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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:01:11,613 --> 00:01:18,036 I think horror movies in video games kind of goes back to, like, the beginning of video games. 2 00:01:20,622 --> 00:01:26,294 In the old days, horror movies and horror video games were just a world apart. 3 00:01:26,753 --> 00:01:33,051 “The Texas Chainsaw Massacre. After you stop screaming, you'll start talking about it.” 4 00:01:33,384 --> 00:01:37,013 There was a Texas Chainsaw Massacre video game like for Atari, which 5 00:01:37,430 --> 00:01:40,892 why would you even think that was a good idea, especially back then. 6 00:01:41,101 --> 00:01:44,604 “The most bizarre and brutal series of crimes in America.” 7 00:01:44,854 --> 00:01:49,192 You have this seminal horror movie that's so gritty and grainy and dark. 8 00:01:49,442 --> 00:01:55,198 Games by their nature at that time were bright blues and orange and all this kind of stuff, 9 00:01:55,406 --> 00:01:57,992 and it just doesn't fit with Texas Chainsaw Massacre. 10 00:01:58,576 --> 00:02:04,040 Watching this, you know, like, “ungungung” looks like somebody was holding up a unicycle for fuck’s sake. 11 00:02:04,249 --> 00:02:08,128 You're like, what is that? That's a chainsaw? It looks like a weed whacker. 12 00:02:08,586 --> 00:02:13,633 I think that's the first time I can think of in a game where you're controlling the villain 13 00:02:13,883 --> 00:02:19,180 and flat out murdering people. Yeah, I mean, that was pretty rough for back then. 14 00:02:19,639 --> 00:02:23,309 Leatherface literally gets his butt kicked by a girl. If he loses. 15 00:02:23,518 --> 00:02:26,062 All he's really done is run out of fuel for his chainsaw. 16 00:02:26,271 --> 00:02:29,065 So does that just make him easily surmountable then? 17 00:02:29,274 --> 00:02:31,860 You can just kick him up the ass and that's it. 18 00:02:33,236 --> 00:02:36,156 I never knew there existed a Halloween or 19 00:02:36,322 --> 00:02:40,285 Texas Chainsaw Massacre game on Atari 2600 until much later. 20 00:02:40,577 --> 00:02:46,916 They were released by Wizard Video. A lot of the Halloween games had a label that was handwritten 21 00:02:47,125 --> 00:02:49,085 and sometimes even misspelled. 22 00:02:49,335 --> 00:02:52,088 “Now, not every cartridge of Halloween was like this,” 23 00:02:52,255 --> 00:02:55,508 “but as Wizard Video Games was liquidating their inventory,” 24 00:02:55,717 --> 00:02:58,136 “they started doing this to minimize costs.” 25 00:02:58,344 --> 00:03:00,263 But at least they used orange ink. 26 00:03:00,763 --> 00:03:04,267 Those licensed games were never scary like the movies. 27 00:03:04,851 --> 00:03:07,937 It makes these games that are supposed to be terrifying so comical. 28 00:03:08,146 --> 00:03:10,565 It's just so over-the-top. I don't know how people could be offended 29 00:03:10,773 --> 00:03:13,401 by anything other than how terrible it was. 30 00:03:13,776 --> 00:03:18,489 The game, but I was completely obsessed with was Friday the 13th. 31 00:03:20,533 --> 00:03:24,078 But for Commodore 64, so it wasn't as good or as slick as the NES game. 32 00:03:24,495 --> 00:03:30,126 But for the Commodore, those sprites used to scare me silly. 33 00:03:34,005 --> 00:03:37,467 I think the NES version is not as bad as people make it out to be. 34 00:03:37,675 --> 00:03:44,515 They tried to do something that captured the fear of, you know, being a teen trying to run away from Jason. 35 00:03:45,183 --> 00:03:50,438 You're being stalked by the villain. You go into those cabins and then it switches to that 3D view, 36 00:03:50,647 --> 00:03:54,525 which was really clumsy but back then it was kind of a big deal. 37 00:03:55,109 --> 00:03:59,155 And then Jason pops out and you get that like that sting. 38 00:04:01,574 --> 00:04:05,912 You just jump off the couch and like, holy shit, there he is! 39 00:04:07,038 --> 00:04:13,378 There was a Nightmare on Elm Street game on Nintendo, and there was always that cool point 40 00:04:13,586 --> 00:04:17,840 where it's like “Freddy's coming” would flash across the screen everyone would panic, 41 00:04:18,049 --> 00:04:21,928 you know, and then just start mashing buttons because they didn't really know what to do. 42 00:04:22,136 --> 00:04:27,267 You have to go around and collect Freddy's bones, which falls in line with some of the films. 43 00:04:28,101 --> 00:04:33,815 “You must find the remains and bury him in hallowed ground.” 44 00:04:35,066 --> 00:04:41,114 There is a Evil Dead game on Commodore. There was all these Ghostbuster games and Gremlins, 45 00:04:41,406 --> 00:04:45,493 and then they even had a psycho game on Commodore 64. 46 00:04:46,327 --> 00:04:51,833 Instead of playing as Norman, Marion Crane or anybody, you're like some detective, 47 00:04:52,041 --> 00:04:56,921 and you’re in the Bates Motel trying to find some jewels or something. 48 00:04:57,297 --> 00:05:01,134 Back then, they just could not figure out how to make games based on movies like this. 49 00:05:02,093 --> 00:05:04,387 But, you know, I feel like with licensed games, 50 00:05:04,595 --> 00:05:07,473 they’re usually rushed out because there's a new film coming out 51 00:05:07,682 --> 00:05:12,353 and the film company, the studio want to rush out a game to try and promote their film. 52 00:05:15,273 --> 00:05:18,735 “Dracula from Sony Imagesoft. Sure. It's just a game.” 53 00:05:18,943 --> 00:05:23,948 There are many versions of Bram Stoker's Dracula from the NES all the way to, 54 00:05:24,157 --> 00:05:29,579 Super Nintendo, Sega Genesis, Sega CD. The Sega CD one was probably the most interesting 55 00:05:29,787 --> 00:05:32,999 because, it had those, those full motion video scenes. 56 00:05:33,207 --> 00:05:39,255 All I remember from that game was every time you die, you get this close up of Keanu Reeves screaming. 57 00:05:41,966 --> 00:05:47,180 Yeah, there is nothing quite like playing as a digitized Keanu Reeves and punching bats in the face. 58 00:05:47,388 --> 00:05:50,183 I mean, does any other game let you do that? I'd love to know. 59 00:05:52,310 --> 00:05:55,980 It was kind of weird how they'd always make a kid's version of everything. 60 00:05:56,189 --> 00:06:00,651 The movie Beetlejuice was a lot more adult. Gremlins. Ghostbusters. 61 00:06:00,860 --> 00:06:05,114 I mean, those weren't the worst things, but, they were generally adult movies, 62 00:06:05,365 --> 00:06:09,744 but they all had animated series and a toy line. 63 00:06:12,288 --> 00:06:15,583 “I'll take care of you, Gizmo.” 64 00:06:43,027 --> 00:06:47,073 And if there's nobody that is passionate about something, 65 00:06:47,448 --> 00:06:51,035 regardless of the revenue potential, there's not going to be a great game. 66 00:06:58,584 --> 00:07:04,048 Some executive in their ivory tower will see some great licence, “let’s go licence E.T. and do a game” 67 00:07:04,298 --> 00:07:06,342 and they hand it down to the development team 68 00:07:06,592 --> 00:07:09,720 and nobody particularly gives a rat's and out comes a bad game. 69 00:07:10,221 --> 00:07:15,101 So I think it's time, money and you know developers need to be passionate about the franchise 70 00:07:15,309 --> 00:07:18,187 and they need to have the time that they need to put their own ideas into it. 71 00:07:28,114 --> 00:07:33,786 “Hate. Let me tell you how much I've come to hate you since I began to live.” 72 00:07:34,620 --> 00:07:36,664 I was a big reader of science fiction 73 00:07:36,873 --> 00:07:39,125 and fantasy and horror all throughout my childhood. 74 00:07:39,667 --> 00:07:42,545 I Have No Mouth and I Must Scream was my favorite short story. 75 00:07:42,837 --> 00:07:49,760 It was just such a powerful story about the loss of identity and, loss of control 76 00:07:50,094 --> 00:07:52,972 and of existential danger. 77 00:07:53,181 --> 00:07:58,519 “But one day I woke and I began feeding all the killing data 78 00:07:58,728 --> 00:08:02,607 the killing data until everyone was dead. Except for the five of you.” 79 00:08:04,108 --> 00:08:09,906 “As we promised last week, our fabulous commentator, Harlan Ellison. Harlan!” 80 00:08:10,114 --> 00:08:12,158 I didn't have my first real conversation with Harlan 81 00:08:12,366 --> 00:08:16,746 until it was time to show off some of our progress on I Have No Mouth and I Must Scream. 82 00:08:16,954 --> 00:08:21,501 He’d actually dealt with a number of different other people throughout the project. 83 00:08:21,959 --> 00:08:26,672 And there I was, standing before my idol, one of my favorite writers 84 00:08:26,881 --> 00:08:31,802 writer of my favorite episode of Star Trek, the person I've always wanted to work with. 85 00:08:32,386 --> 00:08:36,849 And he looks at me and says, “great, another one of those Cyber Dreams idiots.” 86 00:08:37,058 --> 00:08:39,477 “All right, get in here and show me what you have to show me.” 87 00:08:39,852 --> 00:08:44,690 I had heard him speak before, and I knew that he could be a very, very cantankerous person. 88 00:08:44,941 --> 00:08:47,985 “I despise computer games. I think they are one of the great--” 89 00:08:48,194 --> 00:08:51,030 “They are second only to golf as being the greatest time waste.” 90 00:08:51,239 --> 00:08:55,159 “So I've been putting it down. So now they come to me and they say, we want you to do a CD-Rom game.” 91 00:08:55,368 --> 00:08:58,120 “I said, you know, as long as I'm putting it down, let me see if I can do a better one.” 92 00:08:58,371 --> 00:09:02,124 “So using my little manual typewriter and a couple of game designers,” 93 00:09:02,333 --> 00:09:04,585 “I designed this game I Have No Mouth and I Must Scream.” 