The Gaming Blender

The Line - A Detective Puzzle Game

Matt Culmer Season 1 Episode 53

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Picture this: a detective game that's chock-full of intricate puzzles, forensics, and serial killer chase sequences. Yes, you heard us right! We discuss an intriguing concept where the player juggles solving a murder case while evading a determined killer - imagine trying to crack a case with the threat of permadeath lurking around every corner! We even throw in an assassination System just for fun!

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We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Hello and welcome back to the Gaming Blender. I am Matt and I'm here with Scott. He's stuck around people. He's still here.

Speaker 2:

I am still here. I have not been sent somewhere else to go and do stupid work in this other world, and it's wonderful to remain. How are you, matthew?

Speaker 1:

I'm very good. It's lovely to have you back. I mean, well, let me, I've lost my words. I'm that surprised to have you back and sat opposite me. No, the I think the main thing I wanted to the game awards happened last week, Scott.

Speaker 2:

They did.

Speaker 1:

They did. Did you see the winner? Yes, yes, borders Gate 3 in a surprise. I've listened to a few gaming podcasts recently that essentially were going yeah, I wonder who could win it. It's like it's Baldur's Gate 3, you guys, it's just, it's gonna be Baldur's Gate 3. It's gonna be Baldur's Gate 3. I mean, well done to Baldur's Gate 3. Very happy for it. It's a good one. I'll play it. It just it scares me right now.

Speaker 2:

It's so. It's because obviously it uses the Dungeons and Dragons rules set. By and large. It can be a bit daunting from the outside Once you get in it and you should have spent a couple of hours and you start figuring it out, I think pretty quickly.

Speaker 1:

I'm sure I mean one thing I, because my gaming list to catch up on has been so massive this year, I'm trying to get through as much as I can at the moment, and I've just downloaded Spider-Man as well, because obviously I was nominated as my man, which is very good, but it's exactly. I mean I haven't I've only played three or four hours of it, but it's kind of settling back into a nice warm blanket, just sort of. I remember this combat, I remember this. It's all combat, it's all very well designed. I mean it's it's just so easy to pick up and you're like, okay, that does that, that does that. You're not overawed by everything.

Speaker 2:

Yeah, no, I agree, and it's yeah, they've. They've reprinted a solution that works for a few tweaks, which I think exactly what people wanted. You know, it's the problem game makers sometimes do is say say you'd make a game like Dragon Age Origins, for example.

Speaker 1:

That was, that was absolutely class and everyone question because what, what sequel have you been most disappointed by? Was going to be my sort of lead it sequel.

Speaker 2:

I mean what in recent years, or just maybe?

Speaker 1:

recent years for the sake of it generally, I mean I don't say don't do film, don't do the bloody Star Wars again.

Speaker 2:

No, we've covered. We've covered Star Wars far too much. I think that's really. That's a good point. Actually, do you have one? I might give me inspiration?

Speaker 1:

I reboot wise, it was actually Star Wars, it was the Battlefront series, because I dropped in and went, wow, this is great. Is there any more of it? No, yeah. And then Battlefront two. Obviously I don't, I'm not. Can that be in terms of coming away from sequel going, oh, was that it? I remember you hated, not hated, but the forced unleash to again another Star Wars one. I remember you because we were talking about that at school so many years ago. I remember you were both really excited for it and you went to get it. I think you may have missed a class to go and get it and you came back to school and you'd finished it. Yeah, I traded back in.

Speaker 2:

I remember I'd actually managed to. I bought it from Asda, of all places, and I went home and I finished it that day and it took me about six hours. I sort of sat down and I went. That is unacceptable for the amount of money that I've paid and for the franchise and for this you know the story and for what I were. I thought it was going to go and it just sort of ended and I was like, ah, as you know, you know you're sort of looking around going. Have I missed something? Have I got taken a wrong turn?

Speaker 1:

No, I think that that's a perfectly justified feeling, sort of emptiness and hollowness at the end of the game. Yeah, weirdly, I did actually get that and I love the game. So I was well, I didn't want to, I don't want to make it sound like I don't like the game, but I had a slight hollowness at the end of the most recent God of War God of War, ragnarok party, because I'm going to do spoilers because it's still fairly recent it was last year that it's a big game and people have lives. Yeah, when you finish that game, I had this takeaway feeling of, oh, I now need to leave these characters again for a long time and these are perhaps not in the place that I thought they were going to be.

