The Gaming Blender

Shattered Earth - The Tactical RPG

Matt Culmer Season 1 Episode 85

Fancy setting us a gaming challenge? Get in touch here!

Time for an RTS RPG! A wonderful combination of dark souls difficulty and rpg makes our tactical game one for the ages. We also discuss graphics cards and is the Oblivion Remake really worth buying...

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Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

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!

Always. Hello, hello and welcome back to the Gaming Blender Podcast, the podcast of hypothetical video games. My name is Scott, welcome back and I'm here with my usual partner in crime, Matthew. Matthew, how are you? Hello, LovelydB here. That's all you're getting. Yeah, yeah, I'm essentially a tourist. Well, I feel like I still, even in my dullest doldrums, I still can convey charm, warmth, charisma, energy, and certain je ne sais quoi. Yes, a certain... a certain jus that you would add to a dish at a restaurant. That little extra something. the little extra something that gets paused on and generally causes something else to dissolve. Yes, no, no, I would agree entirely. That is what you add. You are the orange jus to this crispy duck. Welcome everyone to that crispy duck. uh I am the crispy duck, yes, in this analogy. I know, I know. For those who have uh never listened to our podcast before, welcome. For those who are coming back, welcome back. What we do every episode is Matthew and I, we take a random genre. a video game, a couple of random video game mechanics and a random narrative and in sort of half an hour or so, usually 20 minutes actually, we try and sort of bring them all together in the beautiful witch's cauldron of our minds and sort of come up with a game concept which we name by the end and hopefully at some point we'll actually, you know, brilliant publisher will come along and yes we're going to license your idea. uh up into the ranks. haven't received any correspondence yet on that front, but we remain hopeful. I regularly get emails from PlayStation. They are just about PlayStation plus subscription. But apart from that, I'm sure they're just about to ask me. white. Listeners, Matthew, exciting news, Matthew has a new graphics card and he would like to tell us all about it and all the games that he's been playing on his new graphics card. Matthew, tell us all about your new PC graphics card please. I know, I know. I had a 1660, I don't know how you pronounce that, whether you pronounce it as 1660 or whatever, one of the spin-off ones in Nvidia. And I decided to get a secondhand one from a friend of mine who is a 3D artist. So he has massive graphics cards and he has a 3080. Now anyone who liked me going in was completely oblivious to what the numbers mean for Nvidia graphics cards. The way it works is the most powerful ones are 90s at the second half. And so you have generally 60, 70, 80, 90. And then you have the preface, which is the 50 or 30 or 40, which is essentially the generation. So I have bought a two generations old second most powerful, which came out in about 2019, but... I am very excited and what I'm doing with all this preamble that we're talking about is the fact that I've not played any games on it. I waited for it for weeks and then got it and went, yes, I don't know what to do. Paralyzed by indecision, I think is probably the right way of putting it. away, we couldn't play multiplayer games because you were gone. You are a sentient individual being. You do not require me to be present for you to play a video game. You have had 32 years... no, that's generous... you've had 27, 26 years-ish as a human available... able to operate a controller to play video games by yourself. So I'm not taking any of this. My absence is not a reason for you to not try out your graphics card. Okay. Well, this is, this is a theory. These are always excellent. Please continue. Playing video games with someone else genuinely can sometimes ruin the joy of playing single player games because the highs of playing multiplayer games with someone are unbelievable. And I stand by that because I stand by some of the funniest experiences I've ever had gaming, quickly readjust microphone so it's actually at his face. The, some of greatest highs I've had when gaming are with you, when we've been playing something and say, for example, the plane crashes in GTA or you do, you do something stupid, insert stupid thing here. crash in GTA. Yes, no, I recall. Oh, I remember it very well. We tried to go in a tunnel and didn't consider that perhaps a train might be coming the other way. And we were promptly shoved the other way about a mile. I remember the plane one because the plane one was the one where you went, we spent ages trying to complete that mission. And about half hours, was like, we've finally done it. We're in the air. And you, because you were flying the plane, could notice that we were going down and didn't tell me for quite a while. when I've got something awful to tell you, we go. It wasn't a small amount of time. We'd spent three hours trying to complete this one mission. Anyway, my theory is that when you have these highs, they're very hard to replicate as a single person, a single person, a single player. Yes. which I think is fair enough to agree, but I also aware that it's kind of a stigma that I need to get past in my mind because I recently did complete Warhammer. Words have disappeared from me there. What's it called? Space Marine, Space Marine 2. And I recently got a single player obviously and I played it and I thought this is great fun. Although, that game did have a constant reminder