06] And when I came out, I think watching the fan base really activated around.
[00:05:10] It was a very gratifying experience and that wasn't a game that I had grown up with.
[00:05:15] So my soul, Wizardry is one I had grown up with and yeah, I just think in myself,
[00:05:20] how can I be a part of helping bring that back?
[00:05:23] So found digital clips and connected with Robert here and then it led to a bunch of partners
[00:05:31] that we're talking to.
[00:05:33] The surretax, traycom and this whole trail of rights that we got to go down.
[00:05:39] But at the end of it is this amazing remake and our remaster and the team, Digital Clubs,
[00:05:45] when approached with this prospect, found out that a lot of them, they loved Wizardry, their
[00:05:51] fans.
[00:05:52] And one of the engineers in particular was looking at this as a challenge.
[00:05:56] To how can we do something to stay true to what Robert and Andy had created, but the
[00:06:01] updated for new audience.
[00:06:02] I don't know if you're familiar with the monkey island and how they did the switch back
[00:06:06] and forth between the old version.
[00:06:08] And that was another thing that was really inspiring.
[00:06:10] So the team decided they wanted to take it to a different level and what they did is they
[00:06:13] took the original Pascal code.
[00:06:15] This one engineer did this where he took it and converted to C++.
[00:06:20] We put that in our real, so we have the core logic, the exact logic as well.
[00:06:25] But yes, we can do that a little bit.
[00:06:28] And then we built on top of it obviously, the graphics and new UI, even huge controller
[00:06:33] now.
[00:06:34] And new sound, the Winifred to new composition for it.
[00:06:39] And so now we have this new presentation but also staying true to the old one.
[00:06:44] So it's actually accurate to say long-winded answer.
[00:06:47] Where we put this in is kind of a new category which is its support and a remaster.
[00:06:53] What was it important to use the original code?
[00:06:55] Why not just make it from the ground up in the Unreal Engine?
[00:06:58] That's digital eclipse as a studio.
[00:07:00] It always likes to be true and authentic to the original work.
[00:07:03] And so when you play this game and one of the things that actually frankly would love
[00:07:08] to hear Roberts take on this is that we presented the team, because of their work, to
[00:07:14] Robert to see us in pressure.
[00:07:16] So yeah, Robert, you came to Studio, right?
[00:07:18] You sat down and we put it up the games and what was kind of your take.
[00:07:23] It was really interesting because I hadn't seen my code in that way almost 35, 40 years.
[00:07:31] But that just blew me away when I saw it.
[00:07:33] I thought, wow, that was such a great decision to be.
[00:07:36] It was that you can pop up a little picture and picture window showing the original
[00:07:42] presentation of a game as well as at the same time the new presentation of a game.
[00:07:48] And you can see that there are an absolute lockstap.
[00:07:52] So you can see that the actual game itself, the game loop and all the decisions and all
[00:07:58] the dice rolls and all that sort of stuff is exactly the same as it was 40 years ago.
[00:08:04] But now since we have a computer with literally thousands of times more processing power
[00:08:10] and graphics power and all that sort of stuff, you can present that very same game much
[00:08:17] more graphically compelling way.
[00:08:20] And it was very interesting for me as a programmer to see how that different environment
[00:08:27] and different set of limitations that they had versus what I had, sort of guided their
[00:08:32] decisions about how they would do things and where they would spend those resources.
[00:08:37] And every time I looked at a particular part of the game and thought, how would I have
[00:08:44] solved this problem or done some particular thing.
[00:08:47] Their solution was either exactly the same as, yeah I would have done that myself or oh
[00:08:52] wow they actually thought of something that I didn't think of.
[00:08:56] So I was really pleased with the end result and I think it provides a way for the old
[00:09:01] tool gamers who already know what was a dream about to kind of see it in a new way in a more
[00:09:06] modern way but also the newer gamers who haven't seen Wizardry before.
[00:09:11] They can look at the two side by side and they can see what it was to play these kind of
[00:09:16] games in the early days but still have the same sort of graphical presentation and quality
[00:09:22] life features that modern games have.
[00:09:25] How do you feel about your code you wrote nearly 40 years ago being used in a game today?
[00:09:29] I think it's pretty cool.
[00:09:32] Although that means that more people have seen my code and some more people know
[00:09:36] all of them stakes I made and sort of the clunkiness.
[00:09:41] At the time of course I thought it was the biggest programmer that I did ever live.
[00:09:45] But in reality I was a young kid taking some college programming courses.
[00:09:52] I practiced a lot obviously because I was a real computer nerd but I'm much better
[00:09:59] programmer now than I was then and so I'm sure that if I went back and looked over the code
[00:10:04] line by line I'd be coming up.
[00:10:06] I did it that way but that said everything sort of worked out when we did the original game
[00:10:13] all the spirit of all those positions that we made as carried through into the new game and so
[00:10:18] I'm really happy about that.
[00:10:20] Justin digitally clips this known for retro game collections was there ever any thought
[00:10:24] at digitally clips about a wizardry collection or was the original idea always just a focus on
[00:10:30] making a new version of the old game?
[00:10:32] It's a great question.
[00:10:33] It's a question you could ask several times.
[00:10:36] Right now I think the focus is really just on this first ever series.
[00:10:40] I think it's really exciting to think about those other games and the potential of a release in the future
[00:10:45] but right now no plans it's the remasters coming out and at the recording this he'll be about 10 days
[00:10:52] and we're just excited to see the reaction of that.
[00:10:54] We had done it already for early access we were getting PC gamers, we're getting some feedback
[00:10:59] which has been great by the way.
