
Silent Hill: Townfall Review - Kinda Funny Gamescast
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Kinda Funny Gamescast: Video Game Podcast — Silent Hill: Townfall Review - Kinda Funny Gamescast. Machine-transcribed; use the interactive transcript above to jump the player to any line.
Low energy, unfocused, foggy, you might be dehydrated. Whether it's hot yoga over 100 degree weather or too much sun, Gatorlight with a specialized blend of five electrolytes was scientifically designed to help move fluids into the body faster for rapid rehydration. Shop now at Retailer's Nationwide. Gatorlight hydrates faster than water. Is it in you? Symptoms noted are signs of mild to moderate dehydration, consult a healthcare professional if symptoms persist. Shape of dreams is now available on PlayStation Xbox Nintendo Switch 2 and Steam. Journey into the Rapids to celebrate the first anniversary with new content and more fast paced action. If you want to get our shows ad free and our exclusive shows, go to patreon.com slash kind of funny. What is up everybody and welcome back to the kind of funny games guests for Monday, September 21, 2026.
I'll be your host for a day, Roger Pancorni alongside Madeline Stanley. Hi Roger. How's it going? It's going great. I miss you in studio, but I'm glad you're here virtually. See you soon. I miss you too. Have you ever thought about just moving up here without a job, Natalie? Yeah. Because we're not all for it. I never thought about cutting a hole in the screen and having that. And I get out. All into reveal. Like all the time. I remember when they sat in behind the sat and he would just be the other talk. It's great because I feel the need to look back. Yes. Yes, this is this Madeline. Right. And that person that's looking back, Kurt, Indovina from GameSpot. How you doing? Greetings and salutations. I'm happy to be here. Happy to be with this guy. Next to the stew. Happy to be next to you. Oh. Second high five in the morning of the Roger. It was great. That's my goat right there. Wow. Lucky. Do we do we have no we hugged? No. I heard me linger on his watch. Oh, no. Not in review season. I got to play through the game now. And that voice you're hearing right there is Gregory James Miller.
How you doing, Greg? I'm good Roger. How are you? I'm doing great. I'm excited to hear about Sound Hill Townfall. Yeah. But I have not played. Oh, you haven't played. I have not played. What do you did? The preview with you. You and I did the preview. Yeah. I was passed out of airport and talked about life. Yeah. Honestly, yeah. Sound Hill. Yeah. Yeah, Roger. Of course, one of the, you're a big Silent Hill fan. You've been all about Silent Hill exactly since what the remake of two on the show. So you were obviously penciled in to be reviewing this one, but top 100, you're working. Yeah. Honestly, yes, we'll talk about that. And also maybe why didn't play it. We'll talk about that. I feel I mean, I know. Like, I know you've done this a million times. You're professional. You're unwavered. You have the strongest mind of any Roger ever met. But when you hear people like me and I'm adding and a Greg. You know, talk about the likes and dislikes of a thing. Do you go into this, are you going to go into the fog? Like, how do you, how do you escape the, the banter of us when you go into? In one year out the other. Cool. Especially when Greg is real host. Yeah. I mean, I just, I'm not barely listening here.
Well, I'll be in your ear. I'll be in your text every single moment. Just telling me what not to like about this game. But before we do that, let's tell you a little bit about kind of funny. Because if you're watching live, be a part of the show by super chatting on YouTube.com slash kind of funny. Games, ask your questions. We'll answer them. We'll let you know what we think about the game. And remember, we couldn't do this without our patron producers over on patreon.com slash kind of funny. So thank you, Omega Buster, Delaney, the Psalm twining and Michael Pesa, Vento. That's one new one for me. For now, let's begin with Top of the show. Silence. Hail, Townfall review. Actually, don't have the release date. Is that this third? 24th, 24th, number 20. I mean, it's an intimate. No, I think there's like a September 23rd thing. Like, yeah, 20 years ago. I think today it's a technically available. I mean, every game has a thing where you can't. How much money do you want to spend? You'll get it. $100. And you get a rusted zero TV skin and you get a different skin for Simon and different. It's ridiculous. I put them in at once and I was like, all right, right back there.
We're not putting even this goofy ass this. But a little bit about the game before we continue. It's developed by screen burn interactive. You might know them from 2019's observation. Screen burn is a studio in Scotland. About 30 developers. That's what they've said. It's a far small little team over there, published by the game is published by Konami and Anna Pernon, a joint venture. Currently sitting at an 82 on open critic. And then let me just read you the stream stream. Steam. Stream, cream, scream. Steam description. Very good. Simon Ordal is called back to the island of Saint Amelia to put things right to encountering a town lying quiet beneath a heavy fog seemingly abandoned but not put not but not at rest. Experience entirely in first person Simon must explore evade and survive using a limited set of weapons and tools, including a CRT TV. A pocket television used to tune into unstable signals evasion is tense.
Combat is frenetic and sorry while narrative driven puzzles reveal a truth that refuses to stay submerged. Roger taking us on a journey here with this. I was going to read some like almost like slam poetry. Yeah. I forgot my laptop. So I'm just looking at this thing. In our generation, we don't look at physical media. I mean, it was not so I looked at it printed out. It's a paper. No, I mean, that means come on. Yeah, come on. We were just saying before we went live, like we're desperate to feel something in our hands. That's why I print out. And it just makes you know, you can smack it around and pretend like there's something on it. Even though I know that's absolutely just gibberish. Yeah, exactly. You just slam poetry to your way through that entire display of the game. Made that absolutely. Kurt, you reviewed it for me. No, I did not. Oh, correction. I did not review it. You did not. I did not make sound hill review. No, a marked delay in your review. Oh, my dad. No, no, no, please. I was like, I didn't have a laptop. He doesn't know. Yeah. That's what physical media gets you. It gets you false information. No, no, no. I, it would make sense that I probably would have reviewed something like this, but I actually chose to stay on the sidelines.
I was like, reviewed it. Yeah. So usually when I get in the thick of preview games, which I tend to do more often, I usually would be like, I've, you know, took a big chunk out of this game already. And I want to let other folks be able to see it from the start onward. So I chose to sit back. Marked Laney did a review. Marked Laney, Marked Laney gave it an eight out of 10 also. That ought to mark. Is that dude reviewed this? Sound hill, townfall and control. Resonance. That's great. Back to back. And got his reviews in early and took vacation. Wow. Absolutely phenomenal. So anyways, no, I did not. He knows about it. He's got to go into his head. Yeah. The same thing where we had the review resident. I was like, he, he sent me one thing like two days. Yeah, I'm starting this. It's done. I was like, how did you think he was like, any of these hours? Where is one day where he did five PM to 2 a.m. Like you're a psychopath. I also got a good vacation. Like Marked Laney has like several children. Damn. I'm like, it's definitely dead. You don't see that all. His kids play video games. They're all like a little video game commune together. Daddy, I can't get Simon past this monster.
