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00:03:51,151 --> 00:03:53,392
In many American homes,
there is a reasonable chance

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00:03:53,393 --> 00:03:57,917
that the Nintendo video game is pinned
to the TV you are watching.

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00:03:57,918 --> 00:04:01,280
There were more Nintendos
bought for the kids last Christmas

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00:04:01,281 --> 00:04:02,882
than any other gift.

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00:04:02,883 --> 00:04:05,244
Die, please die.
Please die.

6
00:04:05,245 --> 00:04:09,448
And every third Japanese
homes also has Nintendo.

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00:04:09,449 --> 00:04:13,252
In a way, Nintendo
history is modern Japanese history.

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00:04:13,253 --> 00:04:15,134
For the majority
of its 99-year history,

9
00:04:15,135 --> 00:04:18,177
Nintendo made board games
and playing cards.

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00:04:18,178 --> 00:04:21,340
Traditional products
for a traditional way of life.

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00:04:21,341 --> 00:04:25,185
In Japan and America,
tradition has given way to infatuation.

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00:04:25,760 --> 00:04:29,440
Game preparation exercise!
One! Two!

13
00:04:29,520 --> 00:04:31,320
Three! Four! Five!

14
00:04:31,400 --> 00:04:34,560
Six! Wow!

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00:04:34,955 --> 00:04:36,555
Nintendo
was very clever about it.

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00:04:36,556 --> 00:04:40,119
They dipped their toe in
market in 1984 in New York,

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00:04:40,120 --> 00:04:41,680
only 10% of the country,

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00:04:41,681 --> 00:04:44,483
and found that there
was the market for quality games.

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00:04:44,484 --> 00:04:46,926
They started with a very
ultimate little robot,

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00:04:46,927 --> 00:04:50,770
and they sold 100,000 in
New York in the first year.

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Above. Down.

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00:04:55,816 --> 00:04:58,057
Exactly. To the left.

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00:04:58,058 --> 00:05:01,380
And Nintendo, I think, was
the first company to appreciate

24
00:05:01,381 --> 00:05:04,343
that they should treat their own
consumers seem to be selling them a toy,

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00:05:04,344 --> 00:05:06,625
which should bring people
satisfaction and joy.

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00:05:06,626 --> 00:05:09,668
They worked very hard
with retailers

27
00:05:09,669 --> 00:05:14,593
to produce stock i
distributed in width and depth.

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00:05:14,594 --> 00:05:19,278
And the other thing is that they put a
huge amount of money behind Mario.

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00:05:19,279 --> 00:05:20,921
Super Mario Brothers.

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00:05:21,922 --> 00:05:24,683
It was dominated by Nintendo
job.

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00:05:24,684 --> 00:05:26,605
And I worked
in Sega at the time,

32
00:05:26,606 --> 00:05:30,729
and our market share
with the Master system it was 4%.

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00:05:30,730 --> 00:05:32,571
Nintendo had 94%

34
00:05:32,572 --> 00:05:36,175
and there was some Atari system
holding on to that he had 2%.

35
00:05:36,176 --> 00:05:37,256
And 4%, that's crazy.

36
00:05:37,257 --> 00:05:38,737
It's mom going to the grocery store

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00:05:38,738 --> 00:05:41,580
and the purchase of the Master system
and not the NES

38
00:05:41,581 --> 00:05:44,623
because she just doesn't know it
there are two types of systems.

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00:05:44,624 --> 00:05:47,346
Sega really took time
to self-reflect,

40
00:05:47,347 --> 00:05:50,549
and they wanted to understand how
they could handle the market better.

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00:05:50,550 --> 00:05:52,992
They looked where they were
succeeded, where they failed,

42
00:05:52,993 --> 00:05:55,594
and they kind of reinvented themselves
yourself a little.

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00:05:55,595 --> 00:05:58,677
The reason, I think,

44
00:05:58,678 --> 00:06:03,362
Sega had any
any chance against Nintendo at all

45
00:06:03,363 --> 00:06:08,287
is because they had incredible
software development department.

46
00:06:08,288 --> 00:06:11,050
But their focus was the arcade.

47
00:06:11,051 --> 00:06:14,773
I think Sega probably meant it
that with the skills they have,

48
00:06:14,774 --> 00:06:17,376
there was another market
they could bring their own games.

49
00:06:17,377 --> 00:06:21,020
We wanted to try to leave
Nintendo with younger kids

50
00:06:21,021 --> 00:06:25,905
and pretend to be teenagers
and a college machine.

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00:06:25,906 --> 00:06:29,028
The brains of the Nintendo system
is an 8-bit computer chip,

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00:06:29,029 --> 00:06:31,951
technology quickly
becoming obsolete.

53
00:06:31,952 --> 00:06:36,835
Nintendo has a more powerful one
16-bit system is already hot in Japan,

54
00:06:36,836 --> 00:06:39,879
but it will not arrive in
States by the end of next year.

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00:06:44,724 --> 00:06:48,527
16-bit Genesis system
would Sega. Genesis does it all.

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00:06:48,528 --> 00:06:51,370
"Now it does what Nintendo doesn't."

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00:06:51,371 --> 00:06:53,892
And so it was known
the phrase we had

58
00:06:53,893 --> 00:06:56,575
and we would show
different visual representations

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00:06:56,576 --> 00:06:59,378
something we could do
with the Sega Genesis

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00:06:59,379 --> 00:07:03,102
which Nintendo didn't do
with their 8-bit system.

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00:07:03,103 --> 00:07:08,027
And so, we really went
after Nintendo from the start.

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00:07:08,028 --> 00:07:11,030
Sega's Genesis
is Nintendo's enemy.

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00:07:11,031 --> 00:07:15,955
It is one of two 16-bit systems
who are already in the US.

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00:07:15,956 --> 00:07:18,317
Sega clearly hopes so
to skip Nintendo

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00:07:18,318 --> 00:07:20,759
extolling the benefits of 16-bit.

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00:07:20,760 --> 00:07:23,922
There was an element in everything
their marketing, all their promotion,

67
00:07:23,923 --> 00:07:25,764
their TV commercials,
their print advertisements,

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00:07:25,765 --> 00:07:28,047
where did they go
for style over substance,

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00:07:28,048 --> 00:07:31,931
and almost made Nintendo
look a little dated.

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00:07:34,414 --> 00:07:35,854
Now!

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00:07:35,855 --> 00:07:37,856
Sega's marketing campaign
absolutely resonated with me,

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00:07:37,857 --> 00:07:40,419
because to be someone
which was quite technologically oriented

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00:07:40,420 --> 00:07:46,905
and interested in advancement
graphics, I wanted the best.

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00:07:46,906 --> 00:07:50,869
I wanted fleeting experiences
to surprise me, they wanted to take me away

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00:07:50,870 --> 00:07:53,672
beyond what I played
for the last four or five years.

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00:07:53,673 --> 00:07:58,357
So they promised you
could get arcade experience,

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00:07:58,358 --> 00:08:02,202
not in the arcade, but in yours
home, via Sega machines.

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00:08:04,564 --> 00:08:08,567
So when the market moved
from 8-bit to 16-bit,

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00:08:08,568 --> 00:08:11,970
with the introduction
Mega Drive/Genesis,

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00:08:11,971 --> 00:08:15,854
Super Nintendo/Super Famicom
devices of the late 80s,

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00:08:15,855 --> 00:08:18,737
then we had a market
it really took off.