[00:11:00] So it's a very positive rating on Steam and then also more important to us was to see people work
[00:11:08] what they enjoy but also potential pieces that we could smooth over so that's been invaluable for
[00:11:13] us and now that we have the console version coming out we've been all of the smooth all those
[00:11:17] rough edges off and now we get expanded to a new audience and we're hopeful that they'll see the
[00:11:23] treatment we've given it and they'll see how the as authentic true to their original work but
[00:11:28] the game is intended to be faithful to the original game but there are some quality of
[00:11:33] life additions as well just in can you touch on trying to balance these new additions while also
[00:11:38] trying to maintain the appeal of the original game. Yeah and that also goes back to early access
[00:11:42] which is a lot of fun when we first went out early access there wasn't even a save slot it just
[00:11:46] automatically saved that certain points and you could really access that you would stop and then
[00:11:50] you when you've been to back up there with you resume much of the first game save but we were talking
[00:11:55] about this in the original game if you were about to get a party wipe you had the option to actually
[00:12:00] get the discount and keep it from writing and this game you don't of course because there's no
[00:12:04] floppy drive so in a way it was true in the quality of life improvements weren't in there at the time
[00:12:09] so it was actually harder than their original that was fun to see people kind of and then all the
[00:12:13] animations were done you see you couldn't clean the game but we have placeholders on some of the
[00:12:17] animations that I would have been come later but during that whole next period from early access to
[00:12:22] now the focus has been on getting that quality of life peace correct and it's key to the game we
[00:12:28] want to be true to the original material but also it's approachable to new gamers and so the
[00:12:34] default that we've now come up with is kind of a hybrid between the two so when you come in the game
[00:12:40] you've almost three button pressures on your controller you can get right at the dungeon you can start
[00:12:45] exploring that part of you have this little bit it's it's first up to pre-made and the
[00:12:50] original game you had to go in and you had to go through these manuals right and to figure out
[00:12:54] it could take 30 minutes to an hour and if you were if you're trying to roll the dice to get the most
[00:13:00] optimal solution which I think happened here in Japan a lot yeah for an hour I could be even more
[00:13:05] time so we streamed up process now of course you can see you just use your controller we've taken
[00:13:12] up all the elements from the manual so you can actually see it in there but also have a point
[00:13:16] systems you can allocate the points rather than after roll it and then create your original
[00:13:20] party you can go in the dungeon and start exploring but the important thing to us was that if people
[00:13:26] wanted that original experience they could go in and turn on all those old school components
[00:13:31] which we've done so I would say one particular challenge though we ran into was the auto-mapper
[00:13:37] so games at this time you'll know hey spinners they have teleport traps and darkness and stuff
[00:13:43] which is all part of you getting your graph paper out and mapping it so how do you do that with an
[00:13:48] auto-mapper this game was not designing for the auto-mapper so we had to auto-mapper in early
[00:13:52] access and one of the things that happened is this kind of unreliable narrator thing existed so
[00:13:57] if you're in a place and you don't really know where you are the auto-mapper it kind of gets used
[00:14:02] and so what we had is people were playing in they're like this is broken because they didn't go
[00:14:06] look at it if you all own that stuff just that your character doesn't actually know where they are
[00:14:10] so actually ended up the fix to that was instead of doing one tile make it the tiles that you can
[00:14:15] just see directly around the player so now you would have the a tiles around the player update
[00:14:21] and the auto-mapper and then all said nobody thought it was broken anymore it just worked as
[00:14:24] those supposed to work and then we have the auto-mapper functionality in there but still obviously
[00:14:30] with the original game, original levels. Robert do you have any favorite quality of life addition
[00:14:34] to this new version or something you wish you could have included in the original Apple 2 game?
[00:14:39] Well the minimap obviously is something that I wish they had been invented at the time
[00:14:45] of the game but that's a kind of a hard question to answer because I still think of the game
[00:14:50] in terms of the original game that I wrote as one of the developers of the original game
[00:14:56] I don't think of it in terms of me playing the game it's more of me
[00:15:01] play testing the game when I actually played wizardry it was always in the feeling of play testing
[00:15:06] because I was always like oh some people reported the buck I've got to check them out and so
[00:15:10] it's kind of hard to get in the mindset of a player when you're the guy who wrote the game
[00:15:16] yeah so the quality of life stuff those are all kind of the obvious things that we expect
[00:15:21] in the game today and there were all things that either had never been thought of at the time
[00:15:26] we wrote the original game or even if we had thought of them oh we don't have an space on the
[00:15:31] disk to add them right so that's why that kind of question is the opposite of possible one to ask me
[00:15:38] because if I was going to play the game I'd turn them off although I still think you need to have
[00:15:43] a little disk I could on the pops up so that you can click it to simulate the Yankee of the
[00:15:48] disk and I'm gonna rag on you about that until you finally give up editing yeah that is
[00:15:54] something we'd have to look at for poster leaves yeah right no you have to hold up the release
[00:16:01] exactly I insist yeah I do have a question regarding how faithful this new game is
[00:16:06] to the original and the original game there's a sword in the game is the sword in the remake
[00:16:12] called Marumasa or Marusama oh this okay we're getting into the weeds so we have
[00:16:18] eight for the translation and that would be a question for them to answer and forcefully they
[00:16:23] literally talk to the room but that's why they're here in the audience basically to answer that
[00:16:28] but now it is the original so you have one piece of just throw this back at Robert it was
[00:16:33] just kind of cool so for instance it's words and all you call bugs and all you have to throw
[00:16:38] it's one instance there were pictures I anticipated there was a homage that was put in there
[00:16:45] to a famous property at the time that was released and you were talking about testing the game
[00:16:50] and so there was a bit that got switched and and so we found this in the code and it apparently
[00:16:55] turns out Robert was saying he was play testing it and that counter happened and the big
[00:17:00] flip because it's only one time occurrence so the big flip and then I'm like okay it works
[00:17:05] and then they shut down and ship the code but then it had been flipped on the code that got shipped
[00:17:11] so nobody ever saw it so it's so faithful that even those pieces are still in there there was
[00:17:15] another thing which is kind of cool with our programmer found out which was experience is calculated
[00:17:20] based on some stats from all through so frost and there was apparently an error in the code
[00:17:26] of how God calculated and so we fought that giant you got more experience than which would get
[00:17:31] based on just a flat stats and how it was done for all the other characters but we fixed it
[00:17:37] and they can't see my hands with the weirdo's and then the community came back and was like the
[00:17:41] giants are broken so we unfixed it. Robert can you fill us in on how the Muramasa sword came to be
[00:17:49] along with its original spelling. Well back at the time the wizardry was written there was a bit of
[00:17:56] a blip in terms of understanding of Japanese culture and you were mostly driven by the book
[00:18:03] and the mini series showed it and so we love that show and by the way the new show is really good
[00:18:09] but anyway so so there's a lot of things that kind of kind of put into wizardry just because we thought
[00:18:15] they were cool. I mean there's a multi python references and the reference we've talking about
[00:18:21] which is to fund art of our variant. And so we sort of said well Japanese stuff is cool we want
[00:18:30] to put cool stuff in our game. So the samurai is ninjas and so on and so forth and so we wanted to
[00:18:37] put some kind of Japanese weapons in the game and that's where the new Rosalina blade came from
[00:18:42] like saying it's actually Muramasa but typo didn't read it right so we got put in a pain correctly.
