Max played TOKON and GOLDMAN đź”´Full Streamđź”´ (3-26)

Maximilian Dood| 05:43:01|Mar 27, 2026
Chapters6
The host shares excitement for Tokon, discusses recent patch chatter, and notes lack of footage but hands-on impressions from Tokon at events.

Maximilian Dood shares hands-on impressions of Tokon and Goldman, praising the bold system shifts toward team-based play and Dragon Ball Fighters-esque neutral—plus a jaw-dropping, hand-drawn visual showcase for Goldman.

Summary

Maximilian Dood combines candid critique with a feverish teaser for two big reveals: Tokon’s Korea-build impressions and The Eternal Life of Goldman’s demo. He notes that Tokon has evolved from a one-note 1v1 mindset into a true team game, thanks to free-assist calls, a dedicated tag button, and an expanded shake-up of auto‑combos. Magic and Wolverine standout among the new roster, with Magic delivering portal-based play and Dragon Ball‑like neutral in a more accessible six-button layout. The stream highlights major mechanical changes—gray health, longer, more meaningful combos, and a sandwich-heavy neutral that rewards deliberate assists over old autocombo spam. While not perfect, Maximilian sees a game that finally feels fun and dynamic, with room for tuning and further beta feedback before launch. He also teases future footage uploads from Sony/Arc System Works and signals strong excitement about seeing more characters and refinements. Off the gaming rail, he gushes about Goldman’s hand-drawn art style and story-rich trailer, comparing it to Cuphead and Akira-level dedication. The overarching message: the evolving fighter scene is willing to pivot toward players’ feedback, and both Tokon and Goldman seem positioned to deliver something memorable if given time. Finally, he jokes about Street Fighter patch drama and chaos-energy, threading conversations about entrees in pop culture and gaming alike throughout the stream.

Key Takeaways

  • Tokon shifts from a pure 1v1 to a genuine team game, with free-form assist calling and a dedicated tag button enabling faster, safer crosses and sandwiches.
  • Assists now call from grounded and airborne positions in any neutral situation, creating a true “handshake tag” environment and expanding mix-up potential beyond traditional lariat setups.
  • The combo system gains depth via a new six-button layout, longer combos, and a stylish gauge in development, rewarding more creative, character-rich executions.
  • Magic and Wolverine emerge as standout roster picks in the hands-on, with Magic delivering portal-based setups and a flexible install mechanic that changes how she converts pressure.
  • Gray health exists and influences strategy, but direct tagging incentives to recover health and manage resources are still evolving through community feedback and ongoing tuning.
  • Tokon’s neutral feels reminiscent of Dragon Ball Fighters without the super dash and heavy autocombo spam, inviting more players to engage with the core mechanics without overwhelming input reads.
  • Goldman’s Eternal Life trailer showcases a hand-drawn, frame-by-frame animation obsession that Maximilian describes as Akira-level dedication and a potential visual benchmark for ambitious indie titles.

Who Is This For?

Essential viewing for fighting-game fans curious about how Tokon’s bold system redesign and Goldman’s hand-drawn world could reshape tag-based fighters. It’s also a must-watch for players who crave deep roster experimentation and live feedback from a prominent content creator testing pre-release builds.

Notable Quotes

"Is there any real incentive to tag out? Not directly, but the opportunities to tag are exponentially higher now."
—Describes the improved tagging incentives in Tokon’s new build.
"This is a six-button fighter now. Tag is a dedicated button, no more hovering."
—Highlights the shift to a dedicated tag button and UI change.
"In neutral, you can jump around and call any of your assists... it’s like Dragon Ball Fighters neutral without Super Dash or heavy autocombos."
—Compares Tokon’s neutral to Dragon Ball Fighters in a positive way.
"Magic is ridiculously fun... she’s got a bunch of crazy conversions and a unique portal mechanic."
—Praise for Magic’s toolkit and playstyle.
"Goldman looks insane—hand-drawn, frame-by-frame animation. Akira-level dedication."
—Praises Goldman’s art direction and animation quality.