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00:08:18,738 --> 00:08:21,940
The graphics were becoming
more realistically,

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00:08:21,941 --> 00:08:25,424
the games were getting deeper
and more sophisticated,

84
00:08:25,425 --> 00:08:28,267
and you had two companies
which were well funded,

85
00:08:28,268 --> 00:08:31,510
who took each other
at the market.

86
00:08:31,511 --> 00:08:36,275
So when you two are arguing
one after the other, the whole market is growing.

87
00:08:36,276 --> 00:08:40,999
And suddenly, the games got big
mass market entertainment offering.

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00:08:41,000 --> 00:08:44,323
Although the games themselves
were still relatively simple

89
00:08:44,324 --> 00:08:47,726
and appealed to relative
narrow demographic category,

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00:08:47,727 --> 00:08:49,889
everyone knew what Sega was
and Nintendo was around.

91
00:09:06,586 --> 00:09:09,388
in Sega,
we knew at some point

92
00:09:09,389 --> 00:09:12,391
yes cartridges with
limited amount of memory,

93
00:09:12,392 --> 00:09:13,752
or very expensive memory,

94
00:09:13,753 --> 00:09:17,476
will have to
give way to optical media,

95
00:09:17,477 --> 00:09:19,438
where did you have
much larger memory.

96
00:09:19,439 --> 00:09:20,999
Interesting.

97
00:09:21,000 --> 00:09:22,681
Coded information
on this disc

98
00:09:22,682 --> 00:09:24,084
it is read with a laser beam.

99
00:09:24,364 --> 00:09:25,524
Hmm.

100
00:09:25,525 --> 00:09:28,247
That was the problem
cartridges as a format

101
00:09:28,248 --> 00:09:30,729
grew in steps
of about eight megabytes,

102
00:09:30,730 --> 00:09:33,692
and there is only so much
visual data you can access

103
00:09:33,693 --> 00:09:37,976
without the cartridge getting any more
and more expensive for the consumer.

104
00:09:37,977 --> 00:09:39,618
So, accordingly,
people felt

105
00:09:39,619 --> 00:09:41,540
yes if you will improve
graphics or add movies

106
00:09:41,541 --> 00:09:42,901
that they felt
everyone wanted

107
00:09:42,902 --> 00:09:45,424
you had to do it
via streaming from CD.

108
00:09:45,425 --> 00:09:48,707
So Sega came up with this
called Mega-CD.

109
00:09:48,708 --> 00:09:51,190
and it basically allowed you to
to play CD games

110
00:09:51,191 --> 00:09:53,392
with your Mega Drive controller

111
00:09:53,393 --> 00:09:55,754
and using processing power
Mega Drive.

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00:09:55,755 --> 00:09:59,318
We were convinced that it was
the audience will want to enjoy it

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00:09:59,319 --> 00:10:03,162
music, animation,
full motion video,

114
00:10:03,163 --> 00:10:05,205
and now we had
to develop games.

115
00:10:09,529 --> 00:10:10,849
Sonny approached us.

116
00:10:10,850 --> 00:10:13,091
They had a studio
down in Santa Monica.

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They wanted to
to work with us,

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00:10:14,614 --> 00:10:16,975
and they understood
that the future will be

119
00:10:16,976 --> 00:10:19,258
with some kind
optical disc media.

120
00:10:19,259 --> 00:10:25,344
Sonny ventured
game software distribution

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00:10:25,345 --> 00:10:27,906
to get in line with his own
distribution

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00:10:27,907 --> 00:10:30,669
movie software
and music software.

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00:10:30,670 --> 00:10:32,631
That's what it was called
Sony Electronic Publishing.

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00:10:32,632 --> 00:10:35,634
The floor is laid
Sony of North America,

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00:10:35,635 --> 00:10:38,517
who then reported
To Mickey Schulhoff

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00:10:38,518 --> 00:10:41,400
and team management,
Sony Electronic Publishing,

127
00:10:41,401 --> 00:10:43,762
it was awarded to Olaf Olafson.

128
00:10:43,763 --> 00:10:46,805
They didn't just build
distribution network,

129
00:10:46,806 --> 00:10:50,770
but they also built some in the house
game development ability.

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00:10:57,337 --> 00:11:00,619
Sony Imagesoft
made mostly horrible,

131
00:11:00,620 --> 00:11:04,463
but sometimes really good
but mostly scary games

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00:11:04,464 --> 00:11:07,105
for other platforms
based on Sony properties.

133
00:11:07,106 --> 00:11:09,107
More often than not,
Sony Pictures.

134
00:11:09,108 --> 00:11:12,511
So we did, like, Dracula
The Sega CD, which was terrible,

135
00:11:12,512 --> 00:11:15,073
and Hero of the Last Action,
and, like, a cliffhanger.

136
00:11:15,074 --> 00:11:17,316
And if you want to see one of the
ugliest games of all time

137
00:11:17,317 --> 00:11:19,518
see Cliffhanger
for Game Boy.

138
00:11:19,519 --> 00:11:23,482
It's just plain awful
watch and play.

139
00:11:23,483 --> 00:11:25,844
From time to time we would
pump out the amazing game

140
00:11:25,845 --> 00:11:27,406
or publish an amazing game,
like...

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00:11:27,407 --> 00:11:29,167
I thought Hook was great,
from the movie.

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00:11:29,168 --> 00:11:32,090
We made a game called Skyblazer,
Equinox, solstice.

143
00:11:32,091 --> 00:11:34,213
But more often than not,
they were terrible.

144
00:11:34,214 --> 00:11:38,777
And so, we made an alliance
where we would each fund six games,

145
00:11:38,778 --> 00:11:40,859
and they would finance three
and we would finance three.

146
00:11:40,860 --> 00:11:43,222
Or maybe it was eight, and we
funded four and they funded four.

147
00:11:43,223 --> 00:11:44,863
But there was such a thing.

148
00:11:44,864 --> 00:11:47,907
And so, that was the deal
we hit it off with Sony.

149
00:11:51,231 --> 00:11:54,273
Don't you love the smell
sewage in the morning?

150
00:11:54,274 --> 00:11:56,875
They smell like victory!

151
00:11:56,876 --> 00:11:58,797
That's the trouble
the games that came with it

152
00:11:58,798 --> 00:12:01,880
were to a great extent
only FMV exercises,

153
00:12:01,881 --> 00:12:05,484
so you're done with Chris
Kross: Mix Your Own Video,

154
00:12:05,485 --> 00:12:08,927
where you used the controller
to edit Chris Kross videos together.

155
00:12:08,928 --> 00:12:10,569
And there was the Night Trap,

156
00:12:10,570 --> 00:12:12,611
where you moved between
array of security cameras

157
00:12:12,612 --> 00:12:15,775
to save the girls from these
bizarre kidnappers.

158
00:12:20,980 --> 00:12:22,581
But the quality
the movies were so grainy,

159
00:12:22,582 --> 00:12:24,263
that immediately
took you out.

160
00:12:24,264 --> 00:12:26,465
So, on the one hand, it is
got relatively clean graphics

161
00:12:26,466 --> 00:12:27,946
something like Road Rash,

162
00:12:27,947 --> 00:12:29,788
but in order to
to Road Rash,

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00:12:29,789 --> 00:12:33,712
then you have to go to
some terrible movie, which is

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00:12:33,713 --> 00:12:37,156
you know, smeared and blurred, and
looks like eighth generation VHS.