Speaker 1:

Not necessarily a bad place, I liked where the story went, but I wasn't expecting it. So when I departed, left the characters, I thought, oh, I'm not sure how I feel about that. I'm not sure if that's really hit me where I wanted it to hit me. So it's a very it was a slightly strange one, but there has been a new free DLC announced called God of War, called Valhalla, which I will be dipping into. I believe it's a road like version, but we have been chatting now for oh no, I'm supposed to only four minutes. I was about to be very excited.

Speaker 2:

We didn't dribble on for as long as we, as we haven't said, what the podcast is.

Speaker 1:

Yet for any new listeners, welcome to the. Welcome to the gaming blender podcast, which is a hypothetical gaming podcast where we blend together randomised genres and mechanics and a narrative and create a brand new game at the other side. And it's all very exciting, scott, isn't it? I mean, what was, what was last week? What was last week. I've just realised I don't know what last week was.

Speaker 2:

I just realized what last week was so.

Speaker 1:

I remember I really enjoyed it and I really like the motion control, so it was essentially it was that it was. You had to climb your way to the top of the of the building by using motion to pull yourself. Yes, sort of VRS. Yeah, so that was that was good fun. That was good fun to make and it was quite a lot of our plots are involving AI slash evilness, so I'm hoping we can avoid that. Today we need to go back to all medieval stuff.

Speaker 2:

But we need to have, like a that, the usual trope of like there is an evil wizard that has risen. Yeah, that's good, and you must, you must venture forth to destroy him.

Speaker 1:

Maybe that's our challenge for today. No matter what we get, it has to be in a classic high, high fantasy trope. Yes, high fantasy, any who show, we crack on. So because you can only remember three numbers, you have done your dice rolls again. There's a. Scott is going to pick one number for a genre and two numbers for mechanics, maybe three, depending on what he draws, because I'm in charge.

Speaker 2:

Anyone, any lessons ever find a need of an online dice roller calculator dot net.

Speaker 1:

I will do a plug for because it is excellent to people get sponsored by, one of which is hopefully toner mics. The other one is dice dot net.

Speaker 2:

So the first number that calculated net has sent me is the number eight, number, eight, number eight is okay. That's not carry on. Okay, and for the mechanics I have the number 13 and the number 39.

Speaker 1:

He says we've had number 30. No, we haven't. We'll be a last number, 39. I'm going to make you reroll 39. Okay, so I think we've had that quite recently.

Speaker 2:

We're going to go for number 21. So 13 and 21.

Speaker 1:

We had 21 last week.

Speaker 2:

There is a floor in the system we don't want to get sponsored by dice anymore.

Speaker 1:

We've exposed the fact they only know three numbers 16 is 16 acceptable? 16. 60. Yes.

Speaker 2:

What have we got for today's glorious deep dive?

Speaker 1:

Okay, so you have selected in your grand wisdom, yes, a puzzle game. Okay, so I mean a very simple way of doing this. You could do the brain training games or just just literally a puzzle. Puzzle game I mean, there was quite a famous one on PlayStation for years ago. We sort of walked around and saw the polls and its names escaping me now, but just various puzzles. I think viewfinder was one that released this year that was nominated for India Awards, where it had lots of puzzles. So that's fairly open ended, but you need to need something. The other two you've picked in terms of mechanics are perma death and an assassin's targeting system.

Speaker 2:

Oh my God, okay, so some time system perma death.

Speaker 1:

Do you play a puzzle game, Scott?

Speaker 2:

I'm more play games that like RPGs, that have puzzles within them that are very kind to the players on a not particularly complicated.

Speaker 1:

It's like an uncharted where you used to open the diary. We've reached this puzzle. How will we solve it? And you'd open this diary and it go look, idiot, look at these, Do this up there.

Speaker 2:

Yeah, yeah, yeah, that's kind of me.

