Video summary

STEAM MACHINE: Besser nie als so? | Game Talk

Main summary

Key takeaways

Gaming

Storyline (game narratives discussed)

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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

  • Visual/feel

    • Looks like a high-end “UE5-style” fantasy with impressive physics.
  • 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.
  • 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)

  • Core strength

    • Strong presentation: 60 FPS, smooth performance, rich visuals, and high-quality cutscenes/voice acting (German mentioned).
  • 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.
  • 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.
  • Replayability hooks

    • Different routes and alternative exits from telegraphed paths.
    • Multiple missions/planets and discovery encouraged by experimenting.

Control Resonant

  • Role

    • Play as Dylan.
  • World & traversal

    • New York is distorted; monsters are widespread.
    • Traversal emphasizes double jumps and air dashes, plus constant movement.
  • 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.
  • 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).
  • Performance note

    • Strong emphasis on maintaining stable 60 FPS in the shown build.
  • 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

  • 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
  • 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.
  • World/pace critique

    • After walking for a bit and encountering only small batches, the world can feel empty/sterile.
  • Quality expectation

    • Not expecting perfect FromSoftware execution; timing/balancing/animation response are cited as areas where details may be imperfect.

The Sinking City 2

  • Genre posture

    • Described as classic Resident Evil-like, not the more open-world/action feel of the first game.
  • 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.
  • Core combat tip

    • Enemies have weak points (growths) you must hit to reduce difficulty.

Crashed in Time

  • Concept

    • A Sherlock Holmes & Watson case investigation with time travel.
  • 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.
  • 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)

  • 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).
  • Relevance

    • Nostalgia-heavy; enjoyment depends on whether viewers played the series before.

Strategies / key tips explicitly emphasized

  • 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.
  • 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.
  • 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.
  • The Sinking City 2

    • Hit weak points on monsters to dramatically reduce difficulty.
  • Crashed in Time

    • Expect puzzles that require timed environmental manipulation and possibly trial-and-error.
  • Mortal Shell 2

    • Choose talismans based on defense preference:
      • iframe-focused for forgiving timing
      • posture-focused for aggressive, tighter parry windows

End-of-video gamers/sources featured

  • 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)
  • 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.

Original video