4.6 • 9.1K Ratings
🗓️ 3 September 2025
⏱️ 132 minutes
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| 0:00.0 | Right before the sniper wall, right after the cutscene where you get fired upon, um, |
| 0:09.1 | Oticon pleads with you not to hurt her. |
| 0:11.9 | Yes. |
| 0:12.7 | Because he's in love with her. |
| 0:14.1 | She was always nice to him because he looked after the wolves and all the, like, genome, |
| 0:19.8 | Foxhound soldiers wanted to kill them. |
| 0:21.7 | Right. |
| 0:22.1 | Which, again, always funny. |
| 0:24.2 | Like, these guys suck. |
| 0:25.9 | Like, they're always getting beaten up. |
| 0:28.0 | They see a bunch of wolves, like, in Alaska where it makes sense for them to be. |
| 0:31.6 | And they're like, let's kill them. |
| 0:33.0 | They're kind of like an army of fettermans. |
| 0:50.3 | They're sort of, like, of Federmans. They're sort of like maybe physically powerful, but, but they're like really maladjusted and dumb and go, whoa, whenever they hear something. You know, like how the boss, like in Middegrogyz Hall of 3, it's the white flower petals with Federman, it's birthday balloons. |
| 1:27.5 | Yeah. Today's Marquis, or AAA games have possibly the longest gestation period out of any form of media. |
| 1:33.6 | Even the most risk-averse and derivative cash grabs are routinely subject to five years or more of development time before they can even have something playable. |
| 1:37.4 | But this was not always the case. |
| 1:39.4 | The game that we're discussing today somehow began development, at least in the sense of |
| 1:43.6 | commissioning artwork, |
| 1:44.9 | designing characters and levels, and coding, in 1996, and was released in 1998. |
| 1:51.8 | Seems impossible now in a time where bulge bracket publishers and big-name studios seek to |
| 1:57.2 | push whatever in-house or Unreal Engine-based creation to its limits |
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