Speaker 1:

So the last puzzle game we think we did, we did a puzzle game I think it was that one where you had a and I think that did have perma death as well. So that was the one where you had to go through like an Aztec tomb and each time if you failed the puzzle, your people, you lost some of your party.

Speaker 2:

Yes, I remember, and yet to, and each of your party members was was skilled something. Yeah, I do remember that. Okay, so we'll veer away from Aztec-y type tomb Fandango.

Speaker 1:

It's a very specific thing to edge away from. That I'm going to specifically avoid.

Speaker 2:

But when I think puzzlers, I think Indiana Jones, ancient tomb oh, I see. I see I see, that's what pops into my head. I know other people think of something else. Okay, so one thing I have just thought of, it has just popped into my head, is and you can, we can flip the assassin target system on its head, so puzzlers fit very well, so it's a NASA system.

Speaker 2:

That's a terrible joke. So puzzlers fit very well into detective games. Oh, very good. So you know you get. There are those show. I've never played them, but I know there are some Sherlock Holmes games that have riddles and stuff and clues and stuff.

Speaker 1:

Just to just to interlude very quickly, because there's a story about those Sherlock Holmes games that they never have. You ever heard of creepy Watson? No, google it, not now, once the podcast is done, but if you're listening to it. If you're listening to it, google it. Essentially, the people who designed their Sherlock Holmes games never animated Watson walking. So what they did is they have the thing that every time you turn around, he's just standing behind you. So people do this thing where they run away, looking at him as for as long as possible, turn around and then when you turn back, he's there in your face. It's like the angels from Dr who.

Speaker 2:

He's like a weeping angel? Oh no, it's very funny to me. Why would they not just anyway, before we deep dive into why they wouldn't animate Watson? So, if, what? If you so the puzzles work very well with detective games or that there are, there are you and you can, because it's a detective game.

Speaker 2:

There are so many different puzzles you can. You can use like you can bring, you can bring forensics into it. Yes, you can do fingerprint analysis. You can do, you can do. There's all sorts you can do and you could set it in the. You could set it in the modern world where you have access to all this sort of scientific, you know apparatus and things like that to to help solve the puzzles with the, with the whole permadeath and assassin and assassin thing.

Speaker 2:

So here's me, here's my idea. Okay, so the assassin target system, you, you flick on its head. So normally you are the assassin doing the targeting. Okay, how about in the case of this? You are a detective that's trying to solve, you know, like a serial killer case, like like they would have in seven, or you know one of the other sort of you know films that deals with, with all TV shows that deals with that sort of thing, the assassin is targeting you. So in the, in that, so you are the. So because you're trying to solve the case. As you go, as you get further forward and you get closer and closer and closer, you the, you know the killer comes for you.

Speaker 1:

So that was the permadeath as well, because then each time you can be a new detective exactly and you know X amount of the case from from the Metas or side of it. You know X amount because you played it.

Speaker 2:

Yeah, You'll have like the case files, the previous, exactly so the the Meta game, cancelled out by the fact that your new character can basically read the whole case file and the up to date on where the last guy who basically got his head cut off or or thrown into a man.

Speaker 1:

I thought they just killed slightly, but no, no, no, his head's been fine.

Speaker 2:

I think I think we take the permadeath like really, you know, there's there a bit like it's a horror game. This is a bit like hitman in that there are so many different ways that you can kill your target in this game, there are so many different ways that the killer can kill you killed, reverse, hitman. I think. I think that's a great idea. I think you would be so scared all the time.

Speaker 2:

You would be fantastic. Can you imagine you beat? You beat, you'd go right. Okay, we need to investigate this apartment. You and your partner go in and you know what do you think about this, johnny, johnny, where did you go? Yeah. And then all of a sudden, all of a sudden, you can have it in like first person. All of a sudden, you just go tumbling off the balcony because someone's just shoved you from behind you. Oh my God, that would be great You'd be so well.

Speaker 1:

Okay, right, let's rewind slightly before we get too carried away with the stuff that is mechanics. Where are the puzzles? How are the puzzles working?

Speaker 2:

So, okay, I think the puzzles can you can have. So I think I think you have so many different types of positive. You can do so, a bit like in LA Noir, where you can interview people and you can sort of you have there's, there's like a body language system and you can, like, you can work out from the things that they say. So you have your little notepad and obviously you note down basically everything. Once you have the interview people, you then actually have to, like, read all that through and just start figuring out.

