ACTION ADVENTURE EVOLVES. ♪ ♪ >> HELLO, EVERYBODY. >> HELLO. ALL RIGHT. "DARKSIDERS." YOU GUYS FANS OF "DARKSIDERS"? YEAH! WE ARE SO EXCITED ABOUT THIS NEW PROJECT. IT JUST GOT ANNOUNCED LAST WEEK, WHICH I GOT TO PLAY A FEW WEEKS AGO. "DARKSIDERS" GENESIS. INCREDIBLE. WE ARE GOING TO SEE FOOTAGE. IT IS A REALLY SPECIAL PROJECT. I WANT TO HAVE EVERYONE ON THE PANEL EXPLAIN HOW THEY ARE TIED TO THE UNIVERSE. >> Ryan: I WAS RESPONSIBLE FOR BRINGING THE FRANCHISE IN, AND I AM WORKING WITH AIRSHIP SYNDICATE. >> Ryan: I HAVE BEEN ON "DARKSIDERS" A LONG TIME. I THINK I HAVE WORKED WITH JOE THE BETTER PART OF 15 YEARS NOW. I WAS AN INTERN. THAT WAS WHERE JOE AND DAVE ADAMS WERE WORKING, SO I'VE BEEN THERE FOR A LONG TIME. MAINLY AS A DESIGNER. >> Joe: AND I AM JOE MADU MADUREIRA. RYAN AND I WERE FOUNDERS OF VISUAL BEFORE THAT. I DID COMICS BEFORE THAT. YEAH, I'M HAPPY TO BE HERE. >> Geoff: YES, WELL, "DARKSIDERS," AS YOU SAID, IT HAS SURVIVED MANY DIFFERENT PUBLISHERS. IT CONTINUES BECAUSE IT IS SUCH AN INCREDIBLE FRANCHISE. "GENESIS" IS A LITTLE BIT OF A TWIST. LET'S TAKE A LOOK BACK AT A VIDEO THAT TAKES A LOOK BACK AT "DARKSIDERS." HERE WE GO. ♪ ♪ >> WAR, ARE YOU HERE TO PLAY EXECUTIONER? THEY SHOULD HAVE SENT ALL FOUR OF YOU. THIS IS GUARDED BY HIS CHOSEN. SEEK THE TWILIGHT CATHEDRAL, WHERE THEY HAVE GONE TO ROOST. ♪ ♪ >> THE SECOND GUARDIAN. MOVES BENEATH THIS PLACE. ♪ ♪ THIS IS THE VESTED LAYER. FAR ACROSS THE CASTLE. HE IS THE STRONGEST OF THE CHOSEN. YOUR ENDING WILL BE A TRAGIC ONE. SOMETIMES, THE HERO DIES AT THE END. ♪ ♪ [CHEERS AND APPLAUSE] >> Geoff: DAMN, THAT WAS PRETTY COOL. I WANT TO PLAY THAT GAME. THAT LOOKS PRETTY AWESOME. JOE, TELL US ABOUT THE ORIGINAL INCEPTION OF THIS FRANCHISE. YOU ARE KNOWN FOR DOING A LOT OF GREAT STUFF IN THE COMIC ROUTE. "DARKSIDERS," TELL US ABOUT HOW THAT CAME ABOUT AND WHAT YOU WANTED TO BUILD WITH THIS UNIVERSE. >> Joe: , IT'S FUNNY BECAUSE WE KNEW THE TYPE OF GAME WE WANTED TO MAKE BEFORE WE KNEW WHAT IT WOULD BE ABOUT. WE WANTED TO DO THIS LIKE "ZELDA" ADVENTURE TYPE OF GAME. OUR OTHER FOUNDER AT THE TIME, DAVID ADAMS, AND WE WOULD KEEP MEETING ABOUT WHAT LIKE THE WORLD WOULD BE AND WHAT THE THEME WOULD BE. WE DIDN'T LIKE ANY OF THE IDEAS WE WERE COMING UP WITH. AND THEN WE HAD A LIST OF LIKE SIX OR SEVEN, AND WE ALL MET -- WE ARE NOT LEAVING UNTIL WE PICK ONE. IT WAS LIKE SOME KID WITH ANIMAL POWERS. SOME CYBORG THING. WHATEVER. >> ROBO-ARM KID. >> Joe: WE ACTUALLY LEFT THE MEETING STILL UNDECIDED. I WAS DRIVING BACK, AND FOR SOME STRANGE REASON, I HAD