Questions This Video Answers

  • How is Tokon’s new six-button layout changing the way you play compared to the beta versions?
  • What makes Magic and Wolverine stand out in Tokon’s roster, according to Maximilian Dood?
  • What is gray health and how does it affect strategy in Tokon’s modern build?
  • How does the new assist system in Tokon compare to Dragon Ball Fighters neutral?
  • What is The Eternal Life of Goldman, and why is its animation style a talking point?
TokonTokon ImpressionsGoldman Eternal LifeThe Eternal Life of GoldmanMagic (Tokon character)Wolverine (Tokon character)Dragon Ball Fighters-inspired neutralArc System WorksSony partnershipsGray health in fighters
Full Transcript
Transcending history and the world. A tale of dudes and souls eternally retold. We all need to shine to see how far we come on our journey. You have to go searching for heart deep in the night. I pray in my heart for that special life to show me with love. Show me with power. Got to get the edge of soul to carry on. Got to get the soul to carry on. Even my heart. Yo, what's up, dudes? All right, chat. Hi. Hello. It's been busy for a couple of days, right? Uh, I've had a busy couple of days, but we're back and um, got some stuff to talk about. That Star Fox thing in Mario is nuts. That [ __ ] is nuts, dude. Um, I legit got excited. I was like, god damn, this is crazy. Yeah, I think I have things to catch up on. um Street Fighter directors are talking about um uh patching out the uh marrying your cousin possibly. So, I'm like, "All right, all right. I have to check on that stuff." This big patch is probably the This is the patch that Street Fighter fans have been waiting for is what we're saying. Um uh so I have to go over that. I did not get a chance to review any of it. Um, and yeah, I got to play about three and a half hours of the latest tokcon. We had to go over it. I got to talk about it, man. Uh, Blue One Delta. I'm going to wait a little bit to let everybody get in here. Um, before we talk about Tokon, uh, I got I have a lot of things to say about the current state of the game and what the game is eventually going to be when it comes out. Um, tokcon footage. Unfortunately, no. No, I don't have footage. We just have hands-on. And this is the same stuff that was in uh Korea, the Korea playable to play penny. No, I'll I'll talk about that a second. Um, what else? There's more things I have to like go over. Uh, there's more things. Blue one delta, thanks for the 10 gift subs. Uh, performance, thanks for the five gift subs. Thank you very much, guys. Um, I need to also go over the uh the Bandai Namco situation. Shimble, thank you. God damn, guys. Thank you all the gift subs. Holy [ __ ] What's happening? Oh, gift subs are discounted, aren't they? I saw that on Twitter. Are gift subs discounted? Are gift sub chunks discounted? Oh [ __ ] The Tekken emergency patch. Yeah. I mean, yeah. Yeah. They they fixed the busted stuff, you know. I fixed the Akali is coming out soon. Yeah, I'm actually kind of excited for that. I Her trailer has not been shown yet. I'm I need to check that out. I need to check that out. Um Oh, yeah. Titan and Invincible Versus. Yeah. Yeah, there's there's things. Damon and Baby, you [ __ ] know it, brother. I uh dude, I've been playing this this game called Crimson Desert. It's a piece of [ __ ] I'm becoming a Damon X baby full-time streamer from this point forward. I'm catching every bug. I'm catching every fly. I'm fighting every single enemy in the world uh in Damon X baby. I'm going to get every I'm going to do every single I'm going to traverse the entire map. That is the goal. That is the goal. Um I am the biggest Damon X baby fan. I cannot believe it finally came real. Awesome combo. Coffee holic. Thank you. Hawaiian food. Uh dragon saint. It's Ephrit. Lightning rider. Rice. Uh Chinito. What's up? Hi. Buster crow. Thank you, Zion Barzad. And uh who else was that? Yo, Keitham. Damn. Thanks for the uh five guest ups. What the hell's going on? Um I think I also got to catch up on uh what was it? I got to catch up on the Ever Crisis thing. Devil May Cry 5 on Switch 2. That's cool. That's cool. Um shut the hell up, Kenny. Kenny, have you already made your Tocon impressions video? Because me and Kenny got to play it. Uh me and Kenny and Steve. Did you already make yours? No. Yes. Yes. No. No. Yes. Maybe. No. No. No. Kenny got to play it as well. Yeah. How about Blue Mary? I can go fight her. I don't like Blue Mary's fighting style. I'm not a big fan. I'm not a big fan. I I'm glad she's in the game. It's cool. I think her design is cool. I like it when people put the red back on her, you know? I'm like, "Oh, this looks good." Um, so, uh, should we just get this [ __ ] started? Right. Should we just get this [ __ ] started? Should I be excited for Tokon because I'm really excited? That's a great question. What a what a great question because I'm here uh with three hours of um three plus hours of gameplay impressions of what is the new version of Tokon, right? ever since the December build where the game has gone through a substantial amount of changes and pretty much the tokcon devs have been going on a massive tirade of video making and tweeting going over all of the adjustments that are happening to the game. Right. So, a lot has happened and just for some historical perspective, um, yeah, I think I've been hopeful that Tokcon was going to be a game that I would enjoy in the past because it is what it is. It's like an insanely cool thing that is like right up my alley, you know. Um, and unfortunately, all of it's amazing except playing it. And by the process of me playing the game, uh, the more that I played it, I got like less excited and less excited about just how the game plays. Uh, and I just was not having a really good time playing it. There was a lot of hope that that would change with training mode and things like that. But just for me personally, I was like, "Okay, well, this just might not be a thing for me, dude." Uh, and it's fine. It's fine. I'm going to hope that eventually maybe we get characters and things like that that'll do it for me. you know, that was that was where I was at and I did not think that there was any chance that that was going to change because this is the game that they want to make, you know. So, that that was my impressions. It was like really excited to being like, oh, oh, this is sort of the way it is after two betas. Like, okay, this is sort of the way the game is. Um, and I want to introduce people to it because maybe they'll like it. But unfortunately, it was like uh there wasn't a lot for me to attach myself to from a gameplay perspective. It didn't play like other fighting games. It was very weird. So, flash forward to uh this week and we got to play what is effectively the Korea build that was at Ark World Tour of Tokon that we've seen some clips and impressions. And sadly, I don't have uh B-roll. I don't have like footage myself. That stuff might be coming pretty soon. Um, they did not have a capture opportunity uh present for this, but a big thanks to Sony and Arc System Works for setting this up and allowing people that, you know, a chance to play this stuff without going to Korea. That was very cool. They did not have to do that, especially somebody like me. I chat, you have to realize that what's what's happening here. Um, they put the game into my hands and I've been pretty critical of it. Um, so they did not have to invite me over to check this out. So, yeah. Um, I got to play the new Hokon. So, does it make a substantial jump from the previous game? Uh, is it is it a more interactive game? Is it a thing that really highlights some of the moments? A lot of stuff that we're seeing that they're talking about sounds really good, bro. But when you play the game, that is that's everything. Does it translate to actual gameplay? Um, is any of the stuff that was wide concerns from across the board actually being implemented in a thoughtful and more engaging way to make a better video game? Hell yeah, brother. Uh, yeah. Uh, yeah, it definitely did. Um uh yeah. So um it's a different game. Like straight up, dude. I I found myself playing characters that I had played before and just being like, "Ah, I just don't like the way the character plays." But in this new game, way better. Like whoa. Like even Doom, I did not like the way Doom plays. But with the new system and how the new system sort of allows characters to work together in in ways, it's like, "Oh, wow. This is actually very fun. Holy shit." Also, some characters really surprising me where it's like, you know what? I played a lot of Wolverine. Okay, I played a lot of Wolverine, but did I play did I enjoy Wolverine as much as the other two new characters that were added to the game, which was Magic and um which was magic as well as danger? Um, no. Funny enough, I didn't. I actually enjoyed Magic more, right? Believe it or not, like Magic might be one of my favorite characters that they've added to this game from a gameplay perspective. She's ridiculously fun, dude. And Wolverine's also mad fun. At that point, it was like, "All right, whatever I'm playing in the first like like few weeks of this game, it's going to be Magic and Wolverine no matter what. Maybe Doom. We'll see." Cuz Doom's getting better with the new system mechanics. Um, so I want to get into the nitty-gritty of it. I did not play a lot of Danger. Admittedly, Penny was not in this build of the game. It was the one that was playable at, you know, at Arc Arc World Tour. Um, and I don't have footage. Like I wish I had footage of us doing stuff to each other and you know so you can see how the game works, but there will be eventually some B-roll that'll be put out and we get to go over it and I get to really break into the details of why the game has changed so much, why things are so substantially different from the previous one. Um, so I think we just have to boil it down to what they have been discussing about the game over the past few weeks, uh, which is a lot of the of the unique gameplay mechanics that have gone through major changes. And yeah, this is a team game now. Straight up. I I think emphatically this is this is a game that turned into something that was like a a a spicy 1v one to an actual team game. Can you still play it as a 1v one? No, you definitely can. But they have put in direct incentives now to building the team and allowing your team to get bigger and more powerful by the end. Is it getting there all the way? I think they're still working on it. And here here's the thing. I actually still had some criticisms of the way things are are being implemented. We found some some goofy things, some like potentially bugs and stuff like that. Um, but they weren't like gamebreaking and they were willing to take feedback on many of these things. I'll talk about about them later. Um, that are most likely going to get changed. Uh, because this game has gone through so many changes that it's insane. There's still solo sauce. Now, you can absolutely play the game solo 100%. But my dude, um, it it is it feels like if you want this to be