Something you could try for more LC fun is mods. There is a new mod for skinwalkers. It grabs sound bites of your voice and plays it back. Unfortunately it isn’t an enemy but more of a modifier that an enemy can get but it’s still a cool mod. IMO mods are the thing making this game a staying game.
WELL... To be honest, Lethal Company does need new mechanics. You have the radiation signal which works for nothing besides signalling 'your friend did an oopsie and pulled the big battery'. Could go for the slowly killing the player or reducing it's health. Needs more enemies: would love to see a Mimic enemy who can copy your voice (which already HAS a mod allowing enemies to do so). You could make player corpses go rogue in the facility after the Flea Snare (I think that was the name of the facehugger roach?), just to grab you and keep you rooted for a few seconds. A loot monster which can go inside the ship and feast on objects to make players think if storing objects is worth. Loot related, I beg to differ the idea of fusing loot for more profitable objects. But could certainly do so for new tools or enchance equipment. New weathers: Snow. You can't run outside of the facility but also makes most of the mobs to hibernate. Giants, Spiders, Dogs, Hoarder Bugs (the idea here is that lil ghost girl, Bracken and coilheads are the main threat and will definitely spawn sooner). New maps? Easier said than done, but could use a lab to explain some lore about the Bracken. There IS lore in Lethal Company after all (Sigurd may not be the only one keeping diaries)
From the game's Steam page: “I want Lethal Company to be so full of creatures, items, customization, and map variations that it feels "infinitely replayable." This is the type of game that benefits from being full of stuff. Besides that I want to iron out most glitches and tighten the game's design and difficulty so it can be enjoyed by new and experienced players alike.”
My biggest concern for the Dev is if he can make the changes he wants before the hype dies out. Games like this either last forever (Among Us) or vanish in a month (Battlebit Remastered).
One thing that wasn’t mentioned: LC has tons of potential staying power because of how easy it is to mod. Drag a single file into a folder and you have increased player limits, new skins, new mechanics, altered variables with different enemies and maps certainly to come. Much like L4D, the community can do a lot of heavy lifting
Idk though, ease of modding is good don’t get me wrong, but the base game generally has to be a MASSIVE hit for the mod scene to really grow to a size it props up the game indefinitely. LFD2 was one of the biggest games of its decade, lethal company is big for an indie game but idk, it’s hard to make definitive statements until the hype has died down.
@@reethardio6432 fair enough, haven’t looked into the statistics directly, still think my point stands that it’s up in the air if the modding scene will take off enough to extend the game’s longevity in any significant way.
@@Blacktoothoneil the dev has stated that they have plans to keep supporting the game moving forward, adding new moons, monsters, items, mechanics, etc. this is only the beginning.
My favorite entity is the little girl since only one player can see her and she is so rare. It’s really fun to think a player is gaslighting you only to have their head explode.
I remember when my bud said "why is there a little girl". told him to stop messing with me (he knows I hate little girl spooks). i hear him cut out and a pop, turn around, hes on the floor with his head missing. i never ran so fast to the exit in my life as i did then.
It's hard to notice sometimes, but the coil heads don't just kill you. They destroy your head and shove a coil in your neck stump. So you can be a coil head just like them!
The bestiary says they are most likely a bioweapon. I would *love* more lore, the universe has such potential. I mean, what is the eldritch horror the company is trying to lock up? Why does it want old things but not new? Why can we hear voices inside the beasts' belly when holding a [old phone] scrap near the wall? Why do, according to Sigurds logs, the victims of the beast not know they have been eaten?? Why are there automatic weapons, mines and bioweapons EVERYWHERE!? So much potential for a story mode.
@@Bagel920 If you are getting paid well and are somewhat satisfied then that means the higher ups are at least somewhat dependent on you even if it means a little bit. In business terms, you might be what they consider a "Human Capital" who just like a central factory has a lot of value to the company since a human capital has certain skills that are vital to the company, on the other hand "Human Resources" are basically the cannon fodder players in this game (So in short, human resource are the amazon warehouse workers who are treated like shit and are easily replaceable meanwhile human capital are the high skilled programmers who are pretty much keeping the company afloat and thus are treated well and sometimes even given preferential treatment). In ur comment you said that you are going into a "high risk job in forestry" which I assume would mean u probably have some skills that ur average joe can't do very easily so i think you will be fine fam, don't worry.
The most enjoyable thing to me in this game is the More Company mod, so we normally have 8-10 player lobbies, and then using the inverse teleport for half of us, and the other half have to find us. Nothing beats the fear of not knowing where you are in a pitch black mansion being followed by 2 coilheads, a jester is active, and a bracken just got your friend
My group also uses the inverse teleporter and the relief you have when you spawn in and hear someone else respond to you is indescribable. The inverse is also true when you don’t get any response and the dread just fully sets in.
my friend group had an "inverse teleporter incident" where one guy went in, immediately found the apparatus, pulled it, and proceeded to have 5 enemies hunt his ass including a coilhead that wasn't working right, i died quickly because i fell in a pit and watched as he tried to navigate the pitch black, juking thumpers and spiders screaming obscenities at them the whole way before a thumper on enough crack to gain enough speed to probably break the sound barrier flew at him and dealt the final blow.
oh yeah already have it installed thanks, just makes it awkward every time there is an update or if i want to play with other freinds who dont have it installed.@@arthurbaldry8443
I cannot stress how much I love the sound design in this game, not just for the Proximity Voice chat, but all the ambient noise and non-ambient noise the game employs. From the creaking of the pipes, to the sound of footsteps, the sound design is top notch.
The dev has added so many details. The way someone’s voice gets muffled if they’re underwater or getting strangled. Hell the portable ladder can kill players and there’s a sound effect that the dev added. Also the OST is weirdly… fire?!? Boombox songs and ice cream delivery are becoming iconic
This is exactly what makes coilheads and brachens so much scarier Coilheads' wet footsteps are extremely fast and panic-inducing, and the coil sound when they immediately stop just help to sell you how fast they actually are Brachens are the exact opposite. They are silent to the point one can stalk you for a literal minute and you have no idea this is happening. Only to end it all in one satisfying snap
Played this game for the first time last night with a couple of friends, we went in blind and never have I lauged and sh!t my pants in fear so much in the span of a few hours. It's a fantastic little game
agreed on most of the enemy critiques minus jester jester serves as a skill check for careless groups going in deep without giving much mind to where they're going and where they've been the jesters weakness is it's greatest strength, and it greatly increases tension as once it's starts following you that mental timer of "i need to get what i can and bail asap" starts and the winding down further emphasizes it, i personally find it a great "gtfo now" enemy design - keeps you on your toes and with planning can be countered easily (you can shut it down entirely by locking it behind sealed doors) but if you don't have a plan or you weren't paying attention to where you were going you can only pray giants 100% need a nerf / counter though they're way too strong with way too little in counterplay which is agreed on by everyone additionally (at least with those two bracken clips) the cause of death there was that while you glanced at it, you're teammate(s) did as well however at different intervals - which still builds up the anger meter as it's universal not per-person
100%. Jesters make you leave the facilty for a fairly short period of time after they come out too, so they wre only a skill check in wether you remember the way back to the ship or not. If youre inexperienced and do not constantly look for places to trap it/ remember where you came from, that is your fault.
Yeah Jesters also put a huge pressure on the team if they’re deep in a facility. Really tests how well your memory is with the layout. Plus they’re brilliantly horrifying and such a unique concept
I agree on everything except the point about giants. I would rather take giants over eyeless dogs all day, every day. For the most part you can just crouch walk around giants and within 20-30 yards of your destination (be it ship or door) just make a dead sprint there. Which is pretty similar to the dogs, except those can follow you into the ship and will remorselessly dunk on mechanical keyboard users and ship operators. In my experience and those of the two groups I play with (about ten people each), dogs kill far more frequently than giants do.
@@jeffnorsegod8080 oh for sure, as a base they function fine, there just needs to be a more consistent counterplay staying quiet against dogs solo, while moving smart = 90-95% chance of surviving crouching from cover to cover solo against a giant = 50% chance of surviving depending on if the game decides the giant suddenly got eagle vision, and if you do make it well that's the moon because now it won't move from the ship ever again the two most common suggestions ive seen are making the giants detection reliant on movement (standing still = much less chance of being seen from distance) or have certain items when dropped distract it (given the bestiary entry)
I would like Jesters a lot more if there was a timer on when it could spawn. It can find you at the very start of the mansion before you've had time to figure out if there is a place you could trap it. Those situations still feel unfair, especially considering some other interactions like other monsters opening the door for it later in the run.
tbh I'm surprised at how good the dev executed coil head, it's an overdone gimmick but they still made it interesting, by design alone it already is and it's a smart way to indicate that it's there, and the fact it's not entirely instantaneous movement is also fun so there's a brief moment where you can theoretically react to it but most of the time, your senses move faster than your realisation. I like coilhead.