[00:18:49] So yeah that and but the bizarre thing about it is that because of the Japanese references
[00:18:56] in that I probably made it more popular here in Japan and Japan is where wizardry has kind of been
[00:19:03] sustained over the last 20, 30 years. It's always been had this really kind of cult status here
[00:19:12] and I think if we hadn't watched that TV show then maybe this would never happen and it just
[00:19:19] shows you how contingent things are and how just these purely little random things can have massive
[00:19:26] butterfly effect type results 40 years later. And the release date for 1.0 of this with a tree
[00:19:32] re-raster it was announced not too long ago digitally clips tweeted it out and it got about 385 likes
[00:19:38] the Japanese wizardry account we did the same information and it got over 5000 likes. So touching
[00:19:43] on what you just said wizardry has a really fascinating legacy in Japan is the interesting wizardry
[00:19:47] in Japan just because there was a Muramasa blade or is there something deeper to it than that?
[00:19:53] It's really hard to say and I'm not sure that I'm the right person to ask that question but
[00:19:59] I think one reason is that it was one of the first whirlpooling games to come over from
[00:20:07] the US. The first time I came to Japan it was to help with the localization of the game
[00:20:13] which was a very interesting project on its own and so as it's one of the first ones to come over
[00:20:19] and because it was localized and came out basically every PC platform in Japan had a disproportionate
[00:20:27] impact and eventually a family conversion came out. And personally I think until this new
[00:20:34] or remaster the family conversion was the best for the new wizardry and I had absolutely nothing
[00:20:39] to do with it which is very embarrassing. And there are a lot of Japanese exclusive wizardry titles
[00:20:45] and since the game is coming to an end of Switch I've really been interested in wizardry's
[00:20:49] history as a portable game but first Justin what can you tell us about the end of Switch version
[00:20:54] with a drape proving grounds of the mad overlord? The Switch version I think the focus for us was
[00:21:01] unringing the Japanese language. I think you'll see the console versions and the PC version
[00:21:07] proparity across the Switch and Sony PlayStation 4 and 5 and the next box but the thing we did
[00:21:14] notice right away the few mentioned this other tweets we were selling the second best-selling territory
[00:21:19] after the US was basically Japan and at the time we had no Japanese translations and so we're
[00:21:25] okay well we need to get this right so that's what we we got a 4 and they took a wonderful job so I'm
[00:21:32] really excited for the Japanese audience to get to see that but one of the reasons we didn't actually
[00:21:37] add that to the really access size because we're okay it's so popular here from your dear to this area
[00:21:42] that we want to make sure we got it right. And there are many Japanese developers who have all right
[00:21:47] said wizardry inspired their games perhaps the most famous being Uji Hori the creator of Dragon Quest
[00:21:52] and from Dragon Quest we have so many other JRPGs perhaps a straighter line would be the
[00:21:57] etchry and oddsea series or the mystery dungeon series. Robert when you first started to play
[00:22:01] Japanese games that were inspired by wizardry were you surprised or amazed about how they utilized
[00:22:06] wizardry's core ideas and to what essentially became a new genre of gaming? I only have
[00:22:11] really second-hand knowledge about because I haven't played too many of the Japanese games or at
[00:22:16] at least I haven't played them you know it's kind of weird because I get the most fun
[00:22:22] out of writing software and doing things like that so I'm not a huge gamer. I play games
[00:22:29] right so it's every couple of years a game will come out that obsess over for a few weeks
[00:22:37] but it's not I'm continually playing them. The knowledge I get of Japanese games is always second-hand
[00:22:43] people telling me oh somebody said this last year I met Hori Sun for the first time. Oh wow last
[00:22:50] year yeah and so in preparation for that meeting I'd played Dragon Quest before a little bit but I
[00:22:59] replayed the game a little bit and I could tell after I met him I could see his personality in the
[00:23:06] game okay it's sense of humor and I can see the influences of wizardry and ultimate in that game
[00:23:14] but I could also see how he'd and in particular how he had done what all good game designers do
[00:23:21] which is they they try to make the best use of the resources that they have and in particular
[00:23:29] in Japanese games one of the things that really kind of molded them in the early days was that
[00:23:34] Japanese computers were much better at tile graphics than US computers were because in part
[00:23:39] because they had to handle contests okay and so you can see when you're playing that game
[00:23:46] how he had really exploited that particular strength and and squeezed the most he could out of it
[00:23:54] and that allowed him to spend more resources on sort of narrative aspects of the game which
[00:24:01] in the early parts of wizardry the narrative is fairly simple and a lot of it is
[00:24:07] lore that's outside the game in a manual and stuff like words in the Japanese game because
[00:24:13] of the different limitations he was able to put more of it actually into the gameplay experience
[00:24:18] which as a designer working at the same time that he was on that game I could really appreciate
[00:24:24] the RPG and dungeon crawler genre has come along ways since wizardries original release
[00:24:29] so Justin how does this game appeal to experience players in the genre in 2024
[00:24:35] yeah one day I think I had heard the one about dragon boss before and uh the other
[00:24:40] inspirations that occur which I haven't heard many people make the correlation as demon souls
[00:24:45] so one thing that happens and wizardry is if you're part of the did get white
[00:24:51] you could actually put a new part together and then go down to dungeon and grab their bodies