a team game, it really can be. And I a lot of the beats and elements were there before. It's just that they weren't working in a way that made you feel like you're incentivized to do this stuff. What are the incentives? There is just gray health in the game now. Straight up. Um, you have recoverable health all over the place, man. And at the moment, tagging does not necessarily give you those incentives. Like bringing in the character does not necessarily give you those incentives to like like get more life back or something like that. But I was trying to figure out why gray health is recovering the way it was. Um, and it's it's definitely different. It's very different. It seems like damage is also higher, weirdly enough. Combos are much longer. damage almost feels like it's much higher, but there's recoverable health now. So, the the teeter totter effect of how matches can go can be a lot different. So, let's let's go over the biggest differences. Why does the game feel different, right? Why does the game feel a lot different than it did before? The biggest one is that you don't have a shotgun pointed at you at any given time. And that shotgun was in the form of an a whiffing auto combo that will reach an absorbent amount of distance and effectively catch you off guard feeling feeling like you just got cheated out of neutral or cheated out of playing the game in like a normal way um or face rolling felt incentivized. And the autocombos are there. In fact, some of them got better in some ways when they land um which I was fine with. A a good a good example of this is that the light auto combo indeed got better when you mash the square button to get that assemble thing. Um if you have like all the resources in this build at least. Granted, most of the stuff I'm talking about can change in this build. If you're in the final round, like you've lost two rounds and you're in the final round and you have full resources, full green stuff, uh full meter, if you mash light auto combo, it automatically goes into your big team assemble super, which I think is great. I think that's fair, dude. I think if you have autocombos, it should automatically use some of the resources at your disposal. That's fine. Um, however, how autocombos are actually utilized and um implemented is significantly less effective than they were before. They just do way less damage. Um, so I I I directly compared it to me doing like manual combos of like the typical up down up sort of combo with an auto combo um at the at the top bottom the uh up here up there down there like that kind of thing and doing the manual combo and it just did like twice as much damage to do the manual combo. It did. You still got to see cool flashy stuff. You still got to see really interesting things happen that were doing damage, don't get me wrong. Um, but now there is an obvious and clear upgrade path for you to play the game like you know without only leaning on the autocombo stuff which is great. So I think in neutral dude the neutral felt so much different without like autocombos all over the place. It felt significantly changed than what it was before. The next biggest change of the game which is massive like this is this is huge. um you just get to call your assists anywhere from anything when you're hitting it still results in a pit being taken, right? But now you actually get the choice because the neutral assist brings in the the generic lariat, right? But forward does shooter, down does anti-air, back does unique. So at this point, you just get to call any of your assists on block or hit at any time, whatever. You just get to do it whenever. Um, and also you get to call them from a uh from a grounded and aerial perspective. This is where things have changed astronomically where this this feels like this actually turns into a legit team game. When you jumped in the previous version of the game, every character would come out and do a generic shooter assist. Um, they were okay, but it felt extremely limited because you would have to jump and then on your jump a character would follow the character up here and then you would land and there'd be a projectile. It just didn't feel good. Nothing about it felt like it was doing what you wanted it to do. You know what I mean? So now in neutral, you can jump around and just call any of your assists, bro. Even better, this is this is something that I the game's gotten more casual as a result of this. Um, just give me uh let me give you an example. Say your assist button is on R1. You remember before if you wanted to call your assist, you had to press like back, down, right? you know, you had to do like this or that. Now, if you have access to your whole team and you just want to bring out every single one of those [ __ ] you want to jump and bring out every single one of those [ __ ] you just press this button three times over. They all come out like immediately. As fast as you press them, it goes one, two, three, they're out, out, out. So, it just goes in order of like shooter, anti-air, unique, and all of a sudden there's four characters on screen. Or your opponent did it and you're jumping at each other and there's four characters on screen. Is it risky? 100% because happy birthdays are a thing and you can lose a lot of damage. But the ability chat before you literally had to do you had to like roll the button or the analog stick in a really specific way to get all of those to come out in in an appropriate way. And if you press this button more than once without the correct input, you tagged on accident. It just was hard as [ __ ] to do. It was like, oh, you got accidental tags, you got accidental assists, like so many things that you did not intend to happen the way they do was was frustrating. It was deeply frustrating. So, that's gone because now all these things are just mapped to a certain way that allows you to press this button over and over again. The biggest difference is that by default on controller, this button has now been activated. And this wasn't anything normally. This was a fivebutton fighting game before, chat. Like at its core, you could press you could play Tokcon with five buttons. Okay, I get you. Light, medium, heavy, unique, and it was assemble. That is not how the game is played anymore. Straight up. The game is a six button fighting game now. No matter what, um tag has completely shifted by default to this button. Tag is here. If you want to tag to a character, it's only this button and this button only. So, that is way better. There's no longer like hovering one button. It took me like 30 minutes to get the hang of this because it's very like it's very different, dude. Like where my hands have to go to do stuff is very different than it was before. But because now we have a truly dedicated tag button, it feels way better and it means that like there's clear and concise moments when I get to tag to this guy. It shows up on screen that you get a a good chunk of time for you to do it. this and the game is heavily incentivizing the sandwich, right? Way and because of this, a lot of the neutral of the game really has turned into a a handshake game, right? That was there before, but it was kind of hard. It was a little difficult to like make this a truly effective handshake game because every single assist was the lariat assist on hit. So, that was kind of lame. This absolutely now has become a sandwiching active tag game similar to a handshake tag game similar to 2x KO. There's a lot of like 2x KO tag stuff happening now within the neutral of the game. And BB tag is a better example of that. Dragon Ball Fighters, no, it's not like Dragon Ball Fighters. It's a bit closer to 2x KO and a bit closer to BB tag in neutral now. So it's like, oh, okay. So, this changed a lot. Also, if you're landing these random stray hits all the time with like some some goofball character's unique assist or some goofball character's anti-air, dude, you have to find a way to get up there. We're what I'm trying to say is that the game's neutral has air dashing and double jumping, right? And now with free free form assist calling, it feels like we're playing Dragon Ball Fighters neutral a lot. However, there's one thing missing. When your assist hits, what happens? You just super dash up there, right? Oh, wait. You don't. There's no super dash. So, so now it plays out a lot like Dragon Ball Fighters neutral without super dash or without shotgun whiffing autocombos. It's pretty similar. So, I was getting like a lot of like, oh god, yeah, now that I can call system this way, this is very much reminding me of how of how Dragon Ball was. Like, it really is. There's no more homing things all over the place. It It really feels like a lot of the degenerate and frustrating things that have existed in Dragon Ball Fighters in its neutral are now gone. So, what happens when a random character picks up a stray hit? I got to pick that [ __ ] up. I have to figure out how to get up there and convert that thing. What I'm trying to say is that in the previous builds of the game, there really wasn't a lot of opportunities for you to come up with solutions like on the fly that felt really good without just always converting to like a basic ass auto combo or a jumping auto combo or anything like that. Like we actually had to discover things like a normal fighting game on the fly to to to to take advantage of this moment to go over there and get that [ __ ] to make some cool stuff happen. And it felt great. It felt like a like a like a normal fighting game. It felt like like a traditional fighting game where you have to go do these things and elevate and find the situation and the awareness and it's all you can't always just do this like one thing, you know? So that felt that felt very nice. Just the assist calls by themselves changing in the way they did left for so much like freedom of expression, dude. Um so there's a completely new assist in the game as well. Um, one that I think is actually incredibly awesome, but is not utilized super well, there is a airto ground assist. Every character now has an air to ground assist. Every single time you jump or double jump, um, sorry, when you do a regular jump, you call your grounded assists, but as soon as you make a double jump or you go to super jump height, the assists change. They then go from being grounded assist to being air to ground assists. So, like Wolverine, for example, has a dive kick, but it's a dive punch, and it dives forward, and it allows you to get a character from like above the screen all the way down to the screen. So, it's like, cool. Okay, this is interesting. It's It's pretty much specifically used in neutral. However, if you land a combo, what happens? What do you guys think would happen if you get somebody up in an air combo and you're in double jump height and you call the assist? What do you think happens? Generic lariat assist. You don't get the ground to air assist. It's very weird. Um, this is a new mechanic in the game. So, pretty much when you're up there and you're like, "Oh, I'm going to bring them down with my assist." You can't. Uh, because you're in super jump