because it keeps asking you, do you want to play this game in co-op mode? So constantly at every point, it was a great single player experience and the game kept going, but you could be playing with Scott. No, no, I don't have a friend. Do you know what though, I will level with you and say that while I initially mocked you for not having tried out your graphics card, you know, as you get older, and listeners, if there are any listeners there who are perhaps in their teenage years or early twenties, as you get older and you find there are less opportunities to game, you find that when you do game, you do want to sort of make sure you get the best experience that you can and for me, I would agree with you, that is always playing with someone else. You know, I play a lot of strategy games, play lot of RPGs and you know, I struggle when it's just me. I don't mind if it's some sort of RPG party system because then it kind of feels like you're playing with someone else because you've got companions and they speak to you and it's a bit more interactive. When it's something that's like the Elder Scrolls, when it is just you, yeah, yeah, because there's no one with you, it's just you wandering around and after a while, the first few hours, this is fun. And then you go, I wish there was someone with me. Everything is so lonely. Where is everyone? And, you know, I do generally get like that. So, no, I agree. I agree. I mean, if they did... if these sort single player games they made with a co-op option so let's say Elder Scrolls 6 came out with a... by the way, you can play this whole game in co-op I'd be like, Matthew, we are going to play the entirety of Elder Scrolls 6 in co-op I do say that it's kind of that space marine problem of it's so selling itself. I worry that it's only adding to my already present stigma of going at every stage of the game is telling me you could be playing with another person. I'm constantly going, am I not playing this the right way? Am I not having the correct experience? If it's just a single player game and it throws me in single player and I can get past it, like this afternoon, I'm probably going to give, as you recommended last time, the precinct to go. I'm going to try and get into that. going to try a few different things. I mean, what I really want to do is a physics based game. Those are the ones I love. I love physics based. It's just pure tear down, unfortunately, as any one player. that's a particular one I want to get involved in. But have you bought Oblivion, the remake? So I have not bought it. And this is one of the games that I originally thought this will be the birth of the graphics card. But the more I looked at it. So for those not aware, the Oblivion remaster is the Unreal Engine 5. However, That is the paint on the wall. It is still running on the creation engine. Yes, so what they've done is they've... Well, right. there's a yes and a no answer to that. So, the graphics is all Unreal 5. The quests and stuff in the background, the map routing of the NPCs and all that stuff is, as you quite rightly said, the creation engine. It's the animation though, still in the animation, think it's still creation or physics maybe. They've added stuff animations-wise for faces. They've added new lip-syncing tech and all sorts of stuff like that. it's a nice... You don't notice any jarring sort of mishmash of the two. They've done quite well to sort layer them, so they work. interesting you say, because my argument would be if you're taking all for a thing the creation engine's doing, and actually from everything I've read, it's come across with its limitations. Now that's fine. That's what happens. But my temptation is if you're doing the full Unreal, why not try and redo? Obviously, I know it's a massive thing. This is a conceptual thing for me. This is something that I'm bringing up. Why not just redo the whole thing? I think that Bethesda are devoting themselves to ES6 and they don't have the time to do a full remake. So what they did is that they found a studio who is very good at making remasters and they just went, can you take Oblivion and can you make it as good as it possibly can be without remaking it? And to be fair, they've done a really, really, really good job. It is a 9 out of 10 game. Like, oh, it's phenomenal. So don't get me wrong. kind of most of the reviews I've read, adjust microphone for the second time because he can't see anything. Most of the things I've read have kind of said it's good, but with its limitations, like it's as good as it could be eight out of you are buying oblivion that looks a lot better and it does play a lot better. How much does it cost? Give me two seconds and I will check because I do actually have it on... Oblivion. Oh, okay. it is 49.99 It's not as expensive as I thought, although I do think... Is that actual price or is it on sale? Okay, okay. you know, for what I would argue is nearing a AAA game, even though it's already been done, you know. I would say it's worth it. I would it's worth it. I would recommend, as a oblivion fan of old, it is a brilliant love letter to the original game. Yes, it has. It has. It's got loads of... I thought it wasn't going get any new fans in. the issue that old Oblivion had was that it was a bit like Morrowind, it suffered from being too old. So people played Skyrim and tried to go back and play Oblivion and Morrowind were like, this is just, it's too far back. so it's not got new fans in in terms of new to Elder Scrolls, it's got the Skyrim crowd. Interesting. the Skyrim crowd playing Oblivion and I think they will 100 % do Morrowind as well. If they haven't already given Morrowind to this studio, I