Red Steel 2 | That Was a Thing

Howdy, crew! Welcome back to That Was a Thing, where I take a look at strange and obscure pantendo games and paraphernalia!

The Wii: when it’s key feature, motion control, was first revealed, the first two uses that went through everyone’s mind were sword and gun. Not missing a beat for once, game developers were quick to cater to the public’s sociopathic expectations. Many of the Wii’s early titles utilized the Wiimote’s pointer to aim projectile weapons and its motion detection to swing melee weapons, and the results were undeniably mixed. One such game was Ubisoft’s Red Steel.

The game was fairly standard fair: girlfriend kidnapped by yakuza, go to Japan and shoot them, yada, yada, yada. What separated it from other first-person shooters was its motion-controlled swordplay. At various points in the game, the hero would have to fight in one-on-one katana duels. Long story short, it just didn’t work. Unfortunately, the Wiimote’s I.R. sensor and accelerometer simply weren’t enough to emulate the one-to-one precision players expected.

Which is why Nintendo invented the Wii MotionPlus! And this is where Red Steel 2 comes in. When Ubisoft saw the gyroscope add-on, they knew they had everything they needed to set things right. I seem to recall a lot of hype surrounding this game before it came out; retailers even offered preorder bonuses. I first heard about the game from the now defunct Nintendo Power magazine, and was immediately intrigued. This game was dripping with style and—just as important—it didn’t have anything to do with the first game, so I could jump in without missing anything. However, I wouldn’t get around to playing it until I got an extended trial of the late Blockbuster Video’s online rental service, and decided it was time I a gave it a shot.

Nu-Western Post-Cyberpunk Japanimé

Let’s start at the beginning. The game opens with our hero waking up on the outskirts of town. As he slowly comes to, he notices his hands are tied. Tracing the rope, he quickly realizes he’s not just tied up, he’s tied to the back of one of his assailant’s motorcycles. Just woke up, and this day’s already turning out to be a drag.

And this is how we’re introduced to the game: a gloriously over-the-top, first-person cutscene in which the hero is dragged into town, crashes the bike, and dusts himself off like he does this every day. While it admittedly takes a few minutes to get to gameplay, this intro nails the tone of the game and what players can expect right off the bat! You’re the toughest, badest son of a gun on the planet and you can bet your stetson every pinhead fool-enough to take a shot at you is going to make you prove it!

The intro nails the tone of the game and what players can expect right off the bat!

In fact, I’d say this game runs on distilled, unadulterated cool, and not in a “trying too hard” kind of way either. Even when parts of it seem hokey—or downright silly—the game presents its set-pieces with such confidence and commitment that the player really has no choice but to just go with it. While other games try to convince you they’re awesome, Red Steel 2 just leans in close, stares you right in the eye, and in a low, gravelly voice tells you it’s awesome.

On that note, let’s take a moment to talk about this game’s aesthetics. This game is a chocolate-and-peanutbutter-esque mashup of the wild west and samurai flicks, with the occasional dusting of cyberpunk. The game takes place some unspecified amount of time in the future in a dystopian Nevada. The environments you explore are a strange blend of old-west, feudal Japan, and run-down, futuristic towns. It’s not at all uncommon to see Cracker Barrel-esque country stores with tanukis on their signs right next to radio towers and hovering attack drones. Moreover, the plethora of destructible crates, trash bags, boxes, and barrels gives the environments a cluttered, grungy feel that reinforces the gritty tone of the game.

This is what all men aspire to.
Just look at this guy! He’s Clint Eastwood mixed with Miyamoto Musashi left to marinade in anime overnight!

The game makes use of a heavily stylized visual design. While the Japanese influences on the plot and setting may lead some to call it anime-inspired at first glance, it really has more in common with comic books: bold lines, fairly realistic body proportions, and a deliberate visual roughness that complements the game’s visceral combat and tale of ambition and revenge. As to be expected with a western, the color palette includes a lot of earthy tones: browns, oranges, and sandy yellows. Fortunately, Red Steel 2 manages to avoid the pitfall of making all of its environments dingy brown, with several areas including—if not primarily consisting of—cool blues, grays, and greens. Clearly, the art team put a lot thought into making each area visually distinct from one another, as every stage either has a unique theme or makes use of color to distinguish itself. That said, all the themes are variations of cowboy, samurai, or industrial, so while each level is aesthetically distinct from one another, the constraints of the game’s themes do start to wear thin toward its conclusion.