or double jump height. The only assists you're able to do are your forward, down, and back, which are shooter anti-air and unique, or your neutral, which is the generic Lariat. So, it's kind of that one felt like something's missing here. Like, and I gave him a little bit of feedback. I like this assist, man. Like, I think this assist is really cool, but it's very odd that you can only do it in double jump and super jump in neutral. Nowhere else. Like, you're not allowed to do it anywhere else. So, it's like this one feels like it's not being utilized as much as possible. So, like I had a suggestion that maybe like it could be put on a different button or maybe it can be on up because up assist isn't used at all. Um, I'd like to hope so because I think it'd be neat to actually use assist in that way to bring them down to the ground in some way instead of the generic always spike down lariat which is still in the game. You know what I mean? Um, man, what else? What else? Like not everything's perfect. There so much has changed that some things are not like jelling with the new system completely. as an example. Uh I found sometimes when I was jumping around and doing things when I was calling my assists in neutral. I was like, "Hey, sometimes I can't tag to them." Like I called the assist back there. Like like I jumped over I jumped over a dude. I called a projectile assist. I have I've crossed up now causing a sandwich and I'm like go tag into whoever the [ __ ] that is. Right. It wouldn't let me. And I'm like, what's going on here? I don't what the hell is going on here? And either it's a bug or something. When you hold the direction and call the tag, for some reason, you wouldn't it wouldn't tag. And I was like, this is either protecting against some really goofy situation. Um, but I genuinely didn't like that because it felt like my button stopped working. It's like tag and you're holding down back and pressing tag and nothing's happening. So, for some reason, when you dedicated to a button, like a direction, you just don't get to tag at all, which felt weird. Uh, it definitely felt like I think my I had to check my button mapping. I'm like, why is this not working? So, anyway, that some because of the new systems like not everything's ironed out. I think that'll be figured out. I I don't even know. I don't even know if that's intentional. I don't think we should be able to tag on block, bro. But if we are jumping around and pressing forward or back and we want to tag to another character, we should be able to do that. So again, I think that's just like a product of the system being worked on a ton and it's going to there's going to be changes, right? I think there's going to be even some changes based on what we played to what eventually is playable in a future beta or by the time the game comes out. So, but just in general glowing. Like I legit had like I'm not even kidding you like five to six times the amount of fun than I've ever had playing this game. Like I was legit really enjoying myself. Um and the initial surprise and shock of like trying this stuff for the first time was cool, but it went away after like 15 minutes and I'm like I think this is the way the game is. No, no, no. Like now the game is like legit enjoyable. I'm like a legit having fun with this stuff. Um, the other thing to mention, what which is what I think is still being worked on a bit is this stylish combo gauge. And there's no visual feedback in the game currently for how their stylish combo game operates. So, we don't know if we're really engaging with it or not. But the idea is if you do more unique and cool combos that the game will reward you with effectively stylish combos that will do more damage and they'll just be more uh effective. And it's like, yeah, cool. I feel like if I do or see people come up with really cool and unique combos that utilize the full breadth of the team or anything like that, there should be a reward for that. There should be a reward for that. Um, and that's their intention. They said it's still being worked on, but that was as from the developers perspective of them being there, like that's the intention of it. I did show off some things where it's like you can still jump into a combo and do like heavy launcher, heavy double jump, heavy spike, you know, generic assist, heavy heavy launcher, heavy heavy spike, heavy heavy assist. Like you could still do the same thing that you could do in the previous betas with almost any character and get like really good damage like 50 to 60% with a level one. Um, and I felt like that doesn't feel right. Like it feels like I am pretty much repeating the same cookie cutter sequence like three or four times over and still getting very good damage as a result of it. So, um, I'm wondering if that will change if that will change, right? if that's going to be a thing that will remain. Um, but still it felt like there was much more reason to to do stuff, much more reason to bring in other characters, much more reason to like have them come in and do more damage and [ __ ] like that. It felt just way better, just significantly better to do everything in the game. Um, I guess I can talk about Wolverine and he's great. He's great. Uh he he is different fundamentally different than Marvel vs Capcom Wolverine. He's pretty much a wreck character with a buff and when he gets the buff uh he gets access to like new moves. So yeah, I really enjoyed him. Uh most of his claw attacks felt very good. They hit multiple times and he his air dash is quite good too. He has armor on some moves, not all of it. It didn't really proc that well better than Lao. No, his projectiles are nothing like Laos. When you actually play the character, he does not really He has a high priority projectile cuz it's so slow, but because it's so slow, it takes forever to come out. He uh crushes a lot of other projectiles in the game, which is neat. That that's that's very fun. But his shooter assist is bad because it takes it'll take forever to get used to. He takes so much time to shoot out the projectile, man. Um but yeah, like he's very fun. very fun. Easily going to be on most people's teams when he comes out. Um, very easy to combo into things. Is he fast? He is fast. It looked like he was going to be slow from the some of the preview event stuff. Like he might actually be slow. He's not. He's fast as [ __ ] So, yeah. Feels good, man. It just feels like a good alternative take on Wolverine than what has historically been. The star of the show is Magic. Magic was the star of the show in my opinion. Um, she's not particularly fast, but she has really good normals, like super good normals. And because of super good normals with really effective specials, she has this great down button move where she stabs the ground and like a pillar of fire comes up. I'm like, whoa, this is neat. Um, and then she also got uh really easy combo tools, like really really cool conversions and [ __ ] Like she's got the she's got the wild [ __ ] that like Captain America and Iron Man have where out of dragon punch she can do a bunch of crazy [ __ ] It's like whoa. I was having the AI do some nutty things to me and then a dev showed up and did even crazier things and it was like whoa she's got some really cool stuff. We were barely touching the surface of her unique ability and her unique ability has her making portals and she could travel through those portals by holding down the unique and that [ __ ] is tricky as hell. I still did not fully comprehend why it was working the way it was. But yeah, like I will literally shoot a projectile in a portal and it will pop up behind the opponent and shoot them in the back and it's like what the [ __ ] is going on. That on top of assists. Ah, this [ __ ] this chick's going to be crazy. This chick's got to be crazy. Not to mention she just has uh she she just has an install. She just has like soul bad guy install dude. Um so it works almost the same like and I think she gets a different she does she got a different cash out super just like soul bad guy does uh he doesn't have this in Guilty Gear Strive I realize uh in the old Guilty Gears in Guilty Gear Xard as well as uh Guilty Gear like Axen core in the games that came before. Yeah, Soul Bad Guy gets an install and he turns into like a different character for a little while. She's like the same thing and it lasts a good amount of time and it makes all of her specials nuts. Makes everything she does like really faking crazy. Um, if the install naturally ends, she has no recovery like soul bad guy. However, if you cash out the install with her super, she got a little bit of recovery. So, yeah. Um, yeah, very fun. It was It was very fun. And I I thought that the more I played Magic, the more I was just really enjoying stuff in the game, you know? Um, man, what else can I say about it? It It's such a different game, dude. And I I I feel like I feel like from the perspective of the previous game, this this echoes a a thing that I have known for a long time in the fighting game industry, especially in development. Changing game play is not the end of the world before the game is out. After the game is out, that's tough because like you've committed to the game being something. However, in the case of any pre-release fighting game, I have like spoken to devs and talked to them and watched [ __ ] change in a huge variety. How's Danger? She's weird as [ __ ] Nobody played her. That That's pretty much If you guys want impressions of Danger, she's super weird. Uh, and and there was no way within a small period of time. We need days. So, she's not like a pick up and play. I'm going to be good with this charact. No, not at all. She's easily the weirdest character of everybody in the game. Um, from a perspective of like a pre-release fighting game. It's very easy to change gameplay things. It's hard to change like art or add art or add like voices or add modes like that kind of that's tough. like those will take a significant amount of time that needed to be prepared for ahead of time. But it comes to like switching around how goofy gameplay things work. Dude, I've been told by devs like if this if this [ __ ] is going to change, now is the time because the game's not out yet. The game isn't the game isn't a thing. Like the game is not dedicated to being a thing yet. It can change. And e like gameplay stuff like we're not adding moves to characters. They are they are effectively just changing the way things operate and just seeing how it works. You know, dude, if if any if everybody was like because the game has changed a lot, don't get me wrong, but if everybody was going to be like, "Oh man, I really miss Tkon 1.0, dude, we were three more days of beta play away from every single hit on block leading to Touch of Death or leading to unblockables." Like, that's how the game was. And it's gone through such significant changes that that stuff doesn't really work in the game anymore. And a lot of the other systems have been enabled to make it actually feel like a team game in some way, you know, like it it now it feels like you can play this game as a 1v