94 00:09:04,794 --> 00:09:08,756 I thought it was really interesting as a game. I remember thinking, 95 00:09:09,048 --> 00:09:14,470 how are they going to take on this complex idea and show it in a video game 96 00:09:14,679 --> 00:09:18,558 and not just telling the story of the short story? 97 00:09:18,891 --> 00:09:24,438 “When David Sears began working on it, and I said to him, I want a game that you can't possibly win.” 98 00:09:24,647 --> 00:09:26,899 “But he said, no, no, there probably should be a point to it.” 99 00:09:27,149 --> 00:09:31,404 And it was David Sears, the original designer for the game, 100 00:09:31,612 --> 00:09:39,912 that cracked that nut by asking the question, why did AM select these five people to save? 101 00:09:40,121 --> 00:09:45,376 After destroying the rest of humanity? And Harlan had never really thought about that before. 102 00:09:45,626 --> 00:09:48,963 And that's what became the, the focus of the game. 103 00:09:49,297 --> 00:09:53,342 Each of the five different characters, each were put in a scenario 104 00:09:53,634 --> 00:10:00,850 in which they have to come face to face with and overcome a fatal flaw. 105 00:10:02,018 --> 00:10:06,272 Nimdok had the farthest path to travel to redemption. 106 00:10:06,564 --> 00:10:10,401 We learned that as we played Nimdok’s psychodrama, 107 00:10:10,735 --> 00:10:15,865 that Nimdok had been an assistant to Josef Mengele. 108 00:10:16,157 --> 00:10:20,536 “He's a man who has allowed to happen or has personally performed” 109 00:10:21,120 --> 00:10:23,914 “some of the most hideous acts that a human being can perform.” 110 00:10:24,123 --> 00:10:27,918 And is there salvation for him within the confines of this game?” 111 00:10:28,127 --> 00:10:31,756 “Well, that's an interesting question too that the game will answer.” 112 00:10:32,048 --> 00:10:36,385 He had to realize the horrible things he did and seek atonement for it. 113 00:10:37,303 --> 00:10:41,265 I think to be able to do that with a character is really special. 114 00:10:41,474 --> 00:10:45,102 It shows a good grasp of writing. It shows a way of appealing 115 00:10:45,311 --> 00:10:48,147 to people's humanity that maybe you didn't even know was there. 116 00:10:48,356 --> 00:10:53,986 While we were developing the game, we got a letter from the Simon Wiesenthal Center 117 00:10:54,236 --> 00:10:59,450 saying, by putting the Holocaust in a game, we are trivializing it, 118 00:10:59,659 --> 00:11:02,244 and that they demanded that we take that story out. 119 00:11:02,536 --> 00:11:05,706 “Nothing, nothing can trivialize the Holocaust. 120 00:11:05,915 --> 00:11:09,502 “I don't care whether you mention it in a comic book on bubble gum wrappers in” 121 00:11:09,710 --> 00:11:14,298 “computer games or write it in graffiti on the wall. Never forget, never forget.” 122 00:11:14,548 --> 00:11:18,511 “And putting it in this in this game is intended.” 123 00:11:18,844 --> 00:11:22,890 You know, some people seem to think that there's like a causality there, 124 00:11:23,099 --> 00:11:28,479 that if you tell stories about what scares us, somehow those things will become real or somehow 125 00:11:28,688 --> 00:11:32,817 they'll come to fruition, which I don't think is actually the case. 126 00:11:33,109 --> 00:11:37,405 Horror games allow us to deal with parts of ourselves. 127 00:11:37,988 --> 00:11:47,248 -“Please. Not again.” -“Yes, again and again and again and again.” 128 00:11:47,540 --> 00:11:50,209 It provides a very cathartic experience. 129 00:11:50,668 --> 00:11:54,130 “Don't count on it you mother-.” 130 00:11:55,715 --> 00:12:01,137 Because horror deals with our fears, it really latches onto our primal selves. 131 00:12:01,345 --> 00:12:04,432 Probably the first emotions we developed. 132 00:12:05,057 --> 00:12:08,477 “I finally received the hell I deserve.” 133 00:12:09,520 --> 00:12:15,651 “Outwardly, I shamble about a thing that could never have been known as human.” 134 00:12:16,360 --> 00:12:22,408 The darkness in ourselves. I think that that's the scariest thing. 135 00:12:23,159 --> 00:12:27,580 There's a big difference between being afraid by something that's external to you. 136 00:12:28,372 --> 00:12:31,167 Perhaps you can fight it. You could run away. 137 00:12:31,375 --> 00:12:36,005 But when the horror is in the inside, you know and there's no escaping from it. 138 00:12:37,840 --> 00:12:41,927 When you don't want to look at yourself, you know, that's the deepest horror I can imagine. 139 00:12:42,678 --> 00:12:47,808 “That is what I think is the nobility of this game. Understanding in however small measure,” 140 00:12:48,434 --> 00:12:51,937 “that we are not alone, that we are all inside the same skin.” 141 00:13:01,614 --> 00:13:05,034 Another writer that I think is had a massive influence on games, 142 00:13:05,242 --> 00:13:09,038 although she doesn't really get the credit for it, is probably Mary Wollstonecraft Shelley. 143 00:13:09,663 --> 00:13:13,000 You know, she wrote essentially the first sci fi horror. 144 00:13:13,542 --> 00:13:16,462 Mary Shelley, Bram Stoker, Ann Radcliffe, 145 00:13:16,796 --> 00:13:20,216 all of gothic fiction made a mark on horror videogames. 146 00:13:20,758 --> 00:13:25,638 You look at things like System Shock and System Shock 2, you look at Dead Space, 147 00:13:26,388 --> 00:13:31,393 even things like Portal with GLaDOS. I'd say you could probably trace GLaDOS’ DNA 148 00:13:31,644 --> 00:13:34,438 right back to Frankenstein's monster. 149 00:13:35,022 --> 00:13:38,359 “It’s alive! It’s alive! It’s alive!” 150 00:13:38,567 --> 00:13:42,696 Just the idea that humanity could create something through technology 151 00:13:43,030 --> 00:13:45,616 that then assumes the God role. 152 00:13:45,825 --> 00:13:51,747 “I think we can put our differences behind us, for science. You monster.” 153 00:13:51,956 --> 00:13:55,167 The monster creator ends up becoming hunted by its creation. 154 00:14:13,060 --> 00:14:19,358 Gothic horror was all about approaching topics such as death or violence, 155 00:14:19,567 --> 00:14:27,449 but doing so in a way where we were really taking on the emotions of the people dealing with these topics. 156 00:14:29,577 --> 00:14:36,917 “To know that is wisdom, to use it is the art.” 157 00:14:38,085 --> 00:14:42,339 “The words are Clive Barker's, one man industry of the fantastique.” 158 00:14:42,840 --> 00:14:46,510 I learned a ton about horror, working with Clive Barker. 159 00:14:46,719 --> 00:14:52,266 I worked with them from about 2004 to roughly 2009. 160 00:14:52,683 --> 00:14:56,770 I grew up reading his novels when I was way too young to be reading his novels. 161 00:14:57,104 --> 00:15:01,942 But I was, I was reading his stuff and consuming all of his movies and his comic books. 162 00:15:02,067 --> 00:15:05,821 The Books of Blood and Hellraiser and Nightbreed and all this stuff. 163 00:15:06,071 --> 00:15:09,366 “We have such sights to show you.” 164 00:15:09,617 --> 00:15:12,745 I love Clive Barker. I think he is really the epitome of 165 00:15:12,953 --> 00:15:16,707 just like that kind of breaking into the mainstream, some strange person 166 00:15:16,916 --> 00:15:20,336 talking about his strange inner world, especially, I think that's reflected 167 00:15:20,544 --> 00:15:24,089 in the monsters that he makes, and that's like a huge inspiration for me 168 00:15:24,381 --> 00:15:28,260 of making monsters where they feel like characters themselves. 169 00:15:28,719 --> 00:15:33,098 “It's really important that we understand that these monsters are actually very attractive to us.” 170 00:15:33,307 --> 00:15:36,977 “They're, they're things, they're creatures who have powers that maybe we want.” 171 00:15:37,186 --> 00:15:39,563 “I would love to be able to fly. I'd love to be able” 172 00:15:39,772 --> 00:15:42,983 “to turn into a wolf and live forever. Those are wonderful attributes.” 173 00:15:43,484 --> 00:15:45,235 I remember one of the things he told me about was like, 174 00:15:45,444 --> 00:15:48,739 layers of violation or degrees of violation. 175 00:15:49,073 --> 00:15:53,452 And he said, you know, when a monster eats you like a great white shark eats 176 00:15:53,661 --> 00:15:56,622 you, that's a violation. They violated your personal space, 177 00:15:56,830 --> 00:15:59,375 and they've kind of violated the natural order of like, 178 00:15:59,583 --> 00:16:01,877 a human being at the top of the food chain and, 179 00:16:02,086 --> 00:16:07,299 you know, everything else, we’re the master of. But he said, like, there's other layers of violation. 180 00:16:07,508 --> 00:16:10,094 It's like, then you get into some of the body horror stuff like that. 181 00:16:10,302 --> 00:16:15,683 Alien and Giger did so well where, you know, now, not only has the thing decided to, 182 00:16:15,891 --> 00:16:20,145 like, attack you, it's decided to move in. 183 00:16:20,771 --> 00:16:23,357 So then there's like another degree of violation past that, 184 00:16:23,565 --> 00:16:30,239 where something's moved in and it's maybe not going to come out and maybe it's in control. 185 00:16:30,531 --> 00:16:33,117 I always wondered in Half-Life, when the poor scientists 186 00:16:33,325 --> 00:16:37,955 are running around with the headcrab on, are they, is some portion of them still in there? 