[00:24:56] and get the equipment and stuff and that was something you never really saw happen again
[00:25:00] until demon souls came back and that was one of the inspirations that actually led to that design
[00:25:05] in that game so it's cool to see someone that happened 30 years after wizardry I think it shows
[00:25:11] just how far reaching there's such a bad idea that took 30 years before somebody tried to
[00:25:16] Justin do you have any tips or advice for people coming to wizardry for the first time
[00:25:20] thanks to this new release yeah we made it we smoothed it over a little bit my advice to those
[00:25:24] people if they want to challenge go turn all the old school option on but if they want
[00:25:29] we have tuned it with the options that are on so if you about part of them which you would expect
[00:25:34] from most the games but that's wizardry that's part of its appeal and if you've been exposed to it
[00:25:39] before open the menu up look at all the options that you have to kind of tweak it so it can be
[00:25:44] experienced you want if not if it's your first time then jump in the dungeon and start doing a few
[00:25:50] battles and just play this classic in a new presentation but actually the same logic and balancing
[00:25:58] for the same logic tables and the same monsters everything as it was when it was released for
[00:26:02] years here what about you Robert what advice would you give to people coming to wizardry for the
[00:26:07] first time don't push your luck yeah that's the number one thing wizardry players learn really
[00:26:14] quickly is you've got to really be aware of the risk reward in terms of going a little deeper
[00:26:23] or I don't want to wait to the time of going back to town to rest up my characters and get my
[00:26:27] siblings back right and many many wizardry adventures have ended with getting killed two steps away
[00:26:35] from the exit which is convenient when you want to go down and pick them off again yeah of course
[00:26:41] Robert do you have a favorite floor of the maze or maybe just a favorite trap oh wait which ones are
[00:26:47] yeah we did that's just our initials are in the maze both of us but I don't remember what level
[00:26:57] that is let's see I don't really think that that I have a favorite actually the the probably
[00:27:06] actually my favorite version of the game was was the original playtest version we did which the
[00:27:13] code was mostly working but the the dungeon was ridiculously unbalanced you could basically run into
[00:27:20] the devil on level one and which and that this is a version that we actually sold at a computer game
[00:27:28] convention a few months before it was it was basically beta test although this was before beta testing
[00:27:34] and so we actually sold the test version at the convention and then told people the whole
[00:27:42] sensual final version when it comes out and so that version was called the dungeons of despair
[00:27:48] and there's those original discats that are a few and far between but I told people still
[00:27:54] playing I've held on to them and so that version that version of the game with all
[00:28:01] it's terrible flaws and and the bugs that we still haven't stopped I guess because it was actually
[00:28:07] the first time other people had gotten a chance to play it I'd say that was my favorite okay final
[00:28:13] question for both Justin and Robert what's the thing that most excited you about people getting their
[00:28:17] hands on the finished version of this game the money yeah I think it goes back to Robert and
[00:28:26] I was really excited for Robert to get to see when we were early in development you approached
[00:28:30] the team was taking with the game because I know when I got my hands on it and sat down and saw
[00:28:35] the apple two graphics basically I'm a screen and then picked up a controller and actually started
[00:28:41] to offer into that that was just that was a crazy moment yeah this is amazing that's like
[00:28:44] this weird thing about blending the old and new so that's why I hope people that if it's
[00:28:49] something that they grew up with but they see their appreciate the detail those put into it
[00:28:55] and if it's something new and we've seen this at some conventions and stuff where we saw a father
[00:28:59] us on and the father was playing the old school one on apple two and the son was sitting there
[00:29:03] playing the new one on the console those are amazing moments so I hope it's kind of intergenerational
[00:29:08] and everybody kind of appreciate the similar game that helps kind of get the JRPG already knowing
[00:29:14] what about you Robert well obviously I hope people enjoy the aim and have fun with it playing
[00:29:21] it as I had writing it I mean I'm constantly amazed that 40 years later this silly thing that I
[00:29:27] did and a desperate attempt to avoid actually having to get a real job actually worked and
[00:29:33] factors ultimately never having to get a real job so it's really grateful for that so yeah I would just
[00:29:39] say I hope that the new players enjoyed as much as the original wizardry players enjoyed it awesome
[00:29:46] well that was a look at with a tree proving grounds of the matter of reward both old and new
[00:29:51] Robert woodhead and Justin Bailey thanks for joining me so it's 2024 and wizardry is back but you know
[00:30:00] what else is back that's right I game that may not exist without wizardry kicking off this whole
[00:30:05] video game RPG thing paper Mario that thousand year door this is a full blown remake of the 2004
[00:30:11] Gankube sequel to paper Mario and intelligence systems is indeed handling it when it comes to paper
[00:30:17] Mario I don't want to see just hand it off to another dev or tapey author did an amazing job with
[00:30:22] Super Mario RPG but for those first two paper Mario games I do think it's important for the original
[00:30:27] company and even some of the original devs to have their hands on it. Ruelta Kawade the chief director
[00:30:33] of the original two games returns here as the ambiguous supervisor this is actually his first game
[00:30:39] credit since coding steam since he was on the now defunct fire emblem cipher card game.