Two back in. Text Kurt. He'll figure it out for you. You, so you've been it. I have finished it. I did not do the same thing I did when I finished on health F in which I got all five of those endings. I love that game. I love F so much. I attempted to start up a sound hill townfall for a new game plus and about 30 minutes in. I was like, I think I'm good. Yeah. Okay. Okay. Greg, you finished the game. I finished the game. Madeline, you finished the game. I have finished the game. Okay. Let's start off with Madeline. Actually Madeline, I want to hear your quick thoughts on Silent Hill Town Fall and your review score. Yeah. So I really liked Silent Hill Townfall. I feel like the atmosphere is very cool. I love the sort of mid 90s aesthetic. I think it has a really interesting story that always kind of wanted me to keep moving forward. The score is fantastic. We'll talk about that more later. I know the score haunted me like long after I put the controller down.
I feel like I could hear the music like existing in my own life. And it has this warble. The warble. The song where it's just distorted enough to be creepy. Yeah. However, I do think some of the puzzles are like a little obtuse. And I think some people are going to have a little bit trouble with the stealth sections. I think they can get a little bit over long, over wrought sometimes. It ended up taking me about 17 hours to finish this game, which I think is quite a bit longer than a lot of people, because I was very committed to the stealth and not trying to combat any of the enemies. So overall, I think the score I was really waffling here between like a 7.5 and an 8. I think I'm landing at a 7.5 here for Silent Hill Townfall. Okay. Okay. In between great and good. I love that. Kurt, you're not part of kind of funny, but it's true. I mean, you could be not involved in the talk while you're in the software. I mean, I think it's because I was or not this morning when I walked on the door.
I just feel like you've been here so many times. Yeah. And I've been here. I think I've been in the studio once. Sure. Maybe twice, maybe once. But I want to hear one. How long it took you. Okay. Where you played it. And then your quick thoughts in your review score on the kind of funny scale. I'm a kind of funny scale. It's not there if you need to read it. Yeah, if you want to see it. It's very, it's very different from most of the previous games. I need to get up. I played. So I thought I played on the long run as well, but I came out at about 15 and a half hours. I played on PC. And I actually played this game a few weeks ago. So I've been sort of like desperate to talk to other people about it. Because I did not have a good time with it. Oh. And I want to just, you know, preface this with. I preview this game alongside you. And if you can, if you go and watch my preview at Gamesport, I was super high on it. Like the three hours I played. I came away being like, this is the direction. Sound he'll need to go. I still feel that way. I ultimately think that. Sound how townfall does a lot of remarkable things.
But for a game that is 15 hours, I actually think it's too long. And there's a certain point from the three hours I played during my preview. I, I don't think or feel that the game evolves much beyond what it gives you. And those opening. Like four to five hours. And it's from that point where I was like constantly wanting the expectations to change, constantly wanting like the sort of like, as Maddie mentioned, these, these, these still sections, it gets laborious. And to a certain degree, I felt like I started to see the like the seams of that game. Of that game's design, which is unfortunate because like the enemy AI and the way they interact and the way they look at you and like interact in the environment feels good. But once you start to understand like the tricks of how you handle them, it just I started, it became too predictable, it came to like, we're doing this again, we're in this room, I'm seeing these dudes again. So I, that isn't the say I didn't touch on the story. I think the story is a really strong part of it.
I still think that the story. Answers too much in that first playthrough. And the questions it leaves to be answered are not compelling enough for me to want to answer them. And therefore I kind of left on a six. Even though there's a lot of things I love about it, I absolutely adore the soundtrack. I think the world feels good, it feels detailed. I want to read like every damn thing on the walls of that place. But ultimately it was like too much for there's, there's, it just didn't evolve enough. So that's my day gone. That thing. Six out of ten. Yeah. Greg Miller, I was sitting right behind you as you were playing the scam. Yeah. I'm excited to hear what you think of it. And the ones you heard, because we had a guest in the office too who afterwards was like, Hey, thanks for letting me hang out today. I hope whatever was happening in Silent Hill is good. I'm like, the fuck's the shits were the great kind of fucks and shits you want out of a horror game. Where it was, I was definitely in the final third to fourth.
I think when we were the ones you're talking about most recently. And it was still giving me the, ah fuck, I get off me. You know what I mean? Like they were attacking me or I almost fucked it up. I did the thing wrong and yet I got it. So there's a lot of that in there. And Roger, when I tell you, I'm doing my best to remember those Silent Hill Townfall does. I think like the almost PS2 classic thing of we're going to give you this game. You're going to have a lot of fun with and then we will make the last hour such a fucking nightmare that it's all you can take. You have to text Kurt. I am. What the fuck am I doing? I was like, it was like, oh my god. I was playing this game and throughout that last week when I was playing in here and people asked me out. I'm like, I feel like I'm a 75. I feel like it's good. I feel like there are moments that are great. And then there are definitely the six moments that are okay. And there's this big cornucopia thing going on. When I rolled credits on it, I was like, six five. Fuck you, six five. And I was like, I had to be like, well, no, we had a lot of fun up until this point. Like let's remember all the things. So I'm settling on a seven. A flat seven. It's good.
I think it gets in its own way. I think there's so much to enjoy here. So and it's going to be a particular game, right? Like I shocked by review scores today in a good way. We're like, oh man, eights on IG and eights on GameSpot. Okay, like I was like, when I was texting Kurt and like we weren't sharing scores, but I was stuck on a puzzle and he's like, hey, I was texting Tam. Tam's like, you're ahead of me, man. I don't even know what the Kurt says. There's an endgame puzzle. It's so bad. I was like, fuck, I'm texting Kurt about it. I'm venting. I'm like, this thing's going to be a good score. You, for what it's worth, you did a good job not revealing how you felt about the game. Yeah. I like said something and I was like, well, he didn't reciprocate it. So I'm going to like back off and not influence. Yeah. But I was like waiting and waiting and waiting because as I mentioned, I've been like desperate to talk about this. Yeah. Because I feel like I had already known what GameSpot score was going to be. I had already read the review and I think Mark did a great job explaining his experience, defending his experience. It just was one of the things that happens with reviews where it's like, I don't know if we just had the same experience. I just don't know if we played the same game in that way. Totally fine.