165
00:12:49,969 --> 00:12:52,531
Ken Kutaragi had
amazing career

166
00:12:52,532 --> 00:12:55,213
within Sony
up to this point.

167
00:12:55,214 --> 00:12:58,937
He was very interested in sound
processing and signal processing,

168
00:12:58,938 --> 00:13:01,059
and inventing
new sound formats

169
00:13:01,060 --> 00:13:04,903
which were powerful and possible
with new silicon technologies.

170
00:13:04,904 --> 00:13:08,547
And that led to
cooperation with Nintendo,

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00:13:08,548 --> 00:13:11,109
where Sony made
sound chip

172
00:13:11,110 --> 00:13:14,873
who entered the Super
Famicom and Super Nintendo.

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00:13:14,874 --> 00:13:16,274
Through partnership

174
00:13:16,275 --> 00:13:19,117
on the sound chip
for Super Nintendo,

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00:13:19,118 --> 00:13:24,042
Sony and Nintendo entered a
contract for the development of some new technology.

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00:13:24,043 --> 00:13:29,528
The first should have been the disc
drive Nintendo would sell,

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00:13:29,529 --> 00:13:35,454
which would be an addition to
Super Famicom/Super Nintendo device.

178
00:13:35,455 --> 00:13:42,260
And Sony would sell combined
console and drive, all in the same machine,

179
00:13:42,261 --> 00:13:45,704
it was called
Sony PlayStation.

180
00:13:45,705 --> 00:13:49,468
So he was getting more
and more in console design,

181
00:13:49,469 --> 00:13:51,790
and Ken could see it

182
00:13:51,791 --> 00:13:54,192
putting console games on CDs
there was a way forward.

183
00:13:54,193 --> 00:13:57,516
When they came to write it down
actual joint venture,

184
00:13:57,517 --> 00:14:00,038
Sonny said, "Well,
we will make a disk

185
00:14:00,039 --> 00:14:03,402
“and we will charge $8
kingdom and collect it,

186
00:14:03,403 --> 00:14:05,964
"and, you know, we will."
figure out how to share it.

187
00:14:05,965 --> 00:14:08,006
"And you can make it."
cartridges

188
00:14:08,007 --> 00:14:12,050
“and you can charge
publisher royalty of $8,

189
00:14:12,051 --> 00:14:15,293
"and then we can talk about it."
how do we share the profits on it."

190
00:14:15,294 --> 00:14:17,697
And Nintendo said, “Wait
a minute. Stop the music.

191
00:14:18,458 --> 00:14:20,018
"We build toll booths."

192
00:14:20,019 --> 00:14:23,261
“You can make discs, but
you don't build a toll booth.

193
00:14:23,262 --> 00:14:24,783
"We build toll booths."

194
00:14:24,784 --> 00:14:27,786
"We'll sell discs, that's all."
like we're selling cartridges.

195
00:14:27,787 --> 00:14:30,749
"We'll charge $8, either way."
they buy a disc or a cartridge".

196
00:14:30,750 --> 00:14:33,592
Sony and Nintendo
they were restless bedfellows,

197
00:14:33,593 --> 00:14:35,754
I mean it too
The Nintendo view

198
00:14:35,755 --> 00:14:39,758
what Sony's attitude was
in developing this thing for them

199
00:14:39,759 --> 00:14:43,602
distinguished from what Sony probably is
he hoped to have a foot in the door.

200
00:14:43,603 --> 00:14:46,925
Sony and Nintendo
worked together

201
00:14:46,926 --> 00:14:49,848
come up
with new hardware,

202
00:14:49,849 --> 00:14:53,612
but I think Sony
was a little too greedy,

203
00:14:53,613 --> 00:14:57,616
and tried to take over
almost everything.

204
00:14:57,617 --> 00:15:02,781
I think Nintendo has them figured out
were giving Sony too much power

205
00:15:02,782 --> 00:15:07,385
in production
platform discs.

206
00:15:07,386 --> 00:15:11,309
Sony was entitled to the license
other developers and publishers

207
00:15:11,310 --> 00:15:13,432
for creating games
for the platform,

208
00:15:13,433 --> 00:15:16,074
and that was the real heart
business model

209
00:15:16,075 --> 00:15:18,517
between Sony and Nintendo.

210
00:15:18,518 --> 00:15:23,281
I negotiated with Mr. ideas,
president of sony

211
00:15:23,282 --> 00:15:27,245
and said to him,
"We are taking other paths.

212
00:15:27,246 --> 00:15:29,768
And in surprise
announcement at CES,

213
00:15:29,769 --> 00:15:31,770
there was an announcement
that Nintendo would be

214
00:15:31,771 --> 00:15:33,251
joint venture with Philips

215
00:15:33,252 --> 00:15:35,333
on part of the disc
device.

216
00:15:35,334 --> 00:15:37,856
It was very uncomfortable
for Sony

217
00:15:37,857 --> 00:15:41,860
to have a relationship that they
thought it would be with Nintendo

218
00:15:41,861 --> 00:15:44,743
and they were thrown out
and replaced by Philips,

219
00:15:44,744 --> 00:15:50,148
and that was the fuel that fired
creating a PlayStation business,

220
00:15:50,149 --> 00:15:53,952
and finally, possibly
he looked back on history

221
00:15:53,953 --> 00:15:56,354
as one of the biggest mistakes
Nintendo ever made,

222
00:15:56,355 --> 00:15:58,357
because they made
monster of a competitor.

223
00:15:59,040 --> 00:16:03,280
I was still quite new, maybe not even
it's been a month since I was hired

224
00:16:04,040 --> 00:16:07,440
when the atmosphere was quite different
but usually after I arrived at work one day.

225
00:16:08,240 --> 00:16:10,720
I thought he must have something
something happened that would change everything

226
00:16:10,920 --> 00:16:12,680
bring an era to an end.

227
00:16:12,760 --> 00:16:15,920
I asked what happened, and was told
that we are informed about it

228
00:16:19,320 --> 00:16:21,480
Nintendo decided to go it alone

229
00:16:23,000 --> 00:16:25,720
Even when it's a joint project

230
00:16:26,080 --> 00:16:28,960
with Nintendo was cancelled

231
00:16:29,760 --> 00:16:32,800
Kutaragi-san said that we are in Sony

232
00:16:34,000 --> 00:16:36,160
we need to build the system ourselves.

233
00:16:36,600 --> 00:16:39,120
Something Kutaragi-san said then

234
00:16:39,200 --> 00:16:43,440
something that still affects me

235
00:16:43,760 --> 00:16:46,520
is that we may not have
the greatest chance of success

236
00:16:46,840 --> 00:16:49,800
but it's not like failure here would
cost us our lives or anything

237
00:16:49,880 --> 00:16:51,060
so we should go for it.

238
00:16:51,611 --> 00:16:57,495
And so, when Ken put his own together
plan for a new standalone console

239
00:16:57,496 --> 00:16:59,778
that would be
finally, PlayStation,

240
00:16:59,779 --> 00:17:04,462
and he took it to
the then president of Sony, Norio Ohga,

241
00:17:04,463 --> 00:17:08,186
and said, “Can I have yours
support for this to happen?"

242
00:17:08,187 --> 00:17:11,710
Ohga-san, who apparently had
was deeply ashamed

243
00:17:11,711 --> 00:17:14,472
relationship
breakup with nintendo,

244
00:17:14,473 --> 00:17:16,355
said, "Yes, you have."
whatever you need".