I think the best part about the Coil Head is that I never realized how much more terrifying this type of enemy could be by the simple fact of just being able to hear their footsteps, and then having their big springy head shake due them stopping instantly after running at immense speeds. That alone adds so much and makes it stand out so creatively, to what is otherwise something we've seen alot before.
I really love the sound it makes when it comes to a stop and the fact that you can hear it running up behind you before it explodes your head. It's such an instantly iconic design that really fits that vibe of the game.
I was kinda thinking I know it's been sorta done before but I just love it so much in this game it might be the coolest one to me They're terrifying lmao
@@bambampewpew32 They become more terrifying when paired up with another enemy that you have to flee from such as the Thumper or Jester or Bracken, because you gotta somehow keep your attention on them but not lose sight of Coilhead because he is blindingly fast.
@@kel_ski Then you should know all about Warhammer which means you should play that Boomer shooter called Boltgun 🗿 Im not asking, this is an order from the Emperor
The little girl is scary, but I’d say the Jester (Jack in the box) is waaaay more terrifying. The fact that thing moves faster than you combined with its heavy footsteps going faster and louder as it catches up to you makes it a Steven King nightmare.
There's a rumour that if you can get over that giant wall where you deposit all your loot to the company, you'll see an Amazon warehouse on the other side.
There's a makeshift drill on gordion under the scaffolding that the last crew was planning on using to get to the other side. Dev is apparently planning to do a lot of stuff in the future so we may one day get to use it. Appears to use 2 apparatuses but with the parkour and the fact you can't get up a ladder with heavy objects and it'll become a risky thing to work on repairing.
I like how not even a few hours later, the creator posted a update that added new stuff and fixed some problems. Lethal company has been a blast with me and my friends and I honestly see it as a "Its like 1 AM boys lets go meet a Quota!" type game, which I will always vouch for!
My friends and I have been playing lethal company so much that we're starting to think about adding more mods just to change the experience up a bit. We already mod with More Company so we can all play together at once, but it's genuinely such an incredible time
I love the idea of prox chat being the standard in games like this and multiplayer games in general. It's a very simple inclusion that grants a very interesting type of immersion.
I think part of the reason the bracken goes full neck snap is because two people look at it at generally the same time. The clips you showed all had a teammate that looked at him even after you stopped. I myself have seen it multiple times, i see a bracken, look and then look away. After i turn around i see my friend looking straight at it and at that point you just have to book it since its just gonna run you down
It's not that, the Bracken likes to play a deadly Hide-and-Seek game with you. You can look at it for some time and it will usually run, however, if it has no place to run and you keep looking at it (some say 3 seconds is enough, others, 5), it will get angry and run to snap the neck of the one who broke the rules.
@@danielm.595 It's also not per person, it's group timing. If another play looks at it too, it gets mad and kills whoever, it isn't a per person basis, so you gotta make sure you are talking with your team to know if they are looking or have looked, otherwise you can look at it for a second and set it off because another teammate looked at it for 2 seconds and it's anger built up.
A versus mode would be kinda cool, you and another player land in the ship together, but everything you collect goes to your own quotas and it could be like a 2 v 2. Seems like it could be fun.
There is just something about the Lethal Company dance, in a game where your life expectancy is less than 3 days, which resonates with everyone. I don't know what, but everybody loves it.
To explain a bit more about the Braken and how to work around him. The three stages it has revolves around how much fun it’s having. It can easily murder your entire team instantly but it doesn’t because according to the dev’s that would be no fun. So it sneaks around and kills you when your back is turned because that is just more fun. This is considered its HUNT phase. Whenever someone looks at it, it backs off because now it can no longer sneak up and kill you like it wants, so it will enter its FLEE phase and try again at a different angle. But if you decide to follow it/stare at it for too long. It will get angry because you’re not giving it an opportunity to play it’s game. This causes the Braken to enter its MURDER phase, where it drop its little game and just kills you outright because you’ve ruined its fun. It can also enter its MURDER phase if you back it into a corner, because how can it have its fun if it’s trapped? So the best way to survive the Braken, is to constantly be aware of your surroundings and to NEVER pursue it. Do those two things and you’ll be fine.
I really appreciate your post script meta analysis, as it's definitely something me and my friends felt both in our own lives, and in the game's message. So much so, that often times when we played, we ended up singing the worker's song. And if you don't know how that one goes, here's the refrain We're the first ones to starve, we're the first ones to die The first ones in line for that pie in the sky And we're always the last when the cream is shared out For the worker is working when the fat cat's about
On that ending note, when I first saw this game that is legit IMMEDIATELY where my mind went. In that this game is kind of critical look at today's corporations by taking what's currently happening to a dystopic level.
This game is fantastic. I think it figured out the core of what co-op horror games, like GTFO and Phasmophobia, are trying to do, and executed it perfectly. High risk, high reward, high stakes that feel fair, and the game is fun to parse and figure out. It also doesn't really draw things out too long. I went in blind and it took me and a buddy 2 hours to really "get" the flow, or learn anything useful. They also made dying... fun? in a way other horror games haven't quite figured out. I think my new dream is for the devs of Lethal Company and Phasmo to make something together.
The funniest thing ever is that he just released two more enemies and a few more loot pieces as well as some monster fixes. Your timing is amazing Bricky
Bricky's such a good game reviewer- probably amongst the best on the internet. His criticisms are constructive, he's a realist about money and enjoyment, and he takes care to discuss the developers behind games. Love you man, I hope more reviewers are inspired by your structure!
4 randoms getting dropped into a danger zone for someone who would only be mildly inconvenienced by your demise has got to be my favourite game genre as of late.
I think in addition to a possible permanent passive system, there should be a progression system and purchasable upgrades in the store that last per run. Like being able to buy extra inventory slots at higher and higher prices per slot, and having better items/upgrades locked until you're reaching those higher quotas. Maybe even make enemy corpses carryable as loot so you can promote yourself from a scrap salvage team to an exterminator squad and go Bracken hunting.
Something often forgotten about a lot of these games is that it can very easily live on with modding support. If the game was made by just a handful of talented creators, imagine what a huge community filled with talent can do to the game with a modding scene? This game may die in the mainstream, but with good modding support, it can live on for so much longer. But, like you said, it doesn't have to. I've already easily had a 10 dollar experience with the game, and it is wildly successful.
Lethal company is like the battlebit of horror/coop games for this year. Once again making a statement that massive companies can be btfo by indies that are FUN, and that proxy chat is the greatest gift in video games. Even if battlebit kind of died and did have issues I got more enjoyment out of it than any other shooter in about 3 years, and lethal company has been my nonstop now for about a week.
Played this right after it came out with some buddies and thought I would only play it for maybe an hour or two. Played like 7 hours into the early morning and laughed so hard at being murdered that one of my friends pissed his pants. I absolutely love this game
My favourite clip to think about its 13:07, because once his friend came back in it would just be the thing Bricky was carrying and a trail of blood horrific
the great thing about the game too is that not only is the creator saying that he's gonna add more content, but we have modders to make it even better, and that does make me hella happy
The deleloper of Lethal Company made It Steals which BRICKY NEEDS TO PLAY! (Because he will shit his pants louder and harder than he have already done)
The bracken is time spent looking at it, the more people who look at it multiplies it by per person so if all for people look at it for one second its becomes 4 seconds spent looking at the bracken.
Honestly I want it to have more staying power, it's genuinely one of the most fun games I've played with friends in a long time and if the dev can keep it going I'd be ecstatic. Like Vers. 45 just released, there has to be more to come.
Not only is this game great in and of itself, its an interesting and fairly novel formula. And I'm interested to see what others will do the concept. Cause you know whenever somebody has an ounce of sucess everybody copies them.