one or really utilize like all your characters in a way that make it feel like, oh yeah, we're really doing this [ __ ] Dude, I'm just going to straight up tell you, Chad, like tagging got so much better because the ability just for you to run towards the opponent and jump over them, call an assist you jump over them, the assist is on the other side, and you land and do like a crossup or something like that, sandwiching the opponent and leading to like a weird a weird mixup situation is available everywhere now. It's just everywhere. You don't have to do a weird gimmick lariat setup or anything. It doesn't cost anything. It's available at all times. So, it feels great. It feels like we're just playing the game the way it always should be. You know, it just feels great. The defensive mechanics get better. So, the the defensive mechanics in the game are pretty much the the alpha counter as well as the uh the overhead strike as well as they didn't they didn't feel like they changed very much. Um, I didn't get a chance to break that many of the alpha counters just because where those buttons are now is way different than where they were before. So, I did not get the entirety of that time to really investigate how much defensive stuff worked, but it felt like it was working about the same as it was before. Um, how are the wall breaks now? They are way better, but they take up less time. That's what's the most important. But I did find myself because I was unfamiliar with what was going to wall break on some new characters. They were happening a lot still and I was not like wanting that to happen. I was like, "Oh crap, that's right. This wall breaks. Ah crap, that wall breaks." But now that you know what specifically wall breaks and what doesn't, um, it's better. It's certainly better. And it takes up less time as well. Oh yeah. And the act of tagging is just faster. like straight up the act of like tagging into the next character is just faster. The team super does like 40 to 45%. Um, and even without even if you do it at the end of a combo, it was still doing a ton. Like I did uh I'm going to I'm going to explain the combo I did. Magic has the ability to do like heavy heavy launcher heavy heavy heavy heavy spike in the air into lariat assist. Heavy heavy launcher. Heavy heavy heavy spike. Lariat assist. Heavy heavy launcher. Heavy heavy heavy spike. Lariat assist finisher into level four right into your big level. That that's still she they could still do that. I think that needs still needs some work. Um you could still do that and it did really good damage. It did about 80%. It was good. It was good. So I still think some things are kind of missing. The gray health now exists. the game added gray health, but it's not really utilized in a way that is like the best. Like, you can't really manipulate it. I think Wolverine's the only one that could manipulate it because his he has a natural regen. Um, still it was I think I think there's room to grow there is all I'm going to say. I think there is an opportunity. I I still think that the the act of getting a full team assembled. While it is a lot better than it was before, it doesn't really feel like the game is the game is like completely changed in that way. No. No. You just get access to do like some more combos and you get more health, you know? But does it really feel like the team is assembled, [ __ ] let's go, dude? You can't even do that super. Like if you're doing well, you actually cannot do that super until you're you're in the last round and you're losing. So, no, it's that instead of instead of like a cool we've teamed up and we get to do this, it's more of a comeback mechanic, right? Because by the time you're in the final two rounds, you've already assembled your whole team. Does it feel like you have more HP? Um, kind of sort of like it that feels the exact same way that it did before. Did the input reading feel better? No. Unfortunately, no. Um the uh it's not perfect, chat. Like we we gave them a little bit of feedback on some of the ways we played. I said it was so much better than it was before, but yeah, DP inputs were tough as nuts and they were just about the same as it was before. I don't play on the normal traditional controls. I play on the classic controls. I have to do the inputs and yeah, it was the same. Like you really had to be specific on your dragon punch input in order for it to give you what you want. And if you if it deviated in any way, no, it gave you gave you fireball. It was like, ah, man, this is really hard. Like, it has to be a very clean DP. Um, that was it was the exact same way in the beta. It was the exact same way in the beta. So, yeah. I mean, I I I I'm looking forward to showing you guys a bit more um of how the game works with some footage in the future, but all I wanted to do was come back and give some vocal impressions of how the game plays. This this turned from a game that like I really wanted to like and I I kind of just fully accepted that maybe this game isn't for me um last year. Like maybe this game just isn't for me. And I I'll hope that maybe that eventually happens that way. But it it felt like the Mortal Kombat 11 of like team-based fighting games, man, where it's like this people are really going to like this. I think some people really are going to like this. But for unfortunately, it just doesn't hit any notes for me outside of having great visuals, cool music, and like wonderful characters. It's like, yeah, I came I came to that acceptance, dude. Um, I went from that to I actively want to play more, you know, like even in the first gameplay session, I felt like I was done in 30 minutes. And from the from the betas, I think a lot of us ran into this, there wasn't some clamoring, I got to jump back in the beta because so few people played beta 2, dude, like of the big FGC heads and [ __ ] So few people were jumping in and even playing it. they just chose to play other things, if not just play something else. So, I I left that session thinking of all the [ __ ] I can do and thinking of like, bro, what if this character's added? What are they going to play like? Who's that going to work with? Oh my god. Like, it was so much better. Like I was actively giggling and laughing with Kenny. Like we were tickling each other in the same room complaining that Kenny cannot touch the ground because he's playing Spider-Man. And other people there mentioning how I sound like an actual Marvel villain. Get down your Spider-Man, you websing mother. Like like YOU PIECE OF [ __ ] SPIDER-MAN. LIKE ALL that kind of stuff, you know? We were just giggling and laughing playing this game together. And that that was not happening before, dude. that was not like the the amount of raw enjoyment we were getting out of this was not the way it was. So, I think things are still going to change. I don't think this is the finality of it. A lot of stuff still needs to be ironed out in my personal opinion. I don't think they're completely done with some gameplay tuning cuz some things were weird. Uh, but just straight up I it went from a game that I accepted that this game isn't for me last year to now I'm thoroughly I I was like at the end of it I'm like how many characters are left? How many chances do I have of getting like a really crazy character that I might like that really might I might really do it for me. It's like oh man. I started thinking about it. I was like [ __ ] How many we got left? We got like eight characters left. [ __ ] Okay. All right. Cool. of like, yeah, I'm like, what are they going to play like? Oh, man. Oh, man. Who's my team right now? Uh, Magic, Wolverine, Doom. Was I Who else was I? Ghost Rider. Magic Wolverine, Doom Ghost Rider. Um, I had a really good time. I had a really good time. Not perfect, not absolutely perfect, but the game has shifted in a direction that is a legit enjoyable fighting game. And I think that they can lean into even other things. Like I honestly hope that um I honestly hope that it feels more powerful when you assemble a full team in the future because it really doesn't. Like you get some things but not like not a ton of incentive. And I'm like dude, you can even limit the combos. Like you can actually make the combo gauge get bigger and bigger and bigger as a result of you getting more characters. You can do that. Like you can you we don't need the full breadth cuz the combo gauge is huge now, bro. Like it's not small. like it it what they give you combo-wise is nuts. Like you're allowed to do so much more than than you could before. So because of that, it's like I don't need the combos with two characters to be that big. It shouldn't be that big. I think I think it should ex get exponentially bigger by the time your team gets bigger and then you're really incentivized to bring in and do all this cool [ __ ] I still want more incentivization on Tag, you know? I want even more things, dude. I want Tag to like recover gray health and [ __ ] cuz the gray health's in the game now. I want Tag to uh actually really increase the style, the hidden style rating. I want Tag to do that. I think it should do that. If you're swapping out all your characters and you're messing up your order and effing with everything, the game is getting harder, but you're getting a reward. You know, you're getting a direct reward for doing this stuff. So, anyway, I think there's opportunities for that stuff to be that way. And that doesn't compromise the 1v one nature of the game at all. One v one is still good, dude. You get to when you play one v one, the entire order of your team is chill. You don't have to worry about [ __ ] Like, yeah, when you when you're tagging, dude, your whole team is jacked up. Everything's screwed up. It becomes way harder to play. So, I think there should be like an incentive, you know, to to do that, to like mess all this [ __ ] up for cool damage or the hidden style rating, all that kind of Anyway, I'm looking forward to there being footage. I'm going to go over it when we get a chance. But, uh, that's the end of my little personal hands-on review. It went from a game that I really wanted to like to a game that I legit was having fun with. And because all these characters had so many tools and abilities and now so much assisting and crazy [ __ ] bro, it I legit got like giggles when me and devs or like me me fighting Kenny, we would jump at each other and mash the assist button and there is eight characters on the screen. WHAT THE [ __ ] IS HAPPENING? ALL everybody like every single [ __ ] and they all run away. I was like, "Whoa, what the [ __ ] is happening?" It legit made me like audibly laugh every single time it happened. I feel good, chat. That's the end of my review. The end of my review is that like I have never been this excited talking about Pro. I have never been this excited about even anything of this game after playing it. Uh I've never had this feeling like this euphoria of like all this crazy [ __ ] and stuff. I think also something that will entice Dragon Ball players. My dude, this is now playing like Dragon Ball Fighters neutral without super dash and without whiffing