And then yeah, same as you. I like woke up this morning. It was like, it wouldn't I, Janelle's like, oh, oh, I think I'm washed. Like, because like, maybe there's a little bit wrong with me. Well, no, because it has been like, I last, this is a fun little moment where I opened my, I opened up the ROG yesterday because I played on PC as well. And it was, we were doing spin art at the table and like, Ben has a little spin art. Oh, yeah. Like, make paint, paint, or paint, or whatever. And he saw me bust out. He's like, daddy, what are you doing? And I went, well, Ben, there's a time honor tradition in my career that if someone helps you with a video game and then you can help someone with a video game during review period, you do it. So right now I'm talking to Jacob from in Max who put out on blue sky. Is anyone reviewing a game that has a puzzle in it? I was like, I have to hit me up and I was so ready for it to be the same thing. I had been stuck on, but it was a different thing. He was stuck on. And it's that thing of like, and when you asked me, you're like, this is from Jacob Geller. Can you figure this out? And I was like, I don't even know what the hell he's talking about. And I was just one of those things of like, he just hasn't found a note that I had.
I was able to look in my, you know, my saving, like, here's the code you need. He's like, oh my God, thank you so much. It's like that kind of game. And it's also then an interesting one of like criticism and review scores, right? Where the literal bad bite at the end of this meal that I have in this game for everybody else will be a simple, this is fucking obtuse. Go to the guide. What is it? Thank you, Don, and you're on your way rather than what it was from. I'm, I'm rather than what it was for me of pre five minutes. So just bang it on buttons like what the fuck do you want me to do? Yeah. Man, I feel like Man he does exactly like. Man, I'm so impressed that you didn't text in that because she texted me, and I have to be like, I'm not playing this game. Here's the thing. So I texted Roger at the beginning of the day, because there was one thing that I was stuck on. I figured out as soon as I texted him, I just needed to ask the question, right? As soon as I asked the question, I was like, it clicked. I got it. Roger's like, I don't even play in that game. And I'm like, it's okay. As soon as I texted him, I figured it out. They have that night. One o'clock in the morning, I get to the last big puzzle of the game. And I am in this room for over an hour
clicking every fucking button in that room. And I am like, I can't text anyone. It's one o'clock in the fucking morning. I can't look this up. I don't know who to talk to. And I think this is where I was thinking about if I was playing this as a normal person. And I wasn't playing this for review and I didn't have a time crunch. And I was able to just step away, come back. I wouldn't be as frustrated with it. I came back in the morning and I had my husband look at it. I was like, you're looking at this as fresh eyes. What do you see here? There's something I'm missing. And he's like, well, what if you try this? No, it doesn't work. He's like, what if you try this? No. And then the third thing, he's like, what if you try this? It worked. And I was like, okay, so do you feel like this was really hard? Like, I'm crazy or whatever. And he's like, no, I think that's a little obtuse, but I haven't been bashing my head in it for an hour. So I got a quick thing. I'll make this as quick as possible. Yeah, we were trying to wrap this pocket. No, I usually when I say that, that means I'm going to have to be escorted out.
Sure, sure. To your point, Maddie, like, I reviewed a little game called Loreline Laser Eyes. Oh, I need to play that still. I gave the game a 9 out of 10. It was my game of the year that year. I absolutely loved it. That is easily probably one of the hardest puzzle games I have ever played. And there are many times in which I was beating my head against the wall, but like the thing that Loreline, and remind you, I had to mention that, like, I reviewed this game. I didn't know anyone else who was playing it. Wow. So my wife was the only person who I was like, can you help me please make sense of it? Yes, exactly. But like that game does such a, and I don't want to compare these games. The point that I'm trying to make is like the relate, like the idea, like the way in which Loreline communicates itself to me, I never felt like hoodwinked or like tricked at the end. And like I was able to like understand the game on its terms and like figure out what it wanted of me even if I was beating my head against the wall. And it was just, it was one of those things playing townfall where it's like, I was staring at this puzzle. I'm assuming that probably the same
as that puzzle you were staring at, Madeline. And I was like, I don't know what you want from me. Like I don't like, I can't, I can't piece this together in such a way that like, and like to some degree, I think I'm willing to say like, maybe there is a thematic purpose to that in like the way this game unravels on the end. But even then it just didn't feel like it felt more like. Every other puzzle up into this point, I felt like I had the aha moment, or I had the key that I needed to figure it out and put it all together and see like goonies the brute-forcer way through it. And this was the one where like I was venting the curtain on step four of this fucking thing, which is the baddest step one, two, and three. And I entered in the thing I needed. And I was like, well, I just fucking got it. I have no idea why. Like if somebody does call me, it's like, I can't be like, oh, this is the thing that means the thing. And it's like, no, I just fucking, this is stumbled into this like a moron, like trying every combination of all. It was brute-forced. It was brute-forced. It's hitting your wit's on. It's just like, okay, we're just gonna keep doing this,
I guess, we're gonna keep doing this, I guess, until it goes. And it's kind of paired up with, we'll get onto the rest of the game I swear. It's paired up with like my least favorite enemy in the game, right? Where every other enemy in the game, I feel like has logic of what they're doing, why they're doing it this way. And this was dude. I'm like, does he see me when I look through the thing? Is he, does he sense my flashlight? Cause you'll do something and he's, and it was like, what the fuck was that? Like, don't know why he's coming over here. What if I go in order? I'm in there. Jesus Christ, go away. I don't know how to do. I do feel like the enemies have like, you are wearing a homing beacon. And they know where you are at all. When you go into a closet, that is the thing. No, it's going to a closet. They're like, I heard that. And that was the, and that was what I was referring to earlier when you start to see the seams. When it's like, I knew at some point, like the stealth loses its tension when I know, well, there's an enemy in front of me. I need to get there. I know if I go into a closet, the game's going to like, trigger things up, the gear's going to turn, and the enemy's going to run in, look for me and then leave the room in which then I have my thing. And like that sense of tension, the sense of thing that comes from like,
the unknown unpredictability is just like, well, I now know how this game works. Yeah, that's it. Like, you know, somebody who likes a good stealth game, you know, what I was blaring so, Metal Gear, how you doing? Come on, man. Like, this isn't on par with those, but I need to trace the imagination. But I, I enjoy the, all right, cool. The guy goes over there and he goes, and then he goes down, you know, I'm like, I know, I know his route. So I'm happy to, I could rush it right now with something micro-wrong. So I'll wait here and let him come all the way around and then I'll get on his tail and do whatever I need to do. I like going every drawer and it's just, oh, it's more gauze, cool. It could have been a thing, maybe the combination, somebody needs it. Whatever, I liked exhausting all of those options and stuff. So it was like, that speed, and that is so well done here, I think in terms of just, you are in a living nightmare and this is survival horror. You are not there to fight these people. You know what I mean? Like, do not get into combat. Like, I loved all that. I think the game is gorgeous. I think it's really beautiful. It's like, it's phenomenal looking. This is all, this is, take the, compliment the way I'm trying to give it, right? It's like, this is what I think, the vision of the visuals of PT really was.