think they'll just go, look how much it's play account was something ridiculous. It was something like a quarter of a million people concurrent. It was something ridiculous. But anyway, we do need to move off of Oblivion because at some point we do actually need do the podcast. As I said, listeners, we are now... uh I'm going to present Matthew with a genre and couple of mechanics uh that have been randomly drawn uh and together we are going to try and make uh the concept of a brand new video game. So Matthew, your genre today is the RTS, the Real Time Strategy game, a la... No we haven't, so a la uh Age of Empires or the Total War games for example. uh Red Alert, etc. Very, very dynamic and versatile genre. He says, just about to give me the mechanics to ruin everything. Oh. is going to make something, is trying to make something original. Your two mechanics are an additional sort of, an additional sort of wedging of RPG mechanics is your first one. So, you know, there are many ways you can make RPG and RTS work together. by that you mean rocket-propelled grenade. Obviously, yes. I do mean there must be rocket propelled grenade mechanics within this RTS. No, role-playing game mechanics. And secondly, Dark Souls difficulty. Okay, so for anyone who has played the From Software games, they are very, very irritating and hard and you will die a thousand times. wonderful creations that I just can't do. I'm gonna put my hand up and say I don't like From Software Games because they're too hard. I'm sorry. Gaming community hate me. It's fine. you've made me pay 70 quid for the Elden Ring game that we've played at once. We're not discussing that, you had it before I did. Anyway, so... Let's not have this argument. Right, anyway. So, you have a real-time strategy game with arbitrary mechanics and a dark source difficulty. What are your initial thoughts? My initial thoughts are the difficulty. Dark Souls difficulty is the interesting one. RPG I think I can find ways in. I think you can do, can have a general, can do, blib, blib, blib, blib, blib, blib, blib, blib, blib, blib, blib, blib, No. Great. This has been the Gaming Blender podcast. ah Hey, you need to prep me with things like that if you expect me to this is meant to be random. This is meant to be hypothetical. This is meant to be on the spot. This is meant to prove how amazing we are as human beings. Please write in to confirm this. The contact details are in the podcast description. the Infinity Blade was a game developed for the iPhone. And it was actually considered one of the best games on the iPhone. was quite good studio to put them together. But there were three of them and they were excellent games. And the idea was that the character killed by the Infinity Blade, well, actually, I suppose it's a very similar idea to what Dark Souls then developed later on, was each time you died, you came back to life, came back to life to sort of fight again. Now the difference with Infinity Blade was that it wasn't the same person going back, it was the next person in that generation. So like the generation was cursed to always repeat the same thing. So it starts off with Jeff and Jeff gets killed by the Infinity Blade. That means Jeff the second. turns up to try and defeat everybody. So that's his, that's his, are you Googling infinity blade? Cause I can see your eyes moving around. I can see your eyes focused. So that's the way it works. So that's kind of an interesting idea to do for RPGs. Cause imagine if you had a starting army and you almost played it. And I'm adding in extra genres here to make it more difficult. You add, made it like a rogue light. So you had a starting army and you attacked a fortress. And the idea was it was so difficult, but each time you attack the fortress, the fortresses defenses weaken very slightly. So the next person can have a bit of an advantage or you can develop things where you can go, well, maybe if I knock down that wall and you learn things about the fortress. So you can find out there's a shortcut because you send an expedition off. It's a suicide mission. Yes. But you gain valuable knowledge about the way the defenses work. So next person that attempts it. you have that extra knowledge, you know, right, I'm going to attack that rampart because I know that you can get through the portcullis that way, um et cetera, et So I think that could be quite an interesting idea for the dark souls difficulty, because in theory it's incredibly tough because you don't know anything. And as you know more and as you work more out, it naturally makes itself less difficult. Yes. Okay. I see what you're trying to say. the setting for this would have to be something quite dark and hopeless, if that makes sense. And I think there are a number of RTSs at the moment, I think there's one called Age of Darkness, which hinges on this idea that you are ruling over the last remnants of mortal kind, the rest of the world has fallen to darkness. and you have to survive for as long as you can against, like, know, the undead or whatever, or whatever is the darkness that's coming for you. So, yeah, I think you'd have to make the setting quite dark and depressing and sort of almost hopeless in a way, with this little little little chink of light that perhaps you can progress. mean, yeah. here. Maybe I could adjust it, but fundamentally the difference you've got here rather than it being a single person's destiny to keep fighting, keep fighting, keep fighting. In theory, they've got an army. So narratively, that kind of doesn't make sense why every generation, the new person, the generation go come let us attack because someone put their hand up and go, all of