Video summary
STEAM MACHINE: Besser nie als so? | Game Talk
Main summary
Key takeaways
Storyline (game narratives discussed)
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Fate Keeper (Early Access, THQ Nordic)
- No full story is detailed in the subtitles, but the early build is described as a linear fantasy RPG.
- It begins in a very small hub-like settlement (a couple of houses, including a blacksmith).
- The early world feels stage-like / unfinished, with limited encounters early on.
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Star Fox for Switch 2 (remake of Star Fox 64)
- The subtitles focus on how the remake preserves the original mission structure.
- It adds/keeps various gameplay modes (e.g., dogfights and free-flight segments), rather than specific plot beats.
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Control Resonant (Remedy; story setup)
- Set a few years after Control, starring Dylan (Jessie’s brother).
- After phenomena were contained by the FBC, they break out.
- New York becomes an interdimensional “behemoth” with distorted spaces/physics, monsters everywhere, and surreal environmental changes.
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Mortal Shell 2 (open beta, indie Soulslike)
- No plot details, but it’s discussed as a bigger, more Souls-directed sequel.
- Travel is described as hub-to-level, not one continuous open world.
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The Sinking City 2
- Set in a flooded, Lovecraftian / Kosul-inspired city.
- Features an Indiana Jones-like protagonist.
- Story elements mentioned include the protagonist’s sick partner/girlfriend and a classic horror/action mystery structure.
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Crashed in Time
- A Holmes-and-Watson story featuring time travel.
- The player acts indirectly as an observer who can manipulate points in the world to cause events.
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Goblins Collection (retro adventure series)
- More franchise history/structure than plot.
- The series is characterized by nonverbal or minimal dialogue, comic/“crude” puzzle adventures, and order-based interactions.
Gameplay highlights & key mechanics/tips
Fate Keeper
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Visual/feel
- Looks like a high-end “UE5-style” fantasy with impressive physics.
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Combat & physics
- First-person combat with spells that manipulate the environment (e.g., pick up stones and throw).
- Detachable limbs (arms/legs) supported by physics.
- Mentions of classic defensive mechanics like parrying.
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Early build critique
- Appears highly linear.
- Early areas can feel like graphics testing / empty staging with limited interaction.
- Occasional long stretches without enemies.
Buying/strategy advice (Early Access)
- Positioned more as a “graphics demo” than a finished RPG.
- Suggested approach: buy early mainly because it’s cheap (~€10), assuming you’ll support the promise of a later completed release rather than getting a full game immediately.
- Early Access is framed as a gamble; whether to replay later depends on progress/changes (a comparison was made to No Rest for the Wicked).
Star Fox for Switch 2 (remake of Star Fox 64)
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Core strength
- Strong presentation: 60 FPS, smooth performance, rich visuals, and high-quality cutscenes/voice acting (German mentioned).
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Notable gameplay mode(s)
- Includes Freeflight/free-flight segments in the Star Fox 64 mission style.
- Criticism: can feel like flying in circles, dragging on, and can be unenjoyable for some players on harder difficulties.
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Difficulty & accessibility tips
- Changing perspective helps: first-person targeting improves accuracy versus some third-person limitations.
- Mouse controls were tried briefly and didn’t feel great.
- There’s a difficulty option; players mention lowering difficulty for difficult fights.
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Replayability hooks
- Different routes and alternative exits from telegraphed paths.
- Multiple missions/planets and discovery encouraged by experimenting.
Control Resonant
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Role
- Play as Dylan.
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World & traversal
- New York is distorted; monsters are widespread.
- Traversal emphasizes double jumps and air dashes, plus constant movement.
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Combat loop
- Enemy pressure comes from all sides.
- Focus targets: larger enemies can spawn or influence smaller ones—handle them first.
- Energy regeneration is tied to defeating monsters.
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Loadouts & abilities
- Three main weapons + three secondary weapons, with different speeds/ranges; some can be recharged.