I'm like, you are in this dilapidated town, right? You are in the city side village. You're in this clinic. You're in whatever and it's like, damn, like, and this is a weird call, I'm sure, but like, there's a, in the village, a computer store you eventually go into, and then in an office building, you eventually go into, and the sounds inside of those, you want to talk about smiley award categories. Like, damn, this feels like I'm inside the old, you know, computer store weeks ago to an Aurora, or a man, this feels like I'm in an old office. Just the football way. I mean, even like, there is, I talked about this in my preview, but it still stands true after playing it. The house is you go in and like, the pharmacy, you go in, like, feel so genuinely lived in, like, to the smallest part of like, there's like a, there's like a scrape on the wallpaper and something, it's like, means nothing, there's no, there's no, there's no story context. But like, seeing that in one room in one apartment and never seeing that repeated just, like, it gives that eerieness of being like, I'm in someone's house, I'm in someone's place, I'm looking through their things, like, they accomplished that so well. Yeah. So many different directions, we talked. I talked about that.
So many different things. Which I love. No, I know genuinely. I think that you brought up a great point, Kurt, of like, when we did the preview, the reason I actually didn't play the game was in that three hours that we played, I started to see those scenes, right? Like, I started to see kind of what the, and enemy variety was going to be. I started to see what kind of type of stealth it is and it just wasn't working for me. When it comes to like the moment to moment gameplay, I guess, Madeline, like, what was that for you? What was that experience like for you? Was that enjoyable or did it kind of, maybe, outstay and welcome a little bit? Yeah. So for me, I really, I feel like we're sounding great negative and I think they're both more negative than I am. I do really like this game and I had a really good time playing it for like the first 12 hours that I played and it was the end. It was towards the end because at the very beginning, I felt like that atmosphere was amazing. I still was very scared the entire game. So I do want to be clear, like, I feel that this game builds tension incredibly and is very scary, which is something you want from a horror game.
That atmosphere is fantastic. The sound does a lot with that. The visuals do a lot with that. I really like playing stealth. I think it builds the sort of tension because I did play slower. I think if someone is a little bit faster, there is a stat actually I saw at the end of my game. I spent over 35 minutes in a different closet throughout the game. It's kind of crazy. And I don't think that counts the rooms where you can go in and lock yourself in. Eight minutes. Eight minutes hiding. Crazy. So yeah, 35 minutes for me. So count that towards my total play time. But I do think the first half of the game is extremely effective to me. I think the first half works so well. It's so scary, so tense. I'm having so much fun. And I even think the puzzles in the first half of the game are really strong. There's a lot of puzzles in the first half that are extremely effective. They are challenging enough that you don't feel like oh, I'm the smartest person in the world. But they're not so challenging that you're bringing
your head against the wall, text to your friends. I love a good no pad game, Rob. You know that. So bustin' out the no pad to be like, all right, hold on, I can play it lower like. No, I never really know. Jesus Christ, like no pad the game sounds hard. I'm really proud. All right, sorry. Well, you bust out your no pad to do this. I was complimenting, yeah, I agree with Madeline. I think so many of these puzzles, I was like, oh, this is, what's weird is there's no real review guide on this one in terms of like, don't say this. There's very specific thing. I was actually really impressed by that. Don't say, but it's like, I wish there was. This is one of those games where like, for me, the surprise and the way where we go and the way things change, and even the puzzles, like I wasn't expecting the puzzles to be the way the puzzles were. Where I was like, oh shit, I'm trying to combine this and do that. Like, okay, this is interesting. And I like the way it's merged into the gameplay we already have, but then here's the puzzle room I'm trying to solve. Yeah, we'll talk about the puzzles and the different ways they do it, right? CRTV is a huge deal when it comes to the actual combat and you're looking around, you're actually able to see where the enemies are. It also plays into the puzzles. How much? A few times.
Okay, so how much, because in our preview, it was a few of the... I think the preview probably showed the most, what, like so to Madeline's point, like those opening few hours is like, I would say the opening six hours for me is like, where the game is, it's absolute strongest. And like, it utilizes things like the CRTV as like, in the best way it can. But like, it's really, it's only just a few times. It's just those, it's just a way to get you to look around the environment. Like, gives you small hands, small, you know, sort of things to like, pay attention to and look around. But beyond that, I mean... Wasn't using puzzles, because I mean, obviously you're using it to see the enemies while you're hiding. And then there's the ones of like, get a new video, like there's your videos. So there's a puzzle near the opening, when you first get the CRTV, which kind of shows you like, cryptic sort of glimpses of objects around the room that then reveals the numbers you need. And it does it again at one point, when you're actually in the town. But to that same regard, I feel like it's almost not used enough. In that way. Like, there was early in the game,
they, it's used to, and this is in our preview, where it showed like a cryptic scene in town. And like, that was your way of kind of knowing, like what alleyway you would go down. But I really don't feel like that was used more. Like, there are instances later in the game where they do say, like where it shows you a cryptic image of like a corner of a building of some kind. But it didn't really help me. I just, it was like, that's a thing. That's a place. I'm, it's the only place I really have to go. So I'm gonna go there. I just, it didn't really guide me that much. So again, first six hours of the game, I think is like the best use case for it. Otherwise, it is just a, you know, enemy X-ray vision sort of thing. Exactly. I think it's just used for enemy detection for the most part. And the puzzle then become, yeah, like the more intricate, almost resident evil, right? The classic survival horror thing. Of you need this thing and this McGuffin and that McGuffin to combine them to put them into this thing. So do that. You all the different codes. And you know, I mean, it kind of spirals out in terms of everything you're doing. But again, they put you in different scenarios
that I wasn't expecting, you know, having, for me, I didn't do the preview. I had done the SGF behind closed doors and saw, that was hands off. No, it was hands off. It was just us running through the, I think honestly, right, a little bit before this, right? With the, but actually, I think it was just here where you get the key card for the electricity. Yeah. And then having to explain in Scotland, this is how electricity works. Because we're all like, we have no idea what you're talking about. Ah, anyways. And so I saw that and that was where I was like, damn, this seems like my kind of game. And playing through it was, it is my kind of game. Again, I'm giving it a seven good just because of a little bit of the anger here. And again, the seams and I think, you know, the repetition they use in certain things. But again, I had a great time with it. I didn't see where it was going. I think, you know, for people who might be like, and if you don't like stealth or, you know, this slow down gameplay understandable, but then there is a section later in the game where they kind of turn it on its head. And I was like, damn, I think you don't like it. I was somebody here where I was talking, and I was like, I actually really enjoyed that. Like I thought that was a fun one. No, I love that part. Yeah, I was like, what part? The part when you, oh, oh, secrets everybody.