our fathers joined you previously and none of them came back. So we probably won't join you. You could do a scenario in which perhaps you could you do something where you're trying to escape the underworld or trying to escape hell or something and so every time you die you go back to you it becomes an RTS version of Hades. So maybe we could do a play on that. So what we could do in narrative form is we could do a sort of slightly bizarre world. I'm trying to avoid it just being Hades or hell or something like that. Say in the past or something, you've got this ancient mine and you have people in this mine that they're born in the mine, they live in the mine, they die in the mine. And it's essentially a civilization. And every so often there's an uprising. And in that uprising, it doesn't necessarily, you don't always have to be playing the same person. Well, that's an interesting one actually. This is what usually happens listeners, in the middle of our sentence we'll think of a good idea and then the sentence will end and then we'll pivot onto something else entirely. week it was. He goes back through notes. Goes back through, right, yes. So last week or two weeks ago, as you're listening to this, had the personality generation where we developed a different personality. Now I'm not suggesting we do that because I don't want to sort tread on that game's toes because it was a wonderful piece of art and you should all check out the previous episodes and every single one of them. Say no more, say no more, plug, plug, plug. But I like the idea of you develop, this is where we bring the RPG mechanics. from what you learn and what you develop and the way you attack, get bonuses. And maybe the way you earn the leveling system is like Skyrim. So in terms of if you do something, you get the level rather than unlocking and putting skill points into places. I like the idea, especially if you've got this game of what is fundamentally banging your head against a brick wall. It's quite nice if you go, you know what, I need to improve my command or I need to improve the speed that um units respond or whatever it is. So you then do something specific in your next attack to level that up. Cause you know, it's kind of going to be a failed attack. So you just keep going, keep going, keep going. And then each time your new person that you have, you have a randomized generator of who your next general is, who's next to lead the uprising. And you can then sort of supplant whatever you've learned, whatever levels you've got onto them. And then that, that defines what kind of attack you've got. let's say you develop a. you develop character traits where it says that your character is units are really good at being sneaky, for example. So, and the next person that you're commanding the rebellion, you look at them and you go, they've got really good speed, let's say. So their speed of units is much quicker. So they give a bonus or speed units. So great, I've got sneakiness, I've got speed of units. That way, this time I'm gonna do a stealth attack. But the next time you attack, You might get a character who is very good at keeping morale up. So you're like, right, this is the one where I try the main gate and I see what I can get the main gate. Cause we're to be able to stay there for a while. Okay, so I think this is a good idea. think that this lens itself, you mentioned earlier about minds, when you said that my imagination started going somewhere, I'm imagining... you've done is refer to something I said about three minutes ago and you've not listened to anything since because you've been thinking about your own idea. I see how it is. single word. I wait on baited breath whenever you speak. No. What I mean is that I'm picturing, a bit like you said, there's an oppressive regime that has pushed a lower class, a lower caste into a labour, sort of lower caste where they have to work in the mines. and you live and you die in the minds and then there is this constant almost eternal rebellion that goes on for generation after generation after generation after generation and every single time you fail in a rebellion which happens almost always, know, that has never ever succeeded the rebellion slowly slowly gains intelligence and it slowly slowly gains uh understanding of how the top-siders, which I'm calling them in my head, I've been watching Arkane on Netflix so I've got top-siders in my head, top-siders work. So you know that the the main gate is always defended really heavily unless unless unless you threaten something specific. or they, yeah. that their main focus is not actually defending the main gate, it's defending, who knows, like the furnaces. And you work out, right, So in Rebellion number three, when we attacked the furnaces, they drew all their forces away from the main gate and defended the furnaces. So you then know, okay, if we faint attack the furnaces and then actually attack the main gate, we could get through. and then you build that up over time. yes, and then I think it would be quite interesting to make this in sort of stages where you have absolutely, because you live so deep in the mind, your people have absolutely no idea what's above you. And there is a milestone that you can get past. So let's say in this case, the milestone is what you think is the main gate. and you work all this through the scenario, you get through several generations, you take the main gate and you can see that there are certain defensible locations that as you take them the story essentially progresses on and it almost becomes a, okay, we can defend this place and then we can move on from here and as you take that place more bits of the