Clearly, the art team put a lot thought into making each area visually distinct from one another.

While we’re on the topic of environments, one of my biggest complaints with the game’s visuals is that some of them don’t age very well. Between the murky textures and low-res models, a lot of the environments in this game don’t look very good close up. Fortunately, you’ll probably be too busy hacking-up dudes (who themselves look fine) or searching for loot to pay too much attention to such things.

Cutscenes are another weak point. To be fair, most cutscenes in this game are okay, but the ones that trigger when talking to one of the hero’s allies are just painful. These usually consist of a stationary camera shot with one lone character pacing back and forth while talking. And it is so boring. In the end, while I love the visual design, I suspect the artists weren’t given enough time or resources to fully realize it.

So what exactly is the story? You play as the last surviving member of the Kusagari clan, an outcast banished by the elders for…well, the game never actually says. There was a short “animated comic” online that serves as a prequel to the events of the game. You can still find it, but I wouldn’t bother, it’ll just leave you even more confused. The only revelation I got from it is that the hero is wearing a blue shirt under his signature duster.

Confusing backstories aside, the story really isn’t that complicated. First, you get your sword back from a gang leader, then you find out the real villain wants to make more swords like yours because it has special qualities. Along the way, you compile a cadre of companions. Truth be told, they’re exactly who you’d expect to find in this sort of game: the sword smith/kenjutsu sensei; the old, stubborn sheriff; the hacker girl; and the guy who’s going to double-cross you. The plot’s pretty cookie-cutter when you look at it separate from the game’s unique setting, but I’d argue that’s not really the point; this is an action game. So how is the action?

Hack and Shoot

Red Steel 2 is a first-person action game. I say “action game” instead of shooter because, well, this isn’t really a first-person shooter. Sure, you play from a first-person perspective and you shoot things, but once you get a sword, the guns take a backseat. No, at its core Red Steel 2 is a brawler with some F.P.S. trappings.

At it’s core Red Steel 2 is a brawler with some F.P.S. trappings.

During combat, players can freely switch between swinging a sword and shooting thugs with one of four guns. As to be expected, swinging the sword is accomplished by swinging the Wiimote and guns are fire using the B-trigger. Sword slashes are individual attacks in a specific direction instead of 100% one-to-one movements, making each swing a discrete action, much like a button press. While it may sound like a cop-out, this system actually works really well: this system discourages flailing and instead encourages you to make deliberate, decisive strikes, which ultimately gives each hit you land more impact.

Answer: None. Rush the kneeling man with your sword.
This game is full of tough choices, like, “who do I shoot first?”

This game also showers you special abilities. Each one has its purpose, and figuring out how to combine them seamlessly is immensely satisfying. It also helps that most of them are very easy to perform. All special abilities are simply one swing direction and button combination, and because of the aforementioned motion registering method, the game has very little difficulty figuring out what it is you want to do.

Gun fighting isn’t nearly as intricate. Simply point and pull the trigger. That’s not to say it isn’t fun; getting to smoothly switch between the two fighting styles is a blast. It gets even better once you start unlocking special attacks for your firearms and—of course—more guns. You start with just a revolver, but eventually get a sawed-off shotgun, a Tommy-gun, and finally a rifle. Of all the guns, the only one I don’t really like is the rifle: by the time you get it, it just doesn’t feel necessary. That’s not to say I never found a use for it, just that it doesn’t really stand-out.

Not pictured: the prorder weapons. Fun fact: you can find the codes to unlock them online.
Say hello to your new best friends.

Fighting is the most fun when you manage to get into a rhythm. Most fights aren’t terribly difficult, so the fun comes from trying to establish a sense of flow. Fights just look awesome in this game, with animations carrying a great sense of impact and frequent visual effects, like slow-motion, punctuating dodges, parries, and finishing blows. This means that once you get that flow, the fights almost look choreographed, especially if you make a conscious effort to make use of your diverse moveset. All of this is enhanced by the game’s first-person view. Because you experience gameplay entirely through the hero’s heterochromatic eyes, you never get to see what exactly it is the hero’s doing, letting your imagination run wild filling in the blanks.