They're talking about secrets. Oh, no, that part's good. Okay, no, no, that part's good. No, no, no, no, no, I'm all for that part. I know that part was a contention point. This part that we're alluding to was one of the lower points for GameSpot 3U or Mark Delaney. I thought that was awesome. But I thought that was really fun. That was like this moment I was like waiting for when I started to feel like the wear of that game on me personally. And I was like, I need something to like just like loosen up, just like something a bit. And there is one section, I was like, hell yeah, that ruled. And then we went back and forth. It was a good tension breaker without being too much of attention break. Like it let you get out of your sort of mode and introduce new things to variety. It also created new tension, right? It was like it like completely like gave a different sort of like context of how you've been playing. And then I'll send you like, you're like the odds are stacked differently, but that doesn't mean it's any less terrifying like what you're about to deal with. So yeah, I love that part. To be very vague, very, very vague. But again, we were in we were in total, we couldn't talk about it.
I think we're all just like, what a agreement. We're all in collective agreement that it's like, it's a good, it's a good bit. But we have a lot of other things to talk about. We got the story. We got the future of Silent Hill. Where does this franchise go? But before we do that, let me tell you about our sponsors. This episode's brought to you by Shape of Dreams. Shape of Dreams is a fast paced action roguelite that combines hack and slash combat with MOBA inspired teamwork and endless build possibilities. Take on the dream world solo or jump into four player co-op with crossplay so you can team up with friends across PC and consoles. Each run gives you new skills and upgrades to combine, letting you create completely different builds discover powerful team synergies and change the way you play every time. No two journeys are ever the same. Dodge, fight, experiment, and push deeper into the dream. Every run is deeper and every build is more dynamic. Shape of Dreams is available now on Steam, PlayStation Store, Xbox, and Nintendo Switch too. The dream awaits. This episode's brought to you by Ridge, Power Banks, man. What a game changer.
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Kind of Funny 50 Off at Factor Meals.com. See the website for more details. Who wants to talk about their experience with the narrative? I was locked in the whole time. Whole time. Yeah, whole time. Again, did a really great job of starting from a simpleish place. I've watched up on a beach. What is going on? Who am I? Yeah, exactly. What am I doing? Direct quotes by the way. Exactly. I did write on the script. I did write. But yeah, the way it evolved, the way it evolved. The corners it took, I wasn't expecting that. By the end, I was like, man, we got to a great point. And then it's like, you know, my thing says, well, I shouldn't probably say, but it's
like one of this many endings done. Here's the one you got. Please, one of this many done. And I was like, oh, cool. And I was like, I think based on that fucking nightmare of a final puzzle, there's a way to switch them right there. Like, I think that must be the end. So I went back there and did that and got the same ending. And I was like, I'm not replaying it. I will. I will look at it. I think you did the same thing I probably did with the, but what the whole, what is it? How do I see it? It doesn't matter. I can't tell what ending it is. I think it doesn't. I'm not going to be a strong, but I'm not very small. Yeah, very small. I mean, what do you mean? I don't know. I don't like the UIs. I'm opening up. This is steam and steam. They copied PlayStation. They put achievements in there. I can show you what I got. I'll take it out. Yeah. The season has achievements. No, they have trophies. Oh, you said, it looks great. So we're going to make a machine because anyone gets sued by PlayStation. Wow. I touched on a little bit earlier. The positive take I have is I've, I think I'm like you where I am a late silent hill. Like I've been converted over the years. I had it.
I had a really hard thing to give you such a horror guy. Well, that doesn't mean what do you typecasting me? Yeah. What are you about? Shudgeon me? Bro, you look like Vincent Price. This is supposed to be a bread butter. Wow. That's the one I got. That's a compliment. I think you've got. Yeah, yeah. I think you just get that one as a first ending. That's the first one I got. That's what I got. Anyways, so well, thing is like I had time playing sound hell games when I was younger, but like there's a lot of things that didn't click for me. That's certain points in my life. And I like just struggled to find like my place with a series was that doesn't mean I didn't appreciate it for what it is or what had done. It wasn't until honestly, sound hell to remake allowed me to kind of like see that original game in a different context that like made me suddenly start to piece and see the game that I think other people saw all those years ago. And then I like got really into it. And then I went back and I played replayed some and my pin you still stand the same above those original games except for sound hell for that game is good. And the story. I love that you heard here first.
Yeah, for sound hell, sound hell for the room. It's playable on GOG. Don't let anyone tell you like, you can't play that game these days. Yes, you can. I did. I loved it. And if you can do it then anyone can do it. You can get a walk through and do it to you. Yeah, somebody in chat was like, you lost me there. Well, that's fine. Get lost in the fog. Body old pal. That's okay. Where is it going? Oh, so I've been converted. I'm a big fan now. I absolutely love your Johnny come. Yeah, I love sound hell. Now you're lost in the fog. Now I am lost in the fog. I love sound hell. I loved it so much. And the. I this is all important context. I like the series better. When Silent Hill. Is not an actual place. It is a vessel to be able to tell different stories and explore different themes. And. Sound hell, F. Obviously was like. Really one of the first ones is uprooted and taken in Japan. And like. Did some of the best exploration of so many damn things I can talk about that game all day.