Frankly, the Jack-in-the-Box should be a walking indiscriminate apocalypse within the facility/mansion. Make it easy to manage by introducing a mechanic where it becomes triggered when too much noise is produced, have the trigger-entity marked for initial death and then have Jack wander the facility killing anything that is too loud. Players already have sneaking mechanic so that's covered, but also have other monsters freak out when Jack is active by (for example) Coil-Heads not daring to move during Jack's tantrum - throwing some steam off players - but have some animal-intelligence monsters (thumpers, scavenger bugs, etc.) be near-guaranteed kills due to continuing to move. And for players, they have to sneak for the remainder of Jack's tantrum, but if Jack is in the same room/has player in its sight, player should cease all movement to be spared or to "honor" it.
Pitch it to the dev mate, that's a good idea. Makes players think more and use the Jester to their advantage or detriment. The Dogs and Chicken things actually fight eachother outside so that should be an idea.
@@chazo1367 Everyone is saying "pitch it to the dev," but to my knowledge the dev isn't taking suggestions. All the discussions about ideas are on Steam or Reddit but dev isn't participating in those as far as I can tell.
tbh I get the criticism, though since it's a solo dev, be patient with him. Thankfully he is reworking and tweaking stuff all the time, so it's nice he cares more than some AAA devs (or manager I guess?) I've seen.
Really hope the creator does indeed add a lot more, and not only that make enemies specific to certain moons instead of sharing them through them all. I've seen some interesting suggestions like, changing the giants to be slower but also have beam lights for eyes so that you can see what they are seeing is interesting. I also would love to see the different bioms hosting different enemies from each other, like how the sand worm is specific to the desert worlds.
Started playing this not too long ago, was the noob of a team and we were doing a mansion run- A bracken was hunting myself and a mate, and I turned around just as a spider tore him down. Leaving me to sprint out into the dark, hoping to not die. Tentatively, I creeped back to the spot he fell- retrieving the cash register he gave his life to collect. After which, I stumbled and struggled my way through the dark- warding off a bracken just in time and feeling a wave of relief as I exited the mansion. Only, to be sent careening 20 feet into the air- I dropped an engine outside the front door, and wasn't aware it'd be struck by lightning. So just as I escaped, I went nyooming- to the chorus of my teammates laughing as they died the same way. 10/10. Fucking hilarious game.
The thing with the Bracken is that it doesn't discriminate. What I mean is it takes it a shorter time to go in kill mode if multiple people look at it and when it goes into kill mode it doesn't go for the person who pissed it off but just go for the closest person, so for some of those clips you can blame your friends who both were continuing to look at it 16:32
tbf on your criticisms, zeekers themselves said in the EA faq, How is the full version planned to differ from the Early Access version? “I want Lethal Company to be so full of creatures, items, customization, and map variations that it feels "infinitely replayable." This is the type of game that benefits from being full of stuff. Besides that I want to iron out most glitches and tighten the game's design and difficulty so it can be enjoyed by new and experienced players alike.”
Your comment about the game's solo developer being probably set for years off of what they made in sales with the game going viral got me curious, so I did the math. The game sells for $10 on Steam, and Valve takes a 30% cut for the first million sales, so per sale the dev is getting $7 before taxes. There are 121,000+ reviews, but narrowing them down to people with over an hour of playtime (to hopefully limit the reviews to people who definitely bought the game and didnt refund) puts it at 114,682. Doing the math, this solo developer made about $803,000 (before tax). And that is a low estimate with the narrowed down reviews. That's incredible
I like an idea of quota thresholds that like...say you get to 1000, you get a slightly larger ship, which can store more loot, has more lockers, can fly further to higher tier moons, stuff like that.
The design of this game is so brilliant it legit blows me away. Seemingly simple things like proximity chat and not letting your dead companions communicate with you is SO GOOD!
22:38 idk, I would call what this dude has probably made "riches". Game has sold like 2 million copies, and after steam takes its cut thats still almost 15 million dollars! Dude is set for life and 100% deserves it!
The Dev just released the trailer for ver 45, which has a bunch more items and another monster. At least, that's what's shown in the trailer there could be more
Hey Bricky! If you’re curious about the Bracken, here’s how it works. Props to Miraheze. The Bracken has an internal anger meter. The meter has a chance to trigger anger mode once every 1 anger added. Otherwise, the anger meter can be increased by the stun grenade (set to 6 anger, does not add anger, so it will not cause an immediate check), being within 5m of it in evade mode (+.2 anger per .2 seconds), hitting it with a weapon (set to 11 anger, .1 anger added to meter resulting in an immediate anger phase), and staring. For the first 1.25 seconds after entering in evade mode, staring at a Bracken will add anger continuously at 1.5 anger/second. Cumulatively, this adds up to 1.825 anger. Additionally, the Bracken will gain .2 anger every .2 seconds when stared at or while within 5 meters of its location. Every 1 cumulative anger added (not set) results in a randomized check for anger mode, with a 0% chance of angering at 0 anger and a 100% chance of angering at 11 anger. Formula: random(0, .99) < anger * .09. Upon being angered, a Bracken will immediately begin chasing the nearest player as the anger meter slowly ticks down at a rate of 1 anger/second. Once it hits 0, the Bracken will return to evade mode.
Crafting would be epic, imagine finding a bolt, sheet of metal, large axel and v-type engine, and putting them all together to make a Drive Train or some shit
I'd love to see a system where you could spend money made in game on like, basic cosmetics. It would give you a reason to keep playing, you could strive for a goal
I do hope they continue making content for this game, and I especially hope you keep streaming it. I've had so many laughs watching your vods/streams for this game, genuinely smile whenever I see some of my favorite content creators playing this game.
I think Braken has an anger meter that rises each time you look at him and it never goes down, the more you glance at him to make him back up the less likely its going to work next time.
As others have no doubt pointed out Zeekerss plans to add more content to the game, Lethal Company is currently in early access so it's hard to really judge it too harshly though I'm sure they're taking any and all criticism into consideration for future updates, this definitely seems like a passion project from Zeekerss and I can't wait to see what they add over the course of this games lifetime
The skinwalker mod for the bracken is the best. Hearing your friend’s voices while you’re alone in the dark looking for an exit kicks the bracken up a notch
I just love Bricky's facial expressions at 14:20 where at first he was about to laugh after seeing his friend do stupid shit, then realized he was all alone in a dark facility and the smile disappeared.
Bricky: writes, films, edits and releases review; mentions lack of items and monsters Zeekers literally 3 hours after this was uploaded: AIGHT BET HERES MORE CONTENT
A cool idea that could be added to the game to encourage playing to higher quotas, is some sort of carry over system, were depending on how much money you have when you lose the game the next run you do on that save file you'll keep like 30% of your money from when the run ended. That way even if you don't make quota you have a reason to go back to the company building and sell what loot you did get. Also having buffs depending on the hosts level is a pretty good idea, or maybe something were you can actually put in something when the computer asks for your role on the team and you'll get a small buff to stamina or sprint speed.
The game's even more fun with extra multiplayer mods and a goon squad you can rely on for a fun time. Feels like a bunch of da Boyz going on a scav hunt to take the edge off and turn horror into dark comedy
With your final comment, I don't know if it was something intentional by the developer, but the fact that such a conclusion can be drawn from the game is quite possibly more important. That we can look at this work and see a parallel to our world, and thus build commentary off of it, is vital to opening people's eyes to the woes of the world. It can also be a wake-up call to a lot of game developers as of now. They already had multiple over the past year, especially with Baldur's Gate 3. But that was still on a similar tier to their games, so their response was "Yeah, it's great, don't expect us to always do the same. This is an anomaly." But then a small indie game, made by one guy, is doing better in the eyes of gamers while costing a fraction of what AAA studios want you to believe games are worth. While yes, we sometimes to have to accept that a game costs a lot due to development time and tools, the fact that AAA studios are pushing for higher prices while failing to give the players a game worth as much as they say it should needs to be something we stand against, and the best way to do it is to buy fewer of these AAA games and focus on smaller companies and individual devs. Games like Lethal Company need to be celebrated for what they do, and how successfully they do it. The guy making the game has even stated he wants to add in more monsters, more moons, and more tools for the players, not to mention that modders have already gotten their hands on the game and created new ways to play. Think the Bracken is scary now? Imagine how scary it is when it's mimicking your friends through the facility, drawing you to your death. With how MW3 is with it's campaign and the death spiral of CoD, and how other AAA studios seem more interested in getting a quick profit before ignoring their game and their fanbase, we as a whole need to step up and let these devs know that this is ridiculous, they can't keep half-assing everything and expecting the world to continue to worship them. I actively tell other people I play games with to avoid CoD in general, since the games haven't really improved as of late. Total War has been having problems as prices go up while there isn't as much content being given to us with each new game or DLC. All it will take is convincing people to stop taking whatever is thrown at us, no matter what, and instead to be critical but fair of new products. If it's worth $60, we'll see that early on. Some people will have to buy the product to properly gauge the value, but we can't keep buying products en masse and then complaining when the devs don't listen to players and keep pushing out crap games. If they sell millions of copies, regardless of quality, then there is nothing to stop the people at the top of these companies from pushing more games out, regardless of quality. I know I went on a bit of a rant, but this needs to be said, again and again. The more that we ignore the issues plaguing the game development sphere, we'll see devs continue to drop the quality of their games, while jacking up prices for that quick buck, rather than making a game which can be loved and enjoyed for years to come.