THE THOUGHT OF WHAT IF THERE IS LIKE A FANTASY WORLD ON EARTH, MODERN-DAY STUFF, AND IT'S LIKE THE FOUR HORSEMEN OF THE APOCALYPSE, BUT IT FEELS MORE SUPERHERO-EY, LIKE THE X-MEN VERSION. NOT TOO RELIGIOUS. I CALLED AND I WAS LIKE WHAT ABOUT THE FOUR HORSEMEN OF THE APOCALYPSE. DEMONS THROWING BUSES OFF OF BUILDINGS. EVERYONE WAS LIKE YEAH, THAT'S AWESOME. AND I STARTED DRAWING STUFF. WE WERE ALL IN ON THIS IDEA. AND THEN OF COURSE WE HAD TO PITCH IT TO PUBLISHERS AND STUFF AND GET THEM ON BOARD. BUT IT REALLY EVOLVES OVER TIME. THE STORY CHANGED LIKE A MILLION TIMES. WE ENDED UP BRINGING IN JOE KELLEY IN THE END IT TO MAKE SENSE OF EVERYTHING. EVEN BACK THEN, WE REACT TO YOU LIKE WHAT'S WORKING AND WHAT'S NOT. SO I WISH I COULD SAY I HAVE THIS GRAND DESIGN FOR HOW IT WAS ALL GOING TO PLAY OUT. THE FIRST IDEA IT WAS FOUR HORSEMEN. WE WERE COMPLETELY INSANE. >> Geoff: WOW. >> Joe: WE HAD NO SENSE OF WHAT WE COULD PULL OFF. >> Geoff: WAS THAT PITCH TALK? >> Joe: THEY TOLD US WE COULDN'T DO IT, AND THEY WERE COMPLETELY RIGHT. IF YOU MAKE ONE FUN CHARACTER, YOU'LL BE LUCKY. >> Geoff: WHAT WAS THE AMOUNT MEANT LIKE ON THAT FIRST GAME? >> Ryan: WE GOT IT DONE. SOMEHOW. WE OFTEN SAY THAT WHAT WE DIDN'T KNOW WAS A BENEFIT TO US BECAUSE PEOPLE WERE TELLING US THAT WE COULDN'T MAKE THE GAME, AND WE PROBABLY SHOULDN'T HAVE BEEN ABLE TO MAKE THE GAME, BUT WE JUST WENT OUT AND MADE IT HA HAPPEN. THEY WERE REALLY PATIENT WITH US. THE FIRST GAME PROBABLY TOOK LIKE THREE AND A HALF YEARS. IT WAS PROBABLY YEAR AND A HALF BEFORE WE RELEASED IT. WE HAD ONE DUTCH IN. IT WAS DONE. THE WHOLE TEAM HAD REALLY BEEN BUSTING THEIR ASSES. WE WALKED OUT OF THE MEETING. WE WERE LIKE OKAY, THIS IS GOING TO BE A GOOD GAME. BUT IT WAS FUN. AND I THINK FINISHING "DARKSIDERS," THAT WAS PROBABLY THE MOST SATISFYING THING THAT I HAVE DONE IN MY CAREER. IT WAS REALLY A MONUMENTAL TASK WORKING IN THAT GENRE, THAT "ZELDA" GENRE. NOBODY REALLY MADE GAMES LIKE THAT, AND THE REASON WHY IS THAT IT IS PRETTY DAMN HARD. >> Geoff: IT WAS SUCCESSFUL ENOUGH. IT LED TO THE SEQUEL, "DARKSIDERS II." ♪ ♪ >> SO, THE COUNCIL SENDS ONLY ONE HORSEMEN EVEN TO THE PAST. NO. THIS VISIT IS UNSANCTIONED. IN FACT, NO ONE KNOWS YOU'RE HERE. YES. YOU HAVE OVERCOME MANY OBSTACLES TO STAND HERE BEFORE ME. BUT SOMETIMES, THE HERO DIES IN THE END. ASK YOUR BROTHER. ♪ ♪ ♪ ♪ >> INTERESTING. PERHAPS YOU WILL SUCCEED AFTER ALL. EITHER WAY, IT WILL BE QUITE A SHOW. [APPLAUSE] >> Geoff: "DARKSIDERS II." I THINK ORIGINALLY, YOU WERE STILL VIGIL AT THAT POINT WHEN IT CAME