Like, I think that the biggest thing for me to wrap my head around is we've been playing these games for game night that are very much... for the lack of whatever the proper term is, but these friend games where it's procedurally generated, you're going in, you're doing a mode, you're doing a mission, and it's different every time.
I know they call it friend slop, but I think there's got to be a better name for it out there.
It is a curated set of puzzles in this sort of open-world environment, co-op, two to 12 players, Don't get me wrong.
It's ridiculous.
This is a curated, crafted experience where...
Both fortunately and unfortunately, I don't know, depending on how you look at it, it's just not that type of game where you're going to play it endlessly.
There's an ending, and there's spoilers to be had.
When you finish a puzzle, you know the solution, and that kind of ruins that moment for you playing it again.
You would have to sort of check yourself when you're playing with a new group of people to make sure you're not like... rushing through the puzzle for someone who hasn't done it before this is a game we played with friends and kind of focused on like a core group that's going to play through the whole thing and i i think that for us uh having played it once for game night we we finished two we finished two zones yeah Yeah.
Well, and they say that, but I don't actually know if we like finished finished.
Because like there were, I think like you needed a certain number of like quest items in order to like open up the next door.
But I think there was like...
In that area, I think you needed four and there was like six.
So I think we could still go back if we like run into puzzles that we can't do.
We could go back and kind of finish off some puzzles and get some more quest items from the previous area.
The first area was you need four.
There were four.
It was like the tutorial.
It was the beginning.
But yeah, the second area had a couple of extras.
So we could always go back.
Like, I think that the biggest thing for me to wrap my head around is we've been playing these games for game night that are very much... for the lack of whatever the proper term is, but these friend games where it's procedurally generated, you're going in, you're doing a mode, you're doing a mission, and it's different every time.
I know they call it friend slop, but I think there's got to be a better name for it out there.
It is a curated set of puzzles in this sort of open-world environment, co-op, two to 12 players, Don't get me wrong.
It's ridiculous.
This is a curated, crafted experience where...
Both fortunately and unfortunately, I don't know, depending on how you look at it, it's just not that type of game where you're going to play it endlessly.
There's an ending, and there's spoilers to be had.
When you finish a puzzle, you know the solution, and that kind of ruins that moment for you playing it again.
You would have to sort of check yourself when you're playing with a new group of people to make sure you're not like... rushing through the puzzle for someone who hasn't done it before this is a game we played with friends and kind of focused on like a core group that's going to play through the whole thing and i i think that for us uh having played it once for game night we we finished two we finished two zones yeah Yeah.
Well, and they say that, but I don't actually know if we like finished finished.
Because like there were, I think like you needed a certain number of like quest items in order to like open up the next door.
But I think there was like...
In that area, I think you needed four and there was like six.
So I think we could still go back if we like run into puzzles that we can't do.
We could go back and kind of finish off some puzzles and get some more quest items from the previous area.
The first area was you need four.
There were four.
It was like the tutorial.
It was the beginning.
But yeah, the second area had a couple of extras.
So we could always go back.
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