I got this game a couple of weeks ago and went into it completely blind, and I do mean COMPLETELY. I'd heard some buzz about this game "Lethal Company" and my friends were all telling me I needed to play it, it was so fun, but I didn't even know what genre the game was. My first experiences with the game were incredibly fun, and I think this game has so much potential. The dev seems to really care, the latest update added some pretty neat stuff, the modding community can only get better from here, I can't wait to see what more this game can bring in the future.
I remember one match we didn’t make quota because one of our teammates bought pajamas, so the rest of the crew reloaded the save. We then proceeded to sell 2-3 bodies and rage quitting soon afterwards.
I have a friend I've started playing with and they are a mouth breather, so nothing is worse than using your friend as a beacon to find them when splitting up, then it just stops. The breathing stops. Leaving you in complete silence.
I think the thing about game like this is it's like what you said, a social platform, so it will keep resurface from time to time because there's a funny update or people just have a fun scary and goofy time
Throwing my "Idea Guy" out there. I would like it if you could buy personal upgrades to your suits. Like say spend 400 buckaroos and get either 1 or 2 more slots to hold items as an "extra pouch". Have other upgrades too such as sprint enhancers, stimpaks for health, and maybe even an extra battery that you can buy and hold. I'd make it where if you DIE these things disappear. So it's high-risk high-reward. With spray paint, walkie, and flash light you're already 3/4 slots. Even with just walkie and flashlight you're down to 2 items being able to be carried. Which ends up more often than not having it where everyone runs in with a flash light and no walkies, which cuts out the ship aspect of the game. Having even just 5 slots is a huge difference, lets you bring both flash light and walkie while still having 3 slots for loot.
I'm glad somebody finally said it. Not every co-op/multiplayer game needs the staying power of months and months. Sometimes, a game can just be that. A game. That you enjoy with friends and strangers for a few weeks, and then move on to clear your backlog. Simple good old fashioned fun.
What you said about clips and horror movie moments is so so so true, I'll never forget when I watched one of my friends vanish before my eyes as a bracken snatched him away into a dark hallway, leaving his flashlight to fall to the ground followed by dead silence.
I think the game could have a lot more staying power by increasing the lobby size up by just a couple people. I think four can be a little low, especially for bigger friend groups and Discord servers. All hell breaking loose with 4 people can get repetitive, but all hell breaking lose with ten people, with scaled enemy amounts and size of dungeons, would be so great. Not everyone can find dedicated lobbies with the increased players mod, so just integrating the ability to host bigger lobbies would be amazing
Wonderful timing bricky, you posted the video extremely close to the last update that will now end up murdering a bunch of people who try to cheese enemies on rails lmao great video as always!
Conceptually, I think the unpredictability of the bracken is fun, takes away the hope for understanding it and would force you to be almost cultish, with folklore solutions that might work sometimes, who knows? In function, less so.
Just something to note: Thummpers can be killed fairly easily without going on a railing - it doesn't feel needed to me and if you are caught of a railing spamming shovel hits at it whilst it's killing you when on full health should let you live if you manage to dodge even one single hit When you first see the thumper it will not rush - it will slowly walk towards you it only really rushes when you try to run away or a certain amount of time has passed Meaning to easily kill it simply rush it the second you see it and hit is whilst tapping the sprint button / back key to ensure you aren't taking any hits The same concept is true with spiders however they're fair more gimmicky and hitboxes are too weird for this to be done consistently (especially if you have ear in your inv casusing weiht to be added First time I killed a thumper in this game was without a railing simply because I didn't know about it :D For the gaint - go on top of your ship and kite it so your teammates can go inside somewhat safely Still isn't a guaranteed safety for your team but if you're kiting well you will be fine going around the antenna of the ship You CAN kill dogs - it's just extremely hard to do If you dodge the dogs first lunge and hit its arse it tends to repeat the lunge animation into the wall and you can keep spam hitting it (12 times) to kill it alternatively and my personal favourite Bait the dog into a lunge with a key or something metal during a storm Dogs can die to lightening and you can kill them with it with keys somewhat consistently On some maps you can lock the jester in a room assuming you have a teleporter and some co ordination with your ship captain Go onto a pipe if there is one and the jester cannot kill you so baiting it into a trap is a little easier then other monsters if you have good RNG
I’ve never seen a game balance hysterical comedy into deep unrelenting dread and then back again. Lethal Company nails this with flying colors. I heard someone describe it as “3 stooges but horror” and I think that sums it up really well.
For the jester, it will only chase you out of the building and when everyone is out it will go back into the box and you have about 2 more minutes of time to get stuff before it comes out again.
I think you're spot on with your Future Brickey interpretation of the idea/concept behind Lethal Company. The Line Must Go Up, so as soon as you're not profitable, you get sacked. Also, all of those suggestions you mentioned would be great ideas if the game was going to have something like Among Us's staying power, but with a solo dev I imagine that only a few updates will come out, and the game's just going to be an Indie Classic that people can point to and go "Oh yeah, that game was sweet." Not every game needs to be around FOREVER. Like King Terenas tells Arthur at the end of WotLK: "No king rules forever, my son."
16:57 So, hot take, but... I think it's 100% intentional. Because it's too good to be a fluke, it just fits with whole Brachen's MO too perfectly And if it's a bug - Zeekerss, my man, please, don't patch it. It's perfect
Turns out I have the worst timing ever when it comes to videos as the dev has added a bunch of new content
pain
Yo bricky have you ever played "it steals"? It's another game the dev made
Bricky we need an answer which top 3 destiny characters would you smash my personal answer is
1: exo stranger
2: savthun
3: Mara sov
Something you could try for more LC fun is mods. There is a new mod for skinwalkers. It grabs sound bites of your voice and plays it back. Unfortunately it isn’t an enemy but more of a modifier that an enemy can get but it’s still a cool mod. IMO mods are the thing making this game a staying game.
WELL... To be honest, Lethal Company does need new mechanics.
You have the radiation signal which works for nothing besides signalling 'your friend did an oopsie and pulled the big battery'. Could go for the slowly killing the player or reducing it's health.
Needs more enemies: would love to see a Mimic enemy who can copy your voice (which already HAS a mod allowing enemies to do so).
You could make player corpses go rogue in the facility after the Flea Snare (I think that was the name of the facehugger roach?), just to grab you and keep you rooted for a few seconds.
A loot monster which can go inside the ship and feast on objects to make players think if storing objects is worth.
Loot related, I beg to differ the idea of fusing loot for more profitable objects. But could certainly do so for new tools or enchance equipment.
New weathers: Snow. You can't run outside of the facility but also makes most of the mobs to hibernate. Giants, Spiders, Dogs, Hoarder Bugs (the idea here is that lil ghost girl, Bracken and coilheads are the main threat and will definitely spawn sooner).
New maps? Easier said than done, but could use a lab to explain some lore about the Bracken. There IS lore in Lethal Company after all (Sigurd may not be the only one keeping diaries)
ARE YOU GONNA TALK ABOUT DISCO ELYSIUM I'M GOING NUTS EVERYTIME YOU UPLOAD
The creator plans on more moons, monsters and items, so yeah. We got ourselves probably the best indie game in awhile.
Honestly, all I hope for is more room variety, kinda sick of seeing the same-old factory and mansion on every moon.
@@bitzthe8bit668I'm sure more will be added. Although I hope moon and room modding becomes a thing
From the game's Steam page:
“I want Lethal Company to be so full of creatures, items, customization, and map variations that it feels "infinitely replayable." This is the type of game that benefits from being full of stuff. Besides that I want to iron out most glitches and tighten the game's design and difficulty so it can be enjoyed by new and experienced players alike.”
Yall seen the skin walker mod, this game is legit looking better and better.
