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Has a year of video games ever included so many interesting entries in the "ninja" niche? Only a few weeks ago, we shared our warm feelings for Ninja Gaiden: Ragebound. A few weeks from now, we'll slice our way through the big-budget Sony sequel Ghost of Yotei. But listener, today, let's savor the present. We have the brilliant Shinobi: Art of Vengeance. With all of these ninja games available for you to play, The Resties differentiate a truly great ninja game from the merely good.

Plus, we talk about the OTHER hotly anticipated release of early September. No, not Silksong. Everybody's Golf!!!

Games discussed:

Shinobi: Art of Vengeance

Ninja Gaiden: Ragebound

Everybody’s Golf: Hot Shots

Journey

Sekiro ("It Took Me Two Years and 300 Hours to Beat Sekiro")

Portal 1 and 2

Other media:

Peacemaker

Alien: Earth

Onibaba

Files

Comments

Goositrous

You have the opportunity now to make the funniest possible choice and not release a Silksong episode for 7 years

Stephen J. Lunatic

This Hot Shots/Everybody's Golf thing is so interesting to me since in the last 10 years or so the Resident Evil series did something similar with RE7: Biohazard *and* Yakuza did this with Yakuza: Like a Dragon. It's an interesting trend.

Chris Bobb

Silksong IS hard. But damn it’s nice to be back in that world. Still blows my mind these games are done mostly by 4 people.

Anthony

I've been saving up to get a steam deck for the holidays. But now I'm having doubts as you talk about it being long in the teeth. What do you think are the chances they will announce an upgraded version/Steam Deck 2 this holiday season?

ultrapabs

I am glad y'all called out pretty much every issue I have had so far with the new Hot Shots (via the Switch version, on the Switch 2). Seems like they didn't test it at all because I noticed the performance issues immediately, and there were bugs I noticed during my first match (when you putt there are measurements in both yards and meters for example). I am still playing it a ton but part of me wishes I would've waited for a performance patch and just gone back and played Open Tee 2 on my PSP til then, but I am way too deep to stop now. PS: sadly it doesn't look like you can change the language on the Switch version. The repetitiveness of the barks is insane, and also that the character, caddy, and crowd all shout something (usually the same 1 or 2 phrases) at the same time at the start of almost every shot.

Colin Roberts

Can I please draw your attention to the suPERB Super Video Golf on Steam? Runs like a dream on Deck, absolutely perfect arcadey golf game.

Caleb Ackerman

After watching dunkey play the PS2 Rattitoulle I thought an interesting idea for a bracket battle would be the best (or worst) game adapted from a movie. So not the PS4 spiderman or Indiana Jones circle game but like monsters inc or pirates of the Caribbean. Rubric could be accuracy to the movie, enjoyment to play, and which one would you want to see a modern day remaster of morr

Chad Vandewettering

Wanted to touch a little on the chat about Hotshot's performance and its relation to the graphical fidelity. From a computer engineering perspetive, there are three really fascinating trends that I believe have caused this pattern of seemingly non-intensive games having some terribly poor performance. First, there's this unbacked expectation right now that a poor running program just needs stronger hardware to support it, which in this age is just not accurate. More accurately, software engineers are using stronger hardware as a way to limit the amount of optimization put into their programs - rather than have some meaningful looks at reducing the size of our program and rigorously ensuring memory is managed judiciously and intentionally, we can just write it the easy way and tell people to get more RAM. Secondly, while there's many great aspects of open source game engines and the reduced barrier of entry for new developers, they all unilaterally come with bloat and assumptions that will by default decrease performance vs an identically functioning program that only has what it needs. When building a game in UE5, you are using all the parts you need to run your game, but you're also running and storing *everything else UE5 needs to do its thing*. In its design are implicit and explicit assumptions that make programs run faster or slower, if they lean into UE5's assumptions or fight against them. And thirdly, the classic, is a faster turnaround time with a shorter development window and significantly less time dedicated to addressing code debt or other technical improvements, preferring updates that are flashy to the end user: which typically ends up being visual or UX changes, things that are very obvious to the end user. There's a lot of underlying technical detail that might be too boring for this post, but overall, a vast majority of poorly performing programs that I've personally seen (or made) have had some really simple breaches in logic that have hogged or poorly utilized resources; and indeed, one of the easiest things to optimize and improve performance nowadays is graphics. Stutters are probably not happening from the GPU side, but on the actual central processing side, as the GPU does hundreds of thousands of operations every clock cycle versus the maximum one operation on the CPU every clock cycle. I'm reminded of that one memory bug in GTA V Online, where the developers wrote some strange code that would open up a text file, pull its contents into a block of memory, copy a single line of the text file into another block of memory, and then copy that single line into yet another block of memory, and then close the text file, and then reopen it, and then read the next line of the text file, over and over, which caused a ~5 minute load time increase for playing GTA V Online for years. Just some really basic logical flow problems that went unnoticed, in no short part because the devlopers computers are significantly stronger and faster, their monolothic engine is humongous and probably not very rigorously tested in a piecemeal fashion, and because it doesn't necessarily impact Take Two's bottom dollar if people need to wait a lil longer to play a certain game mode

jacob hicks

Yalls convo about retro games with modern game design makes me think about UFO50! I’m curious if yall have put any more time into some of the games since your first convo about it? I’ve heard some from runs on the eggplant podcast about it and always like when he’s a guest!

Nat J

I don’t know who else might have noticed this as of Thursday morning, but Nintendo has a direct tomorrow, and *Endgadget* has at least two reaction articles prematurely released. That is, the articles are discussing the contents of the direct. Clearly these were meant to be released tomorrow. But has Engadget already seen the direct then? I’m a bit confused.

witchcatcher

Will the silksong of it all stop any of you from going back to hades 2 for the 1.0 release?

dummy bunny

You guys always mention Streets of Rage, but what about Streets of Rogue? That game slaps ass, has a pretty dope sound track and has a ton of different classes with different objectives, items, and ways of interacting with the environment. Y'all should at least give it a shout out