And so I really pleased to see that. Konami was like. Screenburn clearly had a vision for the thing and wanted to tell a story that only a Scottish developer could tell in this context. So like from that standpoint, I think the story is just a cool story to be told in a game. Like this sort of thing. It's not like the sort of typical sort of like. Grief and trauma things that we tend to explore often, but it does it in such a way that like. We just don't get to see often commenting on corporate coercion and sort of like uprooting small roots. And like the instability of like health care systems, like all those little things that are probably like people are like, I don't want that in my games, but like I think it does it. Very, very well. That being said. I. Wish. How do I put this it. It explained too much to me. And that's where I felt like there was little wiggle room. In what I loved and appreciated about sound hell to. And sound hell, F.
And sound hell for where there was like it explained stuff to me, but there was still enough to like. Make me feel like I was almost second guessing it where I was like, but is that what happened? I think sound hell F is like a masterpiece in that where like I see all five endings of those games. And every single ending you question what you thought was happening every single time. And that is the way I just like to engage with things. I don't want to be spoon fed anything. And not saying that like townfall does. I just. It tells you a pretty clear narrative that by the time it gets to the end, you basically know what's happening. And anything else to really understand like 100% what's going on after the fact will require other playthroughs. And that's what was referring to earlier was like it answered all the questions I needed to answer it. And left questions I didn't really care to answer myself. Yeah, my question is all right. Cool. So how do I change the ending? Yeah. We don't know how the new game plus when you run through. How do I get one of these other endings, but I'm not interested enough to spend another. In grants that you go faster. There's a achievement for getting through it in four hours, right? Like speed running. And what's going on? But. And they actually back to puzzling. What the fuck? I don't know. Man, did you have you done consecutive playthroughs yet?
No, I haven't. I felt similarly to the way that you did, which is that Silent Hill F was one I did want to go back to. And I didn't end up finishing a second playthrough, but I started one and got pretty far into it. Because like you're saying, I really agree with all of your points, which is like that left me being like, Oh, everything I thought I knew is maybe different than I thought I knew. And I need to get more context here. Whereas in in townfall, I think the story is really compelling and interesting. But I don't think it's extremely deep. I don't think I don't think it's very mysterious. I think it's pretty much what you kind of expect going into it. And like halfway through, there's kind of there's like a reveal at a certain point where I'm like, yes, obviously like this makes it. I don't feel like I still think it's impactful to the story, but I'm not surprised. I'm just like, yeah, okay, that makes sense here. I feel the same about the characters themselves where I wish I knew more about Simon. I wish I knew more about the other two characters.
I think that the performances are really strong, but we don't get a lot of depth to them about why they're doing what they're doing and what their motivations are and why we should come back and see them again, because I feel like what is there is there. I don't know how much more there is. Even though I do think the story that they told was very effective. Agreed. Interesting. You know, because I feel like at least again, only playing Silent Hill 2 remake and Silent Hill F like exactly what you're talking about. I've like to meet the DNA of these last two Silent Hill games has been the idea of the game ends and you're still like, what is this? You know what I mean? There is that big question. Do you think that's like almost like a failing of a game like this who's trying to bring Silent Hill and trying to make a new thing to be like, hey, here is just a narrative that is pretty straightforward. And of course, you can replay it. We don't know what those other endings are. I mean, personally, no, I don't think it's a failing. Like I still think like screen burn is doing something cool and unique that has not been done with Silent Hill before. Even if that means telling a more like linear digestible story, like I think that's totally fine.
I don't think having a mysterious archaic thinky thing is like what you need to be a Silent Hill game by any means. Just need fog. You just need fog. And like, you know, something look a little like a little rusty. Like, I don't know. Like it's yeah, I'm in the same boat where I don't think it's a failing of the game. You know what I mean? I don't I don't think any IP she be held to a standard where you can't experiment and do something different with that. I just think yeah, it's like, you know, I love horror movies of all shapes and sizes, right? And this is just a very, I think direct one. So again, to get to the end of the like, well, I'm like, I don't know about it. I guess. But I mean, they're still and like that's the thing is like there's still questions still being asked, right? It's like when it ended, and I was like in our game spot slack with the two other people who played it, they themselves were, you know, like, what do you think this happened? And like, that's where I was like, I got all the information I needed. And like, and that's where I was like, I, I know what happened. I don't know what happens. You know, like, like, and, you know afterwards, but like in terms of what I need to be able to feel satisfied in terms of like the thing it wanted me to learn.
And I think I got it to combine points, right? For the gameplay loop it offers. Yep. If we were going through and I don't need like traditional RPG leveling up, but if the experience was leveling up where suddenly as I get deeper into it now with the TV, I can short out enemies or just scare them or just Mr. If you were giving me a reason to go back and that's one of the things on how F does so right. Right. Here's a reason to go back and replay the game and it'll be quicker or a different experience or whatever this time around go for it. Whereas I know this is still going to be me going room to room looking for things. Interesting. Interesting. And you felt the same way, Madeline. Yeah, I think it's not one that I want to replay. I will say like, I feel like we we brought it up up top. Like, I think this game is definitely for like if you loved alien isolation, you're going to vibe with this game super well. Obviously some some same team members, I think you mentioned. I really liked alien isolation as well, but at the same time felt it was a little long. So I think it's just like I think this has a really good
course cycle for a shorter experience. So if you can get that 10 hour playthrough, I feel like that's. You're the walk through you'll probably have a great time. Exactly. Yeah. When you hit that one wall and you're like, well, I'm out the button pressy puzzle that everyone keeps talking about. Then you know you, you know what the shit does any of this. Yeah, you don't have the tennis any of us. Yeah, cycle of piti and undersea with these things. And if you're playing a 10 hour playthrough, I still don't know how much I would want to do a second playthrough. But like since I said mine was 17 hours, I feel like I could have done a second playthrough there. If my first playthrough had been closer to the 10. So I do feel like there's there is some good meat there. I just feel like yeah, I just ended up getting a little bit longer a little bit spread too thin maybe for the amount of time played. We didn't really talk much about the first person element of it. Good. Do you think that this is kind of a direction that sound he'll can take in the future or what did you feel about the first person at all.
