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1
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I think horror movies in video games kind of goes
back to, like, the beginning of video games.
2
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In the old days, horror movies and horror
video games were just a world apart.
3
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“The Texas Chainsaw Massacre. After you stop screaming, you'll start talking about it.”
4
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There was a Texas Chainsaw Massacre
video game like for Atari, which
5
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why would you even think that was a good idea,
especially back then.
6
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“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
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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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