My biggest concern for the Dev is if he can make the changes he wants before the hype dies out. Games like this either last forever (Among Us) or vanish in a month (Battlebit Remastered).
One thing that wasn’t mentioned: LC has tons of potential staying power because of how easy it is to mod. Drag a single file into a folder and you have increased player limits, new skins, new mechanics, altered variables with different enemies and maps certainly to come. Much like L4D, the community can do a lot of heavy lifting
Yep
Idk though, ease of modding is good don’t get me wrong, but the base game generally has to be a MASSIVE hit for the mod scene to really grow to a size it props up the game indefinitely. LFD2 was one of the biggest games of its decade, lethal company is big for an indie game but idk, it’s hard to make definitive statements until the hype has died down.
@@Blacktoothoneilit already has had a daily peek of 180,000 players for 4 weeks straight now
@@reethardio6432 fair enough, haven’t looked into the statistics directly, still think my point stands that it’s up in the air if the modding scene will take off enough to extend the game’s longevity in any significant way.
@@Blacktoothoneil the dev has stated that they have plans to keep supporting the game moving forward, adding new moons, monsters, items, mechanics, etc. this is only the beginning.
Ahhh the video game where casual gamers becomes a A - list voice actors.
maybe it's because it's not acting at all. those are genuine, unadultered feelings. which makes watching clips 10x funnier
What does that even mean
@@seffers4788AAAHHHHHHHHHH HEEEEEEEELLLLLPPPP
First Battlebit, now Lethal Company. Man this year has been good for gamers unintentionally becoming top tier VAs.
Battlebit remastered rivals
My favorite entity is the little girl since only one player can see her and she is so rare. It’s really fun to think a player is gaslighting you only to have their head explode.
....So Alma is now added? Neat
@@johndexterzarate6663 Look up Little Girl Lethal Company by a youtuber by the name of Elf. See what I mean.
I remember when my bud said "why is there a little girl". told him to stop messing with me (he knows I hate little girl spooks). i hear him cut out and a pop, turn around, hes on the floor with his head missing. i never ran so fast to the exit in my life as i did then.
@@johndexterzarate6663😅 my 1st seeing her, same thoughts
@@stankobarabata2406 lmao that's amazing
It's hard to notice sometimes, but the coil heads don't just kill you. They destroy your head and shove a coil in your neck stump. So you can be a coil head just like them!
The bestiary says they are most likely a bioweapon.
I would *love* more lore, the universe has such potential.
I mean, what is the eldritch horror the company is trying to lock up? Why does it want old things but not new? Why can we hear voices inside the beasts' belly when holding a [old phone] scrap near the wall? Why do, according to Sigurds logs, the victims of the beast not know they have been eaten??
Why are there automatic weapons, mines and bioweapons EVERYWHERE!?
So much potential for a story mode.
@@oriontigley5089 ikr
@@oriontigley5089 yeah i really hope for some more lore, me want stuff to read!
I really appreciated that last post-script ananlysis; even if unintentional, it speaks to the experience of a lot of workers everywhere
As someone who is actually going into a high risk job in forestry it feels rough. I get paid well but am I just fodder for the higher ups?
Never ending unsustainable growth is the ideology of cancer
True.
@@Bagel920 If you are getting paid well and are somewhat satisfied then that means the higher ups are at least somewhat dependent on you even if it means a little bit. In business terms, you might be what they consider a "Human Capital" who just like a central factory has a lot of value to the company since a human capital has certain skills that are vital to the company, on the other hand "Human Resources" are basically the cannon fodder players in this game (So in short, human resource are the amazon warehouse workers who are treated like shit and are easily replaceable meanwhile human capital are the high skilled programmers who are pretty much keeping the company afloat and thus are treated well and sometimes even given preferential treatment). In ur comment you said that you are going into a "high risk job in forestry" which I assume would mean u probably have some skills that ur average joe can't do very easily so i think you will be fine fam, don't worry.
The most enjoyable thing to me in this game is the More Company mod, so we normally have 8-10 player lobbies, and then using the inverse teleport for half of us, and the other half have to find us.
Nothing beats the fear of not knowing where you are in a pitch black mansion being followed by 2 coilheads, a jester is active, and a bracken just got your friend
My group also uses the inverse teleporter and the relief you have when you spawn in and hear someone else respond to you is indescribable. The inverse is also true when you don’t get any response and the dread just fully sets in.
my friend group had an "inverse teleporter incident" where one guy went in, immediately found the apparatus, pulled it, and proceeded to have 5 enemies hunt his ass including a coilhead that wasn't working right, i died quickly because i fell in a pit and watched as he tried to navigate the pitch black, juking thumpers and spiders screaming obscenities at them the whole way before a thumper on enough crack to gain enough speed to probably break the sound barrier flew at him and dealt the final blow.
Dev needs to update the game for 8 players
@@GG-ou7it the mod more company is a very stable option, it’s really easy to install too
oh yeah already have it installed thanks, just makes it awkward every time there is an update or if i want to play with other freinds who dont have it installed.@@arthurbaldry8443
I cannot stress how much I love the sound design in this game, not just for the Proximity Voice chat, but all the ambient noise and non-ambient noise the game employs.
From the creaking of the pipes, to the sound of footsteps, the sound design is top notch.
The dev has added so many details. The way someone’s voice gets muffled if they’re underwater or getting strangled.
Hell the portable ladder can kill players and there’s a sound effect that the dev added.
Also the OST is weirdly… fire?!? Boombox songs and ice cream delivery are becoming iconic
the sound is cracked af like using the voice chat.
opening a door is loud af
What an experience, also f spider and centipede
This is exactly what makes coilheads and brachens so much scarier
Coilheads' wet footsteps are extremely fast and panic-inducing, and the coil sound when they immediately stop just help to sell you how fast they actually are
Brachens are the exact opposite. They are silent to the point one can stalk you for a literal minute and you have no idea this is happening. Only to end it all in one satisfying snap
4:57 The fact that you never even heard him die is terrifying
Played this game for the first time last night with a couple of friends, we went in blind and never have I lauged and sh!t my pants in fear so much in the span of a few hours. It's a fantastic little game
The things I'll sacrifice for playing the game being clueless again, best experience. Playing it with newbies is highly recommended
agreed on most of the enemy critiques minus jester
jester serves as a skill check for careless groups going in deep without giving much mind to where they're going and where they've been
the jesters weakness is it's greatest strength, and it greatly increases tension as once it's starts following you that mental timer of "i need to get what i can and bail asap" starts and the winding down further emphasizes it, i personally find it a great "gtfo now" enemy design - keeps you on your toes and with planning can be countered easily (you can shut it down entirely by locking it behind sealed doors) but if you don't have a plan or you weren't paying attention to where you were going you can only pray
giants 100% need a nerf / counter though they're way too strong with way too little in counterplay which is agreed on by everyone
additionally (at least with those two bracken clips) the cause of death there was that while you glanced at it, you're teammate(s) did as well however at different intervals - which still builds up the anger meter as it's universal not per-person
100%. Jesters make you leave the facilty for a fairly short period of time after they come out too, so they wre only a skill check in wether you remember the way back to the ship or not. If youre inexperienced and do not constantly look for places to trap it/ remember where you came from, that is your fault.
Yeah Jesters also put a huge pressure on the team if they’re deep in a facility. Really tests how well your memory is with the layout. Plus they’re brilliantly horrifying and such a unique concept
I agree on everything except the point about giants. I would rather take giants over eyeless dogs all day, every day. For the most part you can just crouch walk around giants and within 20-30 yards of your destination (be it ship or door) just make a dead sprint there. Which is pretty similar to the dogs, except those can follow you into the ship and will remorselessly dunk on mechanical keyboard users and ship operators. In my experience and those of the two groups I play with (about ten people each), dogs kill far more frequently than giants do.
@@jeffnorsegod8080 oh for sure, as a base they function fine, there just needs to be a more consistent counterplay
staying quiet against dogs solo, while moving smart = 90-95% chance of surviving
crouching from cover to cover solo against a giant = 50% chance of surviving depending on if the game decides the giant suddenly got eagle vision, and if you do make it well that's the moon because now it won't move from the ship ever again
the two most common suggestions ive seen are making the giants detection reliant on movement (standing still = much less chance of being seen from distance) or have certain items when dropped distract it (given the bestiary entry)
I would like Jesters a lot more if there was a timer on when it could spawn. It can find you at the very start of the mansion before you've had time to figure out if there is a place you could trap it. Those situations still feel unfair, especially considering some other interactions like other monsters opening the door for it later in the run.
tbh I'm surprised at how good the dev executed coil head, it's an overdone gimmick but they still made it interesting, by design alone it already is and it's a smart way to indicate that it's there, and the fact it's not entirely instantaneous movement is also fun so there's a brief moment where you can theoretically react to it but most of the time, your senses move faster than your realisation. I like coilhead.