I mean, just to say I think it should be I don't think any series should limit itself to a point to perspective. I think it needs to favor the gameplay and design in which I think. Sounds ill townfall merited being in first person because from the very start I've spoken with the director when I preview the game ages ago and one of the first decisions they made when they started design that game was the CR TV. And that being a core part of like lifting this thing up to look at and you just can't do that with a third person perspective to have like a constant interruption of gameplay of this device that come to block everything else. So to answer your question. I mean, I don't think any game developers should limit themselves to a sort of like all games going all resident evil games going forward have to be first person offer both third and first person San was on hill like no it's. What's the story you're telling what's what's going to what gameplay is going to support that story and that experience that is when you decide so I don't I don't think we from this point on we should just automatically be like I really want to be first person. I think yeah, you know, the lesson to take away for Konami. I hope is the same that we've seen with Capcom of like cool let's take resident evil and you can have it be the person you can have it be first person it can be in silent hill I can not be in silent hit with like let's just take this IP and experiment with do cool stuff different stuff which I think matters so much.
I do need to call out something that's been happening on this show all right. We've been wrong and kabobs is losing their mind in the chat. Yeah, I see this. I did go through and super chat to say I apologize but I can't let this go CRT stands for Catholic Catholic way to so it's CRT TV not CR TV trust me when I preview this game I knew that the comments of my preview are going to fucking lose their mind over that because of someone who owns a CRT TV and once had a friend who I was like I want to see your TV and they were like. It's CRT TV and then I learned it but guess what I'm just saying on their CR TV yeah I wanted to ask them like you do you knew you're taking up a screenbar. Yeah screen burned like and they're like all like we love analog so like go. They said to you like we all know. I'm not saying there were films stuff and then put it on the CRT TV I don't know why I turn it to the bench turning on turning on the printers in this game it gave me a wave of nostalgia like having to like boot up your printer and then having the floppy distra.
Yeah, oh yeah, yeah, corrupt it. I just want to play doom god damn it. They're so old let's get into some super chats before we end the show actually I'm going to I'm going to while I do read the super chats want you to think what do you want the next one about the future of Silent Hill. I got a new start off with Jeff Bull Jr says Roger did you watch the new Silent Hill movie if not please do I'm sorry I did not but I did see the clips of the fake beer. You absolutely should watch it is it really bad I had a great time. I love the guy movie kind of honorically like I'm not going to say it's a good sound hill film. It's not but I you know I I watched that movie with my wife I was laughing I was having a good time I was questioning I was confused. That's me. Madam web I love that Dylan Miller superchrisis here's five bucks for the worst high five ever seen since stepbrothers. Wow Mike like music superchris says curb your are you attached a touchy.
Oh, the sorting game you played with Lucy and Nick inspired my partner and I to do to make a D&D one shots with the same case that's what we're talking about. I love you very much. If you guys for those of you if I could plug it please. Lucy James and I had a show called Curly Lucy got covered and on that for one episode we had Leon Kennedy actor Nick apostolitas in which we designed basically a D&D light sort of experience for him where he was forced to without knowing the first part of the game was like all right Nick here's a case here's an attach a case labeled out like the R.I. 4 case and was like now. Get your inventory subtle me game like fish and grenades and guns and then the next part was like all right not buckle up because we now have scenarios are going to walk you through and we create an entire gameplay system which like. You have the roll the dice to be a little girl he was doing and I'm very very proud of that so I appreciate what's their name. But but bike like music Mike like music thanks for watching thanks for watching that and shouting it out how do you feel now that Lucy abandoned you.
Well I feel free. I don't have to deal with her yeah smell her. Sometimes you have to nod while she talks yeah yeah yeah yeah yeah yeah yeah why there's so many uses that what it's like yeah no she speaks all sorts of weird gibberish and I'm just like. Go back and watch currently so good to got you covered you'll see me you can every moment be like uh yeah sure so it's been great so long sucker Aaron Lyme super chat says would you say townfall has higher highs and lower low lows then to remake an F. I guess that's just for curtain Madeline. Higher highs lower lows then sound how to remake and F and F. I don't know if I understand so like like higher moments than sound hell laugh or lower compare this game to the last. I'm also confused Madeline go for it. I'm not going to take this one Madeline say of the three I think Silent Hill F is my favorite I think it has the highest highs.
I think of the three for lowest lows I don't I don't really feel like that works because I think the things I didn't like about each of the three are different so I think it's impossible to compare the lows I think the highs. I think the high is the high water mark for me and that's what I'll say about that yeah I agree I don't think it's it's always hard to do it's always hard to compare games but it's especially hard to compare games on a series when each do when each game was developed by totally different studio yeah with a totally different like one of the games so it's like hard to be like well this game had higher highs than that game but it's pulling from something that came ages ago but I mean I'm going to agree with Madeline like F has like some of coolest shit I've seen in a game I got to make it and like to this day I like wake up at a cold sweat and be like oh that was cool. I'm just going to go back to bed. I know. I know. Yeah. Yeah. Sorry. Sorry. Sorry. I'm just you know thinking about somebody doing something to their face.
I will say townfall had one of the best jump scares I've experienced this year. Oh, I was. It's hard to get. I went to a room and there was an enemy that hadn't been in there that was like sitting in the corner. They're talking about. To do something they like popped out of me an iPhone screamed one of my loudest screams. I my neighbors heard that for sure they heard it. Yeah, I was pretty I know exactly what you're talking about and that for me was not so much a scare moment be like oh yeah. Now that's something. No, yeah. Yeah. We got it. The ones that you hear coming. Yeah, that was like fuck fuck fuck fuck fuck fuck. Those dudes I hated those guys. I like to move out. QTE minds is what I call them. No, you're a little. I was like I don't and then I started just swinging the ground every single time I was like I don't have patients for this. I'm just going to enjoy yourself getting those air ducts remember. Oh, I do remember those. And the final super chat is also Aaron Lyme. He says I heard from a friend who previewed that previewed with Roger that Konami hinted at having talks with South American devs for Silent Hill.
Yeah, I was actually in that interview session. Yeah, it was more let's hint to was more of like, oh, where do you want to take this to be thought about South American. And kind of look how's it and then they specifically said like, oh, we have this specific book or novel that we were pulling from when we were looking at these things. So yeah, it was really cool stuff. But that is the great segue to what's the future of South American? Where do we want this franchise to go? Do we want to continue down a yearly path? What are we feeling? I want Manel to speak first. Okay. Wow. So much pressure. Thank you. Where do I want Silent Hill to go? I agree that I like Silent Hill as a concept as like an otherworldly sort of presence. So I would love to see it. I feel like this is such kind of a dirty word in gaming, but like what it what oh, and I forgot I was going to say. But you're not annualized, but sort of everyone gets there. Everyone gets their little shot at it in a different way. And what does Silent Hill mean? Yeah, for a different culture for South American culture.