- Example attacks/powers:
- Telekinetic stone throwing (“Psagia”-like)
- Super punch
- A landing/explosion move
- Build toward a personalized fighting style similar to action-character games (comparison: Devil May Cry / God of War).
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Performance note
- Strong emphasis on maintaining stable 60 FPS in the shown build.
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Presentation
- Remedy’s narrative flair: stylized “Remedy madness,” plus occasional filming elements integrated into the world (described as like a Take from Alan Wake 2).
Mortal Shell 2
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Soulslike system focus
- The parry system is described as tied to equipped talismans/items.
- Different items change the parry feel:
- Some give iframe-style defense
- Others reduce the parry window but increase posture damage
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Hub structure
- A large hub (“Nexus”) for unlocking skills, side quests, and NPC content.
- Level transitions described as blast/cannon-like departures from the hub.
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World/pace critique
- After walking for a bit and encountering only small batches, the world can feel empty/sterile.
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Quality expectation
- Not expecting perfect FromSoftware execution; timing/balancing/animation response are cited as areas where details may be imperfect.
The Sinking City 2
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Genre posture
- Described as classic Resident Evil-like, not the more open-world/action feel of the first game.
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Setting & atmosphere
- Flooded city with Lovecraft/Kosul themes.
- Monsters/zombie-like enemies described as worm/infested.
- Strong scares/jump scares; protagonist described as Indiana Jones-like.
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Core combat tip
- Enemies have weak points (growths) you must hit to reduce difficulty.
Crashed in Time
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Concept
- A Sherlock Holmes & Watson case investigation with time travel.
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Player interaction mechanic
- The player intervenes indirectly as an observer by touching/dragging/pulling/flicking points in the environment.
- World changes allow characters to access items/areas.
- Puzzles focus on altering the world state rather than classic click-to-click dialogue progression.
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Pacing/design
- Humor and non-traditional puzzle interactions.
- Drag-and-release can become trial-and-error.
- Some puzzles require parallel timing (time-limited chains).
Goblins Collection (Goblins series)
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Gameplay identity
- Described as trial-and-error with minimal narrative dialogue and a largely order/interaction puzzle structure.
- Often nonverbal “comic babbling,” with rare speech.
- Original-style gameplay includes reduced inventory complexity (mentioned as “only one item at a time”-like design).
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Relevance
- Nostalgia-heavy; enjoyment depends on whether viewers played the series before.
Strategies / key tips explicitly emphasized
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Fate Keeper
- Don’t expect a fully completed game: the early build is linear and feels empty, best treated as a demo of visuals/physics.
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Star Fox remake
- Use first-person view for better targeting.
- If fights become exhausting, use the difficulty settings (easy mode is available).
- For Freeflight frustration: recognize the “30-year-old” mode design and plan mental expectations.
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Control Resonant
- Handle larger enemies first to prevent respawns/summons and reduce pressure.
- Master movement (double jump/air dashes) and practice combos/skills before getting overwhelmed.
- Experiment with loadouts to find your preferred close-range or fast-charge style.
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The Sinking City 2
- Hit weak points on monsters to dramatically reduce difficulty.
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Crashed in Time
- Expect puzzles that require timed environmental manipulation and possibly trial-and-error.
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Mortal Shell 2
- Choose talismans based on defense preference:
- iframe-focused for forgiving timing
- posture-focused for aggressive, tighter parry windows
- Choose talismans based on defense preference:
End-of-video gamers/sources featured
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Gamertalk / Rocket Beans TV hosts and participants
- Eddie
- Gregor
- Al
- Matthias (mentioned as next week’s guest)
- Basti (featured via a promo segment for Indimate)
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Sources / references mentioned (named within discussion)
- Walf (used for Steam Machine pricing graph reference)
- Rocket Beans Gaming YouTube channel (promo destination)
- THQ Nordic
- FromSoftware, Capcom, Remedy
- Prior/parallel game references: No Rest for the Wicked, Star Citizen, Star Fox 64, Ocarina of Time, Control, Alan Wake 2, Lords of the Fallen, Mortal Shell, Prototype, and Metroidvania-type examples, plus others.