autocombo. Straight up. It It very much has the double jumpy Dragon Ball neutral. The air dash is almost a little faster than it is in DBFC. I swear to God. Like the air dash feels mad quick. So, if you like that, if you if you have always wanted Dragon Ball Fighters without Super Dash and without uh big whiffing autocombos, this might be the game for you. Like, legit, this might be the game for you. Yeah, I was telling the devs, the Arxis devs, and I'm like, "Hey, can you guys put these auto combo changes in Dragon Ball? Please, please put these in Dragon Ball." That was my feedback. I'm like, "Please, please do it." Lefin said that the tokcon booths at Arc World Tour were not that busy. You think excitement will come back once people play it again? Um, yeah. It's fun. I mean, I think the game will do fine, but it's it's legit fun now. Like, it's a whatever. I mean, I'm not going to trust everything Lean says. What? He was there at a moment where he saw a thing happen. Sure. But I can just say for me personally, like I don't know what's going to happen in the future. I think the game will do fine, but I think the word of mouth when this eventually gets into the hands of people, I think yes, there should be another beta with these changes. Straight up, this is a different game. If if the impression of what you had was from a play experience back in 2025, then from the perspective of Sony and Arxus, I would very much hope that they open up a chance for this to change. I really do because if you had written this game off at some point because of the beta, then I want people to feel like what I'm feeling right now, you know? And I I hate I I like and also hate the idea of me explaining to some people that this is really fun and let me tell you why. Okay, this became really fun. Let me tell you why it's really fun now. Um I I I want people just to play it. I want people just to jump on and get their hands on it and see how different it is, you know? I really I really want that. It is such a different game, dude. It is such a different game. So anyway, game field, that's what I was focusing on the most, right? I wasn't looking for high level strategy. I was not looking for like the most broken [ __ ] No, no, no. I wanted to see like how does the game feel to play because to me game feel felt weird. Like the game just felt odd to play. Like it wasn't responding to button presses in the ways that I would think they would. Like I have to in the previous versions of Tokon, I had to really adapt to how this game feels. And that adaptation process over a second beta did not feel good. Like it felt like a game that was defined by its limitations instead of its features. And its features were that this is a 4v4 fighting game that you can play as four characters or one character, have fun, you know. But unfortunately, so much of the way the game functioned was what you couldn't do, which was weird, which was like, why? Well, it feels like we should be able to do everything when we have this many characters. You know what I mean? So, that changed straight up. The current version of the game lines up with more of a traditional like tag game. The way this stuff works, it changed a lot and it feels much better. It just feels like just the responsiveness, which is why I had issues with like, why can't I tag here? This feels weird. Uh, some things were a little off and other things felt great. I wanted to play as Penny. I actually did. I was very curious to see how Penny plays because she's a big body character, but she was not available in the game we played. New roster prediction. I don't know. Let's just wait. We're going to be seeing new characters pretty soon. So, anyway, I've done like three roster predictions, chat. Come on. I've done like three. Uh, if you do get a chance to play it and you're at like Evo Japan or something like that and it's playable in the future, please give it a shot. Just see what it's like. Mess around with all this stuff now. Does everyone play differently? They don't individually, but kind of just because of the way that you handshake tag to the other characters has changed, right? The way that you're going to be swapping to other characters has changed. So yeah, a little bit. Like a little bit. Doom got a lot better in my opinion. Like Doom became an actual like tag into mixup monster now, which is cool, but he's still like hard to pilot. Anyway, again, I don't I'm not saying it's perfect or the best game ever. I'm saying a lot of the things that were very disconnected as like a fighting game fan are connected now. And now it just needs a little bit of refinement in some places for it to be really good. Like really good. Chat, I think the change that I want the most is um the hidden stylish gauge, which is being worked on. Like they said that's not entirely dialed in yet. Um dialed in yet, but the hidden style gauge of the combo system. Um I want it to be effective. of like you're doing cool you're doing really cool combos when you're not using the same attacks and you're tagging into new characters. Dude, I want that. I want like tag into new character. Get cool thing. Here's cool. You swapped out to another character. Sick. Good job. Game game saw that you did something interesting and different. Good job. I like that. Like Yes. Please. Yes. Yes. Yes. what gives hard knockdowns in the game? Uh, pretty much wall breaks. Wall breaks in like level threes, you know, or the big supers. They gave like hard knockdowns. Yeah. Is there any tag incentive yet? Not directly, but there's so many more opportunities to tag than there was before. Way more. So, yeah. instead of like you can only tag off of like these generic ass like lariat assists most of the time, dude, because you had to call the characters you had to call the characters in neutral on the ground only which sucked. Active switch is just faster to tag during neutral. Yeah, because you can jump. You can you can jump. What is tag incentive? Um reasons to switch out characters, right? Is there a reason? Like, are you doing it just for a matchup purpose or are you doing it because the game is rewarding you? In every other tag fighting game, you're rewarded. You get health back, dude. Um, much less something. The recovery health thing isn't in the game now, even though the game has gray health all over the place. So, yeah, that's what I've been arguing the whole time where it's like the game does not give you any direct mechanical incentive to tag. It never has. Um, that feels like that has changed a little bit because the opportunity to swap out to the other character for cool mixups has opened up way more than it was before. Yeah, people just were not tagging in the beta, dude. And if you were tagging, you were most likely like if if you were playing matches and tagging like crazy in the beta, it was hard to win. It was like straight up difficult. Um, if you were tagging all the time, most people if they were good at the game stuck with one character or they swap back to the original character immediately, like they would do a tag thing and go back and go back to [ __ ] Star-Lord, you know, cuz Star-Lord had the best neutral and the best combos and everything. So, you just saw him, we were already sick and tired of seeing Star-Lord for Christ's sake. Is it way better or just a tad bit better? I think it's five times better than it was before. I legit use that that term. It's five times better. It is It is It's not perfect. It's not 10 times better. Um, it's not perfect, but it's significantly different. It's not the same game, which is fun. like it became very fun. But it did have again similar to even the beta, it does have like a little bit of a learning curve. Like figuring out where the buttons are and why is like they added a new button, dude. How loose does it feel? A lot more loose. Uh just in general because you can you can you can assist anywhere. Feels way better. Feels good to get that out. Uh, no combo expression and no incentive to use mechanics. Maybe lose all interest in the game as a different now. Yeah, the combo expression part I think needs to be dialed in a little bit more because just doing heavies still did a lot of damage. It was still really good. Um, dude, like just just saying it, you know, like the lariat assist. The lariat assist brought down the combo gauge a ton in the build we played. It brought it down a little bit. like it brought it down like two hits in the betas. Um, but the lariat assist was still very good. You know, even though you could use your general assists, you can use your neutral assists in combos. Now, to me, I think it's backwards, right? It didn't feel like you calling a shooter anti-air unique assist mid combo felt like it was giving you that much of a reward on the combo gauge. It didn't. The Lariat assist obviously did. It was easy to use and it still worked just like the beta. But in my head, that should be backwards. The lariat assist should be the easy extension that is easy for you to pick up the combo, right? It should not drop the combo gauge. the normal assist, like the actual timed assist with your projectile attack, your anti-air attack, your unique attack. That one should give you a big combo incentive like it should drop at four pips or some crazy [ __ ] because you you have to use an attack that you actually have to time. You don't need to time the Lariat assist, dude. So to me it's like some things some the the the riskreward part of the game is still kind of like in the old version that's still being dialed in a little bit. I don't know if that's going to change or not. It just some of it felt a little backwards still where it's like h this doesn't feel updated. Feels like kind of the old way. So anyway like I I would think that like hey yeah lariat assist shouldn't give you much of reward because it makes combos easier. Maybe the hard to time assist attack should. I don't know. I don't know. Um either way, you can't change that until another beta happens. Uh we'll see. I mean, they they pretty much said it's still in development. Uh the mechanics that you're playing with are still being worked on. They said nothing is final, you know, uh and that they were looking for feedback. They were they were very emphatic that the feedback that was given from the surveys was the reason that they were having us play this today. Like straight up, they they straight up said that there was enough response from the surveys that there was a decent amount of feedback to give to the devs to be like, "Okay, some we need to change this." And it did. And now they have something that's way better, like just way more fun to play than what the previous version of the game was. So that felt good because I'll be real, dude. Arcus does not have a great history with that just in general. Not a not a huge wonderful triumphant history of like, you know, community feedback going into the games and them paying attention to it. And not really. if there's a chance for this stuff to go through adjustment now is it like this is it because once they get things figured out they're gonna have to go through a lot of play