245
00:18:11,010 --> 00:18:13,051
This was more
secret project.

246
00:18:13,052 --> 00:18:14,933
It was skankwork,
if you want.

247
00:18:14,934 --> 00:18:17,856
It was called a computer
Fun project number one.

248
00:18:17,857 --> 00:18:23,461
But it was 30 or 40 people in one
building on Aoyama Dori in Tokyo

249
00:18:23,462 --> 00:18:25,103
who started planning

250
00:18:25,104 --> 00:18:28,908
what would become both
company and product.

251
00:18:33,312 --> 00:18:34,754
A new generation.

252
00:18:36,395 --> 00:18:39,998
A new generation system,
next generation games,

253
00:18:39,999 --> 00:18:42,440
and a new generation of values.

254
00:18:42,441 --> 00:18:47,485
They are all part of Sega
generation for '90.

255
00:18:47,486 --> 00:18:51,770
The Sega generation begins with
16-bit Genesis technology.

256
00:18:51,771 --> 00:18:55,934
When we asked
the next generation after Genesis,

257
00:18:55,935 --> 00:18:59,577
it was quite interesting
and a difficult challenge.

258
00:18:59,578 --> 00:19:01,740
As for Saturn...

259
00:19:01,741 --> 00:19:04,743
Head of development at Sega of
America was a guy named Joe Miller,

260
00:19:04,744 --> 00:19:08,146
and he was very worried
about the chipset

261
00:19:08,147 --> 00:19:12,110
that Sega Japan is going
use for Saturn.

262
00:19:12,111 --> 00:19:15,593
He was worried about it
it wasn't good enough

263
00:19:15,594 --> 00:19:19,718
in terms of advancement
over 16-bit.

264
00:19:19,719 --> 00:19:22,961
So that was one part
development of Saturn.

265
00:19:22,962 --> 00:19:25,123
Second part
development of Saturn

266
00:19:25,124 --> 00:19:29,247
represented what was
goes with Saturn to Soni.

267
00:19:29,248 --> 00:19:33,732
Sonny was now our very strong
third party title development partner,

268
00:19:33,733 --> 00:19:37,135
especially, obviously,
those CD-ROM titles.

269
00:19:37,136 --> 00:19:39,017
And so, they wanted to
be involved in

270
00:19:39,018 --> 00:19:41,139
development
the following hardware system.

271
00:19:41,140 --> 00:19:42,741
Well, this is made
makes sense to me.

272
00:19:42,742 --> 00:19:45,784
Olaf Olafsson
He was the executive vice president of Sony

273
00:19:45,785 --> 00:19:48,226
and Mickey Schulhoff
was president of Sony America,

274
00:19:48,227 --> 00:19:49,948
and there were
technical guys.

275
00:19:49,949 --> 00:19:52,350
And we all thought
this was a pretty good idea,

276
00:19:52,351 --> 00:19:56,594
to have combined hardware
system, Sony/Sega or Sega/Sony,

277
00:19:56,595 --> 00:19:58,917
because we all knew we were
he didn't make any money on the hardware.

278
00:19:58,918 --> 00:20:03,762
Why not make a combined system
and make money on software?

279
00:20:03,763 --> 00:20:05,603
Well, I thought
this was brilliant

280
00:20:05,604 --> 00:20:09,047
because we certainly were
better at software development

281
00:20:09,048 --> 00:20:10,448
than Sonny was
those days

282
00:20:10,449 --> 00:20:12,330
whether you speak
about Sega of America

283
00:20:12,331 --> 00:20:14,132
or Sega Japan or Sega Europe.

284
00:20:14,133 --> 00:20:17,215
And so, this meant that if we
could have a hardware system

285
00:20:17,216 --> 00:20:20,098
where we shared the loss
on the hardware

286
00:20:20,099 --> 00:20:22,901
and each made a profit
outside of our own software,

287
00:20:22,902 --> 00:20:24,382
great for Sega.

288
00:20:24,383 --> 00:20:26,184
This had to be a win.

289
00:20:26,185 --> 00:20:29,347
And so, I wanted to
much for this

290
00:20:29,348 --> 00:20:31,950
and interestingly,
so does Sony of America.

291
00:20:31,951 --> 00:20:34,352
When we explained it
for Nakayama-san,

292
00:20:34,353 --> 00:20:35,794
he thought
it was a terrible idea.

293
00:20:35,795 --> 00:20:37,876
He didn't want to do that.

294
00:20:37,877 --> 00:20:40,718
He said: “Sonny doesn't know
anything about the video game business.

295
00:20:40,719 --> 00:20:43,681
"Why should we help them?
Let's not do this."

296
00:20:43,682 --> 00:20:48,287
So, I was very disappointed, too
he was not happy about Saturn as it was.

297
00:21:04,183 --> 00:21:06,544
So, 3DO
was indeed a device

298
00:21:06,545 --> 00:21:09,467
who announced it
were, to a large extent,

299
00:21:09,468 --> 00:21:12,831
begins to make
CD-ROM based video game machines.

300
00:21:12,832 --> 00:21:15,593
There was another system
called TurboDuo,

301
00:21:15,594 --> 00:21:18,436
but it came out in japan,
and had a CD-ROM player.

302
00:21:18,437 --> 00:21:22,120
It was the first time on video
game I Heard Actual Audio Score,

303
00:21:22,121 --> 00:21:24,682
like an orchestra
or as a band, right?

304
00:21:24,683 --> 00:21:26,325
It was real music, not...

305
00:21:27,526 --> 00:21:29,367
You know, not chip music,

306
00:21:29,368 --> 00:21:31,730
but it was real recorded music
is reproduced.

307
00:21:45,945 --> 00:21:48,266
And the fidelity of the graphics
was a little better.

308
00:21:48,267 --> 00:21:52,110
Therefore, the announcement of Fr
3DO meant that the power was there,

309
00:21:52,111 --> 00:21:55,553
and capacity
to save to disk

310
00:21:55,554 --> 00:21:58,917
suddenly it was 600 megabytes,
not 512K.

311
00:21:58,918 --> 00:22:00,879
The 3DO was a stepping stone.

312
00:22:00,880 --> 00:22:04,883
I mean, not really
enough power to create 3D games

313
00:22:04,884 --> 00:22:06,724
but it was a being
invoiced as such.

314
00:22:06,725 --> 00:22:09,928
It was, I must say, very
heavy duty hardware.

315
00:22:09,929 --> 00:22:14,212
It was not based on triangles.
It is based on twisted squares.

316
00:22:14,213 --> 00:22:17,615
I never saw anything
so sooner or later.

317
00:22:17,616 --> 00:22:21,579
And the sale was fair
poor too.

318
00:22:21,580 --> 00:22:25,463
Sold only, if I recall,
about a million units.

319
00:22:25,464 --> 00:22:29,667
Most of which had to do with
The price of the console is 700 dollars.

320
00:22:29,668 --> 00:22:32,510
I mean, if you put that in there
today's dollars, with inflation,

321
00:22:32,511 --> 00:22:34,792
it has to be
close to $1,500.

322
00:22:34,793 --> 00:22:38,796
Throwing was very... You know,
it will be the next big thing.

323
00:22:38,797 --> 00:22:43,121
It really wasn't,
and it was limited.