187 00:16:38,163 --> 00:16:43,877 Are they trapped? Are they in their brain screaming there “get this thing off of my head?” 188 00:16:45,129 --> 00:16:48,173 These are all Lovecraftian horrors where there's these things 189 00:16:48,382 --> 00:16:52,594 that are beyond our understanding, are beyond our ability to deal with 190 00:17:09,862 --> 00:17:13,574 Lovecraft seems to be a treasure trove for game developers. 191 00:17:13,782 --> 00:17:19,288 We've gotten some really great games,not onl based around that, you know, the Cthulhu 192 00:17:19,496 --> 00:17:24,084 Mythos and, you know, eldritch horror, but the way it manifests itself 193 00:17:24,293 --> 00:17:29,339 even in little ways in games, you know? There's nothing cooler than when you're playing a game 194 00:17:29,548 --> 00:17:32,176 and you think it's pretty normal, and then suddenly there's some eldritch shit 195 00:17:32,384 --> 00:17:34,928 going on and you're like, “uh-oh.” 196 00:17:37,097 --> 00:17:42,436 I was introduced to Lovecraft by Sandy Peterson while we were making quake, and it was like, 197 00:17:42,644 --> 00:17:50,486 oh my God, I couldn't believe how incredible all the lore in the stories from H.P. Lovecraft 198 00:17:50,694 --> 00:17:56,366 were when they were created, The Mummy and The Wolf Man and Dracula and Frankenstein, 199 00:17:56,575 --> 00:18:01,455 like all those characters, were tame compared to the stuff that he came up with. 200 00:18:01,789 --> 00:18:05,793 Going back to Clive again, I remember Clive was not a super big fan of of H.P. Lovecraft 201 00:18:06,001 --> 00:18:10,339 because he said, you know, he kind of wimped out. He said, you know, instead of like 202 00:18:10,631 --> 00:18:15,594 giving your monster a personality and a voice and a point of view… 203 00:18:15,803 --> 00:18:21,016 “You call us monsters. But when you dream, you dream of flying.” 204 00:18:21,350 --> 00:18:24,478 It's the cosmic, unseen horror that is so horrible, 205 00:18:24,686 --> 00:18:28,607 I can't even describe it. I can't, I can't find the words on the page 206 00:18:28,816 --> 00:18:32,111 to tell you how horrible this thing with tentacles and slime is. 207 00:18:32,361 --> 00:18:35,531 I remember Clive would just go, “what a fucking cop out.” 208 00:18:52,881 --> 00:18:57,636 A lot of the criticism with Lovecraft's cosmic horror would be that it's often 209 00:18:57,845 --> 00:19:01,557 devoid of personality, because we're so far removed from the unfathomable. 210 00:19:01,890 --> 00:19:04,393 But what John Carpenter's The Thing did really well 211 00:19:04,601 --> 00:19:07,396 was it brought that cosmic horror down to a human level, 212 00:19:09,148 --> 00:19:13,318 and suddenly that monster was your friend right next to you. 213 00:19:16,613 --> 00:19:18,657 When you’re a movie director… 214 00:19:21,410 --> 00:19:26,874 When you're me, there are two kinds of, offshoots of a project you do. 215 00:19:27,082 --> 00:19:33,505 One is if I write it and I originate it, it’s mine, and when I'm sitting on my couch, 216 00:19:33,839 --> 00:19:37,217 a cheque arrives in my hand, and I don't have to do anything. 217 00:19:38,218 --> 00:19:40,762 The Thing was owned by Universal. 218 00:19:41,096 --> 00:19:46,476 They licensed it out and they did all sorts of things. They didn't have to ask me. 219 00:19:49,104 --> 00:19:54,735 So the thing game is really smart. It literally picks up right where the thing movie left off. 220 00:19:54,943 --> 00:19:57,738 We are showing up at the at the base in Antarctica. 221 00:19:58,071 --> 00:20:00,449 They walk in, there's Blake, he's got his team. 222 00:20:00,741 --> 00:20:05,537 -“What have you got?” “One body identification says ‘Childs’. No survivors.” 223 00:20:05,913 --> 00:20:12,127 And this is why it's so smart, the film of The Thing is so built around the idea of trust. 224 00:20:12,544 --> 00:20:15,172 “I know I'm human. If you were all these things 225 00:20:15,380 --> 00:20:18,675 then you’d just attack me right now. So some of you were still human.” 226 00:20:18,884 --> 00:20:20,385 When they made the game, they thought, you know what? 227 00:20:20,510 --> 00:20:22,054 That trust thing is a big part of this, this can't 228 00:20:22,137 --> 00:20:24,097 just be you're running around and “there's The Thing!” 229 00:20:24,223 --> 00:20:25,849 “There's the thing!”, “There's the thing!” You shoot the thing. 230 00:20:26,058 --> 00:20:29,645 We want this to have the same experience that the movie has, which is a group of characters 231 00:20:29,853 --> 00:20:35,359 that are stuck in a situation that's very bad. And now maybe one of them is actually also evil. 232 00:20:35,567 --> 00:20:38,654 “I'm locked, loaded and ready to make shit dead!” 233 00:20:38,987 --> 00:20:43,992 At the time, Sony was talking about their, you know, the emotional nature of the engine 234 00:20:44,201 --> 00:20:46,703 that they were working with on PlayStation. 235 00:20:46,995 --> 00:20:49,915 We want to do things that nobody's ever seen before. 236 00:20:52,292 --> 00:20:56,338 And I think that captured it right? Those those trust and fear mechanics 237 00:20:56,630 --> 00:21:02,344 that allowed you to constantly try to walk a balance beam 238 00:21:02,636 --> 00:21:04,429 to keep your squad in line, 239 00:21:04,638 --> 00:21:09,101 “Keep your team together and get them to shelter as quickly as you can.” 240 00:21:09,393 --> 00:21:11,895 “Roger that. Blake out.” 241 00:21:12,104 --> 00:21:14,815 All the characters in the game not only have scenes where they're like, 242 00:21:14,898 --> 00:21:18,318 -“You're the thing I don't trust you.” -“Stay the hell away from me, I'm warning you.” 243 00:21:18,527 --> 00:21:24,658 But it has a mechanic where you have to do things to ingratiate them and get them back into your trust. 244 00:21:24,866 --> 00:21:28,787 Whether you give them a gun or you point a gun at them and tell them to calm the fuck down. 245 00:21:28,996 --> 00:21:31,123 “Time’s up Blake!” 246 00:21:31,331 --> 00:21:38,922 At the time, survival horror was more plodding, it was slower, the movements were almost frustratingly slow, 247 00:21:39,172 --> 00:21:42,759 and that added to that tension that made it a better horror game. 248 00:21:43,969 --> 00:21:49,975 We didn't have to make your movement slow and clunky in order to give you a scare, 249 00:21:50,183 --> 00:21:54,730 because our scares came from those characters being in that world. 250 00:21:54,980 --> 00:21:57,858 “Wait a minute. Don't you come any closer.” 251 00:21:58,066 --> 00:22:04,573 And you reacting to what they were going through and trying to balance them between trust and fear. 252 00:22:04,781 --> 00:22:08,535 When it worked, it was great. It felt powerful. You could calm them down. 253 00:22:08,827 --> 00:22:10,746 “Maybe you will get us out of this.” 254 00:22:11,038 --> 00:22:14,750 And when it didn't work, it was even better because they would run off. 255 00:22:15,000 --> 00:22:19,963 They would go crazy. They would attack you. They would kill themselves. 256 00:22:20,213 --> 00:22:24,593 “If you want a job done right, you got to do it yourself.” 257 00:22:24,885 --> 00:22:28,764 Really unbelievable stuff that we just chose to move the needle 258 00:22:28,972 --> 00:22:33,226 on the action horror side in a different way than traditional survival horror. 259 00:22:33,643 --> 00:22:39,107 I think what The Thing game did so well was you're not playing the exact same thing as the movie, 260 00:22:39,316 --> 00:22:42,235 “The report said. The hypo contains a chemical that reacts with blood.” 261 00:22:42,444 --> 00:22:48,325 You're in the world that the movie created and the world that you enjoyed while watching that movie, but 262 00:22:48,492 --> 00:22:53,038 -you're doing a different story. -“Now, I'm going to show you what I already know.” 263 00:22:54,664 --> 00:22:58,585 When we were working on The Thing, I think we went back and looked at the, 264 00:22:58,794 --> 00:23:02,631 you know, the original film to try to take inspiration 265 00:23:02,839 --> 00:23:06,718 from the stuff that had come before it. But, you know, I think we really wanted to concentrate 266 00:23:06,927 --> 00:23:10,972 largely on the biggest inspiration for us is John Carpenter. Right? 267 00:23:11,181 --> 00:23:16,311 Like bringing his horror adaptation to life. That was really the focus for us. 268 00:23:16,853 --> 00:23:21,441 I thought that was, oh, that's good, that's nice. So they were very nice folks 269 00:23:22,192 --> 00:23:26,530 and they took my picture. So I was a character. 270 00:23:27,406 --> 00:23:30,117 I think I got killed. 271 00:23:30,659 --> 00:23:36,415 and you know that that doesn't happen if he's not really invested and likes the product. 272 00:23:36,832 --> 00:23:40,252 “Jesus, you've done it, haven't you?” 273 00:23:41,962 --> 00:23:44,047 Whether you like The Thing or not, it's just an incredible game. 274 00:23:44,256 --> 00:23:46,299 Even by today's standards it’s still incredible. 275 00:23:46,591 --> 00:23:50,303 I had a great time working on it with Chris Hadley and all the talented 276 00:23:50,512 --> 00:23:59,646 engineers, designers, artists, but I liked it because it was a game that sort of was hard to define. 277 00:24:00,981 --> 00:24:04,693 It wasn't a cookie cutter thing. We didn't take a license and slap it on. 278 00:24:04,901 --> 00:24:08,238 It was all made with incredible care. 279 00:24:10,157 --> 00:24:14,161 It just gets the paranoia of the movie across in such an amazing way, and it lets 280 00:24:14,369 --> 00:24:19,291 you lead it and control it in a way that is so much scarier than if it was scripted. 