What does it look like there? What story can they tell there? I think that Silent Hill means something different to different people experiencing different stories. And the sort of trauma that different generations, different genders, different socioeconomical levels, all experience can be told in really interesting, unique ways. And whether that's first person, third person, stealth combat, I think you can really change it up. And it be about the horror of having to relitigate and relive your own trauma and what that looks like. Yeah, I'm skipping. Yeah, I'm on the same page. Right. You know, again, somebody who you talk about being a late comrade Silent Hill or whatever, but like, or you know, you're joining late for me, it's just I've never been able to get in as much as I love horror back in the day trying to play them on places. It can be impenetrable. I couldn't do it. Yeah. I stumbled around that town and played for a while and Roger, I'm like, I just I don't mind with it. If I downloaded never got to that, it's my comfort game. Like I was in a bad mood last week about two weeks ago and I was like, I'm just, you know what?
I just want to, I want to play Silent Hill 2 Remake. And I remember just like sinking in and being like, you're a man with a dumb guy. I play Minecraft. I'm like, why are we always considered certain horror games to be like, like everybody always talks about like cozy games and like horror games are cozy to me. They like making you feel, they take my brain in a way that makes me feel. Yeah. So in this line with this conversation of what this one does so well, again to it, I think overstaying it's welcome a bit, right? It reminds me so much of all the indie horror games I play when I'm talking about layers of fear, right? Or just jumping into these games that are the first person walking simulator. I know that the devs can't afford another character model. So I, that's not with this game. You know what I mean? And I like that experience and I, I worry about trying to chase that and sheepen the brand that way. If you're, if you're just trying to crank them out and do it. But if you have something to say, like screen burn did with this one, like, I think that's the future of Silent Hill. Can only hopefully working with partners are like, no, we get horror and we think it fits in the what the Silent Hill box is because of X, Y and Z.
Yeah. Well, I did not like this game or at least I, by the kind of funny, you know, I gave it an okay, I gave it a six. I want to make it clear that I do think that this still supports where I think the series needs to keep going. And that is between Silent Hill 2 remake F and Townfall, each one of them accomplished something vastly different, mechanically, narratively, thematically. Like they all were, they're not just repeating themselves. When team Silent was disbanded after Silent Hill 4 and Konami took interestingly enough, a very similar approach to they are now where they started giving Silent Hill to studios around the world, British studio. I think there's a Polish studio that worked on one, I'm sorry for being incorrect. The difference between that then and now is that then those studios were just trying to tell a western horror story. We're trying to tell a story rooted in American culture. And because of that, they were just chasing a thing that only team Silent could have done.
Now we're on the opposite of the spectrum where Konami is giving these, giving the Thai we need studio for F or with the Japanese writer and Polish studio like Bloober for Silent Hill 2 remake and now the Scottish thing and not holding them to half the tell a Silent Hill story of story in Silent Hill. So while I didn't love this game, I like, I think this is like absolutely, I said this in my preview and I stand by it like this is one of those like this is proof of Silent Hill's Renaissance moment where it's like if Konami can just keep doing this and give like permission to these developers to feel comfortable to experiment and tell stories that otherwise wouldn't get in horror games, I'm all for it. So like I say continue on this whether it may be tarnished by the annual release of Silent Hill games like they want to do. I don't know, but like Capcom is knocked out of the park with their ability to like form teams understand their franchises and resin evil and keep it going. And I think like there's room for people to be able to do the same thing with Silent Hill, even if that means we get like a mainline remake like the Silent Hill 1 remake we're expected to get or you know to come like to allow other cultures to be like go with it experiment.
Tell what story we wouldn't be able to tell and like the old you know American town with the diner is like you know like that. So I'm all for it. Keep it going. Don't let I'm sure Konami's going to be like, well, Kurt's gave us okay. I'm kind of funny. We can't do anymore. Like no, let it rip. Keep experimenting. Yeah. Yeah. I love that. Well, everybody. This has been a great review. I'll give this review in a point. Oh, I'm not going to come up. I'm going to die. You're not. Before we end the show, Madeline, where can everyone find you? Yeah, you can find me at twitch.tv slash Mad exposure. I also want to shout out the music once again. We didn't talk about it, but I haven't found pilot priest since he did a little short. He's also a director and a writer. He's a director in a holiday's anthology movie called Father's Day is his section. Watch it. And then he made another movie called Come True that is very similar style. Stylistically to this game. It's like retro. It's about this girl in a sleep study and she sees creepy things on the CRT TV.
It's very cool. Pilot priest did amazing. The sound design in this game is amazing. And also follow me at twitch.tv slash Mad exposure. Kurt, where can everyone find you? I'm not actually on social media. Oh, wow. I'm not sure. Yeah, no. But if you are so curious, I do have a YouTube channel that I don't post to, but it is at least living. It's a living. It's a living archive. A lot of what I do at GameSpot. And I'm also one of those dudes who has a website where I post my comics and short stories that you can go to and read and enjoy. If you like comics and fiction, you can go there and do that. Yes. Any email me. I don't know. I don't use social media, but if you want like current divina gmail.com. Him. Yeah. Let's see what's up. Yeah, if you want to talk about something else. I'm a facts. Hey, wow, we're going to the site. There we go. Well, there they say we have to do all that. That's awesome. Really good. Well, it's a really good comic. I think it was this one at the very top. This was great. Thank you. That was when I bought an Xbox to play deadly premonition. Incredible. Well, everybody. This has been the kind of funny games cast where each and every weekday we get together and talk about all the biggest reviews, previews, topics in video games live on YouTube,
Twitch and on podcast services around the globe. If you love what we do support us over on patreon.com slash kind of funny to get a daily exclusive show and add free viewing next after this is going to be Mike playing through some of the game of the year contenders that he hasn't tried yet. So we started off with Karen until next time. No, right? No. Karen. You can't end the show. Karen. Karen. Karen. Karen. I thought I killed it. I got to be honest. I thought it was Karen. I'd give you a 9.5. If I didn't find out the thing, probably even that I sold what you know 9.5. I appreciate that. Well, it's been our pleasure. Just serve you everybody. Bye. Bye. Thank you.
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