OUT? >> YES, THAT WAS THE DEFINITIVE VERSION. >> Geoff: THE DEFINITIVE VERSION. >> SOMETIMES I TRY TO SAY THE WORD "DEFINITIVE." I DON'T USE THAT WORD SO MUCH. >> Geoff: YOU KNOW, YOU DID THAT GAME. COMING OUT OF IT, I THINK THAT IS WHEN THE BIGGEST CORPORATE SHIFT HAPPEN, RIGHT? >> WITH D HQ? >> THAT WENT DOWN ON MY 35TH BIRTHDAY, WHICH I WILL NEVER FORGET. THAT WAS QUITE A THING. "DARKSIDERS II," I REMEMBER WE STILL WANTED TO TRY TO MAKE A MULTIPLE PLAYER GAME. THEY STILL SAID NO. AND THEY WERE SMART TO SAY NO. BUT WE ALWAYS HAD A LITTLE CRAZY IN OURSELVES. JUST EXPANDING ON HIS EXISTING SKILL SET. ALWAYS KIND OF DEFINED BY SOME EXTRA AMBITION. BUT I AM GLAD WE DID BECAUSE IT KIND OF SET THE TONE FOR WHAT BECAME THE DNA FOR "DARKSIDERS." NOT JUST COPIES OF THE FIRST GAME. >> I THINK WITH VIGIL GAMES SHUTDOWN, WHAT WAS GOING TO HAPPEN TO THAT FRANCHISE -- >> Geoff: YOU SEEM TO BE RESCUING MANY FRANCHISES. EVERYONE LOVES THAT YOU ARE TAKING THESE OPPORTUNITIES. A PART OF IT, FOR YOUR END, IT IS ONE THING TO ACQUIRE THE IP. BUT THE IDEA OF BRINGING THE ORIGINAL TEAM TOGETHER JUST TO KEEP IT GOING. >> IT'S ALWAYS THE BEST. THEY HAVE INVESTED SO MANY YEARS CREATING THIS AWESOME FRANCHISE. FROM THE GET-GO, WE WERE FANS OF THE GAME. I WAS PLAYING "DARKSIDERS" -- SO WHAT CAN WE DO ABOUT IT? WE DEFINITELY NEED TO GET THE FRANCHISE GOING AGAIN. NOT TOO MANY OTHER GAMES LIKE THAT AROUND. IT WAS STILL A LOT OF STORIES TO BE TOLD. I THINK HALF A YEAR AFTER WE ACQUIRED IT, AFTER WE MET THESE TWO GUYS, I SAW THAT THEY WERE STILL PASSIONATE ABOUT "DARKSIDERS." AT THAT TIME, THEY WERE ALL DOING DIFFERENT THINGS. SO LIKE THE OPPORTUNITY TO WORK WITH GUNFIRE, THEY HAD PUT A LOT OF THE VIGIL GAMES TOGETHER. SO LIKE A REALLY GOOD BUNCH. THEY WANTED TO WORK TOGETHER ON THE NEW "DARKSIDERS" GAME. SO WE WORKED ON "DARKSIDERS II," THE DEFINITIVE EDITION. WE MADE IT BETTER. WE BROUGHT IT TO PLAYSTATION FOUR AND XBOX. WE STARTED TO DISCUSS WHAT IT WOULD LOOK LIKE. THERE WERE MANY TICS. THERE WERE STILL LIKE HORSEMEN THAT YOU COULD DO GAME WITH. ALSO THE CRAZY MULTIPLAYER THAT THOSE GUYS HAD MENTIONED. THE AMBITION WAS STILL THERE, RIGHT? IT IS SET LIKE AT ONE POINT -- >> Geoff: YOU ARE KIND OF BUILDING, RIGHT? >> THAT LEADS BACK TO "DARK"DARKSIDERS: GENESIS." IN "DARKSIDERS: GENESIS," WE DID THE FIRST MULTIPLAYER GAME IN THE SERIES. SO I AM VERY EXCITED TO GIVE THAT TO THE HANDS OF PLAYERS. >> Geoff: BEFORE WE GET THERE, WE SHOULD PROBABLY SHARE SOMETHING ABOUT "DARKSIDERS" THREE. GUNFIRE IS DOING A BRAND-NEW ORIGINAL "DARKSIDERS." I MEAN, AGAIN, FOLLOWING THE STORY, BRINGING IN NEW CHARACTERS, WAS IT ANY DIFFERENT FOR YOU GUYS TO DO THIS WITH GUNFIRE AS AN ORIGINAL GAME? >> THAT IS A SEPARATE STUDIO, ACTUALLY. WE HAD VERY MINIMAL INVOLVEMENT ON DS3. THAT WAS LIKE ALL GUNFIRE. AT THAT POINT, WE WERE DEVELOPING SOMETHING AT AIRSHIP. THAT IS WHEN WE STARTED ON THIS GAME. WE WERE KIND OF WORKING ON BOTH. WE WERE WORKING ON OUR "DARKSIDERS" GAME AT THE SAME TIME. WE HAD TO SHARE INFO AND MAKE SURE THAT WE WEREN'T MESSING UP EACH OTHER STUFF. WE ENDED UP MAKING A PREQUEL TO THE ENTIRE SERIES. >> WE WERE GLAD THAT THEY DID THAT. SO FAR, ALL OF THE GAMES HAVE STAYED IN THE FAMILY. >> OF COURSE, WHEN WE WATCH THEM DEVELOP THE GAME, AND WE KNEW ABOUT IT BEFORE THE PUBLIC DID, IT WAS SORT OF BITTERSWEET, RIGHT? IT'S OUR BABY, BUT WE WERE STILL GLAD IT WAS THEM AND WE GOT TO KEEP AN EYE ON IT. PLAY TESTED EVERY NOW AND THEN. WE KNEW IT WOULD BE SOMETHING UNIQUE, WHICH IS WHAT ALL "DARKSIDERS" GAMES SHOULD BE. >> Geoff: TALK ABOUT THAT FOR YOU GUYS. AND IT'S HARD FOR SOMEONE ELSE TO DO IT, BUT FOR YOU GUYS TO COME BACK WITH A DIFFERENT STYLE OF GAME, RIGHT? NOT JUST CONTINUE ON WITH THE SAME THING. IT SORT OF A DIFFERENT GENRE IN A WAY, RIGHT? >> YEAH. GETTING BACK TO WHEN YOU ARE TALKING ABOUT WHEN THEY LOST "DARKSIDERS," IT WAS A WEIRD SITUATION BECAUSE AFTER "DARKSIDERS II," WE SAID LET'S DO SOMETHING DIFFERENT. SO WE DECIDED TO MAKE A NEW GAME. I DON'T THINK WE EVER HAD THE CONCEPTS THAT WOULD BE THE LAST "DARKSIDERS" GAME THAT WE WOULD GET TO WORK ON. SO AFTER WE FINISHED AND WE WERE DEVELOPING IT, WE THOUGHT IF WE ARE GOING TO DO "DARKSIDERS" GAME, WE HAVE TO DO A LEAST LEAST ONE MORE, RIGHT? IT FELT LIKE A STORY THAT HADN'T BEEN WRITTEN YET. SO WE ARE SMALLER STUDIO, THOUGH. AT THAT TIME, WE WERE 12 PEOPLE. >> Geoff: ONLY 12? >> ACTUALLY, BATTLE CHASERS, EIGHT OR NINE CORE PEOPLE IN THE STUDIOS. CONTRACTORS THAT WERE SORT OF EXTERNAL. WE THOUGHT WHAT CAN WE DO THAT IS SMALLER SCALE? THERE IS NO CONCEPT OF IT BEING ANOTHER "DARKSIDERS." ONCE WE STARTED PLAYING WITH THAT, WE REALIZED IT WAS A LOT OF FUN AND SERVE SOME BENEFIT. FOR WHAT THE OTHER PERSON IS DOING. THE WHOLE COMBAT SCENE. SLIGHTLY DIFFERENT TONE. THE VISUALS WERE A LITTLE BIT MORE STYLIZED. IT'S ALWAYS BEEN A LITTLE BIT MORE IN THE ART DIRECTION. IT'S BEEN COOL. >> Geoff: BATTLE CHASERS WAS GREAT, BUT THIS FEELS LIKE A WHOLE OTHER LEVEL IN TERMS OF PRODUCTION VALUE. I THINK PEOPLE EXPECT SOMETHING THAT IS SUPER FAST PACED AND ACTIVE FUN. BEFORE WE GO ON, WE'VE