But visceral acts of violence are only what you’ll be doing about half of the time. A good deal of the game is quietly exploring the levels looking for fights, money, or optional objectives. And I have to say, these quiet moments are what give this game its phenomenal pacing. Much like in Metroid Prime, F.E.A.R., or Half-Life, these exploration segments help to break up the action and give the player some breathing room, not to mention a chance to wind down between battles. These brief interludes never feel out of place, however.  Walking the abandoned streets creates a rising sense of tension which makes you anticipate the next fight all the more, especially since your opponents tend to come out of nowhere.

Walking the abandoned streets creates a rising sense of tension which makes you anticipate the next fight all the more.

An odd quirk of these exploration segments is the occasional motion-based prompt. Every now and then, you’ll come across a combination safe or a dial that you’ll have to turn with the Wii remote. It’s never very challenging as you either need to tilt the remote at the appropriate angle and hold it there, in the case of dials, or press the A button to activate the tumblers, in the case of the safe. While it seemed perfectly natural when the Wii and the MotionPlus were still fairly recent, nowadays I can’t help but think it dates the game. Not necessarily in a bad way, mind you, but it certainly screams “Wii.”

Then there’s the upgrades, and—oh golly—are there a lot of them! You can upgrade your sword, your special abilities, your guns, the ammo for your guns, your coat, and even your hat! This is where money comes into play. You’ll come across a lot of cash, be it from completing missions, using special attacks to finish foes, finding secret collectibles, or just plain lying around. I can only assume part of what makes dystopian Nevada dystopian is inflation, ’cause you’ll find money flipping everywhere. And even then you’ll still have to go out of your way to get all of the upgrades available to you. Honestly, while I appreciate the effort, I can’t help but think the dev-team went a little overboard. While not being able to get everything in one run does encourage thinking about how you upgrade the Last Kusagari, it can be frustrating to obsessive types like myself, as this game doesn’t feature a “new game plus” option. Then again, maybe it’s for the best. Since enemies aren’t that strong to begin with, upgrading your weapons means they go down even quicker, thus revealing the tragic irony of this game: one-shotting an opponent is the ultimate buzzkill.

Riding into the Sunset

Red Steel 2 is a rip-roaring good time. From it’s sense of style to its fluid gameplay, the game knows what it wants to be. I think it succeeds partially because it’s so focused on nailing the core concept. That said, it is a bit of a one-trick pony. If you don’t like old-school, run-and-gun shooters or hack-and-slash games, then there is absolutely nothing here for you. It’s a great trick, and it doesn’t outstay its welcome, but the whole game is the same basic exploration and combat loop all throughout. It’s also not without some flaws. Aside from the ones I’ve already mentioned, the ending is pretty weak, the “challenge mode” is just a mission select with a tacked on scoring system, and there’s no post-game content or completion bonuses to add replay value. But I guess that—aside from the ending—all of those complaints just reinforce the notion that this game is about doing one thing and doing it well. This is—in my opinion—one of the best action games on the Wii and an excellent exhibition of what the system’s motion controls could do to enhance gameplay.

Here’s hoping there’ll be a Red Steel 3 on the Switch!

Real or Fake Game Name?

Pu :3


Sometimes, games have the craziest names! And other times, Simeon and Scott try to trick each other with wacky titles that COULD just be the real deal. It’s up to them to distinguish which is which in today’s episode, where they put each other to the test and try to call the bluffs. Play along and see how you do!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Surprise Tumbleseed Challenge!

It’s nice to see the Illuminati branching out into video games for a change.


#523 – Simeon gives the simple-yet-challenging Tumblessed a shot! Will he be able to maneuver the potholes and Illuminati bugs to the farthest reaches of the forest?

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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The Hardest of Hard Games

Some people are gluttons for punishment. I’ll pass on the aneurism.


#522 – These games make our face veins pop just thinking about them! If you’re looking for a challenge, thise here is the starting line.