Speaker 2:

Okay, so he said this about this person, but this person said this, and actually I know that he wasn't there at that time, which means that this person is lying. So you've got you've got. There's stuff that you have to work out by reading stuff there's also you could have, you can have elements that are that are to do with, like, the forensics of the case, that to do with the you know, the fingerprint analysis of the case, the ballistics of the case, for example, if someone gets shot, so and you have to basically take all this stuff without any handholds.

Speaker 1:

I was here really taking taking away the handholds. I suppose you need to figure it out because you further sake replayability. You actually want this to be really hard because you want to be playing for a long time, and I suppose then you can also have multiple ways of solving the case because you can have many, many clues left behind. Not, that can lead you to different people, say the ballistics lead. This is very simplistic, obviously, because we're trying to do this in half an hour. Yeah, yeah, you can say like oh, I know he owns this gun, take it to ballistics. Oh, this is where the gun, this is the type of gun I'm looking for.

Speaker 1:

Or you can have okay, the fingerprints match with this person. Does this mean this person bar, but this person's got an alibi? But does that mean that they were talking to them? So how does it work then? I suppose, yeah, we go LA Noir and you have to talk to people to get their statements and get their things. Yeah, and you have to, but without the stupid like are they lying with the facial animations? Just no.

Speaker 2:

No, the guy, just like I think he might be lying. I was Sorry. So with those videos of the of the LA Noir facial animations are fantastic.

Speaker 1:

Well, I think, LA Noir, you didn't ever feel like you had any control of your, of the main character, Cole, whatever his name was, because he just like he'd explode. You'd be like question him more please, and Cole would go. I hate you and I'm going to throw you against the wall. What I didn't take you through that cold.

Speaker 2:

All of a sudden he's got. He's got this by the scruff of a neck and he's punching him in the face and I cut off.

Speaker 1:

Is it not? We just got us nicely asked, nicely Pick up shake.

Speaker 2:

This is the problem with a lot, of, a lot of games that have the sort of the wheel, yes, idea of dialogue, and it gives you like three words of the dialogue and then it's a little out for God.

Speaker 1:

I've got very much criticized for that as well. Yeah, so very, very good, I like the idea. I like that idea of the whole thing being one puzzle that you have to put together. How do you, how does it determine when? This actually?

Speaker 1:

I've got to kind of talk this out because I've got a theory, because you need, you need a way that you can stay alive, because otherwise, if it's just like a ticking clock, then it's not really skill and also doesn't give you a time to really sit and appreciate the puzzle, because you'd be like, oh, you kind of want the death to, you kind of want to be like, okay, well, I'm going to play this differently this time. So maybe it's a case of at the start, you're as you say, you're completely lost. You could get the kill by anyone you don't know. But as you build up the case knowledge, you maybe have to avoid certain people or keep people in, like, like, so you go. Okay, I think this person might be the killer and I suspect them. Let's not leave myself alone in a room with this person. If the AI is maybe programmed to take an opportunity yeah, to kill, to kill you as a way. There is an opportunity where they can't get spotted.

Speaker 2:

So perhaps you work as part of, like a small team or a pair, so that you know you have a partner perhaps, and you have the option throughout of occasionally like splitting up to cover more ground quickly. So let's say you say you can ask them to do stuff. You can say go and get the ball.

Speaker 2:

Yeah, you say you say what's and going into be that person or what's and going to do what's, what's, what's, classic. But I can't walk, sir, can only levitate. So you ask Watson to go and, okay, I need you to go over the other side town interview this person. Why I, while I go to the apartment and you know that then gives you the risk of you go to the apartment and I have the killers waiting for you or the killer ambushes you. You can also have bits where, if you stay, if you do that, perhaps because the killer is trapped, because we can say the killer is potentially like tracking you as you get further and further through the case, potentially the longer you stay at the state, so you go to the scene of the crime, so you go back seeing the crime by yourself. There could be something that's the obviously you don't see as the player but is within the game, which is, if you stay, if you would stay in that place by yourself for a certain amount of time, the killer will come for you.