I think the best part about the Coil Head is that I never realized how much more terrifying this type of enemy could be by the simple fact of just being able to hear their footsteps, and then having their big springy head shake due them stopping instantly after running at immense speeds. That alone adds so much and makes it stand out so creatively, to what is otherwise something we've seen alot before.
I really love the sound it makes when it comes to a stop and the fact that you can hear it running up behind you before it explodes your head. It's such an instantly iconic design that really fits that vibe of the game.
I was kinda thinking I know it's been sorta done before but I just love it so much in this game it might be the coolest one to me
They're terrifying lmao
@@bambampewpew32 They become more terrifying when paired up with another enemy that you have to flee from such as the Thumper or Jester or Bracken, because you gotta somehow keep your attention on them but not lose sight of Coilhead because he is blindingly fast.
@@chazo1367 much more deadly yeah
Easily one of the best and most creative video games I’ve played in a long time
AYE KELBRO! Fancy seeing you here ong. Also great Blue Shift stream!
@@MrSolus-ls6us i love me some bricky content
@@kel_ski Then you should know all about Warhammer which means you should play that Boomer shooter called Boltgun 🗿
Im not asking, this is an order from the Emperor
The little girl is scary, but I’d say the Jester (Jack in the box) is waaaay more terrifying.
The fact that thing moves faster than you combined with its heavy footsteps going faster and louder as it catches up to you makes it a Steven King nightmare.
The “Fuck You Baltimore!” opening was perfect, Happy holidays Bricky!
There's a rumour that if you can get over that giant wall where you deposit all your loot to the company, you'll see an Amazon warehouse on the other side.
There's a makeshift drill on gordion under the scaffolding that the last crew was planning on using to get to the other side. Dev is apparently planning to do a lot of stuff in the future so we may one day get to use it.
Appears to use 2 apparatuses but with the parkour and the fact you can't get up a ladder with heavy objects and it'll become a risky thing to work on repairing.
I like how not even a few hours later, the creator posted a update that added new stuff and fixed some problems.
Lethal company has been a blast with me and my friends and I honestly see it as a "Its like 1 AM boys lets go meet a Quota!" type game, which I will always vouch for!
My friends and I have been playing lethal company so much that we're starting to think about adding more mods just to change the experience up a bit. We already mod with More Company so we can all play together at once, but it's genuinely such an incredible time
I love the idea of prox chat being the standard in games like this and multiplayer games in general. It's a very simple inclusion that grants a very interesting type of immersion.
True, as bricky states it "enhance the experience" it's more immersive
I think part of the reason the bracken goes full neck snap is because two people look at it at generally the same time. The clips you showed all had a teammate that looked at him even after you stopped. I myself have seen it multiple times, i see a bracken, look and then look away. After i turn around i see my friend looking straight at it and at that point you just have to book it since its just gonna run you down
It's not that, the Bracken likes to play a deadly Hide-and-Seek game with you. You can look at it for some time and it will usually run, however, if it has no place to run and you keep looking at it (some say 3 seconds is enough, others, 5), it will get angry and run to snap the neck of the one who broke the rules.
@@danielm.595 It's also not per person, it's group timing. If another play looks at it too, it gets mad and kills whoever, it isn't a per person basis, so you gotta make sure you are talking with your team to know if they are looking or have looked, otherwise you can look at it for a second and set it off because another teammate looked at it for 2 seconds and it's anger built up.
I've been conditioned to see giant spiders and start shouting "EDF! EDF! EDF!"
THE EDF DEPLOOOOOYS
A versus mode would be kinda cool, you and another player land in the ship together, but everything you collect goes to your own quotas and it could be like a 2 v 2. Seems like it could be fun.
There is just something about the Lethal Company dance, in a game where your life expectancy is less than 3 days, which resonates with everyone. I don't know what, but everybody loves it.
To explain a bit more about the Braken and how to work around him. The three stages it has revolves around how much fun it’s having. It can easily murder your entire team instantly but it doesn’t because according to the dev’s that would be no fun. So it sneaks around and kills you when your back is turned because that is just more fun. This is considered its HUNT phase. Whenever someone looks at it, it backs off because now it can no longer sneak up and kill you like it wants, so it will enter its FLEE phase and try again at a different angle. But if you decide to follow it/stare at it for too long. It will get angry because you’re not giving it an opportunity to play it’s game. This causes the Braken to enter its MURDER phase, where it drop its little game and just kills you outright because you’ve ruined its fun. It can also enter its MURDER phase if you back it into a corner, because how can it have its fun if it’s trapped? So the best way to survive the Braken, is to constantly be aware of your surroundings and to NEVER pursue it. Do those two things and you’ll be fine.
I really appreciate your post script meta analysis, as it's definitely something me and my friends felt both in our own lives, and in the game's message. So much so, that often times when we played, we ended up singing the worker's song. And if you don't know how that one goes, here's the refrain
We're the first ones to starve, we're the first ones to die
The first ones in line for that pie in the sky
And we're always the last when the cream is shared out
For the worker is working when the fat cat's about
On that ending note, when I first saw this game that is legit IMMEDIATELY where my mind went. In that this game is kind of critical look at today's corporations by taking what's currently happening to a dystopic level.
This game is fantastic. I think it figured out the core of what co-op horror games, like GTFO and Phasmophobia, are trying to do, and executed it perfectly. High risk, high reward, high stakes that feel fair, and the game is fun to parse and figure out. It also doesn't really draw things out too long. I went in blind and it took me and a buddy 2 hours to really "get" the flow, or learn anything useful. They also made dying... fun? in a way other horror games haven't quite figured out. I think my new dream is for the devs of Lethal Company and Phasmo to make something together.
The timing is insane, just watched this then stumbled on lethal company's newest update.
Same bro
The funniest thing ever is that he just released two more enemies and a few more loot pieces as well as some monster fixes. Your timing is amazing Bricky
Bricky's such a good game reviewer- probably amongst the best on the internet. His criticisms are constructive, he's a realist about money and enjoyment, and he takes care to discuss the developers behind games. Love you man, I hope more reviewers are inspired by your structure!
4 randoms getting dropped into a danger zone for someone who would only be mildly inconvenienced by your demise has got to be my favourite game genre as of late.
Can I just say how perfect your videos are? They are comedy gold whilst being informative. I respect you for not just being loud =funny
I think in addition to a possible permanent passive system, there should be a progression system and purchasable upgrades in the store that last per run. Like being able to buy extra inventory slots at higher and higher prices per slot, and having better items/upgrades locked until you're reaching those higher quotas. Maybe even make enemy corpses carryable as loot so you can promote yourself from a scrap salvage team to an exterminator squad and go Bracken hunting.
Something often forgotten about a lot of these games is that it can very easily live on with modding support. If the game was made by just a handful of talented creators, imagine what a huge community filled with talent can do to the game with a modding scene? This game may die in the mainstream, but with good modding support, it can live on for so much longer.
But, like you said, it doesn't have to. I've already easily had a 10 dollar experience with the game, and it is wildly successful.
Lethal company is like the battlebit of horror/coop games for this year. Once again making a statement that massive companies can be btfo by indies that are FUN, and that proxy chat is the greatest gift in video games.
Even if battlebit kind of died and did have issues I got more enjoyment out of it than any other shooter in about 3 years, and lethal company has been my nonstop now for about a week.
Truly a brick moment to have
Played this right after it came out with some buddies and thought I would only play it for maybe an hour or two. Played like 7 hours into the early morning and laughed so hard at being murdered that one of my friends pissed his pants. I absolutely love this game
Dude the guy who made It Steals and that hotel horror comedy game??? Actually such a talented guy. Always crazy unique ideas
My favourite clip to think about its 13:07, because once his friend came back in it would just be the thing Bricky was carrying and a trail of blood
horrific
the great thing about the game too is that not only is the creator saying that he's gonna add more content, but we have modders to make it even better, and that does make me hella happy
The deleloper of Lethal Company made It Steals which BRICKY NEEDS TO PLAY! (Because he will shit his pants louder and harder than he have already done)
wait it's the same developer as "it steals" that makes so much sense
What's also crazy is one of his games, It Steals is also a really really good horror game.