[00:30:44] He seems to be very hands off these days which it's kind of sad because he directed some amazing
[00:30:49] games I could probably do an episode entirely just about the legacy of the thousand year door
[00:30:55] the original sold a couple of million probably turned a tidy profit but I would suddenly call it a
[00:30:59] cult classic in some ways due to how the game is evangelized by the hardcore very vocal fans
[00:31:06] since the paper Mario series took a hard pivot from RPGs to you know not RPGs or things that are
[00:31:12] RPG light it does serve as the ultimate example of the potential of a Mario RPG for many people
[00:31:17] me though I definitely rank paper Mario 64 above the thousand year door. Paper Mario is maybe my
[00:31:24] favorite game ever it's either that or Super Mario world again something like two of the kingdom
[00:31:29] is probably better than paper Mario but I think that's just a perfect game in so many ways
[00:31:35] so I was really hyped for the thousand year door as a kid and while I certainly enjoyed the game a lot
[00:31:40] I did walk away thinking um Paper Mario 64 is better. I think the biggest issue I had was
[00:31:46] the pacing of the game and the backtracking which I do think is somewhat infamous so I am curious to
[00:31:51] come back to the game all these years later and see if my opinion has changed or if intelligence
[00:31:56] systems put in a lot of new additions to smooth over those rough edges so far I'm having a lot of
[00:32:01] fun with the remake and there are some great additions for people who have memorized every element
[00:32:06] of the original it's a very faithful remake but intelligence systems is not shy about changing things
[00:32:12] this is what I want from a remake. I prefer some things to be remixed or just made more interesting
[00:32:17] than just treating the original game like you will some sort of infallible object. In terms
[00:32:22] of new content there's not a whole lot there's a purple toe that pops up every now and then
[00:32:26] whom you can practice attacks against there's also a neat art gallery and a few extra boss fights
[00:32:31] but most of the best changes are small things to add up. There's edge guarding now so you won't
[00:32:36] just fall into the water there are more warp pipes to help you navigate the world one of the
[00:32:41] more noticeable ones from the presentation standpoint it's now all the dialogue scenes are voiced
[00:32:46] via the type sound effects this adds a ton of personality to the game it's just a simple
[00:32:52] thing but it adds so much I don't want to go over the rest of the changes because there are literally
[00:32:58] hundreds of them and if you've never played the game before you probably don't care that the
[00:33:03] battle thing now changes based on if the enemy got first striker dot but all the changes I have
[00:33:08] noticed have been for the better and it does give hardcore fans who have played this game over and
[00:33:12] over again new things to experience but let's talk about the actual game I'm not too far into it
[00:33:18] I've cleared chapter two but as expected the game does hold up incredibly well it has such a dynamic
[00:33:23] and fun battle system that only gets better as you go along since you get access to many
[00:33:27] amazing badge abilities that let you execute a lot of fun attacks in battle it's very easy for an
[00:33:32] RPG battle system to grow dull or become stale but thousand year door has a great one that just
[00:33:38] keeps surprising you like I said with Super Mario RPG last year there's just something inherently
[00:33:43] fun about timing button presses in an RPG battle if it's the simplest thing in the world but it always
[00:33:48] works and the game builds on the batch system of the original where you can equip them to Mario which
[00:33:53] grant some special moves abilities and just general power ups there's dozens of them and each one
[00:33:59] really does feel like it has a game changing potential you're going to want that multi-bounce badge
[00:34:04] on trust me it is far to buff your HP and FP a little bit but you need to spend most of your
[00:34:09] level ups on increasing your BP so you can equip more and more badges it's fun to start up with
[00:34:14] just your Piddly little one-damaged jump then suddenly you have like eight specialized jump attacks
[00:34:19] that all do different things thanks to the badges I also like the design to the badges themselves
[00:34:25] they look like kind of crystal pin badges why isn't Nintendo selling these things make a blindbox badge
[00:34:32] come on this is free money but beyond the stellar battle system a big part of the game's appeal
[00:34:37] and why it has such hardcore fans is the storytelling and setting the story is not amazing conceptually
[00:34:43] Pete is kidnapped and Mario needs to collect seven stars to free here but on your journey to get them
[00:34:48] you visit unusual places with instantly memorable characters that's often backed up with a funny script
[00:34:53] the standout location is easily rogue port which serves as the game's hub it's a CD port filled with
[00:34:59] pirates and thieves something you wouldn't expect in a Mario game at all it has a bit of an edge to
[00:35:04] it but it's not dark in a serious way everyone is still very goofy and the themes are like
[00:35:10] man i love stealing but it's just such an uncarious to drastically grindy local for Mario
[00:35:17] the futuristic ex-naughts also standout as a distinct threat we're in the Mario world but we are
[00:35:22] seeing a side of it that hasn't really appeared in the franchise before or since and for Mario
[00:35:27] Hardcore's it's just fun to see all the obscure enemies roaming around rope port like mouslers and bandits
[00:35:32] rope port is where you stop in between chapters to move the story along and to buy things but it's
[00:35:37] crammed with a ton of secrets and interesting places to visit there's also a side quest board that
[00:35:41] sends you all over the city to do tasks for the locals it really is an excellent hub area when
[00:35:46] you're excited to visit in between chapters and not just because you get to hear it exciting totally
[00:35:50] factual Luigi story let's talk about the worst change though it's now 30 fps as opposed to the original
[00:35:56] 60 fps now 60 fps is better than 30 at all times i live my life 60 frames at a time and you should
[00:36:04] too however it's never been a deal break for me if a game is 30 is 30 i'm still gonna play it
[00:36:11] and considering how richly textured the graphics in the world is i do understand intelligence system saying
[00:36:17] let's keep it at 30 so we can pull off more interesting visual effects
[00:36:21] i do think this has a negative effect when it comes to menus and animation though
[00:36:25] there's definitely a bit of menu lag which you kind of don't want in a menu based RPG