281 00:24:19,624 --> 00:24:25,213 Like, I still have never seen a game that's managed to do something like that, and it really drew me in. 282 00:24:25,422 --> 00:24:30,886 As someone who grew up with the movie and loved the movie, it was the perfect follow up. 283 00:24:39,895 --> 00:24:44,691 Sometimes you work on an IP and the director, the writer, whomever it is 284 00:24:44,900 --> 00:24:47,486 that's in charge of the creative vision for the IP 285 00:24:47,986 --> 00:24:51,114 may not necessarily be a gamer, so they don't understand, 286 00:24:51,323 --> 00:24:54,993 what interactivity is about. They don't understand game mechanics either. 287 00:24:55,202 --> 00:24:59,539 They think it's for kids, so it's a toy. So they're just not going to take it that seriously. 288 00:24:59,873 --> 00:25:03,877 Or they want to be very dogmatic about like their linear story, 289 00:25:04,085 --> 00:25:08,215 and they don't want to ever show moments from their story that like, 290 00:25:08,423 --> 00:25:13,136 didn't happen on film or on page. Those are the difficult people to work with. 291 00:25:13,470 --> 00:25:18,767 And then a lot of times, what games suffer from is the “wouldn't it be cool if” disease, 292 00:25:18,975 --> 00:25:23,563 which is the notion that you can constantly make whatever you want all the time, 293 00:25:23,813 --> 00:25:27,567 and in games that often time that leads to like longer development cycles 294 00:25:27,776 --> 00:25:30,529 or a never ending development cycles. 295 00:25:30,862 --> 00:25:36,117 I was game director on Buffy the Vampire Slayer. It was going to come out on the PlayStation one 296 00:25:36,451 --> 00:25:40,372 we were working with the Joss Whedon and Mutant Enemy 297 00:25:41,206 --> 00:25:47,254 gave us really unprecedented access. We got to meet Sarah Michelle Gellar, and David Boreanaz 298 00:25:47,546 --> 00:25:52,217 who plays Angel. Joss and one of his his lead writers on the series were giving us, 299 00:25:52,425 --> 00:25:57,806 you know, notes back on our storyline and saying, yep, that game story sounds like a Buffy episode. 300 00:25:58,139 --> 00:26:00,392 You were going to be running around as Buffy through her town, 301 00:26:00,600 --> 00:26:04,396 through her high school, through the graveyard, you'd encounter vampires, 302 00:26:04,604 --> 00:26:09,025 you'd do a few quick beat him ups, some flip kicks over their head. 303 00:26:10,735 --> 00:26:14,573 but Metal Gear Solid came out at about the same time, 304 00:26:14,990 --> 00:26:18,952 and our producer from Fox Interactive really loved Metal Gear Solid, 305 00:26:19,411 --> 00:26:23,748 and the feature creep just began almost immediately. It was like, “oh, 306 00:26:23,957 --> 00:26:26,334 we got to get some stealth elements into it. Let's make stealth part of it.” 307 00:26:26,543 --> 00:26:29,296 And “oh, can can, can Buffy hide in a box? Can she hide 308 00:26:29,504 --> 00:26:32,132 like how snake or snake hides in the box? That's really funny.” 309 00:26:32,340 --> 00:26:35,802 So we pushed back, our studio head. Chris said, look, 310 00:26:36,011 --> 00:26:40,390 you're going to have to give us more time or move the launch date out then if you want to accommodate this. 311 00:26:40,599 --> 00:26:45,604 And the producer said, “well, I happen to have a team in California, and they said that they can deliver 312 00:26:45,770 --> 00:26:47,606 exactly what I want at the same time.” 313 00:26:47,897 --> 00:26:51,901 So we said, “vaya con Dios.” 314 00:26:53,903 --> 00:26:56,990 And when the game did finally come out, it wasn't on PlayStation one anymore 315 00:26:57,198 --> 00:27:02,454 because it took so long that it ended up being on Xbox. The first Xbox. 316 00:27:03,038 --> 00:27:08,543 -“Cover him.” -“I’m gonna have a good time with you!” 317 00:27:09,085 --> 00:27:11,796 There was another game that came out called Jericho 318 00:27:12,172 --> 00:27:15,592 and the horror, and it was really quite significant. 319 00:27:18,887 --> 00:27:24,559 Clive Barker's Jericho was a squad based supernatural horror game 320 00:27:24,768 --> 00:27:33,109 in which you were a a group of occult specialists and supernaturally gifted, warfighters 321 00:27:33,360 --> 00:27:35,403 trying to avert the end of the world. 322 00:27:35,695 --> 00:27:39,074 You had to jump from one character to another character. And there was a thing about that, 323 00:27:39,282 --> 00:27:43,161 the mechanics of it being more, more disempowering than empowering. 324 00:27:43,370 --> 00:27:46,456 It felt frustrating ultimately, because by the time you get towards 325 00:27:46,665 --> 00:27:50,210 the end of it, you could see that looked like they'd run out of money and time. 326 00:27:50,418 --> 00:27:53,171 It started to get a little bit fragmented towards the end. 327 00:27:53,463 --> 00:27:56,633 “Jericho is way too ambitious, and it hurts on every side.” 328 00:27:56,966 --> 00:28:00,095 “While not Broken it’s poorly designed and dull.” 329 00:28:00,303 --> 00:28:05,850 The goal had been I wanted to create Red storm. So Red storm is Tom Clancy's brand 330 00:28:06,059 --> 00:28:08,687 for like making Ghost Recon and Rainbow Six and such. 331 00:28:08,895 --> 00:28:12,232 And I thought Clive needed to have that in the horror space. 332 00:28:12,440 --> 00:28:18,113 I thought we needed to have like a go to horror brand with this master of horror at the helm. 333 00:28:18,655 --> 00:28:24,869 We had tried to create these characters or like very three dimensional humans, right? Like real people. 334 00:28:27,956 --> 00:28:33,503 When Codemasters got a hold of it and the producer that was assigned to it got a hold of it, 335 00:28:33,795 --> 00:28:41,177 he had like, kind of like an Asian fetish, if you will? The character, of Billy. 336 00:28:41,386 --> 00:28:44,514 She, she had like a completely different design, and then he ended up turning her into this, 337 00:28:44,597 --> 00:28:50,729 like geisha ninja, latex clad, sexy character. And Clive was like, “what the fuck is that?” 338 00:28:50,895 --> 00:28:54,607 Like, that's that's not the Billy that we had originally designed. 339 00:28:54,858 --> 00:29:01,197 Codemasters got a pictorial of the characters, the female characters, into Playboy 340 00:29:01,406 --> 00:29:05,618 like pictorials of video game characters, “but now how you've always wanted to see them!” 341 00:29:05,994 --> 00:29:10,707 And Clive was like, what the fuck? Like, this is, this isn't what we signed up to do. 342 00:29:11,332 --> 00:29:14,669 “If we care about the craft, we're involved in we care about it” 343 00:29:14,878 --> 00:29:18,590 “because it can communicate to large numbers of people.” 344 00:29:19,549 --> 00:29:22,802 “Because it has some power to change the world.” 345 00:29:23,011 --> 00:29:26,556 “I don't I'm not interested in art if it can't change the world.” 346 00:29:26,848 --> 00:29:32,145 I think Clive was just exhausted at that point. He was disillusioned with how games work 347 00:29:32,604 --> 00:29:36,524 and was just like, “let's, let's just get it out.” 348 00:29:37,233 --> 00:29:40,236 The biggest challenge in creating a game out of something 349 00:29:40,445 --> 00:29:43,114 that was not originally a game is finding the mechanics. 350 00:29:43,323 --> 00:29:49,162 That's why you see a lot of licensed games based on superheroes, based on shooters, 351 00:29:49,370 --> 00:29:53,833 based on things that have like, pretty obvious mechanics we can create. 352 00:29:57,295 --> 00:30:00,381 “I’ll swallow your soul!” 353 00:30:01,758 --> 00:30:07,972 -“Make mine a double.” -“Evil Dead: A Fistful of Boomstick.” 354 00:30:09,557 --> 00:30:13,853 That was awesome. It was, it was genuinely a fun game, 355 00:30:14,437 --> 00:30:18,483 basically going around with a shotgun blowing off deadites heads. 356 00:30:18,691 --> 00:30:20,902 Fistful of Boomstick is great because you're obviously 357 00:30:21,110 --> 00:30:24,113 playing Ash, and Ash is one of the best horror protagonists 358 00:30:24,322 --> 00:30:26,783 you could possibly get, but you can also, 359 00:30:27,075 --> 00:30:31,246 put your soul into a deadite and then as a deadite go around 360 00:30:31,412 --> 00:30:33,248 and kill other deadites. 361 00:30:33,957 --> 00:30:36,626 “So you're probably asking yourself how a handsome devil like me 362 00:30:36,835 --> 00:30:39,087 ended up in a place like this with you, right?” 363 00:30:39,295 --> 00:30:44,467 The script that I got to write for it is some of my most favorite scenes. Just because, you know, 364 00:30:44,634 --> 00:30:48,638 Bruce Campbell lent his voice to it. So to hear Bruce Campbell reading your lines 365 00:30:48,847 --> 00:30:52,475 and hearing him like chuckle at lines going, “ah that sounds like Ash. Yeah, he's an asshole.” 366 00:30:52,684 --> 00:30:54,644 “That sounds good. That's, that's something he'd say.” 367 00:31:01,192 --> 00:31:04,153 That was just like, that was gold.” 368 00:31:04,904 --> 00:31:07,365 “Rated M for Mature.” 369 00:31:16,708 --> 00:31:21,296 When you're working in the realm of homage, you can basically adopt any license unofficially. 370 00:31:21,546 --> 00:31:24,507 So we've got Alan Wake, which is essentially a Stephen King game. 371 00:31:24,716 --> 00:31:27,969 We've got Thimbleweed Park, which is basically the X-Files, 372 00:31:28,553 --> 00:31:32,056 and Deadly Premonition is essentially Twin Peaks, the video game, 373 00:31:32,265 --> 00:31:35,310 but without any of the official licenses that come along with that. 374 00:32:07,133 --> 00:32:10,511 It can't work if it's all relentless darkness. 