Speaker 1:

Yeah maybe there are, there are calculations where the AI gets more aggressive. So, yeah, if you're in the one place too long, depending on, depending on, depending on sort of visibility day, day or night yeah, spotability and also, as you are getting close out, the more information you have to say you have more information at your disposal that AI naturally gets more aggressive, yeah.

Speaker 2:

Yeah, I think, I think I think there should be a system where you can, where you can, fight back or maybe like fend off the killer, and I feel like, I feel like it wouldn't, because you would never get to the fighting stage, because you would always be surprised by it, because that's got to be the whole thing.

Speaker 1:

Okay, because otherwise, if you're always you see who it is, you've always got to as you said in first person. You've got to not see who the person is and have all these things yeah. So you can't really have a fight. Maybe you can have, maybe actually one way of you could subvert expectations to a fun thing, even when it's like killing yourself. No, ramni, yes, so you're experienced assessment with the Haha from Martin BC.

Speaker 2:

Where is the case that Gypsy says when it comes down to назyros and other people going about this separately and, like Ham源, talking about the Buster below. It'd be lunch for me.

Speaker 1:

Oh, that's super true, and you a good thing about deadpan that they made a pretty lovely cheque way.

Speaker 2:

Yeah, so maybe.

Speaker 1:

I think you can. The killer also judges. Like if the killer is in disguise they can chase. Yeah, if it's a night time they can chase, but you can't if you turn around. You're done if that kind of thing. So you just know that I'm in trouble, I can just run for it. But that's more of a. That's less scripted, that's more organic, because you'd hear and say, if you were in a creepy house and you're checking the crime scene, or can you imagine if you were, like at the crime scene? You look up and let's say Johnny has has gone away because he's got his own AI, so maybe he's gone to sit in the car. Yeah, because then you turn around, oh my god, johnny's gone. That means I'm alone and the sun's going down and there's no witnesses. And then you hear a Greek somewhere in the house. I'm getting out of here, crap.

Speaker 2:

Yeah, I genuinely think it could be quite a. But people like nerve wracking games because there's a there's there's an element of risk to it, because you've put so much time and effort into figuring this out, and then I mean you're made to be fairly, you know, in in. You need a better punishment. Actually, I think what?

Speaker 1:

you do need is maybe each time you die oh I don't know Maybe if you die you don't get the information you were just sourcing, or the most recent information, or something on those lines, because otherwise you'd just be quite, you wouldn't be scared of death.

Speaker 2:

There needs to be a penalty, so I think what you could do is you could have it so that if you die, by the time the next detective takes over the case, there has been maybe one or two other murders by this person, and so then you have to. You've then got the case file. So this is what they did last time, right, this is what they've done now. So, essentially, kind of like, the case evolves slightly and potentially they start doing different. So maybe they're maybe they're calling cards change slightly, or maybe their methods change slightly, or maybe they start targeting different types of people or whatever it is. Maybe, maybe there are some subtle changes in it. So then, okay, you've got, you've got a bit to go on, but there's some more, and then that gives you the, that gives you this of the hook to make sure you don't just die continuously until you just keep to keep this, actually banging your head against a brick wall to get through.

Speaker 1:

Yeah, that's quite an interesting way to do it. I mean, imagine it'd be quite hard to be you. This is this will come down to the writing. That's where it was. So you'd have to have someone very, very clever to do the writing If you had a big enough cast of. We don't even need a big enough cast of characters. Let's say you put together 15 characters, but the people that die can be a mixture of knowns and unknowns, so you will like I can't, I can't make this together, or whatever it is.

Speaker 2:

Yeah.

Speaker 1:

Yeah.

Speaker 2:

I think, I think we're ready for a narrative now, ready for a narrative Fight.

Speaker 1:

Fantasy is going to be tough.

Speaker 2:

It's about to say You're a wizard, harry, okay, so is a Johnny so we are now.

Speaker 1:

I know I'm hosting, I'm taking this away. I'm going to wrap up and everything I got you wrapped up. So now what we're going to do is we're going to throw in a generic narrative, because we're going to, we're going to add some, some meat to this bones. So what I've done is I've listed out generic plots and we have one to 19 generic plots and Scott's going to roll another dice from dicecom, your dice your way.