testing there's going to be more betas or potentially I hope that kind of stuff they did it with Strive that's about it I mean dude I say that like gameplay things are the easiest things to change before a fighting game comes out because it's true but dude that also technically applies to when fighting games are out because those guys are just like yeah let's just take out mechanics you know yeah let's Just get rid of Strive Rush. It's gone now. What? Holy [ __ ] This is crazy. It'd be like Street Fighter 4 got rid of the focus attack. By the time we got to the final season, focus attacks now gone. What? What the [ __ ] What are we talking about? Could you imagine? Holy hell. No, the game is still just as easy to play. The biggest difference is that if you want to hit the opponent with an attack, you have to get close to them and hit them. That's the biggest difference. I like all whenever you press those auto combo buttons, dude. The light, the medium, the heavy autocombo, they got better. Like you can actually get to more stuff as a result of doing them. Like straight up, dude. So yeah, like they they found a way to do it there. But there is a direct reason for you to evolve past that and to do like the harder manual time combo. That's that's the way it always should be. The game has a huge amount of casual appeal. In fact, I think the overhaul of the entire assist system allows everybody to see all these crazy characters come out finally because you just didn't like you just didn't before. Yeah, the game's visually great. It's the same thing. I think it looks even better now. Personally speaking, the build that I played looked really nice. chat, I don't think the issues that the game was presenting um from beta 1 and beta 2 were reflective of a small percentage hardcore audience having issue. I don't think that was the case because if that was the case, the things in the game would not have changed as much as they did. Straight up. I think there was such a profound amount of feedback to how the game plays that they had a pow-wow over the last like four months and revamped the [ __ ] out of it. I'll be real. I don't think that was just like a few a few nerdy players complaining about nerdy things. says, "No, no, no. I think a lot of people from those surveys said [ __ ] and they just people, Dude, the surveys asked, "Is the game boring?" Like, they asked crazy questions like that. I've never been asked a question like that in a fighting game survey before, dude. I've never been asked from a developer, "Is the game boring?" I was like, "Whoa, this is a weird amount of very self-awareness because yeah, a lot of people did not play the second beta." You know, a lot of people didn't play the second beta. And the fighting games can't just we we've seen this time and time again. Fighting games cannot just appeal towards nerds. They can't they can't just appeal towards fighting game nerds. It has to it has to have an interesting draw and be fun and be catchable, like have a catchability that just allows people to jump in and do cool [ __ ] and immediately see that, wow, I want to do more cool [ __ ] and evolve with it. You know, it's a big deal. Uh oh. Uh oh, chat, hold on a second. I might have literally just been given some footage at the end of me glazing this [ __ ] They're like, "All right, he had good things to say." I'm just kidding. I just got an email. I just got a text that like, here it is. They They were working late. Oh my god. I literally have footage, chat. Hold on a second. Let me uh let me log in and bring this up. Uh big thanks to the Sony dudes. Uh hold on a second. Let me get this. Let me get this. Let me start downloading. It's probably going to be very big. Hold on a second. One second. Yep. Okay, got a few. Oh, damn. Uh they're very big. All right, I'm going to begin this download. I'm I've never been so glad to have light fiber before. Here we go. Uh download download. These are 30 gig files, chat. 30 and 40 gig files. They're it's very high quality footage. Uh all right. Um the download has begun. I am I am downloading it. So chat It's going to take like 40 minutes. I'm downloading literally like 150 gigs worth of footage. Um, feels weird, you know. It it it feels it feels weird because I was just giving impressions, you know, and talking about like your mind changing. People People now call that fence sitting, which is very weird to me that like you're you you have to hold by your convictions or else you're a [ __ ] It's like what the hell. Um where Crimson Desert, a game that I have been critical of ever since I played it a year ago. Like and I still have all the criticisms I do, but playing it I'm just having fun. And that is worth something, right? Like weirdly enough, I can't explain why I'm having fun. I think I can, but the the problem is is that I'm just enjoying it. Like, there's clearly problems. Clearly, there's big issues all over the place, my dude. I'm a Marvel vs. Capcom Infinite fan, okay? A game that is nothing but problems. Here's here's my problem. I love it. Here's my problem. When I play it, it makes me feel like no other fighting game does when I'm actually playing it. Like, I love the feeling when I'm playing NBCI. It feels so [ __ ] cool to do whatever whenever. It feels crazy. It makes up for the fact that it looks like dog [ __ ] and it has a [ __ ] ass roster. I can't help but feel the way I do. I would critically say do not buy this. I'm playing it though. You know, sorry. I'm playing it. I like it. It's not going to be good for me financially, but I just enjoy it. You know what I mean? Yesesh. So, like Tokon has changed so much that yeah, I'm looking forward to it more. I really want to see what new characters are like. I want to see how these mechanics get refined and changed as time goes on. You know, it's called entertainment. Sometimes we can't explain it. Like sometimes I can't explain it. I shouldn't like maybe I shouldn't like this as much as I do, but something about it is just hitting for me right now. And to be real, like we're people, bro. Like at times a game just might not be at the right place at the right time or something or a movie where everybody else loves it and it's like you don't like it. It's like huh? Why don't I like it? Just not into this [ __ ] DNF D. Yeah, [ __ ] DNF Duel was just a right place, right time for me until they changed that [ __ ] and then I hate it. Sorry. I flipped on DNF Duel, dude. Like it was it was popular to hate that game and I still liked it. And then they flipped that [ __ ] into a different game and it got way worse. It was way less fun. They [ __ ] up DNF so bad. Uh anyway, shout out. Thanks for the 30. Off topic since the footage is downloaded. The Mario Galaxy movie is going to be insane. Why the [ __ ] is Fox Mloud showing up? Is Smash Brothers Initiative going to be a thing? Is Samish going to show up? That's what I said on Twitter. I said, "Uh, this 100% is leading to a Smash Brothers movie." I showed my wife that and we went, "Holy fuck." We both looked at like movie quality Fox Mloud and we're like, "Holy fuck." I And she's like, "I want to play Star Fox 64 now." I'm like, "Right. Holy [ __ ] That's so It's so crazy. It's so crazy." Sephro in the big screen. That already happened. Cloud and Sephro were already on the big screen, dude. Um, my god, this [ __ ] is crazy, bro. Oh, this [ __ ] is crazy to me. Holy dumb ass, dude. Wow, he looks so cool. Jesus, dude. I can't wait. I can't wait. Channing Tatum is his voice. I did not know that. So, he's not going to have his high-pitched voice kind of like this. He's not going to talk like that. Channing Tatum. You're Are you lying to me? The [ __ ] Rwing in the back. No. No. Why spoil this though? Got me excited. All I got to say, it got me excited. Dairo. Yeah, that's not an April Fool's joke. Like, I don't think it is. No, no, no. It's coming directly from the Mario uh Twitter. No, no, no. It's not fake. It's real. It's not April Fool's chat. Just because it is April 1st doesn't mean you get to make April Fool's jokes about it. We're in March. That doesn't that doesn't work that way. That's breaking the [ __ ] rules. this [ __ ] is totally leading to a [ __ ] Smash Brothers thing. It totally eventually goes there. There's going to be a part at the end of the movie where like it's got all it's got like some of the Princess Peach and like Roselina and they're like where is everybody? And they like hear this thing in the castle. This is a postredit scene. And then it's got Mario with his shirt off and in in the dark adjacent to Donkey Kong and Yoshi and Fox. And then there's like a lacatu that's like 3 2 1 and he rings a bell. And then Mario goes, "Let's smash." And they all start wrestling with each other. Cut to credits. What's wrong with that? There's nothing gauge about that chat. Come on. He's lost his edge a little bit. What game did Star Fox have edge, dude? What game did Fox McCloud have edge? Maybe Assault. Assault is the the DS one. I I'm with you. I'm with you. He was never edgy. Like literal edgy like polygonal. No, the Gamecube game. You mean Star Fox Adventure? What the [ __ ] The fuzzy the fuzzy dude running around and [ __ ] No. No. No. That was not edgy, dude. No. No. No. No. No. No. Maybe Armada. Maybe Armada a little bit. Yeah. Okay. I'm with you. I'm with you. Damn. They said GameCube game and I'm like, "You telling me Star Fox Adventures is edgy chat? You're drunk and high? Holy hell? You're high and drunk? chat, what is the uh what was the old website? What was the old video game music remix website? There's an old Star Fox song that's godlike. OC Remix. Thank you. I need to find it. There it is. This is a classic. We're entering Corneria City now. It's about time you showed up, pups. You're the only hope for our world. It's quiet. Too quietly. Life form in the air at 12:00. Be careful. It's a trap. Enemy crew behind us. Man, fast. Do a barrel roll. Let's rock and roll. Hell yeah. Hell yeah. You want copyright? This is fan-made. That was the whole point of OC Remix is that it was fan-made. Neat. Yeah. OC Remix are the like the OG music. The OG like safe music. No licensing. Why it was always godlike. This is mad cool, dude. This makes up for that [ __ ] last Starbucks game. You ready for it? Hell yeah, dude. Hell yeah. This is Fox's theme if he was in Marvel Infinite and Beyond. It's very true. It's very close to how our themes work. [ __ ] makes me very happy, right? I can't wait. I can't wait. I can't wait. Even if it's a cameo, I can't wait. It's going to be sick. This game's al I mean this movie is also going to make like a billion dollars again chat right I think we all kind of agree first movie made over a billion this going to make over a billion dollars it's going to be just as big casual billion but I like the first movie I loved it I thought it was Hey, it was also the first movie I took my daughter to, so that helps. [ __ ] in the chat said only 1 billion. Secret boss, thank you. Yeah, I just I just uh glazed the [ __ ] out of the latest version of Toon for like 30 minutes. We're downloading some footage now. This is like the most liked