map open up and you're like, oh my gosh, there's still miles to go and then you have that bit where it's almost like you realise that what you were doing for the last 20 hours was in fact the starting area and you're like, this game is massive. And so it could, you know, I think that could grow quite good legs. argue no checkpoints. My argument would be what you do is you just find better ways of doing it and you fundamentally just be like, right, okay, next rebellion, I can take the main gate in seconds because I know the best way to do it now. And I know the best way. I would say there's no checkpointing. You just have to learn. And I don't know how you feel about having a the way I imagine it for the sake of narrative. And we're to come to narrative shortly. I imagine seeing as it's 25 minutes gone, and I've got to shoot on a narrative in pretty quick quickly. But I What I don't know how you feel about literally after every attack, you could have a manual notepad where you write down and the idea being is this is the notepad that's left by the previous leader after they died as information for future generations. So you could almost go back and go attack one, attack two, attack three, attack four. Yeah, I like the idea of it being some sort of stone tablet, a bit like Moses, that's like pasta. I mean, at the end of the day... one saying, like one saying, it went wrong. At the end of the day, where you going get paper from? It's going to have to be stone tablets, it's going to have be literally like chiseled stone tablets. No, they don't have notebooks, what are they in notebooks for? They're miners. I think that could work. what I would argue, so yes I'm happy no checkpoints, however I think if you lose going forward, you get a... there are certain, we're not calling them checkpoints, we'll call them defence points, where you then have an opportunity to defend what you've won. So you get, the enemy come back at you and you have a defensible point. And if you defend it, if you successfully defend it, then that means you get to push forward from that point and not from right back at the start. cool actually, because then you could always be like risk reward. Do I keep pushing or do I claim this area? And it adds a few more RTS mechanics where can think, right, okay, do I focus on shoring up what I have so that if we get attacked we can keep it or do I focus on offensively going forward? in the future attacks, you can lose ground. You can throw it out and then they come back for you. you have this almost like this back and forth and you could take several ones forward and think actually I'm going to keep up keeping the ones behind me just in case we do a Portsmouth FC and get knocked down the leagues continuously. That is a very niche reference listeners if you don't understand the Premier League football. what you're saying is that our rebellion is going to go bust because it's taken over by fraud businessmen, and we're going to go into administration. Got it. Got it. Cool. Going to niche. your narrative is metamorphosis. So the change of something over time. um In the... how can I describe this? This could be um the uh typical uh evil character over the course of um a television series or a video game becoming good, a la... Jamie Lannister from Game of Thrones, unless of course you need to delete the last two seasons. Unless you watch the season in which case they just decided that he was just going to go meh and just go back on his entire character arc. up until that point, Jamie Lannister is the allergy. Thoughts? eh So I was thinking, ritual literal metamorphosis, are we changing them as people? But I feel like that might be a little bit tricky as if they're mutating in the minds. And then it also adds a bit of a ticking time thing, which I don't really want in this, especially to go backwards and forwards. So maybe. Could it be more in terms of, could it be in terms of like, cruelty? Could you say that as you, you this rebellion starts because of how cruelly you're treated and potentially as you go through you get the choice, you have benefits to this, you have the choice potentially to treat, when you win, to treat the defeated very very cruelly, i.e. you get benefits let's say you take the main gate, you get benefits from decapitating everyone and sending their heads back up the surface for a morale, and the enemy then get a morale penalty going forward. But what you're doing is inherently bad and so you get negative debuffs that perhaps you don't notice because they're going on the background to your people because you're acting so cruelly, because you're ordering your... Right, okay, we're not taking any prisoners. take all their heads, send them back, you know, rather than taking prisoners and all that sort of stuff. You see what mean? Could you do something like that so it's more psychological metamorphosis? Yes. No, I'm trying to I'm trying to work out. Yeah, it's metaphorical, but it's whether you're being too subtle about it, or I do get where you're coming from. keep whacking my microphone. Yes, I think you sort of got the cruelty, you got the places. Maybe also what you do is the land, mean, very esch to the way the witcher works, where you do something in the map and it changes. You could have the metamorphosis being the land around you as areas get liberated, those defensive points, the next tack, it shows the area and it shows possibly, because you can graphically, graphically, the areas you take, obviously you can lose them again, but they then become much more peaceful and they become like you can see the world around and people are living and maybe that that's animated. Well, depending on