The bracken is time spent looking at it, the more people who look at it multiplies it by per person so if all for people look at it for one second its becomes 4 seconds spent looking at the bracken.
Honestly I want it to have more staying power, it's genuinely one of the most fun games I've played with friends in a long time and if the dev can keep it going I'd be ecstatic. Like Vers. 45 just released, there has to be more to come.
Not only is this game great in and of itself, its an interesting and fairly novel formula. And I'm interested to see what others will do the concept. Cause you know whenever somebody has an ounce of sucess everybody copies them.
Frankly, the Jack-in-the-Box should be a walking indiscriminate apocalypse within the facility/mansion. Make it easy to manage by introducing a mechanic where it becomes triggered when too much noise is produced, have the trigger-entity marked for initial death and then have Jack wander the facility killing anything that is too loud.
Players already have sneaking mechanic so that's covered, but also have other monsters freak out when Jack is active by (for example) Coil-Heads not daring to move during Jack's tantrum - throwing some steam off players - but have some animal-intelligence monsters (thumpers, scavenger bugs, etc.) be near-guaranteed kills due to continuing to move.
And for players, they have to sneak for the remainder of Jack's tantrum, but if Jack is in the same room/has player in its sight, player should cease all movement to be spared or to "honor" it.
That's a pretty good idea, you should pitch it to the dev!
Pitch it to the dev mate, that's a good idea. Makes players think more and use the Jester to their advantage or detriment. The Dogs and Chicken things actually fight eachother outside so that should be an idea.
@@chazo1367 Everyone is saying "pitch it to the dev," but to my knowledge the dev isn't taking suggestions.
All the discussions about ideas are on Steam or Reddit but dev isn't participating in those as far as I can tell.
Nothing beats spectating your alive friends stumbling about, trying to find the ship that is right behind them.
tbh I get the criticism, though since it's a solo dev, be patient with him. Thankfully he is reworking and tweaking stuff all the time, so it's nice he cares more than some AAA devs (or manager I guess?) I've seen.
Really hope the creator does indeed add a lot more, and not only that make enemies specific to certain moons instead of sharing them through them all. I've seen some interesting suggestions like, changing the giants to be slower but also have beam lights for eyes so that you can see what they are seeing is interesting. I also would love to see the different bioms hosting different enemies from each other, like how the sand worm is specific to the desert worlds.
Started playing this not too long ago, was the noob of a team and we were doing a mansion run- A bracken was hunting myself and a mate, and I turned around just as a spider tore him down. Leaving me to sprint out into the dark, hoping to not die. Tentatively, I creeped back to the spot he fell- retrieving the cash register he gave his life to collect. After which, I stumbled and struggled my way through the dark- warding off a bracken just in time and feeling a wave of relief as I exited the mansion.
Only, to be sent careening 20 feet into the air- I dropped an engine outside the front door, and wasn't aware it'd be struck by lightning. So just as I escaped, I went nyooming- to the chorus of my teammates laughing as they died the same way.
10/10. Fucking hilarious game.
Always a good day when bricky upload
The thing with the Bracken is that it doesn't discriminate. What I mean is it takes it a shorter time to go in kill mode if multiple people look at it and when it goes into kill mode it doesn't go for the person who pissed it off but just go for the closest person, so for some of those clips you can blame your friends who both were continuing to look at it 16:32
It is incredible timing for Bricky to release a video about a game and mention wanting more content on the DAY that same game releases more content.
tbf on your criticisms, zeekers themselves said in the EA faq,
How is the full version planned to differ from the Early Access version?
“I want Lethal Company to be so full of creatures, items, customization, and map variations that it feels "infinitely replayable." This is the type of game that benefits from being full of stuff. Besides that I want to iron out most glitches and tighten the game's design and difficulty so it can be enjoyed by new and experienced players alike.”
Your comment about the game's solo developer being probably set for years off of what they made in sales with the game going viral got me curious, so I did the math.
The game sells for $10 on Steam, and Valve takes a 30% cut for the first million sales, so per sale the dev is getting $7 before taxes. There are 121,000+ reviews, but narrowing them down to people with over an hour of playtime (to hopefully limit the reviews to people who definitely bought the game and didnt refund) puts it at 114,682. Doing the math, this solo developer made about $803,000 (before tax). And that is a low estimate with the narrowed down reviews. That's incredible
I just can not express enough how much i love it that small Indie Devs get so much recognition. F*ck big companys and their Scam.
I like an idea of quota thresholds that like...say you get to 1000, you get a slightly larger ship, which can store more loot, has more lockers, can fly further to higher tier moons, stuff like that.
The design of this game is so brilliant it legit blows me away. Seemingly simple things like proximity chat and not letting your dead companions communicate with you is SO GOOD!
"I know its a bit shorter"
I mean i like this one, a lot more consumable in one sitting.
22:38 idk, I would call what this dude has probably made "riches". Game has sold like 2 million copies, and after steam takes its cut thats still almost 15 million dollars! Dude is set for life and 100% deserves it!
Bricky and the bois becoming professionally voice actors that outshine other movie stars whenever he plays Lethal Company
Zeekerss also made The Upturned, which I highly recommend. It's singleplayer and has a similar comedic horror blend to Lethal Company.
The Dev just released the trailer for ver 45, which has a bunch more items and another monster. At least, that's what's shown in the trailer there could be more
even without updates i see lethal company as a great game to hop on once in a while with friends
Hey Bricky! If you’re curious about the Bracken, here’s how it works. Props to Miraheze.
The Bracken has an internal anger meter. The meter has a chance to trigger anger mode once every 1 anger added. Otherwise, the anger meter can be increased by the stun grenade (set to 6 anger, does not add anger, so it will not cause an immediate check), being within 5m of it in evade mode (+.2 anger per .2 seconds), hitting it with a weapon (set to 11 anger, .1 anger added to meter resulting in an immediate anger phase), and staring. For the first 1.25 seconds after entering in evade mode, staring at a Bracken will add anger continuously at 1.5 anger/second. Cumulatively, this adds up to 1.825 anger. Additionally, the Bracken will gain .2 anger every .2 seconds when stared at or while within 5 meters of its location.
Every 1 cumulative anger added (not set) results in a randomized check for anger mode, with a 0% chance of angering at 0 anger and a 100% chance of angering at 11 anger. Formula: random(0, .99) < anger * .09.
Upon being angered, a Bracken will immediately begin chasing the nearest player as the anger meter slowly ticks down at a rate of 1 anger/second. Once it hits 0, the Bracken will return to evade mode.
Crafting would be epic, imagine finding a bolt, sheet of metal, large axel and v-type engine, and putting them all together to make a Drive Train or some shit
I'd love to see a system where you could spend money made in game on like, basic cosmetics. It would give you a reason to keep playing, you could strive for a goal
But, you can?
I do hope they continue making content for this game, and I especially hope you keep streaming it. I've had so many laughs watching your vods/streams for this game, genuinely smile whenever I see some of my favorite content creators playing this game.
8:16 The dev actually added an Arachnophobia mode today!
I think Braken has an anger meter that rises each time you look at him and it never goes down, the more you glance at him to make him back up the less likely its going to work next time.
As others have no doubt pointed out Zeekerss plans to add more content to the game, Lethal Company is currently in early access so it's hard to really judge it too harshly though I'm sure they're taking any and all criticism into consideration for future updates, this definitely seems like a passion project from Zeekerss and I can't wait to see what they add over the course of this games lifetime
The skinwalker mod for the bracken is the best. Hearing your friend’s voices while you’re alone in the dark looking for an exit kicks the bracken up a notch
I just love Bricky's facial expressions at 14:20 where at first he was about to laugh after seeing his friend do stupid shit, then realized he was all alone in a dark facility and the smile disappeared.
Bricky: writes, films, edits and releases review; mentions lack of items and monsters
Zeekers literally 3 hours after this was uploaded: AIGHT BET HERES MORE CONTENT
A historical step for all of gaming
A cool idea that could be added to the game to encourage playing to higher quotas, is some sort of carry over system, were depending on how much money you have when you lose the game the next run you do on that save file you'll keep like 30% of your money from when the run ended. That way even if you don't make quota you have a reason to go back to the company building and sell what loot you did get. Also having buffs depending on the hosts level is a pretty good idea, or maybe something were you can actually put in something when the computer asks for your role on the team and you'll get a small buff to stamina or sprint speed.