GOT VIDEO. LET'S CHECK IT OUT. ♪ ♪ >> I HAVE LEARNED THAT I AM W WEAK. I HAVE BEEN JEALOUS. I HAVE BEEN WRATHFUL. I HAVE BEEN LAZY. ALTHOUGH THINGS FOR THE SEVEN SINS STAND FOR, AND I HAVE PAID DEARLY FOR IT. AND I REMAIN STRANDED ON EARTH, SO WHEN YOU SPEAK OF HOPE, ALL HOPE IS LOST. ♪ ♪ ♪ ♪ >> NO! ♪ ♪ >> I'LL TIER YOU APART! [APPLAUSE] >> Geoff: ALL RIGHT. SO, "DARKSIDERS" 3, IT BRINGS US TO THE PRESENT DAY. GENESIS. SO WE'VE TEASED A LITTLE BIT OF THAT. MAYBE WE SHOULD AROUND THAT VIDEO. TAKE A LOOK AT WHAT THEY ARE WORKING ON NOW, WHICH IS "DARKSIDERS: GENESIS." >> PRODUCT NOT YET RATED. ♪ ♪ >> YOU COME INTO MY PLACE ALONE? THREATEN ME, AND THINK YOU'RE JUST WALKING OUT OF HERE? >> OH, I'M NOT ALONE. ♪ ♪ ♪ ♪ [APPLAUSE] >> Geoff: IT LOOKED AMAZING. SO THAT JUST GOT ANNOUNCED. LAST THURSDAY. ALL THE PLATFORMS. SO, THAT SORT OF THE CG TRAILER. THE GAMEPLAY IS INCREDIBLE AS WELL. I GOT TO PLAY AT THREE OR FOUR WEEKS AGO. WHAT REALLY STRUCK ME IS THE DNA OF "DARKSIDERS," BUT THIS SORT OF TOP-DOWN, AS YOU MENTION. A CO-OPTED EXPERIENCE. FOR YOU GUYS, WHAT STILL MAKES THIS A "DARKSIDERS" GAME IN YOUR OPINION? SORT OF A DIFFERENT GENRE. >> I MEAN, WHEN WE STARTED THE GAME, AND WE FIGURED WE WOULD PROBABLY GET INITIAL COMPA COMPARISONS, THE ISOMETRIC CAMERA. THAT IS THE INITIAL THING. THAT IT IS "DIABLO"-LIKE. OUR GOAL WAS ALWAYS TO CAPTURE THE FEELING OF "DARKSIDERS." I THINK THAT NOW THAT PEOPLE HAVE SEEN MORE AND MORE PLAY, THEY GET TO PLAY IT THEMSELVES. IT IS PRETTY CLEAR THAT THE THREE MAIN PILLARS OF THE "DARKSIDERS" EXPERIENCE, COMBAT KIND OF LEADS THE WAY. THERE IS LOTS OF PUZZLE SOLVING. IN THE "GENESIS," THERE IS SOME SENSE OF CHARACTER PROGRESSION, YOU UPGRADE YOUR HEALTH, WRATH, IT HAS SORT OF SKILL TREE. YOU GET ITEMS AS YOU GO THROUGH THE GAME. YOU GO BACK TO PREVIOUS LEVELS AND PLAY THEM AGAIN. UNLIKE THE OTHER ONES, YOU COMPLETE LEVEL ONE, GO BACK, AND YOU CAN GO BACK AND PLAY THEM ON DIFFERENT DIFFICULTY SETTINGS. THERE IS STILL A LOT OF "DARKSIDERS" REPLAY ABILITY SET IN. I THINK WHEN PEOPLE GET THEIR HANDS ON IT, THE SURPRISE REACTION IS OH, IT FEELS LIKE "DARKSIDERS." >> ESPECIALLY IF YOU PLAY WAR. HE IS A LITTLE BIT FASTER. HE'S GOT PRETTY MUCH THE SAME MOVES THAT. >> Geoff: YEAH. WHEN I PLAYED IT, WHAT I LOVE IS THAT IT IS FROM THAT PERSPECTIVE, BUT IT HAS THE SAME FAST-PACED COMBAT, INCREDIBLE EFFECTS. YOU GUYS DID A PHENOMENAL JOB SORT OF PRESENTING SOMETHING FROM A NEW POWER PERSPECTIVE. >> HONESTLY, AFTER WATCHING THOSE VIDEOS, I'M LIKE OH, CRAP, WE HAD A LOT TO WORK ON. THOSE