Speaker 2:

It's calculated on that, but it's calculated on that again, calculatornet.

Speaker 1:

There we go. We've got your number.

Speaker 2:

Very good. It has based out number eight.

Speaker 1:

Oh, I like this rival free.

Speaker 2:

Okay, so it was Johnny all along. The classic. I think the I mean the classic rival you can have here is the between the killer and the detective.

Speaker 2:

Yes, this goes quite nice, Lee, Lee, Lee, and doesn't it? Yeah, so I think I think you you have it so that the maybe, as you go and investigate different crime scenes, perhaps the calling cards that he or she leaves become more and more goading. Yes, and I think that they become. You know, if it takes, the longer it takes you solve the case, the more murders there are, the more you know. Either your progress is impressive to the killer or your stunted attempts to figure out what's happening Make them sort of you know.

Speaker 1:

You go to you and you know, and yeah, and I think you've got to do it quite statistically, because, as well, you've got to bear in mind that this rivalry is kind of going to not going to be with.

Speaker 1:

You could make it quite meta, almost, but transparently so, because the killer is obviously killing your characters because of permanent, so they can't have the rivalry as such with with the character in the game. But the rivalries almost got to transcend into the player, so you've got to have almost the scene with the killer leaving those I hope you do better than the last one or whatever, and that kind of maybe the killer, maybe the killer just wants to find that. Maybe the killer is a policeman or jaded x cop one, these sort of things like psych cliches, but he's trying to find the perfect detective. Yeah, maybe that's the thing. So that's that they're trying to find someone who can solve unsolvable crimes. I want to find the best. They told me I thought I was the best, but they maybe, maybe he was let go by the force because because of something, because he, I don't know, stapled someone's ears to the floor.

Speaker 2:

I just had a really good idea, for the killer could send one of the new detectives. They could send them, send them a package. Oh no, I know what you're going with this, with a little note on saying I thought you might need a hand, and he sends you the hand of the previous detective. Oh dear, that's actually quite good.

Speaker 1:

That would be class, wouldn't it you've got a lot of idea of you get, but you could. You could have loads of bits of it and you could be like the last one didn't get away quick enough. He just does never like to stand on anymore.

Speaker 2:

I think, I think you could. If you have the time in in development to do it, you could, you can make it so that you get to choose the scenarios. Say, for example, like you know that there's, there's like the Louisiana, you know killer, and like the, you could have them like spread all across.

Speaker 1:

Oh, you do like DLCs as well.

Speaker 2:

Yeah, and different cases, that sort of spread across and different departments all across wherever you have. You have like some special ones that happen in in continental Europe. Do you know what I mean?

Speaker 1:

you could you could, you could have. And then also you could have a thing where, if you start the DLC, you start as the character that you finished the last one with. So you're like, oh, I'm starting, oh, no, I'm starting as Johnny. He's my favorite. Yes, I need to solve this first time.

Speaker 2:

Please not Johnny, not Johnny. Yeah, I do I actually, and I was actually thinking this the other day because I really like cop games. They are very few and far between. I want to play cop simulator. I want to play, I think, at some point.

Speaker 1:

We need to play cop simulator, we need to do a, do a live stream of that. But it's just me to go now then. Now then what she's to be the evening, all what she seems to be, probably know how fast you were going, sir. You know how fast you're going, sir, because I've left my speed government at home.

Speaker 1:

I wasn't actually concentrating, sir, but I suspect you were going at 33 miles an hour and I think if you could just round it up to the closest 10, that would be lovely, sir, for my notebook. I think we're going off on tangent there.

Speaker 2:

Yes, we are.

Speaker 1:

So this sounds like a fairly. I'm just going to do a summary of this game. Well, you can consider what we could call this magical, magical beastie. So what we have got is we have a puzzle game with permanent there, with an assassin system. Now we flipped it a little bit on its head because what it is is going to be a detective game where the murderer is targeting you, so you're the one who has to avoid being assassinated and the permadeath is.