Footage Credit: Super Monkey Ball Banana Blitz – Claris Robyn | Super Mario Bros. Lost Levels – NintendoComplete

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What is a “Rogue-Like” Game?

Nothing more frustrating than dying far into a Rogue-like.


#521 – The 1980 classic Rogue paved the way for many a perilous journey to follow. But when we say “Rogue-like”, what do we actually mean?

Footage Credit: Tumbleseed – Polygon | Has Been Heroes – SwitchForce

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Should Games Have Unlockable Content?

Pre-high-speed internet culture may be foreign to you, and we may be nostalgic, but we’d never go back.


#520 – Unlocking stuff used to be the highlight of the gaming experience. It was like finding a buried treasure with each new character or stage discovered. Nowadays, especially with party games, the hunt is less and less exciting. Should Nintendo keep this pattern?

Footage Credit: Super Smash Bros. – The Co-Op Clan | Mario Kart DS – Thomas J. Ashwell

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Everything Wrong with Virtual Console

Have we mentioned that we hate Ice Climber?


#519 – We agree that Nintendo has some serious shaping up to do when it comes to their Virtual Console. Will we ever get cross-console purchasing or a subscription service?

Footage Credit: Wii Shop Channel – Fan Man | Earthbound Beginnings – ColeNL112
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Breath of the Wild Nostalgia

The Legend of Zelda: Breath of the Wild is a special game. Is it perfect? Not quite. But in my humble opinion, it’s pretty close. Throughout the 100+ hours I have dedicated to Breath of the Wild, I slowly felt more empowered, more confident, and more ambitious. Finally feeling strong enough to storm the castle gate pumped up the adrenaline inside of me. Not to mention, most of the game I felt as though I was running and gliding through a Bob Ross painting. However, rather than writing a full review on this game, I thought I’d highlight something that just stood out to me. That is, all of the intricate references to past Zelda games.

Beauty is Everywhere

Wherever, you look, whether you know it or not, you are probably seeing an homage to a past Zelda game. Every other landmark is named after a past character or location, although a letter might be missing or displaced in the name. I felt an unusual sense of happiness when I discovered Tingle Island, even though Tingle was nowhere to be found. I find it crazy that just a name can invoke such a feeling of nostalgia even if the landmark itself does not. There are also specific regions in the map that primarily focus on one game. I found a Phantom Hourglass Area, Twilight Princess themed area, even a Wand of Gamelon area.
Kidding on that last one.

There were many times when I encountered a landmark that tugged on the nostalgia strings. For instance, I was riding on my horse, Lacey (named after my real-life cat), and while I heard the subtle melody of the main Legend of Zelda theme, I stumbled upon Ranch Ruins. I couldn’t believe the condition of this place, and then it hit me that it was a dystopian Lon Lon Ranch. After I disposed of the Guardian that called it home, I took Lacey for a spin around the track and actually started getting emotional as I recalled memories of playing Ocarina of Time and pictured Malon Singing Epona’s Song in the center of the ranch. Another time this hit me was when I discovered Eventide Island (by far my favorite area in the game) and felt as helpless as getting washed ashore in Link’s Awakening. Yet another favorite of mine was discovering the Master Sword. This took me back to a Link to the Past thanks to three blue nightshades in the background.

This game doesn’t forget about its roots, either. It was really nice to see the old man at the very beginning of the game, the only difference being instead of going into the cave to visit him, you go out of the cave. Maybe there is a deep meaning behind that? I’m not entirely sure, but when Link does leave the cave for the first time and overlooks the Dueling Peaks, I was instantly reminded of the artwork from the original game. The Master Sword shooting projectiles when Link has full health is also a nice touch.

Though these references may be a nightmare for people who are keen on placing this game somewhere in the franchise timeline, I view it as essentially a conglomerate of pinnacle moments in the series. For me, this aspect of the game is delicious icing on an already incredibly built cake. This is a special game not only because of its top-notch design, but because it doesn’t forget about how it came to be in the first place.

Stalking Nintendo Stars on Instagram!

Now all we need are their social security numbers!