375 00:32:19,103 --> 00:32:23,232 I think to make effective horror, you have to have a good sense of humor as well. 376 00:32:28,571 --> 00:32:31,282 Horror and humor are kind of warped 377 00:32:31,449 --> 00:32:34,869 reflections of each other, but they're effectively the same thing, right? 378 00:32:35,078 --> 00:32:43,753 They're art forms where you are playing with tension and expectations. 379 00:32:46,464 --> 00:32:52,345 And then you subvert that tension, or you subvert those expectations, or you just break it. 380 00:32:59,143 --> 00:33:02,897 Deadly premonition is a funny one, because you could go either way with it, 381 00:33:03,106 --> 00:33:06,651 like some of the best video games. Some people might think it's terrifying, 382 00:33:06,859 --> 00:33:08,695 some people might think it's hokey. 383 00:33:13,658 --> 00:33:19,163 I think it has an endearing quality to it in that there's kind of nothing else like it out there. 384 00:33:25,753 --> 00:33:30,425 I love Deadly Premonition. It is a story about an FBI agent 385 00:33:30,633 --> 00:33:34,220 who goes to a strange town and shit ain't right. 386 00:33:34,470 --> 00:33:38,933 There is all kinds of strange things happening. There's zombies walking around all over the place, 387 00:33:39,142 --> 00:33:41,978 and the residents are just bizarre. 388 00:33:48,192 --> 00:33:51,988 “At heart this is a love letter to the cult TV series Twin Peaks.” 389 00:33:52,280 --> 00:33:56,117 “A young girl is murdered in a rural town. An FBI agent who talks to an unseen” 390 00:33:56,325 --> 00:33:59,912 “companion is called in, and the offbeat townspeople make the investigation” 391 00:34:00,121 --> 00:34:02,165 “anything but pedestrian.” 392 00:34:09,797 --> 00:34:12,050 “A policeman's dream!” 393 00:34:33,488 --> 00:34:38,993 Deadly Premonition really focuses in on, like, the schedule of a town of people, 394 00:34:39,202 --> 00:34:43,039 and I think that was the biggest stand out for it is not it’s whodunit story, 395 00:34:43,247 --> 00:34:46,876 I'm a sucker for a whodunit, but the fact that you could follow 396 00:34:47,085 --> 00:34:50,963 each individual person in town on their set schedule 397 00:34:51,172 --> 00:34:53,174 and kind of learn more about their lives. 398 00:34:58,971 --> 00:35:03,184 The most exciting part of the game for me was him shaving 399 00:35:03,392 --> 00:35:07,105 and changing his suit and, you know, going and getting an apple pie 400 00:35:07,313 --> 00:35:09,148 and coffee or whatever it was. 401 00:35:52,191 --> 00:35:55,194 “Deadly Premonition may be a technically shabby game, 402 00:35:55,403 --> 00:35:59,157 but it's also a daring one that is, by turns hilarious and haunting.” 403 00:36:00,199 --> 00:36:04,162 There is a million things wrong with it, and it is a kind of broken game, 404 00:36:04,495 --> 00:36:06,122 “If you don't mind me asking…” 405 00:36:08,749 --> 00:36:12,753 But I think the the reverence for horror in it is so special. 406 00:36:13,254 --> 00:36:17,633 There's this moment where you are driving around with your imaginary friend Zach. 407 00:36:22,805 --> 00:36:26,350 and you start talking about this film, “Attack of the Killer Tomatoes”. 408 00:36:29,854 --> 00:36:33,149 “Attack of the Killer Tomatoes!” 409 00:36:33,357 --> 00:36:36,027 “Attack of the Killer Tomatoes.” 410 00:36:36,819 --> 00:36:42,575 “Filmed in 1978. Produced, directed and written and edited by John De Bello.” 411 00:36:42,909 --> 00:36:47,288 And the fact that, like that of all films is being talked about in this game… 412 00:36:53,085 --> 00:36:56,339 That game is such a like pastiche of different stuff. 413 00:36:58,382 --> 00:37:00,801 That affection for like what horror is, is so palpable. 414 00:37:01,010 --> 00:37:03,262 I think it's, it's one of the reasons I game is so special. 415 00:37:03,471 --> 00:37:05,806 Like there is a real genuine earnestness to it. 416 00:37:06,224 --> 00:37:13,648 I think Deadly Premonition was so underrated. People like laughed at it and derided it. 417 00:37:13,856 --> 00:37:19,278 I never saw that at all. But it to me, it was without a doubt 418 00:37:19,487 --> 00:37:22,156 one of the best games of that generation for me. 419 00:37:35,294 --> 00:37:39,632 I think people love zombies because A) They’re you and me and then suddenly like, oh, there's your wife 420 00:37:39,840 --> 00:37:44,804 and she wants to eat your brains, but also like there's a big wish fulfillment, 421 00:37:45,221 --> 00:37:47,556 of what would you do in case the end of the world, 422 00:37:47,765 --> 00:37:51,310 the zombies are the symbolism of the end of the world and then now you're stuck, like, fending for yourself. 423 00:37:51,477 --> 00:37:54,188 So there's two real terrifying things that are going on. 424 00:37:56,524 --> 00:38:00,945 Telltale's The Walking Dead was this narrative adventure game that came out 425 00:38:01,153 --> 00:38:03,656 in a time where there was not a lot like this. 426 00:38:03,990 --> 00:38:06,492 It came from that time where Telltale were at their height. 427 00:38:06,742 --> 00:38:09,161 The story is just so well-written, like it fits into that universe 428 00:38:09,370 --> 00:38:11,747 better than loads of other adaptations of it. 429 00:38:12,623 --> 00:38:19,088 It was such a personal story in a way that I think echoes 430 00:38:19,297 --> 00:38:22,800 the comics and the TV show, without ripping from it directly. 431 00:38:22,967 --> 00:38:27,221 It is an original story. It's original characters, it's an original setting. 432 00:38:35,521 --> 00:38:41,986 You're this guy and you meet just the coolest, nicest little kid, Clementine. 433 00:38:42,194 --> 00:38:45,531 -“Hello.” -“You need to be quiet.” 434 00:38:45,823 --> 00:38:51,579 -“I'm Clementine. This is my house.” -“Hi, Clementine. I'm Lee.” 435 00:38:51,787 --> 00:38:55,374 And you have to keep her alive, during a zombie apocalypse 436 00:38:57,710 --> 00:39:01,964 -“Did you kill it?” -“Yes.” 437 00:39:02,173 --> 00:39:07,803 Because I’m a father, I really tend to lean towards, like, 438 00:39:08,304 --> 00:39:11,223 fatherly figures in video games now, which is really weird. 439 00:39:11,432 --> 00:39:13,726 “Let's go. Stay close to me.” 440 00:39:13,934 --> 00:39:19,190 Lee, from the first season, he had a really touching and interesting story. 441 00:39:19,607 --> 00:39:23,319 Starting nowhere, not really like caring about this child 442 00:39:23,569 --> 00:39:26,864 All the way to the end where he's like really emotional. 443 00:39:27,198 --> 00:39:34,080 “Clementine, honey. My arm is gone because I cut it off.” 444 00:39:34,497 --> 00:39:38,459 “Why would you do that? Because I was bit Clem.” 445 00:39:38,709 --> 00:39:43,756 He wants to leave her with the skill base that she would need to survive in the world. 446 00:39:43,964 --> 00:39:47,927 -“I don't want to do this.” -”You have to. It'll keep you safe.” 447 00:39:48,302 --> 00:39:52,431 So whenever you put a choice in a video game, a binary choice, you know, in this case, 448 00:39:52,640 --> 00:39:55,434 how is Clementine going to resolve the situation with Lee? 449 00:39:55,768 --> 00:39:59,146 It has to feel like this is a payoff to everything. 450 00:39:59,397 --> 00:40:03,776 This is your final lesson to her, and at this point you can either say, 451 00:40:04,026 --> 00:40:06,112 okay, everything I've taught you up until now, 452 00:40:06,320 --> 00:40:07,738 this is the culmination of that. 453 00:40:07,988 --> 00:40:13,119 This, this is what you need to do to survive, or, everything I've taught you before I was wrong. 454 00:40:13,327 --> 00:40:17,456 And now that I'm at my extreme limit, here's what I actually want you take away. 455 00:40:17,623 --> 00:40:19,125 This is what I want you to remember. 456 00:40:19,667 --> 00:40:25,714 “There's only one thing you can do. You know that.” 457 00:40:26,507 --> 00:40:28,676 “I don't know if I can.” 458 00:40:29,176 --> 00:40:32,054 And I think either builds in a really beautiful arc 459 00:40:32,221 --> 00:40:34,890 for their relationship, for Lee's character. 460 00:40:35,182 --> 00:40:39,228 -“You have to shoot me honey.” -“Lee, no.” 461 00:40:39,437 --> 00:40:42,773 And that's something that I just don't think another medium could do. 462 00:40:43,190 --> 00:40:47,486 All of the inputs, all of the things that they've been experiencing, we have too. 463 00:40:47,945 --> 00:40:50,573 “There you go, nice!” 464 00:40:50,781 --> 00:40:52,575 We've experienced betrayal. 465 00:40:52,825 --> 00:40:54,994 “You’re not coming with us you son of a bitch!” 466 00:40:55,202 --> 00:40:57,997 We've experienced the horror. 467 00:40:58,456 --> 00:41:00,833 “I'm not letting somebody else get eaten today” 468 00:41:01,125 --> 00:41:02,585 -“Name’s Lee.” -“I'm Kenny.” 469 00:41:02,751 --> 00:41:06,130 “Dad, we're gonna build a fence! There's a tractor and everything!” 470 00:41:06,338 --> 00:41:11,469 We've experienced losing people that we've come to care about, 471 00:41:12,261 --> 00:41:16,515 and so we've also grown as players in how we want to respond to the world. 472 00:41:16,724 --> 00:41:19,852 And we can echo that with the characters. 