[00:36:29] the flow of a battle or item management does feel slower than it should for one when you get the
[00:36:34] stars to booster meter i don't think it's necessarily a frame rate problem but after each turn
[00:36:39] there's a pause then the stars come from the audience they swirl and go into your starbar so
[00:36:44] these seconds really add up also like i mentioned before the game does have a pretty absurd amount
[00:36:49] of backtracking since the level design is very reminiscent of a 2D side scroller
[00:36:53] who often you go back and forth these hallway-esque sections of the map i just hit the tree
[00:36:58] dungeon in man you really got to go up the tree then down the tree then back up the tree then
[00:37:02] back down with the punies then farther down with them then go back up to get them then back down again
[00:37:07] the game really likes to stretch out these small areas there are more war pipes which helps
[00:37:12] mitigate this but it's clear that paper Mario's level and world design has come a long way
[00:37:17] or a gaming king whatever you may think about that games battle system the level design is excellent
[00:37:22] they toss you into these large areas with a lot of secrets to find in optional places to explore
[00:37:26] there's also a lot of fun puzzles and many games to encounter obviously the ultimate dream would be
[00:37:30] for them to take the level design of origami king and marry it with the battle system in character
[00:37:35] growth of the thousand year door you can make this game intelligence systems no one is stopping you
[00:37:40] at least i don't think so but looping back around to some positive elements the game looks
[00:37:45] amazing and the soundtrack is even better than ever it's going for a different art style that's
[00:37:50] much more focused on real estate lighting and Mario is made up of parts as opposed to just being
[00:37:55] one big cutout the graphics have more depth to them and i like a lot of the other smaller touches
[00:37:59] like the menu backgrounds for some segments are made of paper with wrinkles and unique shading
[00:38:04] i would say overall it's definitely a bit darker visually like do a one the one comparison
[00:38:09] between the game cube and switch versions the game cube version does look like a picture book
[00:38:13] while the switch version has more of a diorama feel i can see some people maybe preferring the
[00:38:18] game cube art style since it's much more vivid but i do like how i s is pretty experimental with
[00:38:23] paper Mario's visuals i think eventually you do run into a wall in terms of making the most realistic
[00:38:28] paper ever the soundtrack is also way more vibrant and rich again this is just a benefit of
[00:38:33] technology and getting to remix the original existing tracks but there is a badge that lets you
[00:38:38] listen to the original game cube music if you are that nostalgic like last year's super Mario RPG
[00:38:44] it is the best looking and best sounding remake it could possibly be though sorry paper Mario
[00:38:50] you can't top yoko shima mora no matter how hard you try it's both somewhat crazy and fascinating
[00:38:55] that Nintendo put out two remakes of beloved Mario RPGs in a six month span super Mario RPG in
[00:39:01] November and now this one they are pretty different though super Mario RPG is basically a dragon quest
[00:39:06] style Mario game while paper Mario is much more distinct in terms of its battle system
[00:39:11] character growth and overall exploration and it's great for me that they were released so closely
[00:39:15] together because now i can just compare them and say which one is better not this episode though
[00:39:20] i do want to let credits roll on thousand year door but please look forward to my ultimate paper
[00:39:25] Mario ranking in a future episode and by ultimate i mean i did in place sticker star or color splash
[00:39:31] or paper jam or the rest i've got it covered alright that's all for games now let's move on to
[00:39:37] the feature on machita the real life palatown all right today's feature is on the real
[00:39:48] life palatown machita in the vast Tokyo metropolis now how is this the real life palatown
[00:39:54] well it's claimed to fame is that machita is the hometown of cytositejidi the creator of pokemon
[00:40:00] here is where all began where the concept of pokemon was born and while there's no giant
[00:40:05] cytositejidi museum yet the city does celebrate the series with the installation of six poka lids
[00:40:11] so yes this is going to be a quasi sequel to the poka lids feature i did with a low-low pixie
[00:40:16] fu episodes ago if you want all the deeds on poki lids please check out that episode
[00:40:21] today i want to focus mainly on exploring machita finding the poki lids and other unexpected
[00:40:26] fun things you can find in yes the real life palatown now if you don't know a lot of the places
[00:40:31] in pokemon are based on real life locations especially early on in those first four generations
[00:40:36] that take place in quote unquote japan a lot will fly completely over your head if you've never been
[00:40:41] to Japan and many of those places are based on kind of nontore stearias or places that aren't really
[00:40:46] famous obviously Mount silver is Mount Fuji but i don't think a whole lot of people know about
[00:40:50] machita off the top of their head and yes i know some people have said that palatown is based on
[00:40:55] a place in chizuoka because if you overlay the poka manteo map with japan is closer to chizuoka
[00:41:02] but that doesn't make sense because these places weren't meant to be exactly one to one
[00:41:06] and tajiri is from machita and the installation of the poki lids pretty much confirms that palatown
[00:41:11] is supposed to be machita where at least heavily inspired by it she's a kureli has zero
[00:41:16] poki lids which honestly is a bit surprising but for those who haven't listened to my poki
[00:41:20] lids episode just yet poki lids are pokman themed utility lid covers that are installed all over
[00:41:25] Japan to promote local tourism so you go to visit the poki lids because you're a big pokman nerd
[00:41:30] but you also enjoy the other activities in the area and most importantly spend some money all
[00:41:35] the lids have colorful one of a kind art of the pokman and they're often inspired by the
[00:41:39] areas local culture or customs they're mostly in off the beaten path travel locations
[00:41:45] Tokyo City itself only has two two out of the 300 plus installed all over Japan
[00:41:50] but machita which is in the Tokyo prefecture but not in the city proper has six of them
[00:41:55] so often machita i went to find all the poki lids and see what else it had to offer
[00:42:00] the city of machita itself at first it seems like every single suburb or extension of Tokyo you've
[00:42:05] ever seen when you step out of the station you'll see the usual department stores and restaurants and