The game's even more fun with extra multiplayer mods and a goon squad you can rely on for a fun time. Feels like a bunch of da Boyz going on a scav hunt to take the edge off and turn horror into dark comedy
With your final comment, I don't know if it was something intentional by the developer, but the fact that such a conclusion can be drawn from the game is quite possibly more important. That we can look at this work and see a parallel to our world, and thus build commentary off of it, is vital to opening people's eyes to the woes of the world.
It can also be a wake-up call to a lot of game developers as of now. They already had multiple over the past year, especially with Baldur's Gate 3. But that was still on a similar tier to their games, so their response was "Yeah, it's great, don't expect us to always do the same. This is an anomaly."
But then a small indie game, made by one guy, is doing better in the eyes of gamers while costing a fraction of what AAA studios want you to believe games are worth. While yes, we sometimes to have to accept that a game costs a lot due to development time and tools, the fact that AAA studios are pushing for higher prices while failing to give the players a game worth as much as they say it should needs to be something we stand against, and the best way to do it is to buy fewer of these AAA games and focus on smaller companies and individual devs. Games like Lethal Company need to be celebrated for what they do, and how successfully they do it. The guy making the game has even stated he wants to add in more monsters, more moons, and more tools for the players, not to mention that modders have already gotten their hands on the game and created new ways to play. Think the Bracken is scary now? Imagine how scary it is when it's mimicking your friends through the facility, drawing you to your death.
With how MW3 is with it's campaign and the death spiral of CoD, and how other AAA studios seem more interested in getting a quick profit before ignoring their game and their fanbase, we as a whole need to step up and let these devs know that this is ridiculous, they can't keep half-assing everything and expecting the world to continue to worship them. I actively tell other people I play games with to avoid CoD in general, since the games haven't really improved as of late. Total War has been having problems as prices go up while there isn't as much content being given to us with each new game or DLC. All it will take is convincing people to stop taking whatever is thrown at us, no matter what, and instead to be critical but fair of new products. If it's worth $60, we'll see that early on. Some people will have to buy the product to properly gauge the value, but we can't keep buying products en masse and then complaining when the devs don't listen to players and keep pushing out crap games. If they sell millions of copies, regardless of quality, then there is nothing to stop the people at the top of these companies from pushing more games out, regardless of quality.
I know I went on a bit of a rant, but this needs to be said, again and again. The more that we ignore the issues plaguing the game development sphere, we'll see devs continue to drop the quality of their games, while jacking up prices for that quick buck, rather than making a game which can be loved and enjoyed for years to come.
100% agree with you
I got this game a couple of weeks ago and went into it completely blind, and I do mean COMPLETELY. I'd heard some buzz about this game "Lethal Company" and my friends were all telling me I needed to play it, it was so fun, but I didn't even know what genre the game was. My first experiences with the game were incredibly fun, and I think this game has so much potential. The dev seems to really care, the latest update added some pretty neat stuff, the modding community can only get better from here, I can't wait to see what more this game can bring in the future.
”Full-on Horror Game“
I sleep.
”You can use a shovel to engage in melee“
KRIEG HAT GESÜNDIGT!
I remember one match we didn’t make quota because one of our teammates bought pajamas, so the rest of the crew reloaded the save. We then proceeded to sell 2-3 bodies and rage quitting soon afterwards.
Purchases don't affect quota progress
you have your own cash bank and the quota is unaffected by purchases. What likely happened was a team wipe or loot didn't make it back to the ship
the Skinwalker mod is so great at enhancing close prox radios as the coil-head starts to talk toy you sounding like your friends
I am LIVING for that Big Bill Hell’s cars homage in the opening ad, loved it
Coilhead footsteps give me nightmares, ptsd, a need for a new pair of jorts, and a long sobbing hug
I have a friend I've started playing with and they are a mouth breather, so nothing is worse than using your friend as a beacon to find them when splitting up, then it just stops. The breathing stops. Leaving you in complete silence.
I think the thing about game like this is it's like what you said, a social platform, so it will keep resurface from time to time because there's a funny update or people just have a fun scary and goofy time
Throwing my "Idea Guy" out there. I would like it if you could buy personal upgrades to your suits. Like say spend 400 buckaroos and get either 1 or 2 more slots to hold items as an "extra pouch". Have other upgrades too such as sprint enhancers, stimpaks for health, and maybe even an extra battery that you can buy and hold. I'd make it where if you DIE these things disappear. So it's high-risk high-reward. With spray paint, walkie, and flash light you're already 3/4 slots. Even with just walkie and flashlight you're down to 2 items being able to be carried. Which ends up more often than not having it where everyone runs in with a flash light and no walkies, which cuts out the ship aspect of the game. Having even just 5 slots is a huge difference, lets you bring both flash light and walkie while still having 3 slots for loot.
I'm glad somebody finally said it. Not every co-op/multiplayer game needs the staying power of months and months. Sometimes, a game can just be that. A game. That you enjoy with friends and strangers for a few weeks, and then move on to clear your backlog. Simple good old fashioned fun.
What you said about clips and horror movie moments is so so so true, I'll never forget when I watched one of my friends vanish before my eyes as a bracken snatched him away into a dark hallway, leaving his flashlight to fall to the ground followed by dead silence.
I think the game could have a lot more staying power by increasing the lobby size up by just a couple people. I think four can be a little low, especially for bigger friend groups and Discord servers. All hell breaking loose with 4 people can get repetitive, but all hell breaking lose with ten people, with scaled enemy amounts and size of dungeons, would be so great. Not everyone can find dedicated lobbies with the increased players mod, so just integrating the ability to host bigger lobbies would be amazing
Wonderful timing bricky, you posted the video extremely close to the last update that will now end up murdering a bunch of people who try to cheese enemies on rails lmao
great video as always!
Conceptually, I think the unpredictability of the bracken is fun, takes away the hope for understanding it and would force you to be almost cultish, with folklore solutions that might work sometimes, who knows?
In function, less so.
Just something to note:
Thummpers can be killed fairly easily without going on a railing - it doesn't feel needed to me and if you are caught of a railing spamming shovel hits at it whilst it's killing you when on full health should let you live if you manage to dodge even one single hit
When you first see the thumper it will not rush - it will slowly walk towards you it only really rushes when you try to run away or a certain amount of time has passed
Meaning to easily kill it simply rush it the second you see it and hit is whilst tapping the sprint button / back key to ensure you aren't taking any hits
The same concept is true with spiders however they're fair more gimmicky and hitboxes are too weird for this to be done consistently (especially if you have ear in your inv casusing weiht to be added
First time I killed a thumper in this game was without a railing simply because I didn't know about it :D
For the gaint - go on top of your ship and kite it so your teammates can go inside somewhat safely
Still isn't a guaranteed safety for your team but if you're kiting well you will be fine going around the antenna of the ship
You CAN kill dogs - it's just extremely hard to do
If you dodge the dogs first lunge and hit its arse it tends to repeat the lunge animation into the wall and you can keep spam hitting it (12 times) to kill it
alternatively and my personal favourite
Bait the dog into a lunge with a key or something metal during a storm
Dogs can die to lightening and you can kill them with it with keys somewhat consistently
On some maps you can lock the jester in a room assuming you have a teleporter and some co ordination with your ship captain
Go onto a pipe if there is one and the jester cannot kill you so baiting it into a trap is a little easier then other monsters if you have good RNG
This game really makes me want to implement more proximity chat in everything
I’ve never seen a game balance hysterical comedy into deep unrelenting dread and then back again. Lethal Company nails this with flying colors. I heard someone describe it as “3 stooges but horror” and I think that sums it up really well.
For the jester, it will only chase you out of the building and when everyone is out it will go back into the box and you have about 2 more minutes of time to get stuff before it comes out again.
I think you're spot on with your Future Brickey interpretation of the idea/concept behind Lethal Company. The Line Must Go Up, so as soon as you're not profitable, you get sacked. Also, all of those suggestions you mentioned would be great ideas if the game was going to have something like Among Us's staying power, but with a solo dev I imagine that only a few updates will come out, and the game's just going to be an Indie Classic that people can point to and go "Oh yeah, that game was sweet." Not every game needs to be around FOREVER.
Like King Terenas tells Arthur at the end of WotLK: "No king rules forever, my son."
16:57 So, hot take, but... I think it's 100% intentional. Because it's too good to be a fluke, it just fits with whole Brachen's MO too perfectly
And if it's a bug - Zeekerss, my man, please, don't patch it. It's perfect