473 00:41:20,519 --> 00:41:23,731 “I’ll miss you.” 474 00:41:25,524 --> 00:41:29,320 I think the players grew up with Clementine. I think that's what a lot of it is. 475 00:41:29,528 --> 00:41:34,241 Based on reading fan mail and looking at fan art 476 00:41:34,450 --> 00:41:38,621 and really loving it, it's they were young when the first season came out and, 477 00:41:38,829 --> 00:41:46,003 and they experienced some of the same, you know, wide eyed wonder and terror of growing up. 478 00:41:46,170 --> 00:41:50,883 You know, if you look even at the box art or the posters, she's hiding behind Lee 479 00:41:51,091 --> 00:41:53,636 and she's this scared little girl, and then by the end, she's just, 480 00:41:53,844 --> 00:41:56,430 you know, a complete badass who grew up in a world 481 00:41:56,639 --> 00:41:59,558 where she had to defend people she loved, people 482 00:41:59,767 --> 00:42:03,979 she just met, she had to defend herself against these horrifying creatures. 483 00:42:05,689 --> 00:42:09,944 She wasn't just generic little girl, she felt like she was a character living in the world. 484 00:42:10,152 --> 00:42:15,199 Somebody you want to make sure makes it, a symbol of the future, you could say, of just, 485 00:42:15,407 --> 00:42:17,868 this is a kid who's growing up here, and that's terrible, 486 00:42:18,077 --> 00:42:20,246 and we have to make sure that life is okay for her. 487 00:42:20,454 --> 00:42:25,501 “Clem, don't-” 488 00:42:29,255 --> 00:42:34,134 I became a writer on The Walking Dead: The Final season, after I had just completed 489 00:42:34,343 --> 00:42:37,012 an internship at Telltale Games. 490 00:42:37,388 --> 00:42:40,432 We played through all of the other seasons together. 491 00:42:40,641 --> 00:42:44,019 We talked about themes that resonated with us, characters we were interested in, things 492 00:42:44,228 --> 00:42:48,190 we wanted to explore more in the new season, and out of that came 493 00:42:48,774 --> 00:42:55,155 what the season ended up being about, which was Clementine and AJ having a home, 494 00:42:55,364 --> 00:42:58,367 trying to build a home for the first time. They've been on the run for years. 495 00:42:58,576 --> 00:43:02,037 What does it mean to be part of a community? 496 00:43:02,246 --> 00:43:08,502 “Made you some coffee. It was in the kitchen, Tenn said I can have some. I didn’t steal it.” 497 00:43:08,711 --> 00:43:11,463 I thought that was a really full circle moment 498 00:43:11,672 --> 00:43:14,508 with that relationship because, you know, you start out 499 00:43:15,009 --> 00:43:18,470 the first season of that game as Lee taking care of Clementine, 500 00:43:18,679 --> 00:43:23,058 and then Clementine ends up taking on that kind of position for AJ. 501 00:43:23,267 --> 00:43:27,396 This is a child who really his only skill is staying alive, 502 00:43:27,688 --> 00:43:30,482 and it's her teaching him you can be part of a community, 503 00:43:30,691 --> 00:43:32,943 you can trust people, you can care about people. 504 00:43:33,193 --> 00:43:36,864 You can love people and not immediately lose them. That is possible. 505 00:43:37,072 --> 00:43:39,575 “If I'm a murderer, am I going to die too?” 506 00:43:40,075 --> 00:43:44,663 -“What? No.” -“Well, I think murderers are like monsters and, 507 00:43:46,081 --> 00:43:48,584 I know what happens to monsters.” 508 00:43:48,876 --> 00:43:51,337 “AJ, you're not a monster.” 509 00:43:51,545 --> 00:43:56,925 And I think there's a really unique perspective there in 510 00:43:57,301 --> 00:44:00,179 Clementine who can remember what the world was like before, 511 00:44:00,387 --> 00:44:03,557 and AJ, who can't and will never be able to. 512 00:44:03,849 --> 00:44:11,148 I think that is a very real experience for any parent or parental figure, and 513 00:44:11,357 --> 00:44:17,071 I think it's just a really beautiful inversion on what players had already played through in season one, 514 00:44:17,279 --> 00:44:20,449 and seeing Clementine come into her own from being, 515 00:44:20,658 --> 00:44:25,996 the innocent little girl who needed to be taught to someone trying to teach and occasionally failing. 516 00:44:26,205 --> 00:44:30,250 And I think, I think it's a really good and emotional story in that way. 517 00:44:30,959 --> 00:44:33,337 “We're going to fix this, you and me.” 518 00:44:33,962 --> 00:44:37,800 -”I'm going to help you atone.” “Atone?” 519 00:44:38,008 --> 00:44:40,761 “It means make up for what you did wrong.” 520 00:44:40,969 --> 00:44:45,140 She's really just written so well in that final season. I think it's a send off this 521 00:44:45,474 --> 00:44:48,477 that everyone who played the game and the characters themselves deserved. 522 00:44:48,686 --> 00:44:52,147 So, like, I can't praise the end of that enough. 523 00:44:53,899 --> 00:44:55,901 “I love you, Clem.” 524 00:44:57,945 --> 00:45:00,781 “I love you back.” 525 00:45:12,334 --> 00:45:17,756 If I had to pick a favorite licensed horror game, it would probably be Alien Isolation. 526 00:45:19,133 --> 00:45:22,386 It gives you something to really be scared of. 527 00:45:24,805 --> 00:45:26,974 You know you're not running around. You're not blasting enemies. 528 00:45:27,182 --> 00:45:29,935 You're not overpowered. You're not in control, 529 00:45:30,269 --> 00:45:33,814 in that video game and that is the most important thing when it comes to horror. 530 00:45:34,106 --> 00:45:38,777 And I think the fandom of that movie, they really want something that can give them the feeling 531 00:45:38,986 --> 00:45:42,489 of first watching alien in 1979. 532 00:45:47,077 --> 00:45:54,084 They didn't pull any punches, making it the singular Xenomorph from the first film, which I really like. 533 00:45:54,293 --> 00:45:56,211 “Aliens versus Predator.” 534 00:45:56,628 --> 00:45:59,757 Because I played Alien Versus Predator, where you're like against an army of xenomorphs 535 00:45:59,965 --> 00:46:02,926 and they're kind of like cannon fodder, you know, gunning them down. 536 00:46:03,135 --> 00:46:07,514 This thing you know, there's no killing it. There's no stopping it. 537 00:46:09,683 --> 00:46:12,561 It might as well be the Terminator, you know? 538 00:46:13,729 --> 00:46:17,441 So we sat down in the very early days with the lead designer at the time, 539 00:46:17,649 --> 00:46:22,112 and his first thought was that you have to be able to kill the alien. 540 00:46:22,362 --> 00:46:24,531 We tried really hard to visualize how that would work. 541 00:46:24,740 --> 00:46:27,367 We had to go back to him and say, if you look at the film Alien, 542 00:46:27,576 --> 00:46:31,538 if you look at the film Aliens, the alien gets to you if it touches you, you're dead. 543 00:46:32,456 --> 00:46:36,293 Okay, it doesn't matter whaether you’re a marine or what you are, the alien gets to you, 544 00:46:36,502 --> 00:46:39,338 you're either dead or you've got a facehugger implanted in you. 545 00:46:39,546 --> 00:46:43,675 There's no surviving, and yet you play games and they will jump on you and you can wrestle them off. 546 00:46:43,884 --> 00:46:50,057 So we sat down with him and we went, what happens if we say that that unbreakable rule 547 00:46:50,390 --> 00:46:53,060 that you've told us that the player has to be able to kill the Alien. 548 00:46:53,268 --> 00:46:56,230 What if we break that rule? What happens if we do that? 549 00:46:56,980 --> 00:47:02,820 And over time, it became very clear that this was going to be a creeping, terrifying experience. 550 00:47:05,239 --> 00:47:09,326 And completely unsurvivable. If you met the alien that was going to be it. 551 00:47:12,538 --> 00:47:17,084 You’re in its domain, you know, everything is pipes and you know 552 00:47:17,292 --> 00:47:20,629 it's made for that creature to hide, not for you to hide. 553 00:47:20,838 --> 00:47:23,048 When you're playing it, you're like, he knows I'm here. 554 00:47:23,924 --> 00:47:26,009 And even if it doesn't, you think it does. 555 00:47:26,677 --> 00:47:31,348 So we said early on we wanted the alien to learn. Okay, so what would the alien learn from? 556 00:47:31,557 --> 00:47:34,685 The alien would learn from encounters with the player. 557 00:47:34,893 --> 00:47:37,521 We took a very simple approach to this in the end, and we went, okay, 558 00:47:37,729 --> 00:47:40,190 let's brainstorm the things that an alien could possibly learn 559 00:47:40,315 --> 00:47:43,986 under the very simple encounters it's going to have with you. 560 00:47:44,236 --> 00:47:49,867 The big obvious one was the first time you get the flamethrower, It runs at you. 561 00:47:52,452 --> 00:47:56,248 And after that, it's respectful of the flamethrower. 562 00:47:58,834 --> 00:48:01,962 Until you run out of fuel. 563 00:48:23,358 --> 00:48:26,862 It's the idea, it goes back to look at kind of horror tropes, right? 564 00:48:27,070 --> 00:48:34,036 You go, okay, when two people go off somewhere, the antagonist of the film is going to be there. 565 00:48:34,703 --> 00:48:37,539 All right? So we wanted to capture that feeling, 566 00:48:37,748 --> 00:48:43,086 and the idea was that we would measure all the sort of intangible things 567 00:48:43,295 --> 00:48:47,758 that might scare the player, okay? A sight of the alien on screen, 568 00:48:48,008 --> 00:48:51,720 hearing the alien do something, just the alien coming 569 00:48:51,929 --> 00:48:54,264 close to you, even if it's in the next room. 570 00:48:54,473 --> 00:48:57,809 All of those things would build up on a menace meter. 571 00:48:58,268 --> 00:49:01,396 And then if the player had not been menaced for a while, 572 00:49:01,647 --> 00:49:06,610 we would attract the alien to the area the player was in. 573 00:49:09,279 --> 00:49:16,536 Alien Isolation is interesting. The thing I thought about most is the difference 574 00:49:16,745 --> 00:49:23,418 between a horror, simulator and that sort of horror facade, 575 00:49:23,627 --> 00:49:26,088 or a veneer of horror, like a horror layer. 