your choices. You might take it back and go, actually, we're going to be just as bad as the guys we just took it from because there are benefits to that. fundamentally, you just make it really easy that you don't make that major theme. It's a bit like when you take a take a city in the total war settlement and take Yeah, well, you just comes up with like, kill, occupy slave. I mean, I don't know about you, but I just went this is this is never gonna go well if you just kill everyone. It's not a city anymore. So I think maybe you do that. And as you're going through, maybe when you win, it could do a camera pan to the exact way you've come to where you've started and you can see what you're the new sorts of world that you've created is from liberating everyone. Maybe that's the way you it. But fundamentally, the plot is you are mining, let's say you're mining for something incredibly box standard. um be like iron it could literally be an uh iron mine or I don't know, feel like you want something even more, for want of a better word, pathetic. No, not even a metal. I like the idea of just literally, just maybe you're sort of, because you're forming mud, well no clay, because you're forming mud huts and clay in the top surface. They need huge amounts of this stuff for their buildings. Yeah, maybe. It could be something really simple. standard, like boring, just shoveling in there's tons of the stuff just lying around. And then then you'll, yeah, so you're fighting your oppressors. Each leader you have is different, but it's generated from the minds and each person is normal. And I would say you're, you're oppressors. Maybe we go down the route of there are sort of small well, I'm sort of envisaging this set sort of medieval ish times to add sort of battles and stuff like that. But I was envisaging maybe it's a local Lord. Rather than the cake that you're fighting against the king, maybe it's much more local than that. And it's good that which makes sense why it's one castle you're trying to overthrow. It's one mine one castle, it's it feels much more localized than the world like worldwide thing. and then the sequel is the worldwide thing. Supermine. Okay, are you ready to... I will do a summary. Are you ready to name it? You do. Okay, listeners, slightly later than usual, a couple minutes later than usual. What we have there is a real-time strategy game with RPG mechanics and a Dark Souls difficulty set in a fantastical universe. in which your people are enslaved beneath the mine of a local lord. Every generation there is a rebellion called the Eternal Rebellion where you try and break out of the mine. However, it's incredibly difficult because you're just miners in the dark, you have no idea what's ahead of you. So more often than not, the rebellion ends in failure and you control these rebellions in an RTS style. However, every time you fail there is a stone tablet that is handed down, I am doing a stone tablet, a la Moses, there is a stone tablet that is handed down from leader to leader, from generation to generation detailing everything they have discovered during their attack which could be something like, hey you attack the furnaces, the enemy will rush to the main gate so clear, you have to write this. We're putting pressure on the player to write this themselves and make these notes themselves. Yeah. in the game for your new leader to pick up. You'll also earn some skill points that you can put into your next leader's tree. it. You don't put it into it. You just get given it based on what you're doing. There we are, that. And throughout you get the choice, as you sort of progress on, you will get the choice to act harshly or generously and in doing so you will uh enact a metamorphosis not just on yourself and your people but also the underground tunnels upon which that you are conducting war. And this game, Matthew, is going to be called what? So I've got three. First one, dig deep. Yes. Second one, more musing, make it mine. I'm gonna veto that one. Oh, okay. And the final one, which is the most serious one, which was shattered earth. Ooh, I like that one! knew you would. I knew you'd just like that one. Shattered Earth. I feel like this is a PC game. Most RTSs are to be fair. Shattered Earth coming to PC soon. When people realise our genius. Or lack thereof. Anyway. We hope you have enjoyed this episode of the Gaming Blender podcast. Please do subscribe wherever you get your podcasts. Please do leave us a review. And please do write to us. We always accept suggestions from listeners, specifically if you want us to make a certain game, just give us a genre and a couple of mechanics and a narrative and we will make it for you, won't we Matthew? make the greatest thing you have ever heard. Okay. but it will be good. A baseline of good. And a minimum of a 7 out of 10 going upwards is what we promise you. Yes, however, we hope you've enjoyed that particular podcast and we look forward to speaking to you again shortly. In the meantime, I have been Scott. make it mine. I've been there. Very good. And we will speak to you next time. Take care now and keep lending. Bye bye. Bye! Lovely. Should we do the intro quickly? Yes, what do you want me to say? Just... Blender, game, Blender podcast, the home hypothetical podcasts. Today we're making an RTS RPG. Why no? Oh, you don't even need say that. Today we're making a game about mining. It's better than it sounds. Yeah, that's true actually. Okeydokey. feel free when you're ready. Hello and welcome back to the gaming blender. Today, Matthew and I will making a game about mining. And I promise that sounds better. No, hang on. It is better than it sounds. Yeah. Huzzah!