PREVIOUS GAMES ARE PRETTY GOOD, AS IT TURNS OUT. >> LET'S GO HOME. WE'VE GOT STUFF TO DO. SPEAK OUT AND OBVIOUSLY, STRIFE, AND THE IDEA STILL PROGRESSING THROUGH THE NARRATIVE. YOU MENTIONED IT IS A PREQUEL, RIGHT? >> ALONG WITH THE PITCH FOR THE GAME, IT WAS KIND OF LIKE OUR "ROGUE ONE." WHERE IT IS CONNECTED TO THE SERIES. AND IF YOU PLAYED ANY OF THE OTHER THREE OR ALL OF THEM, YOU ARE GOING TO -- WE ARE GOING TO TOUCH ON A LOT OF THE STUFF THAT HAPPENED, LIKE THE WAR IN EDEN, THE HORSEMAN'S INVOLVEMENT IN THAT STUFF. BUT IF YOU HAVE NEVER PLAYED IT, IT STANDS ALONE ON ITS OWN. IT'S A GOOD ENTRY POINT IF YOU GUYS AREN'T CURRENT ON -- IF YOU SKIP SOME OF IT. ONLY PLAY ONE OR WHATEVER. YOU CAN JUMP IN WITH "GENESIS." THAT WAS IMPORTANT FOR US TOO. WHENEVER YOU ARE DOING SOMETHING, HOW FAMILIAR THEY ARE WITH IT. SO YOU CAN JUST JUMP IN AND ENJOY IT. AND IT PREDATES EVERYTHING UP. ACTUALLY IF YOU FINISH THIS G GAME, IT LEADS NICELY INTO "DARKSIDERS" ONE, DOMINIC, -- >> Geoff: YOU MENTIONED GETTING MULTIPLAYER IN THERE FOR THE FIRST TIME. THAT'S BEEN A LONG TERM GOAL FOR YOU GUYS, HAS IT BEEN FUN TO HAVE THE GAME PLAYABLE IN THAT FORM? >> I THINK THE FIRST ITERATION OF THAT, WHEN WE GOT THERE TO GO TOGETHER, WE FELT WHAT IT WAS LIKE TO HAVE THEM DOING THEIR THING. STILL NOT THE FOUR. >> WE WERE LIKE GLIDING ACROSS CHASMS TOGETHER. I WAS LIKE OH, MY GOD, THAT'S SO COOL. >> HOPEFULLY IT TELLS WHERE IT IS GOING TO GO AS THE FRANCHISE CONTINUES TO BUILD. WE ARE GETTING THERE SLOWLY. NOT ANNOUNCED YET. >> Geoff: ANNOUNCE IT RIGHT NOW. I THINK FOR YOU GUYS, IT'S COOL TO SEE THIS FRANCHISE. POTENTIALLY DIFFERENT GENRES OF THE GAME. KEEP BUILDING "DARKSIDERS." >> FOR US, IT IS REALLY IMPORTANT TO HAVE IT ALL. WE DON'T WANT TO HAVE LIKE A TOTALLY SEPARATE GAME. IT SHOULD HAVE REALLY HALF OF THE DNA IN THERE. "GENESIS" HAS GOT IT ALL IN THERE. AND IT'S A TON OF FUN TO PLAY. ALL THE FANS WILL ENJOY IT A LOT. >> Geoff: TRIBUTE TO YOU GUYS. THIS IS DONE BY MORE THAN 8-10 PEOPLE. >> THE TEAM HAS GROWN. IT HAS ABOUT DOUBLED IN SIZE. WE ARE STILL JUST ABOUT 20 PEOPLE. >> Geoff: THAT'S INSANE. >> WE HAVE A GOOD TEAM OF OUTSOURCERS. >> Geoff: BUT THE PRODUCTION QUALITY? >> THEY WORK HARD. >> Geoff: ALL RIGHT, WELL THAT IS "DARKSIDERS: GENESIS." WE WILL HEAR MORE, I'M SURE, IN THE MONTHS AHEAD. ANY SENSE OF WHEN THIS IS COMING OUT? >> WE DON'T HAVE A DATE, BUT IT IS WINTER 2019. >> THAT'S WHY I'M SAYING WE'VE GOT TO GET HOME. >> Geoff: ALL RIGHT. IT'S ON THE FLOOR. I WOULD ENCOURAGE YOU TO CHECK IT OUT. GREAT GAME. GREAT