324
00:22:43,122 --> 00:22:48,686
I think most of them do too
CDs or Marty or 3DO,

325
00:22:48,687 --> 00:22:51,209
were only a little
in front of reality.

326
00:22:51,210 --> 00:22:53,731
All you had to do was have
basic understanding of computing

327
00:22:53,732 --> 00:22:56,975
to know that it would all be
on memory capacity,

328
00:22:56,976 --> 00:22:58,736
as much as you could
fit on disk,

329
00:22:58,737 --> 00:23:01,419
and then the capacity
and chip performance

330
00:23:01,420 --> 00:23:04,222
to know how well you can do
make things look or move

331
00:23:04,223 --> 00:23:06,304
with that chip ability.

332
00:23:06,305 --> 00:23:08,666
But I lost
faith in 3DO,

333
00:23:08,667 --> 00:23:10,788
because, indeed, it was
underpowered system.

334
00:23:10,789 --> 00:23:14,792
And at that time...
So this is '92, '93...

335
00:23:14,793 --> 00:23:19,757
I started to hear rumblings that Sony
was thinking of building his own machine.

336
00:23:19,758 --> 00:23:22,560
And it was a real consumer
electronic player, right?

337
00:23:22,561 --> 00:23:26,844
Like, not just a video game
company, not a small Coleco,

338
00:23:26,845 --> 00:23:31,889
not a dedicated gaming company,
like Sega or Nintendo,

339
00:23:31,890 --> 00:23:35,934
but a large media and consumer
electronics powerhouse

340
00:23:35,935 --> 00:23:37,256
entered the industry.

341
00:24:22,440 --> 00:24:25,640
PlayStation came from
the word "workstation"

342
00:24:26,560 --> 00:24:28,320
a computer with a large screen

343
00:24:28,920 --> 00:24:32,560
and more installed programs

344
00:24:33,120 --> 00:24:34,840
so that the user can perform various tasks.

345
00:24:35,600 --> 00:24:37,520
These are not specialized devices.

346
00:24:39,800 --> 00:24:42,920
Similarly, the PlayStation would

347
00:24:43,360 --> 00:24:44,520
be able to play a variety of games.

348
00:24:45,200 --> 00:24:47,800
We wanted to do more than just play games

349
00:24:48,480 --> 00:24:51,480
but also work with
music and communications.

350
00:24:52,840 --> 00:24:57,640
the name of the device became PlayStation.
Given these requirements

351
00:24:57,936 --> 00:25:01,819
So the original spec
for PlayStation

352
00:25:01,820 --> 00:25:05,903
it took a bit of real time
3D chipset technology

353
00:25:05,904 --> 00:25:09,347
which was developed
in something called System G.

354
00:25:09,348 --> 00:25:14,712
And System G was in real time
3D Broadcast TV Toolkit,

355
00:25:14,713 --> 00:25:17,475
for the type of rotation,
spinning graphics

356
00:25:17,476 --> 00:25:20,078
that you would see in sports
program or news.

357
00:25:20,079 --> 00:25:21,839
Live television, basically.

358
00:25:21,840 --> 00:25:24,042
And that was it
a couple of engineers

359
00:25:24,043 --> 00:25:28,326
which were really quite advanced
thinking about 3D in real time,

360
00:25:28,327 --> 00:25:32,530
and what it could mean in
the home made Ken very excited.

361
00:25:32,531 --> 00:25:34,572
And then, marry it

362
00:25:34,573 --> 00:25:40,218
with Sony's obvious skill
in CD and CD-ROM technology.

363
00:25:40,219 --> 00:25:42,940
And they also had
experience at home

364
00:25:42,941 --> 00:25:47,145
with building computers
based on MIPS processors,

365
00:25:47,146 --> 00:25:51,149
so they could get away with it
two or three different technologies.

366
00:25:51,150 --> 00:25:54,192
Apparently, the sound was loud
part of Sony's background.

367
00:25:54,193 --> 00:25:57,034
And they brought it all
technologies together

368
00:25:57,035 --> 00:25:59,277
into one device.

369
00:25:59,278 --> 00:26:02,160
The bowels of the machine
parts were fairly available,

370
00:26:02,161 --> 00:26:06,244
in terms of use
RISC chip, 3000A,

371
00:26:06,245 --> 00:26:08,366
and other components.

372
00:26:08,367 --> 00:26:10,728
But the secret sauce was the part
custom elements we added.

373
00:26:10,729 --> 00:26:13,050
So we had a special sound chip,

374
00:26:13,051 --> 00:26:17,975
and with a graphics chip, GPU,
we had special hardware to handle things

375
00:26:17,976 --> 00:26:20,658
like geometric transformations.
There was a GTE.

376
00:26:20,659 --> 00:26:24,502
And also, some custom math
likewise. Some special caches.

377
00:26:24,503 --> 00:26:27,265
And on the CPU,
we had additional hardware support

378
00:26:27,266 --> 00:26:29,347
for actual rendering
movies in real time.

379
00:26:29,348 --> 00:26:31,549
So you transfer them
also from disk.

380
00:26:31,550 --> 00:26:35,674
And the idea that you
could have a MIPS processor

381
00:26:37,276 --> 00:26:38,436
in home console...

382
00:26:38,437 --> 00:26:42,400
Never mind on a workstation.
In the home console.

383
00:26:42,401 --> 00:26:46,804
And on top of that, you have 3D graphics
functionality and amazing sound...

384
00:26:46,805 --> 00:26:48,406
It was crazy.

385
00:26:48,407 --> 00:26:52,170
This was Sony and PlayStation
first market entry.

386
00:26:52,171 --> 00:26:54,492
And, of course, you had the Sega
and Nintendo, who were fantastic,

387
00:26:54,493 --> 00:26:56,374
knew what they were
working as well.

388
00:26:56,375 --> 00:27:00,017
And I mean... If you are
entering a new market,

389
00:27:00,018 --> 00:27:02,420
you have to do things
differently.

390
00:27:02,421 --> 00:27:05,903
We knew we needed it
the best creators on the platform

391
00:27:05,904 --> 00:27:07,905
to make the best
possible games.

392
00:27:07,906 --> 00:27:11,189
It was
the need to continue

393
00:27:11,190 --> 00:27:15,554
positive, proactive
relationship with third parties,

394
00:27:16,515 --> 00:27:19,036
which in the world
companies Nintendo and Sega

395
00:27:19,037 --> 00:27:22,480
seen as real
a thorn in the side.

396
00:27:22,481 --> 00:27:26,003
You know, like mosquitoes,

397
00:27:26,004 --> 00:27:29,046
who actually entered
way of shelf space

398
00:27:29,047 --> 00:27:32,370
for which they could have
their super rock star developers,

399
00:27:32,371 --> 00:27:34,091
their people in the house.

400
00:27:34,092 --> 00:27:36,614
So that was clear

401
00:27:36,615 --> 00:27:41,859
without any anchor, tent
titles from our first studies,

402
00:27:41,860 --> 00:27:47,385
we had to rely completely on others
public money, other people's support.

403
00:27:47,386 --> 00:27:51,309
It seemed that PlayStation
to have a hit list

404
00:27:51,310 --> 00:27:54,312
of all people they
need to board,

405
00:27:54,313 --> 00:27:57,075
to have
great launch here.

406
00:28:12,491 --> 00:28:14,852
They told everyone
and they were convinced

407
00:28:14,853 --> 00:28:16,294
yes it was
there are no barriers to entry.