tweet the movie has gotten. Damn, I have to contribute. I have to do my due diligence. I want to play some [ __ ] Star Fox games now, dude. Music is super loud. Shut up. Um, chat, who actually played Star Fox on the SNES? Not many did. That game didn't sell super well. I did. I did. I loved it, man. Granted, I came from games like Panzer Draon and [ __ ] so it was like just felt normal. Feeling good. Yeah, SNS mini came with Starbucks, too. We're having a better week this week. They're patching out the incest, my dude. Are they? I don't know. I have to look into it. The what now? What did he say? Are they? Are they? I don't know. I haven't looked it up yet. Capcom put up an apology. I mean, sort of. Sort of. I I have to look into it. I read the tweet and I was like, "Oh, so they are changing it and people are like saying they're not." I'm like, "Oh, what the hell? What's going on?" Um, what I'm trying to say, chat, is that we've been waiting for this big shakeup to Street Fighter for like the longest time, and we have to sacrifice that so we can patch out the Alex incest [ __ ] you know? We have to do that. We have to delay whatever shakeup Street Fighter was going to get because now there is a bigger problem. Okay, there's a bigger problem. The gameplay guys now need to focus on this. This that was the shakeup. We need to go back. Like it's season two of Tekken. We got to go back and fix this [ __ ] Okay. We have to got the biggest numbers. Yeah. They are changing the cousin word to blood siblings. That's worse. That's way worse. Wait a minute. That's way [ __ ] worse. What? Shut up. That's not true. That can't be true. Would this Yeah, that's a good That's a good question. Would this raise the ESRB of the game? What does incest do to a game's rating ESRB wise? What does it do when you marry your second cousin and [ __ ] When you have the line quote unquote, at some point she stopped being my sister. Does it go immediately to an M? Good question. I have questions. That phrase has never been said before in history. I know. AO for nasty as [ __ ] I find it interesting, chat. Like I I I don't think I give a [ __ ] that much. I just I put my head especially around the things that I like, right? cuz I I feel like we have a pretty good tune of what the developers are thinking, like what they want to do with Street Fighter, what they want to do with this, like what the goals are behind the things that I like. Like, I can see what their perspective is. This [ __ ] gives me a [ __ ] aneurysm. Like, I I don't get it. What's the goal? I don't understand what it's supposed to do. I don't understand what they're going for, what it gives the character, what it does for Street Fighter as a story. Like, what is going on? Like, it is very weird. It's s It's very [ __ ] weird. Like, I try I try. I'm like, maybe this got mixed up or like I went through it that day, dude. And it's not even that like Alex is the coolest character ever. Like, that's Matt. That's like that's like Matt and Scodia, you know? Like, there's their their favorite character. They should be genuinely pissed off that this [ __ ] is happening. I don't know. Like I don't know what they were thinking. It just people were busy and it just got into the game somehow. I don't know. I don't know. It's crazy how it blew up the [ __ ] internet. That's definitely crazy. It's crazy that like I I didn't I thought I thought everybody was overreacting to this Alex [ __ ] I thought everybody was overreacting and then I looked it up myself and I went valid. This [ __ ] is valid. No, there was a logical crash out that day from like nearly the entirety of the internet and now I know. And I wish I didn't. And now I wish I didn't know. The fact that so many people were defending it is disturbing. The amount of people that were defending it were the same people, not the same people, but the same amount of people that were defending the DLSS5 [ __ ] Okay, there are a very vocal amount of weirdos that like that like marrying their cousins or really are into DLSS5. Sorry, maybe unrelated, but a similar amount of people. They're just very loud. title. Title has an error on YouTube. What? A second. The title here. Explain yourself. Explain yourself. I just think it's funny. I mean, it's funny how how insane it is. The YouTube one. What does it say? Uh, it says Max got to play the new Tokon, right, right? It says that and nothing else. It was always It's always said that there was never Max got the play of the new tokon. Dude, read it. Like, read it slowly. Read it slowly. Max got to play. Read it. Look at it. Look at it. Read it slowly this time. It's okay, guys. It happens sometimes. It's okay. You just saw the update in real time. No, it didn't change. It did not change. No, I don't have the ability to do that. Chat, don't be foolish. Please. It's okay. You need a new eye like Steve refreshed and saw the fix. There's no way to change that. Okay, come on chat. It got another notification of the fixed one. When is the token gameplay? Uh, let me check. 20 minutes left. Got about 20 minutes left. This is the week I needed, man. After yet, after last week, damn, I'm feeling good. I like the fact that Crimson Desert I find I find enjoyable. I'm going to I'm going to play it later today or some [ __ ] and it's become boring as [ __ ] Watch. Um, yeah, I'm looking forward to this [ __ ] you know? I'm just looking forward to like the things are exciting again. I'm just like, wow. Feels good, man. Just feels good. Did I enjoy Project Hail Mary? I [ __ ] loved it. I [ __ ] loved it. I don't I didn't get a chance to talk about that yet, did I? I don't think I did. I [ __ ] loved it. If there's ever a reason for you to go to a movie theater and watch a movie in a movie theater, Hail Mary is it. Is it please? Jesus Christ. The game movie is doing very good, right? It is also doing very good, but holy [ __ ] What a goddamn film making. Holy [ __ ] No spoilers yet. Next week. Uh, go watch it. I didn't see an IMAX. I saw an AMC laser. It was good. You serious? Super serious. Super serious. Holy [ __ ] Yeah. Sora AI is getting shut down. God, man. I feel great. I feel great. I feel [ __ ] great. [ __ ] that's just killing the planet and adds no value to anything. I feel great. People are trashing it for no reason. No, I didn't I didn't see I haven't seen any of that. Every everyone that's seen the movie [ __ ] loves it. They [ __ ] love it cuz it's genuinely like Here here's here's my here's what I will say. I don't think there has been a movie in a while that I've gone to theaters to see because I've seen like not a ton of stuff but like some Marvel movies and things like that. Almost every movie I have gone to see I'm like why do they do this when they could have easily have done that like im like immediately in our heads we'll leave the theater like after goddamn the Tron movie or some [ __ ] Jesus Christ. Like we leave the theater with like six or six to eight solutions that are way better than was in the film and we're like why did they do it this way? Why why would they commit to it being weird as [ __ ] Like what the And so many films have been that way. Predator Badlands was a great time. Was a really good time. Um, not absolutely perfect, but like like an eight and a half, nine out of 10, depending on your feeling. Dude, Hail Mary's [ __ ] amazing. Like, holy [ __ ] This might be like I have no problems with the film. I was completely transported the entire time. Literally from beginning to end, I was transported the entire [ __ ] time. I had a great time. Real life joy bait. Yeah. feel. It's a It's a real ass movie, dude. It's a real ass movie. Yeah, I want to play Screamer. I got to download it. Be honest. Did you cry like three [ __ ] times? It's It's pretty easy to get me to cry in movies. Movies make me emotional as [ __ ] after being a dad. Dude, Ryan Gosling is the [ __ ] goat. Oh my god, dude. He carries like the majority of the film on his back and he literally got the movie made. Like he just loved the book so much and he got the movie made. It's crazy. Take your kid to watch Hoppers. Nah, she kind of wanted to see it. But not yet. I watched the Minecraft movie with her at least some parts. It was intense. I think dude, the chicken jockey moment was like nothing. I don't It It was literally launched into memory for no reason, you know? Like I did not get it. I did not get it. Um, but here's what I realized. The Minecraft movie is to my kid and the younger generation of kids what the Transformers 86 movie was to me as a kid. Because I had Simmons, as an example, watch the Transformers 86 movie and he was like, "Dude, this movie is nonsensical and is moving forward like 80 miles an hour, like constantly." And I'm like, "Huh, I guess you're kind of right." When the Minecraft movie was nonstop and constantly moving forward at 80 miles an hour and I was like, "Huh? All right. Anyway, I love the Transformers 86 movie. Can't tell me that movie's bad. Can't tell me. The whole goddamn movie is good. There's not even a bad part. Not even a bad part. Transformers 86 is good, though, right? What I'm trying to say is that I think there's a generational like divide there, but still I can see why kids like the Minecraft movie. I'm not that out of touch, you know, because I think by comparison to my childhood, that was the Transformers movie. My parents didn't like the Transformers movie either. None of them they didn't like me watching it. I don't think they minded me watching it, but I seen that movie. So, I think I've seen the Transformers 86 movie almost more than Back to the Future. You know, do you think the Street Fighter movie is going to be generational? I just want it to be good, you know? I just want to have like I I want all I want out of the Street Fighter movie is for it to have action scenes that like make sense and have storytelling. That's it. You know, I just want to like like the characters. That's it. I don't want to like just do things for the hell of it. There are some goofy things in the Mortal Kombat movie where like we're just fighting for the sake of fighting, you know? Like I want we need this needs to be like the Matrix, bro. Like fight scenes need to be plot relevant. They need to really carry and move the movie forward and we learn about characters during fight scenes like all that kind of [ __ ] Yeah. Just want a decent Street Fighter movie. Just it I please dear God here. And I and I don't think it's going to be this way, but based on what we've seen of the Street Fighter movies so far, the number one thing I was worried about with the Street Fighter movie is that they try to make it serious. Holy [ __ ] dude. Like they try to like make it like like a Marvel movie does where they it tries to be serious but they just put in levity for the sake of the [ __ ] it like we oh it can't be that serious you know where it's like they try to ground it. Yes. Like all all modern…

Transcript truncated. Watch the full video for the complete content.

Get daily recaps from
Maximilian Dood

AI-powered summaries delivered to your inbox. Save hours every week while staying fully informed.