[00:42:09] streets obviously is changed quite a bit from when Satoshi to Jiryu was a kid in the 70s
[00:42:15] but there are still places in machita that do evoke the quaint homey nature of palatown
[00:42:19] stop one was obviously set a guy apart where all six poki lids are housed it's not too far
[00:42:24] from the station so you can easily find it when you hop off the train i did some research and the
[00:42:29] park opened up in 1982 so no it's not the exact spot where to Jiryu hunted for bugs which then
[00:42:34] served at the inspiration for pokémon but it is a huge lush park with some giant sculptures
[00:42:39] and event area that's filled with food trucks and plenty of quiet spots including pond filled with
[00:42:45] ducks and koi fish poki lids aside i was quite impressed by the park overall there is just
[00:42:50] so much greenery and it feels less artificial than a lot of parks grass is allowed to be a bit
[00:42:55] overgrown there are bubbling streams and ducks roam around it would certainly be worth checking
[00:42:59] out even if there were zero poki lids but fortunately there are save to my phone i had a
[00:43:04] map of the park with the location of the poki lids on the official poki lids website you could just
[00:43:09] look up each letting it a precise google map location but the pick i had was kind of a cartoony
[00:43:14] rendition of the park you know it's also incredibly accurate so it was like a fun scavenger hunt
[00:43:18] we're at the keeper far into the map almost like a mini map literally the first lady will come across
[00:43:24] is close to the entrance of the park and in front of this giant twisting sculpture it's pigeon
[00:43:29] ratta with a bit of Pikachu's tail on the very edge the lead also has a picture of the
[00:43:33] sculpture which you can see from the lid it's always really cool how the lids are so smartly
[00:43:36] designed and try to integrate the local areas unique elements onto the design of the lid
[00:43:42] around the same sculpture is squirtle the sculpture is in the middle of a man-made fountain so i
[00:43:47] guess squirtle would hang out there all the lids are pretty much in places where you would
[00:43:51] theoretically find the poki on the polywag lid is near some water the weedle,
[00:43:56] cedar pee and audits lid are next to some trees perhaps the funniest one is charmander
[00:44:01] which is not too far from a fire hazard warning i mean that can't be a coincidence right
[00:44:06] the ultimate lead of course being bulbous ore is likely the last one you'll find
[00:44:10] asks it's the furthest back in the park next to some shrubs
[00:44:14] while a charmander in squirtle look like they have the legs of red on the design
[00:44:17] but what's more actually has leaf the socks in the skirt are dead giveaway so it's
[00:44:22] going to see this character get a bit of recognition there were definitely a few people in the park
[00:44:25] who were aware of the poki lids and were hunting them down too to take pictures
[00:44:29] as i see everyone so excited about seeing them and the whole point of poki lids was to
[00:44:33] give people to visit areas they probably wouldn't normally check out otherwise i mean if there
[00:44:37] were no poki lids i can't say i would have ever visited machita after the park i would for lunch
[00:44:42] i wasn't sure if machito was famous for any food so i would just such a grap for restaurant when
[00:44:46] one caught my eye genies is your typical Japanese steak restaurant where the meat is served on a big
[00:44:52] sizzling hot plate but what caught my eye is that the shape of the restaurant looks like a big boat
[00:44:58] it's done a repurposed boat by any means it's just the shape of one with anchors and
[00:45:02] porthole windows and everything inside also has a lot of nautical maps and similar
[00:45:06] theming why honestly i have no idea the name genies itself may be inspired by Disney because the
[00:45:13] TVs inside of the restaurant were showing beauty in the beast so maybe some Disney o-taku is
[00:45:18] running the joint oh and there was also a bunch of scalds in everywhere not spooky skeleton so
[00:45:23] they were wearing these fun hats and sunglasses the steak it was pretty good i wasn't disappointed
[00:45:29] i can't say it's a must visit restaurant but it is fun to take pictures of from the outside
[00:45:33] after lunch i headed for what is likely much does most famous tourist attraction much to squirrel garden
[00:45:38] this is a bit of a waste from the station so you will need to take a bus for about
[00:45:42] 10 to 15 minutes to get there now this place is basically a mini zoo with the main attraction
[00:45:47] being the titular squirrel garden were over 200 squirrels roam around it's a big open area with
[00:45:52] interconnecting roots and scattered throughout the place are a bunch of colorfully decorated bird
[00:45:56] houses where the squirrels live so not really bird houses i guess squirrel houses to be honest it didn't
[00:46:02] feel like 200 squirrels live there since i assume a lot were hiding in their house or in other areas
[00:46:06] but you do see quite a few of them running around and the best part is that yes you can feed the
[00:46:12] squirrels you pay a couple hundred yen for an oven mitt and some sunflower seeds and they will eat
[00:46:17] right out of your hand this is probably the closest i've ever been to a squirrel they don't seem
[00:46:22] to be scared by humans as long as you have food i didn't try to pet the squirrels while they were
[00:46:27] eating though i probably wouldn't want to be petted during a meal but it is a unique area basically
[00:46:32] a mini zoo solely dedicated to squirrels there are parts of the garden dedicated to other animals like
[00:46:37] turtles and parrots and guinea pigs but you're here for the squirrels the gishop also has a ton of
[00:46:43] squirrel merch if that's what you're into in the way though it's a fun little place to check out
[00:46:47] that offers a unique experience now right across from the street of the squirrel garden is yaku
[00:46:51] shiki park yet another park overflowing with greenery but this one has more of a Japanese style to it
[00:46:57] there's a huge pond in the middle with arched bridges which makes for some great photo ops
[00:47:02] in terms of scenery this easily top set a guy apart but that park is a bit more family oriented while
[00:47:06] yaku shiki park is a place you visit to quietly contemplate it has some flowers and
[00:47:11] plants you'd expect like the Japanese Babel trees but one of these standout sections was this
[00:47:16] was stereogarden where they were stereoplanets hang overhead and you can walk under them
[00:47:21] i've seen a few places have the same sort of setup and it doesn't get old when the was sterearine
[00:47:25] bloom again just great photo ops further than the park you'll also see kind of a small farm with