408
00:28:16,295 --> 00:28:20,017
They went to Konami, they
went to Namco, they went to Irem.

409
00:28:20,018 --> 00:28:22,780
They went to all of these
companies and they said,

410
00:28:22,781 --> 00:28:25,583
"Here's what we want to do."
We want you to be involved."

411
00:28:25,584 --> 00:28:29,987
And after people who have work
Nintendo, which could be quite tricky,

412
00:28:29,988 --> 00:28:31,309
this was a breath
fresh air.

413
00:28:31,310 --> 00:28:33,070
The fact that
Namco dominated

414
00:28:33,071 --> 00:28:34,832
arcade scenes
at that time

415
00:28:34,833 --> 00:28:37,355
meant that there was a huge,
rich early portfolio

416
00:28:37,356 --> 00:28:39,797
from tried and tested
video game experiences,

417
00:28:39,798 --> 00:28:41,999
which were incredible
important to Sony

418
00:28:42,000 --> 00:28:45,604
in the sense of working towards an attempt
to adopt them on PlayStation.

419
00:28:45,680 --> 00:28:51,320
I went with them, getting to know all these
developers and other employees

420
00:28:51,600 --> 00:28:58,440
and my role was to take notes
for everyone.

421
00:28:59,800 --> 00:29:04,880
That was first of all.

422
00:29:06,000 --> 00:29:08,880
When the PlayStation had just
it started as a business

423
00:29:09,400 --> 00:29:11,640
these meetings were very important
for Sony.

424
00:29:13,040 --> 00:29:17,560
I think my name is probably
on each set of notes.

425
00:29:19,080 --> 00:29:21,000
That was another one of my jobs then.

426
00:29:21,440 --> 00:29:24,241
And they talked about
the technology you would like,

427
00:29:24,242 --> 00:29:27,044
they would say o
the business model they want.

428
00:29:27,045 --> 00:29:29,927
And we pretty quickly
evolved this mantra

429
00:29:29,928 --> 00:29:35,413
that if we as a platform can be
creative choice of developers

430
00:29:35,414 --> 00:29:38,215
and commercial choice
publisher,

431
00:29:38,216 --> 00:29:41,339
then we have a chance
success.

432
00:29:41,340 --> 00:29:44,582
And we got feedback from a
the number of companies that say,

433
00:29:44,583 --> 00:29:47,104
“If you get
per million units,

434
00:29:47,105 --> 00:29:49,026
"Then we will."
I support you."

435
00:29:49,027 --> 00:29:52,189
I think so too
was set as a target

436
00:29:52,190 --> 00:29:56,273
it was impossible in theirs
in mind for Sony to achieve.

437
00:29:56,274 --> 00:30:00,918
And so, we promised that we would
would do a million units in Japan.

438
00:30:00,919 --> 00:30:04,161
And then we had some others
conversations that were much more mundane,

439
00:30:04,162 --> 00:30:06,764
but, actually, possible
even more impressive.

440
00:30:06,765 --> 00:30:09,447
In the graphics chip
for PlayStation One

441
00:30:09,448 --> 00:30:11,248
is a unique graphics mode.

442
00:30:11,249 --> 00:30:14,051
And the only reason
that graphics mode exists

443
00:30:14,052 --> 00:30:18,856
is to allow Capcom an easier port
their arcade games on PlayStation.

444
00:30:18,857 --> 00:30:21,699
Sega and Nintendo
had a decade or more

445
00:30:21,700 --> 00:30:24,822
to develop in-house
development ability.

446
00:30:24,823 --> 00:30:26,303
Sonny had very little.

447
00:30:26,304 --> 00:30:28,145
Just a little
from Electronic Publishing,

448
00:30:28,146 --> 00:30:32,670
some from Psynoza,
and one or two in Japan.

449
00:30:32,671 --> 00:30:37,435
The reasoning behind
acquiring Psygnosis

450
00:30:37,436 --> 00:30:40,998
is it sony imagesoft
in the USA

451
00:30:40,999 --> 00:30:43,441
asked for more
and more talent to develop

452
00:30:43,442 --> 00:30:45,483
for your games.

453
00:30:45,484 --> 00:30:48,406
Psychosis developed
some really smart technology

454
00:30:48,407 --> 00:30:52,129
in connection with data streaming
and video from CD-ROM,

455
00:30:52,130 --> 00:30:56,213
initially working on devices
like FM Town in Japan,

456
00:30:56,214 --> 00:30:58,456
but also on Sega CD,

457
00:30:58,457 --> 00:31:00,898
which Sony
was a big supporter,

458
00:31:00,899 --> 00:31:05,262
because he used our CD
production possibilities.

459
00:31:05,263 --> 00:31:09,947
And so, Psygnosis ended up being
bought by the American division of Sony

460
00:31:09,948 --> 00:31:12,910
at the beginning of 1993

461
00:31:12,911 --> 00:31:15,152
and then they were one
early developers

462
00:31:15,153 --> 00:31:17,354
who helped
for creating games

463
00:31:17,355 --> 00:31:19,757
at the beginning
for PlayStation.

464
00:31:19,758 --> 00:31:23,240
And Sony, actually, on
time, he did not make purchases.

465
00:31:23,241 --> 00:31:27,445
I think we were about them
eighth lifetime acquisition.

466
00:31:27,446 --> 00:31:30,888
We were sold by Olaf Olafson
and Mickey Schulhoff,

467
00:31:30,889 --> 00:31:33,451
which he clearly had
passion for innovation.

468
00:31:33,452 --> 00:31:36,253
We didn't know why they did
this passion for innovation at the time.

469
00:31:36,254 --> 00:31:39,216
Either way, the transaction
finished.

470
00:31:39,217 --> 00:31:41,659
A few weeks later,
we are on a plane to tokyo

471
00:31:41,660 --> 00:31:44,101
and we are familiar
to this...

472
00:31:44,102 --> 00:31:46,464
I can only describe
like a broken copier.

473
00:31:46,465 --> 00:31:50,588
A huge chip cabinet
and the wires hanging from it,

474
00:31:50,589 --> 00:31:53,432
few controllers, and
the head of the famous dinosaur.

475
00:31:57,275 --> 00:31:59,677
So we looked at this
strange piece of hardware,

476
00:31:59,678 --> 00:32:01,839
and of course
it worked for me.

477
00:32:01,840 --> 00:32:04,482
We couldn't wait
to get our hands on this thing.

478
00:32:04,483 --> 00:32:09,727
And it became very early
he was a little reckless about that

479
00:32:09,728 --> 00:32:12,490
for mass market development
and deployment

480
00:32:12,491 --> 00:32:14,171
in development
community.

481
00:32:14,172 --> 00:32:17,414
And also the hardware itself
it was a little weird in a way,

482
00:32:17,415 --> 00:32:21,979
because it really was designed
like using a CD as a pseudo cartridge.

483
00:32:21,980 --> 00:32:24,702
So you put in a CD,
you load the game,

484
00:32:24,703 --> 00:32:26,584
remove the CD.

485
00:32:26,585 --> 00:32:30,067
We didn't mean it
that piece of hardware should go.

486
00:32:30,068 --> 00:32:32,831
So, we recommended
improving CD specifications.

487
00:32:33,231 --> 00:32:34,912
More memory.

488
00:32:34,913 --> 00:32:39,436
Which was well received by
engineers in Japan, I must say.