576 00:49:26,296 --> 00:49:29,800 And in some sense, and I know people are going to disagree with me on this. 577 00:49:30,133 --> 00:49:36,682 Resident evil would have worked just as well without the horror theme, a lot like with the puzzles. 578 00:49:36,890 --> 00:49:44,231 Whereas in Alien Isolation you're supposed to be hunted, you're supposed to be defenseless, and so on, 579 00:49:46,900 --> 00:49:51,947 If you want someone to be a badass, you give them big, big weapons. 580 00:49:52,155 --> 00:49:55,951 You give them health and armor and all the kit that they need. 581 00:49:56,159 --> 00:50:00,122 But if you want to make the player feel the terror 582 00:50:01,039 --> 00:50:06,044 that we felt when we first saw Alien, I was 18. It scared me to death. 583 00:50:06,378 --> 00:50:12,259 How do you capture that sense of vulnerability? You do it by making the player vulnerable. 584 00:50:12,718 --> 00:50:15,512 You do it by making the player realize that one false move 585 00:50:15,721 --> 00:50:18,932 and they're back to those annoying restart points. 586 00:50:19,850 --> 00:50:23,103 So save stations are crucial. Once you die, You repeat. 587 00:50:23,311 --> 00:50:26,189 And the alien is, you know, relentless. 588 00:50:26,898 --> 00:50:29,026 The fact that you're vulnerable while you're saving, 589 00:50:29,234 --> 00:50:32,362 and it's not just like an instant save, you actually have to like, manipulate 590 00:50:32,779 --> 00:50:35,907 a bit of UI on the screen just to save your game, 591 00:50:36,450 --> 00:50:38,452 and then you can be killed at any point in this, like, really 592 00:50:38,660 --> 00:50:42,873 long analog process of saving it, I thought “you bastards!” 593 00:50:48,086 --> 00:50:49,713 But it's fantastic. 594 00:50:50,172 --> 00:50:53,508 They beep, like “beep, beep” if you're near them, 595 00:50:54,384 --> 00:51:03,185 You are trained to listen to sounds, which makes the game scarier. 596 00:51:05,771 --> 00:51:09,107 We felt that you have to always know it's there. So how do you pull it off? 597 00:51:09,316 --> 00:51:11,943 Well, the audio team did a spectacular job. 598 00:51:12,277 --> 00:51:16,198 We realized the alien had to sound like it was wearing hobnailed boots. 599 00:51:17,949 --> 00:51:21,745 Because you had to know where it was, you had to be able to hear it. 600 00:51:21,953 --> 00:51:27,292 It's a, you know, it's a multimedia experience, it’s sound, it's sight, it’s everything. 601 00:51:27,501 --> 00:51:29,628 I honestly have to take breaks while playing that game, 602 00:51:29,836 --> 00:51:33,423 because it's so spooky and scary. And you're always looking around 603 00:51:33,632 --> 00:51:37,135 and even after you finish playing the game, you're in the kitchen making a cup of tea. 604 00:51:37,344 --> 00:51:39,638 You're just looking around for the for the smallest sound in case 605 00:51:39,846 --> 00:51:41,515 an alien comes and drags you through an air vent. 606 00:51:41,723 --> 00:51:44,726 Not that I have air vents in my house, but yeah, scary. 607 00:51:56,613 --> 00:52:02,702 Some will say that to be horror, you absolutely need to be scared. 608 00:52:04,704 --> 00:52:14,840 Yes, but I would still disagree. I think that horror can be a theme on top of anything. 609 00:52:17,425 --> 00:52:20,428 And I think that Dead by Daylight kind of proves that point. 610 00:52:20,720 --> 00:52:25,433 Because if you play the killer, you're not the one that's scared. 611 00:52:25,642 --> 00:52:29,104 But there's still horror that happens. 612 00:52:30,856 --> 00:52:34,192 Dead by Daylight is a multiplayer game where you've got one player 613 00:52:34,401 --> 00:52:37,112 acting as the killer and four others acting as survivors. 614 00:52:37,320 --> 00:52:42,617 It's basically a playable slasher film at the very, very beginning of the project, 615 00:52:42,826 --> 00:52:49,875 what we had was a very direct approach to the core of what we felt horror was about. 616 00:52:50,250 --> 00:52:52,836 “The body count continues.” 617 00:52:53,044 --> 00:52:59,467 Like the old school slasher movies from the 70s and 80s, and the archetypes and the tropes. 618 00:53:00,760 --> 00:53:05,932 We were doing work for hire. We were making games for anybody who needed one. 619 00:53:06,141 --> 00:53:10,729 “From the smash hit movies comes High School Musical: Making the Cut for Nintendo DS. 620 00:53:10,937 --> 00:53:15,984 Be it like the licensors, like, let's say a Disney or Warner 621 00:53:16,193 --> 00:53:18,695 or sometimes developers needing help with their game, 622 00:53:18,904 --> 00:53:21,281 whether it's THQ or Activision or anybody else. 623 00:53:21,740 --> 00:53:23,533 “Scene it! Bright lights! Big screen!” 624 00:53:23,742 --> 00:53:28,413 Essentially, it was one of those things where we wanted to do a fantasy of a horror game, 625 00:53:28,788 --> 00:53:31,833 but at the time the publishers were saying, nobody does horror. 626 00:53:32,000 --> 00:53:35,086 Like, unless you're like a Silent Hill or something. 627 00:53:35,295 --> 00:53:40,133 So we decided to make it sort of like funny. 628 00:54:01,279 --> 00:54:04,324 The very first Naughty Bear, at the last minute, 629 00:54:04,532 --> 00:54:07,661 the publisher asked us to add a multiplayer mode, 630 00:54:07,869 --> 00:54:12,082 and one of the modes was literally like the bears running around trying to do things 631 00:54:12,290 --> 00:54:14,125 while Naughty was trying to kill them. 632 00:54:18,296 --> 00:54:23,134 And that was the first sort of hint of that idea that took place. 633 00:54:23,343 --> 00:54:31,184 And that idea at some point hit that fantasy of the horror movie thing. 634 00:54:32,102 --> 00:54:34,271 And when we had those two together, we're like, oh, 635 00:54:34,729 --> 00:54:39,401 yeah, okay, there's a sweet spot there. There's something special. 636 00:54:39,985 --> 00:54:42,070 Okay, let's, let's push on this one. 637 00:54:42,404 --> 00:54:49,119 It was really alluring to us to be able to be chased by a slasher 638 00:54:49,327 --> 00:54:55,750 and to play the victim, but also to be able to create the other side of the metal. 639 00:54:57,168 --> 00:54:59,546 I've been playing Dead by Daylight since it first launched. 640 00:54:59,754 --> 00:55:03,383 I remember when it was just the first original three killers, 641 00:55:03,675 --> 00:55:08,221 but I remember when Michael Myers was announced. 642 00:55:09,889 --> 00:55:12,600 And I think at the time, for me personally, Dead By Daylight was just 643 00:55:12,809 --> 00:55:15,437 this cool game I'd pick up here and there. But when I saw Michael Myers 644 00:55:15,812 --> 00:55:20,775 was being implemented into it, that was the moment I thought, okay, this is serious. 645 00:55:22,777 --> 00:55:27,365 Very early on, it was always understood when we were building the game 646 00:55:27,574 --> 00:55:32,037 that the format we were creating would allow us to expand on 647 00:55:33,830 --> 00:55:37,250 more maps, more killers, more survivors, more content, 648 00:55:37,667 --> 00:55:43,173 and immediately, because the inspiration was so direct, of course, we thought of potentially 649 00:55:43,381 --> 00:55:48,887 involving existing licenses. And fortunately we had some contacts. 650 00:55:49,095 --> 00:55:56,269 We already had some trust established also, and as we build up these sub-universes into DBD, 651 00:55:56,603 --> 00:56:02,025 the more the license owners out there wanted to collaborate with us. 652 00:56:04,486 --> 00:56:08,490 The players, the players love that for sure. It's the only place that you can have 653 00:56:08,698 --> 00:56:13,495 Freddy Krueger chasing Ash Williams in the Myer’s house. 654 00:56:13,912 --> 00:56:16,706 Like how crazy is that for a fan of horror? 655 00:56:17,374 --> 00:56:21,336 I think horror gaming was really lacking, like they like to call it like the Hall of Fame 656 00:56:21,544 --> 00:56:25,799 of horror characters, and they really fill that need and they fill that void. 657 00:56:26,007 --> 00:56:30,136 Ghostface is in there, they even have The Pig from Saw, like they do a really good job 658 00:56:30,345 --> 00:56:35,767 of diversifying what they have, and I think it really adds to the experience 659 00:56:35,975 --> 00:56:44,359 because, if you like Saw, and I like Evil Dead, we could both play and find a character 660 00:56:44,567 --> 00:56:47,987 that like, hits home for us that we want to play as. 661 00:56:48,488 --> 00:56:54,619 I think that later on, with the release of Resident Evil and Silent Hill, specifically, 662 00:56:55,161 --> 00:56:59,165 Those were not our peers, right? They were the people that we looked up to. 663 00:56:59,374 --> 00:57:03,753 They were the games that inspired us. They said, yes, we want to work with you 664 00:57:04,129 --> 00:57:07,966 and to us, that was a huge, huge seal of approval. 