[00:47:31] terrorist areas and old-edou arabaldings the whole area was just wonderfully atmospheric and going back
[00:47:37] to much of being palatown these parks do evoke the feeling of exploring nature and catching pokemon
[00:47:43] even though so much has changed from to Jerry's childhood there are still places that
[00:47:46] catch the rustic and quiet atmosphere of where your pokemon adventure began after the park i went
[00:47:51] to the station and hung around the main shopping area for a bit there's a hobby off where i did
[00:47:55] find a cheap version of pokemon gold for only 800 yen but there's also a book off with quite an
[00:48:01] retro game area it's actually decorated with plushies and posters including a really cool psychedelic
[00:48:05] looking super Mario world poster where Mario is giving the peace sign and he's surrounded by all
[00:48:10] the power ups it kind of looks like a mandala and yes i did manage to find a copy of pokemon red
[00:48:15] and green in box but both were over 5000 yen man i really should have bought every box copy
[00:48:21] of the gameboy pokemon games for 1000 yen each when i had the chance so that was my little
[00:48:26] excursion to machida the real life palatown and say very pleasant day trip from tokio especially
[00:48:30] for those like me who have been here for years and are kind of wondering there are any worthwhile
[00:48:34] day trips left the answer is always yes as tokio is deceptively huge and areas you never expect
[00:48:40] to be interesting can still thrill you if you're visiting tokio with limited time it might
[00:48:45] be worse spending a whole afternoon here unless you badly want to see the pokielads like if
[00:48:50] your choice for day trip is niko or machida go to niko but if you live in pokio this is a
[00:48:56] pleasant place to check out for a morning and afternoon and now my pokielad count has jumped from
[00:49:01] two to eight just 300 plus more to go oh and i did make a little documentary about my trip
[00:49:06] and submit it to min max's doc lightning event which isn't a few days if you're listening to this
[00:49:10] day one or it's already out if you're a bit late to listen to the podcast so just check my youtube
[00:49:16] channel to see the video is there Tokyo Game Life on YouTube that's it for the future now for some news
[00:49:28] the most expensive news is a week is that Lego revealed the heavily rumored Zelda set
[00:49:33] is the decutary but it actually has two versions the ocarina of time decutary and the one from
[00:49:38] breath of the wild you can't build both at the same time so you gotta choose one to display
[00:49:42] it also comes with four minifigs kid and adult link from ocarina of time and Zelda and link
[00:49:47] from breath of the wild the price just a breezy $300 or 41,000 yen so yeah it's an easy skip for me
[00:49:56] i do like these minifigs though but i don't think they're want to sell them individually
[00:50:00] maybe years down the line but for now i could just look at them through glass or something
[00:50:05] the price is pretty absurd though especially the japanese price
[00:50:08] Lego is fairly popular here there are Lego stores in Tokyo and even in Lego theme park
[00:50:13] but every time i check them out they're just so expensive
[00:50:16] it's one of those hobbies you can't really just have casually you gotta be all in on Lego
[00:50:21] even if i got this for free there's the room in my house to display it the minifigs of plenty of room
[00:50:27] some Tokyo related news if you remember last year i did a feature on a Pikachu themed
[00:50:31] afternoon tea set at a fancy hotel in Tokyo well guess what EV is jumping in with EV friends
[00:50:37] afternoon tea starting this July not only limited to Tokyo though there are dates in Yokama,
[00:50:42] Chiba, Nagoya, Saitama, Miyagi, Kyoto, Osaka but hey i'm just going to go to the Tokyo one
[00:50:48] it won't be the same place as the Pikachu tea set though this EV one will be held in
[00:50:52] aliyama same grace cathedral which is a wedding venue but you don't need to be getting married to
[00:50:57] enjoy the tea set my wife is a big fan of afternoon tea so i'll be trying to get a reservation for this one
[00:51:03] the Pikachu one wasn't that hard but you do need to reserve a bit ahead of time last bit of news
[00:51:07] dragon quest is back sorta on dragon quest day the official accounts posted a teaser
[00:51:13] relating to dragon quest 3 HD2D they confirmed the platforms which is all of them including the switch
[00:51:20] basically an announcement of it announcement but since we had three years of radio silence when it
[00:51:24] comes to dQ3 HD2D news anything is welcome i'm excited for the game but also a bit curious
[00:51:30] what exactly they're going to add dQ3 is already on the switch via the ugly mobile ports
[00:51:36] so i do feel like there needs to be some significant additions in terms of content to make
[00:51:40] people interested in the game i'd love new classes for example but dQ3 is dQ3 it's an iconic
[00:51:48] game in the japanese gaming pantheon so you don't want to touch it too much maybe like withdry
[00:51:53] there could be options do you want old school experience or something more geared towards a
[00:51:57] modern audience if square markets it correctly or if Nintendo really helps push it as a major title
[00:52:02] it should easily be a huge hit in Japan unless they totally botch it i'd definitely want to jump back
[00:52:07] in though dQ3 on the gbc was my first mainline dragon quest game i thought it was quite hard and never
[00:52:13] completed it so now i can make up for all these years later unless i never complete this remake
[00:52:18] either which means after way another 20 years for another dQ3 remake there is also the rumor that
[00:52:24] it might not just be dQ3 though but instead the entire low-to-trylg aka dragon quest 1 2 and 3 all in
[00:52:31] ht2d i mean cool but dragon quest 3 is the best one right you could easily sell the ht2d version of
[00:52:38] dragon quest 3 for 50 to 60 dollars not sure why they would put forth the determinist effort to remake
[00:52:43] the other two games instead of just adding fun things to dragon quest 3 but i expect we will see the
[00:52:48] game either at sgf or an Nintendo direct at the latest all right that's all for now thanks as always
[00:52:54] for listening be sure to like and subscribe to this podcast on your favorite app leave a five store
[00:52:58] review as well it really helps this podcast is also available on youtube so like and subscribe
[00:53:03] there as well i'm on twitter threads blue sky instagram just search for Tokyo game life
[00:53:09] or find the links in the podcast description if you like the podcast be sure to share with your
[00:53:14] friends and on social media if there's anything you want to talk about or cover
[00:53:18] don't be shy just message me on twitter the next episode will be on June 16th see you next time
[00:53:24] muttonet