489
00:32:39,437 --> 00:32:41,159
Ken Kutaragi,
especially.

490
00:32:42,921 --> 00:32:45,282
So, PlayStation
began to take shape.

491
00:32:45,283 --> 00:32:49,487
Ian would always come in and
say excited things like, you know,

492
00:32:49,488 --> 00:32:52,049
he saw amazing technology
at a meeting

493
00:32:52,050 --> 00:32:55,092
or some conference or whatever.

494
00:32:55,093 --> 00:32:58,576
But I remember them all
gets very excited about

495
00:32:58,577 --> 00:33:02,259
delivery
these new items.

496
00:33:02,260 --> 00:33:03,781
And it was huge,

497
00:33:03,782 --> 00:33:05,743
and she was covered with fans,
just attached to it.

498
00:33:05,744 --> 00:33:09,106
And it made one hell of a noise
when you lit it.

499
00:33:09,107 --> 00:33:13,110
And that was the first
dev kit for PlayStation.

500
00:33:13,111 --> 00:33:14,912
So they did their homework.

501
00:33:14,913 --> 00:33:19,036
They just didn't know what
the type of machine that needed to be made.

502
00:33:19,037 --> 00:33:23,320
They just didn't know what
the types of services they had to provide.

503
00:33:23,321 --> 00:33:25,723
They knew which partners
they had to aim.

504
00:33:25,724 --> 00:33:28,045
And that is the most difficult
matter of everything. And they succeeded.

505
00:33:28,046 --> 00:33:30,608
Our approach was yes
be as open as we can

506
00:33:30,609 --> 00:33:33,090
be practical,
to visit them

507
00:33:33,091 --> 00:33:35,052
to create
developer conferences,

508
00:33:35,053 --> 00:33:38,295
and really act in a way that
maybe not seen before

509
00:33:38,296 --> 00:33:41,859
in the sense actually
helps developers understand

510
00:33:41,860 --> 00:33:44,622
what we wanted to do, and
helping them get there too.

511
00:33:44,623 --> 00:33:49,667
I was inspired by what I experienced
at the 3DO Developers Conference

512
00:33:49,668 --> 00:33:53,911
in or near San Francisco
San Francisco, late 1992.

513
00:33:53,912 --> 00:33:56,513
And what I saw was,
for the first time,

514
00:33:56,514 --> 00:34:00,598
they treated the creators
like rock stars.

515
00:34:00,599 --> 00:34:03,200
And they understood it
creative community

516
00:34:03,201 --> 00:34:08,566
was more important than talking
publishers' managers.

517
00:34:08,567 --> 00:34:11,769
And we took the same model,
we expanded it,

518
00:34:11,770 --> 00:34:15,212
and we focused a lot of our efforts
about making great developer tools,

519
00:34:15,213 --> 00:34:18,856
and creating programmers
experience the best you can be,

520
00:34:18,857 --> 00:34:22,059
because we know that creative
people have a choice.

521
00:34:22,060 --> 00:34:24,862
They can choose what
work platforms,

522
00:34:24,863 --> 00:34:29,146
and they can choose which ones
platforms on which to place their best people.

523
00:34:29,147 --> 00:34:33,751
And we knew that if we could
working on PlayStation is a great experience,

524
00:34:33,752 --> 00:34:38,636
we would get the best people, and
the best people make the best games.

525
00:34:38,637 --> 00:34:44,041
Sonny went around and talked to
The Capcoms and Konamis of the world.

526
00:34:44,042 --> 00:34:47,084
I believe we were involved
that meeting group,

527
00:34:47,085 --> 00:34:50,127
and in that someone came
at the Sony Music offices,

528
00:34:50,128 --> 00:34:52,049
where we worked
at Sony Imagesoft,

529
00:34:52,050 --> 00:34:54,812
from Sonny and said,
“Here's this VHS tape.

530
00:34:54,813 --> 00:34:56,293
"This is what
It's PlayStation

531
00:34:56,294 --> 00:34:58,495
“and this is what Sonny is
to make

532
00:34:58,496 --> 00:35:01,659
"and you will be now."
putting all my stuff on PlayStation."

533
00:35:01,660 --> 00:35:03,821
And that tape was wild.

534
00:35:03,822 --> 00:35:05,502
Jurassic Park
was huge at the time.

535
00:35:05,503 --> 00:35:07,384
Everyone was talking
about a dinosaur

536
00:35:07,385 --> 00:35:10,387
and when you actually saw it
in real time in 3D,

537
00:35:10,388 --> 00:35:13,071
during that time you were like,
"Holy cow, this is amazing."

538
00:35:18,720 --> 00:35:24,040
Sony gave us this demo
dinosaurs. It was a T-rek head.

539
00:35:24,120 --> 00:35:30,160
And they told us how it would move
in Montenegro in real time.

540
00:35:31,200 --> 00:35:36,480
Of course, we made games
at the time, but we were also movie lovers,

541
00:35:37,240 --> 00:35:42,560
and CG in Jurassic Park
made a huge impact.

542
00:35:43,520 --> 00:35:47,560
To see the same type of visuals
from jura park,

543
00:35:48,640 --> 00:35:51,400
it actually moves around
in Sony's Tyrannosaurus demo,

544
00:35:51,480 --> 00:35:53,720
on this platform called PlayStation.

545
00:35:53,880 --> 00:35:56,960
It left a very lasting impression on us.

546
00:35:57,155 --> 00:35:59,596
As a viewer of the tape,
we imagine

547
00:35:59,597 --> 00:36:02,680
"It will be that dinosaur."
pterodactyl fight,

548
00:36:02,681 --> 00:36:05,202
"and there will be
beautiful waterfalls in lush jungles",

549
00:36:05,203 --> 00:36:09,326
and it's like, "Well, actually,
everything a PlayStation can do

550
00:36:09,327 --> 00:36:12,129
"is just to make that dinosaur."
on a black background.

551
00:36:12,130 --> 00:36:13,771
"Nothing else can do it."

552
00:36:13,772 --> 00:36:16,333
"But we want to at least show you."
so we can do this cool dinosaur."

553
00:36:16,334 --> 00:36:19,576
But then it continued
to show you real games,

554
00:36:19,577 --> 00:36:21,739
either in development
or proof of concepts.

555
00:36:21,740 --> 00:36:23,460
And it featured Jumping Flash!

556
00:36:23,461 --> 00:36:26,263
And that was the first time
I actually ever thought

557
00:36:26,264 --> 00:36:29,586
so you can break
the limits of that, indeed, at the moment,

558
00:36:29,587 --> 00:36:34,391
I get very tired, stale, 2D,
a way of expressing the game with foreign displacement,

559
00:36:34,392 --> 00:36:36,834
and suddenly you have
this enormous verticality

560
00:36:36,835 --> 00:36:39,036
and this robot rabbit
jumps

561
00:36:39,037 --> 00:36:41,358
which it seemed
thousands of feet in the air.

562
00:36:41,359 --> 00:36:46,243
And there was a JRPG and that
looked like a cartoon cartoon.

563
00:36:46,244 --> 00:36:48,525
And when they entered
battles,

564
00:36:48,526 --> 00:36:51,248
it was like you were watching
anime sequence

565
00:36:51,249 --> 00:36:53,650
like, camera cuts
and nice effects.