#518 – Forgive us for being just slightly on the “creepy” side today as we stalk some well-known Nintendo employees and associated on Instagram! We get to learn a little bit more about Bill Trinen, Charles Martinet, and “Karen”, and perhaps even observe some of their habits and behaviors! Delightful!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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N64 Masterpiece: Super Mario 64

I’m still trying to figure out how we skipped from Super Mario 3 to Super Mario 64…


#517 – Super Mario 64 is a landmark game – a revolution in our industry. And recently, we had a young viewer named Rachel who watches our channel faithfully who asked us to “focus on some Mario games that people don’t talk about anymore, like SM64 and SM64 DS.” So that’s exactly what we’re going to do today! Watched some footage as we discuss this incredible step forward in 3D gaming, and see if you don’t have the urge to go and pick up your old three-pronged controller! Footage credit: Super Mario 64 – Matthewmatosis

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What are the Coolest Arcade Sticks?

The coolest arcade stick is the arcade stick that you have with you.


#516 – Arcade sticks, fight sticks – whatever you call them, they’re a surefire way to up your game and strike fear in your opponents’ hearts. But they’re ALSO a great way to express your artistic creativity, and that’s what many creative gamers have chosen to do! In this episode, we’re showing off the handiwork of some very talented folks who have turned their fight sticks into pieces of art!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Who Nintendo’s Target Audience REALLY Is

They would probably say the whole cheesy “5 to 105” line…


#515 – Who does Nintendo have in mind when they are developing their newest games? Is it people like you? Much younger? Older players? That’s the question that Simeon and Scott are examining in today’s episode of Two Button Crew!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Analyzing Nintendo’s 2017 E3 Plans

We’ve got all the deets on lock!


#514 – E3 silently approaches, drawing nearer every single day. Nintendo has quietly announced the outline of their plans for this year’s expo, focusing mainly on 2017 games for Switch, with some 3DS titles thrown in there too. Some fans are disappointed, hoping for a longer look at the Switch’s upcoming support after so many years of secrecy around the console. Nintendo better pull out some stops to fill in the gap between Splatoon and Mario!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Nintendo’s New Approach to New IPs

Over the years, Nintendo’s franchises have continued to grow, but many old games (F-Zero, Ice Climbers) may not see a new entry, and a few games (Code Name: S.T.E.A.M., Captain Rainbow) will likely never get a single sequel. There are a couple new strategies they’ve started using that are really elevating the new IPs right out of the gate.

Free Content

They don’t even call it DLC because it’s not optional. Updating new games instead of asking people to spend extra money on something new and unknown is such a smart move. You can purchase a game at launch knowing you’re getting the full experience… over time. There were a few things that should have been in Splatoon at launch (TEAMS!), but the map and weapon additions every Friday after the game came out that continued for months kept me going back. There’s no way I would have bought all the content in that game (as I tend to like certain weapon types), but giving them to me for free convinces me to try them out and dig deeper into the game. They’ve already confirmed that new fighters, stages, and arms will be available in ARMS following launch, so I know I’ll be throwing punches for a while.

Free content = Ongoing happiness

Tournaments

Splatoon was featured as part of the Nintendo World Championship and now both ARMS and Splatoon 2 have tournaments at E3 2017. This builds so much hype around their games and shows off the competitive side as well. Looking from the outside, ARMS and Splatoon appear to be casual games, and can totally be played as such, but for the gamers that want a deep and challenging experience, there’s no better way to show it off than on a big flashy stage.

Nintendo Directs

Having a Nintendo Direct specifically dedicated to a game has done WONDERS for Nintendo. For the day(s) from announcing the direct until the actual stream, I see Nintendo fans going wild with rumors and speculation of what the Big N has up their sleeve. Showing off new stages and modes plus announcing new characters in ARMS has reignited a spark for that game in a lot of people (myself included). There have been a ton of posts on social media about which fighter is someone’s favorite and planning which arm combos they’ll use with said character.

The possibility of more Reggie is never a bad thing.

Global Tests

Both Splatoons have had a Global Testfire and with ARMS set to have a Global Testpunch this weekend and the following weekend, it’s bound to get even more people interested and talking about the game. While it would be nice to have longer increments to check the game out, I think it’s smart to give people a taste with set times to play. It whets your appetite for the game just enough to sell it to you and makes you want to play the title right at launch to get back into it.