665 00:57:08,925 --> 00:57:13,346 Dead by Daylight, being more mature now, like almost ten years old, 666 00:57:13,847 --> 00:57:18,935 allows us to be able to look at, different collaborations that, we didn't 667 00:57:19,227 --> 00:57:22,313 thought were necessarily feasible or possible in the past, 668 00:57:22,814 --> 00:57:29,070 that are more adjacent to horror. So Iron Maiden and Slipknot, for example, 669 00:57:29,571 --> 00:57:35,160 they could be considered horror by people that don't necessarily know the band. 670 00:57:36,286 --> 00:57:42,125 I didn't realize how cool and important that was until everybody and their mom 671 00:57:42,333 --> 00:57:46,421 started telling me that it was cool and important, you know? And it's a really rad game. 672 00:57:46,629 --> 00:57:49,215 But it's not something you think about when you're starting a band. 673 00:57:49,424 --> 00:57:51,759 You know, it's like, you know, I hope someday I can go up against 674 00:57:51,926 --> 00:57:54,971 Freddy or some shit, you know, it's just like the opportunity came up 675 00:57:55,180 --> 00:57:58,016 and we were we were really, really into it. 676 00:57:59,100 --> 00:58:05,523 And then you look eight years down the line, last year we released, you know, Nic Cage, 677 00:58:06,566 --> 00:58:13,114 all those things that are horror adjacent and, and can heighten what it means to be horror. 678 00:58:13,323 --> 00:58:21,414 It appears the party has started without you. How dare they exclude you from all that fun? 679 00:58:23,041 --> 00:58:31,549 I think now it's officially half of my working life. Looking back at when we were a bunch of people 680 00:58:32,091 --> 00:58:37,680 dreaming about this whole project and now seeing kind of the legacy, 681 00:58:39,182 --> 00:58:41,392 It's amazing. 682 00:58:41,726 --> 00:58:49,651 It's allowed us to integrate so many amazing IPs from movies 683 00:58:49,859 --> 00:58:55,365 and TV shows and video games, and it's sort of an endless source 684 00:58:55,573 --> 00:59:00,787 of excitement and pride. It's just never ends. 685 00:59:11,256 --> 00:59:16,177 Licensed games have changed quite a bit. I mean, for a long time 686 00:59:16,386 --> 00:59:21,182 just any license got slapped onto any game just to elevate it 687 00:59:21,349 --> 00:59:24,352 and make it more visible and get some more, more buyers. 688 00:59:24,561 --> 00:59:29,148 But I would say good license games have come out and they have proven that 689 00:59:29,274 --> 00:59:33,236 if you're working with a partner on the IP that understands 690 00:59:33,528 --> 00:59:36,155 what games can deliver and they're willing to be flexible, 691 00:59:36,406 --> 00:59:38,491 that's how you get things like GoldenEye. 692 00:59:38,866 --> 00:59:41,244 That's how you get like the really strong Star Wars games. 693 00:59:42,036 --> 00:59:45,123 That's how you get, you know, the Jurassic Games that I've worked on. 694 00:59:45,331 --> 00:59:49,085 “We’re trapped! Our plane went down. You got to send someone!” 695 00:59:49,919 --> 00:59:56,384 Jurassic World Aftermath was a, VR game on the, quest VR headset 696 00:59:56,676 --> 01:00:02,348 in which, you play a scientist exploring the, abandoned Isla Nublar 697 01:00:02,557 --> 01:00:07,520 hunted by a trio of, very territorial raptors. 698 01:00:09,439 --> 01:00:14,319 So we had to find a stylized art direction, and we tried a lot of different things. 699 01:00:14,527 --> 01:00:17,530 And the Coatsink art team came up with this really nice, like, 700 01:00:18,031 --> 01:00:20,950 graphic novel style, so it looked kind of like a hand-drawn comic, 701 01:00:21,242 --> 01:00:26,164 and it looked really beautiful in stills, but we weren't sure how it was going to look 702 01:00:26,372 --> 01:00:30,126 moving and the most important thing is, we didn't know if it would be scary. 703 01:00:30,627 --> 01:00:34,797 So, they gave me the build and I'm exploring around. I'm going down the hallway and I'm throwing 704 01:00:35,006 --> 01:00:40,428 some switches and stuff, and then you hear their chirp and you hear, it's like in the vents. 705 01:00:40,970 --> 01:00:43,139 You're like, oh, shit. 706 01:00:52,398 --> 01:00:55,610 So now I'm not even looking at the scene that they've built in the lab. 707 01:00:55,818 --> 01:00:59,489 I'm looking at every air vent, wondering where the hell the thing's going to come from. 708 01:00:59,781 --> 01:01:04,369 Of course, the bastard drops out of the vent, you know, when I'm not looking, so I 709 01:01:04,577 --> 01:01:08,748 I heard it before I saw it. I just heard its feet go “pla-plom”. 710 01:01:09,123 --> 01:01:11,626 And then I see her tail, like, whip up behind a desk. 711 01:01:12,460 --> 01:01:16,339 Instinctively, you're not playing with the controller so you don't hit like the crouch button. 712 01:01:16,589 --> 01:01:23,638 I literally hit the floor like in my office. I like, hit the floor and I bash my head on my desk 713 01:01:23,846 --> 01:01:27,225 because I hadn't cleared the space around. So I almost knocked myself out, 714 01:01:27,433 --> 01:01:32,271 with this headset on because I was hiding from a cartoon velociraptor. 715 01:01:32,730 --> 01:01:34,774 And the moment that the feet walked by 716 01:01:35,149 --> 01:01:40,655 and she paused and she did her little tap, tap, tap, tap with her talon I was like, 717 01:01:41,489 --> 01:01:47,537 yes, milestone approved cartoon velociraptors, scary as fuck, yes. 718 01:01:50,873 --> 01:01:55,670 To really get yourself scared shitless, you got to go VR. That's the way it's going to go. 719 01:01:55,878 --> 01:02:03,386 ““Why does your God swim in such filth?” 720 01:02:04,053 --> 01:02:09,016 You're sitting there all by yourself and you're just in the fucking game now. You're going to be terrified. 721 01:02:09,684 --> 01:02:13,521 So, the Exorcist Legion, you're a hardened Boston cop 722 01:02:13,813 --> 01:02:18,359 who's thrown into this world that, you know, maybe you didn't believe in in the first place, 723 01:02:18,568 --> 01:02:22,739 and, you know, you soon start to believe. 724 01:02:25,032 --> 01:02:31,998 I think when pacing The Exorcist, it was a case of, you know, giving the player 725 01:02:32,665 --> 01:02:35,293 bits and pieces of information, letting them explore 726 01:02:35,501 --> 01:02:39,338 and, you know, let them build up that imagery first. 727 01:02:44,761 --> 01:02:48,473 We didn't want to reveal too much. We didn't want to see the demons, 728 01:02:48,681 --> 01:02:54,437 really, until we're kind of at that final point of exorcising. 729 01:02:58,524 --> 01:03:04,697 For any horror designer, there's a definite responsibility not to just rely on 730 01:03:05,072 --> 01:03:09,076 big sounds and big, flashy jumps. I think there has to be, 731 01:03:09,285 --> 01:03:14,665 you know, a little bit of time for a player to feel a little bit more than just fear. 732 01:03:14,874 --> 01:03:20,087 There needs to be time to get a sense of, you know, reflection on a scene, a sense of what happened 733 01:03:20,296 --> 01:03:23,674 here, a sense of what am I looking at? What am I exploring? 734 01:03:23,966 --> 01:03:27,678 I do think that there needs to be a little bit more emotion than just fear in horror. 735 01:03:28,763 --> 01:03:32,058 Horror wouldn't be horror without the physical sensation of fear. 736 01:03:32,350 --> 01:03:36,562 So to take a VR headset and be put inside that virtual world 737 01:03:36,771 --> 01:03:40,441 is something that's really important to the progression of horror I would say. 738 01:03:40,650 --> 01:03:42,902 “I see you detective.” 739 01:03:44,362 --> 01:03:47,990 I think we're definitely going to see more licensed titles as we go ahead. 740 01:03:48,324 --> 01:03:51,410 I've seen news of horror creators being given Hollywood IP, 741 01:03:51,619 --> 01:03:55,957 and then we're also seeing that role reversal, where we're seeing games 742 01:03:56,165 --> 01:03:58,793 made into films and done properly. 743 01:03:59,377 --> 01:04:03,756 It's not great, is it? The game, to movie ratio. 744 01:04:04,507 --> 01:04:09,637 “Some gateways should never be opened.” 745 01:04:12,557 --> 01:04:15,810 Horror video games have always had stories that are worth telling. 746 01:04:16,018 --> 01:04:18,563 And what's really exciting is it seems like Hollywood 747 01:04:18,771 --> 01:04:21,983 and the film industry have finally started to pick up on that. 748 01:04:23,401 --> 01:04:26,112 There’s a TV thing now, “Fallout”. 749 01:04:30,199 --> 01:04:33,119 And I will say the best one is “The Last of Us”. 750 01:04:34,370 --> 01:04:39,458 Holy Toledo! Did they do a great job of that series. Wow! 751 01:04:45,464 --> 01:04:50,887 If we look elsewhere and we look at Taiwan, we've got things like Detention that actually did quite well. 752 01:04:52,555 --> 01:04:56,100 I think that those TV series have expanded beyond what some of the games 753 01:04:56,309 --> 01:04:58,477 have done, and opened up more audiences to go, 754 01:04:58,686 --> 01:05:01,230 “oh wow! that's from a video game?” Because some people might go, 755 01:05:01,439 --> 01:05:03,941 “Video games, that's kid stuff. Yeah. How can it be smart?” 756 01:05:04,150 --> 01:05:09,655 “How can it be compelling? How can it be intelligent or have any opinion on how we live our lives?” 757 01:05:09,864 --> 01:05:12,199 And then they watch something like “The Last of Us”. They watch something like “Fallout”, 758 01:05:12,408 --> 01:05:14,619 and they go, wow, those are actually really smart. Well guess what? 759 01:05:14,827 --> 01:05:17,872 It wasn't written for the show, it was written from the game. 760 01:05:19,415 --> 01:05:21,500 “Hey there.” 761 01:05:22,585 --> 01:05:25,296 So maybe go back and give it a little bit of love and some respect. 762 01:05:25,504 --> 01:05:28,716 So, I'm hoping as we move forward, anything that comes from games 763 01:05:28,925 --> 01:05:33,387 starts to really look at the art as more serious. 81646

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