Speaker 1:

It's a big detective game and you have to essentially solve the massive puzzle and if you don't get killed and you start again with your previous person's notes, these will get limited if you die. So bits of information will be lost, just as a slight punishment, and also the killer will be sort of changing methods up slightly just to keep it a little bit fresh and keep you on your toes, and then at the end you obviously unmask the killer. So and the idea is the narrative wise this is possibly a jaded ex cop or something wants to find the perfect detective, the perfect person to take the force forward, because he always thought he was the perfect detective. So he turned to a life of crime. Nice and cliche, but we like it that way, don't we Scott? And we are going to call it.

Speaker 2:

So the only thing I come up with was something to do with the word stalked or stalk like because you're, because you're being stalked as you're doing it. But I couldn't actually think of, I couldn't think of the thing is if you rub, I'm rubbish at coming up with the names.

Speaker 1:

So if I, if I think I'm thinking about all the like the Lee child books and Jack Richard books was it Jack, we'd never come back or something like that. They've always got sort of like a generic title, but I feel we could build off the rivalry element. I feel like there's something. Then there's obviously the thin blue line is that there's the thing about the law and severe, the criminals and civilians. So you could, you could call it the line, the line that is referenced to, the line that's not crossed, because this bloke, this evil, this is the killer has crossed the line.

Speaker 2:

Or what if it's called crossing the line, but that that kind of says that you're the one that's yeah, so I like that.

Speaker 1:

I kind of like the line, but I don't know if that's not enough. I think the line works, the line, the line starring Johnny.

Speaker 2:

It's poor old Johnny who's going to get a little bit of a violent.

Speaker 1:

We got promotion. He started off as the assistant, then he became the main character, so he's loving it.

Speaker 2:

I mean, that's what's going to have to happen. You know, you know how many partners and detectives are you going to make your way through?

Speaker 1:

I love the idea of just finishing with bloke and just be like he didn't deserve to solve this. The old detective number four did all the work. Yeah, he just turned up and went. I have all the information Now. It was you.

Speaker 2:

I was at the station. As you get more and more through, as more and more people die, so the way that people interact with the case becomes more and more like oh my gosh, so many detectives have been killed on this case.

Speaker 1:

Yeah, you can have like oh my God, they're going. Oh, you've been assigned to the shreddies case.

Speaker 2:

The shreddies case. Well, because so many detectives have been been shredded.

Speaker 1:

Well, no, I was going to say, because he's a serial killer. Oh, very terrible, thank you, thank you, I set myself up for that one so you can have the interaction. You can be talking, go yeah be careful out there.

Speaker 2:

We've lost a few good men you can have like a little in memoriam memorial at the front of the police station, that'd be really funny.

Speaker 1:

It'd be really funny if you do bad at the game and it just gets bigger and bigger and bigger.

Speaker 2:

The wall has to be extended in front of the front of the station.

Speaker 1:

We call the guy, but it looks like we've got a war memorial on the front of our thing.

Speaker 2:

The guy just killed so many detectives, so it's all standing for a minute silence for the population of Atlanta.

Speaker 1:

They've all been killed by this. How did you know it was me? You are the only one left. Yes, but you're the only named character left. You're the only person.

Speaker 2:

Anyway.

Speaker 1:

I think we will wrap that up there Is. That has been a lovely podcast. I have been Matt and this has been Scott with me. Now I believe we're going to aim to get an episode out over the festive period, because it's coming out, in our reckon, sorry, about a couple of weeks before December. We usually release biweekly, so Scott and I will try and get an episode out, but if it's not out till the between Christmas and New Year, we hope you have a wonderful Christmas in the meantime, but we will try and get something out, but I, I, I. Life is hard, especially a Christmas time. Yes, have a wonderful time everybody, and thank you so much for listening.

Speaker 2:

Yes, no, absolutely Everyone. Have a wonderful Christmas and we will either speak to you over the festive period or just afterwards. Have a very merry Christmas.

Speaker 1:

Merry Christmas all and to all and recording on podcast Bye, bye now, see you later. Oh, keep blending, keep blending.

Speaker 2:

That thing we say at the end of each podcast Keep blending everyone Blend, blend, blend, like your life, with life determines on it.

Speaker 1:

Blend for the love of God, perfect.