Here’s hoping to the success of ARMS and Splatoon 2. With all the hype that continues to build around them, I don’t see them going anywhere in the near future… but only time will tell.

ARMS Is The Next Street Fighter

Scott’s just dying to prove Simeon wrong on this one.


#513 – Don’t count ARMS out yet. A lot of thoughtful development is going into making this zany fighter a mainstay on Switch. With plenty of characters, modes, and customizations to choose from, the potential for competitive depth is bottomless.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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My Parents Are the Bomb (at Dr. Mario)!

Went back home to get schooled!


#512 – After such a bragging episode that came yesterday, it’s time for Scott to get his humble pie and get owned by his gamer parents! Dr. Mario is right up their alley; experienced virus-busters that they are.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Smash 4 – I’m a Beast at Tournaments

And thus, Scott was the most humble Smasher in all of history.


#511 – With a big Smash 4 tournament coming up, Scott gets some confessions off his chest… like how good he is at the game!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Mario Kart Woes & Zelda Whoas

We’ve got better games to play than Mario Kart! Close your eyes and pick something off the eShop.


#510 – Zelda Breath of the Wild is a tough act to follow, and Mario Kart 8 Deluxe certainly falls short in that regard. The racing game has its charm and its place in the Switch owners’ collection, but it also has some major design problems that frustrate the player, and makes them want to go back to Zelda!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Disaster

Just being honest.


#509 – Just getting on camera and talking through what’s been going on with our channel lately. Thanks so much for your outpouring of support, and for being a part of this wonderful Crew that we’ve collectively made!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Thoughts after Making 500 Daily YouTube Videos

Tuesday, May 2nd was the day that Two Button Crew uploaded its 500th episode.

This monumental milestone dwarfs everything that has come and gone before! It’s hard to believe that we’ve made a show every weekday for the last 500 weekdays. Just amazing.

Simeon and I (Scott) are almost two years older than when we started, and we’ve grown from a team of 2 to a team of 7 (don’t worry if you can’t name everybody – we’ll introduce them properly soon).

The show has stayed largely the same, although the set has changed, we’ve witnessed the launch of a new Nintendo console, and we’ve changed day jobs.

Oh, and YouTube has changed a dozen times or so.

Here, I’m going to take a few moments and share the things I’ve learned over the last 500 episodes:

You Can Attract the Right Viewers and Build A Community

TBC doesn’t have a huge following, but the quality of our viewers is astounding. There are all kind of stigmas about YouTube comment sections, but none of them apply to our viewers. By avoiding growth shortcuts, follow-for-follow techniques, and by engaging with Nintendo fans, we’ve collected a tight-knit group of like-minded Nintendo fans. Our patience has paid off! We wouldn’t change the connections we’ve made for a big number of mysterious subscribers.

You Can Help People By Providing Entertainment

Our daily show is a mixture of information, entertainment, gameplay, competitions, and the like. But the source material is consistently one thing: video games. Sometimes it’s tempting to feel like all the time we pour into this effort is frivolous compared to more altruistic endeavors, but we’ve found something surprising along the way: we have helped people. Our viewers have chaotic and sometimes difficult lives, and our channel has proved to be a safe-haven of positivity for them. We love making consistent, top-quality content that you can count on, no matter what’s going on in real life.

You Have to Serve Others to Succeed

There are no benefits for creators to reap without helping others. At first, becoming a YouTuber seems like a pretty grand gig. Make content, people will watch, numbers will go up, and you’ll gain credibility and perks in the industry. Right?

No.

Those motives aren’t sustainable. Attach your motivation to helping your audience, and then you can wake up every day, put others before yourself, and make something truly great while improving others’ lives.

You Have to Be Ready to Adapt

YouTube changes the rules constantly, tinkering with their algorithms to keep viewers engaged and to increase their own revenue. Sometimes these changes are in the favor of creators, and other times they’re not. It’s important that we don’t rely on YouTube too much, but that we diversify our sources of support.

Persistence Pays Off

Things that we have invested in for years are just now starting to pay off. It’s all about the long game. I’ll look back on this post another 500 episodes from now and smile at how things have changed.

Here’s to 500 more!