566
00:36:53,651 --> 00:36:56,093
That got me
excited enough to say,

567
00:36:56,094 --> 00:36:58,215
"This industry is about
to get super exciting,

568
00:36:58,216 --> 00:37:02,179
"because now he feels
like you can express games

569
00:37:02,180 --> 00:37:08,145
"in a much more dynamic and
exciting and cinematic way,"

570
00:37:08,146 --> 00:37:11,468
that really, before I knew it
a lot about pure game design,

571
00:37:11,469 --> 00:37:15,753
just on the surface level, it was like,
"Wow, that's so crazy exciting,"

572
00:37:15,754 --> 00:37:18,075
that this tape is basically
telling us

573
00:37:18,076 --> 00:37:22,319
"Hey Game Makers,
we will allow players soon

574
00:37:22,320 --> 00:37:24,442
"literally to step."
into these worlds".

575
00:37:25,000 --> 00:37:27,440
How many colors can you use

576
00:37:27,720 --> 00:37:29,840
it was always a question then.

577
00:37:30,560 --> 00:37:32,560
Transition to an era

578
00:37:32,640 --> 00:37:34,600
where you can use all these colors

579
00:37:34,680 --> 00:37:36,560
as well as polygons and textures

580
00:37:36,640 --> 00:37:38,120
it was really like a dream.

581
00:37:38,200 --> 00:37:40,360
If I could feel it, if I could do it all

582
00:37:41,120 --> 00:37:44,880
then I could make a 3D Metal Gear

583
00:37:45,400 --> 00:37:48,480
if i wanted to

584
00:37:48,560 --> 00:37:50,880
from the day of MSKS
but he couldn't.

585
00:37:51,520 --> 00:37:55,160
Although it changes color
it was a terrifying idea.

586
00:37:56,120 --> 00:37:59,560
When I saw the PlayStation presentation

587
00:37:59,640 --> 00:38:02,280
I saw that I would be able to

588
00:38:03,040 --> 00:38:05,520
to make the game I really wanted

589
00:38:05,600 --> 00:38:09,400
with a full set of colors and polygons.

590
00:38:10,000 --> 00:38:11,760
That idea really shocked me.

591
00:38:11,840 --> 00:38:14,480
I mean in the positive sense of the word.

592
00:38:14,800 --> 00:38:17,200
When I heard that Sonny,

593
00:38:17,280 --> 00:38:19,040
a company known for audio
and electronic equipment,

594
00:38:19,120 --> 00:38:21,520
he was making a game console,

595
00:38:21,600 --> 00:38:26,960
I was both excited and eager to see
what would they come up with.

596
00:38:27,040 --> 00:38:33,040
Then when I saw this machine

597
00:38:33,160 --> 00:38:35,840
with your CD-ROM drive,

598
00:38:35,920 --> 00:38:39,280
and visual 3D polygon,

599
00:38:39,360 --> 00:38:42,800
it was a very different approach
to what was before

600
00:38:42,880 --> 00:38:49,080
and revolutionized the industry.

601
00:38:49,160 --> 00:38:51,960
I don't think Sonny got in
console market at the time

602
00:38:52,040 --> 00:38:54,880
then today would be completely different.

603
00:38:55,040 --> 00:38:58,280
When I saw what they came up with,

604
00:38:58,360 --> 00:39:02,040
with CD-ROMs and polygons,

605
00:39:02,120 --> 00:39:05,800
it felt like a whole new approach
to the games.

606
00:39:06,024 --> 00:39:07,584
You just wanted to
everyone to say

607
00:39:07,585 --> 00:39:11,388
"I want to be a part of this."
project because it is the future".

608
00:39:11,389 --> 00:39:18,195
And I think 99% plus people
purchased on that basis.

609
00:39:18,196 --> 00:39:20,157
You didn't have
to sell it to them

610
00:39:20,158 --> 00:39:23,840
and they didn't feel like
they took a risk.

611
00:39:23,841 --> 00:39:27,805
Three, two, one. Go!

612
00:39:30,208 --> 00:39:31,688
Wow. What a start!

613
00:39:31,689 --> 00:39:34,611
This is just it
I wanted to see.

614
00:39:34,612 --> 00:39:36,373
Working
on magazines,

615
00:39:36,374 --> 00:39:38,055
we used to get things
such as Login and Famitsu,

616
00:39:38,056 --> 00:39:41,738
and I remember the first time
Ridge Racer screenshots have surfaced.

617
00:39:41,739 --> 00:39:43,540
And then you knew
it was a game changer.

618
00:39:43,541 --> 00:39:47,744
That's when you knew it was this
it was a true 3D console.

619
00:39:47,745 --> 00:39:49,346
This was something that...

620
00:39:49,347 --> 00:39:50,988
There was no fake 3D,

621
00:39:50,989 --> 00:39:55,072
as an FX chip on
Super Nintendo or Mode 7.

622
00:39:55,073 --> 00:39:57,674
There was a camera
it revolved around things.

623
00:39:57,675 --> 00:40:00,477
Cars in Ridge Racer
passed by you

624
00:40:00,478 --> 00:40:02,639
and it wasn't a 2D ghost.

625
00:40:02,640 --> 00:40:06,244
And it was... It just exploded
and far away. It was amazing.

626
00:40:06,268 --> 00:40:10,388
Yes, I remember that time,

627
00:40:10,468 --> 00:40:13,548
who is asked to demonstrate a sample

628
00:40:13,628 --> 00:40:17,708
various development companies.

629
00:40:18,148 --> 00:40:22,348
This is fulfilled
some shock and awe.

630
00:40:22,428 --> 00:40:27,068
Reactions such as,
'wow, they can really do this...'

631
00:40:27,148 --> 00:40:30,788
I was aware at the time
that other companies

632
00:40:30,868 --> 00:40:35,668
really studied the demo carefully.

633
00:40:36,828 --> 00:40:41,268
I think it was a huge success,
as a sample.

634
00:40:42,228 --> 00:40:49,028
We learned what we can do with hard work.

635
00:40:50,428 --> 00:40:56,188
We should have made better plays,
and so is Namco.

636
00:40:56,628 --> 00:40:59,948
I think this was a great development.

637
00:41:08,948 --> 00:41:12,348
The initial SDK was certainly quite large

638
00:41:12,428 --> 00:41:16,868
about this size, and it was heavy.

639
00:41:17,708 --> 00:41:23,988
Sony sent it to game companies
March 1993

640
00:41:25,188 --> 00:41:27,548
A number of game companies have said

641
00:41:27,708 --> 00:41:29,588
that they could not

642
00:41:30,308 --> 00:41:33,268
to make games for PlayStation

643
00:41:33,828 --> 00:41:34,988
that Sony didn't have an SDK

644
00:41:35,748 --> 00:41:37,228
until the last day of March.

645
00:41:38,548 --> 00:41:40,868
And so it ended

646
00:41:41,668 --> 00:41:46,108
that it is the last day of March
was our appointment.

647
00:41:46,348 --> 00:41:51,348
I remember we finished
and delivery.

648
00:41:52,148 --> 00:41:54,588
The machines were handmade

649
00:41:55,348 --> 00:41:57,268
and we could not send them

650
00:41:57,788 --> 00:41:59,268
via home delivery service

651
00:42:00,268 --> 00:42:03,748
because of its weight, size

652
00:42:03,828 --> 00:42:08,628
and a great source of energy.

653
00:42:10,228 --> 00:42:14,428
This meant that
we delivered them ourselves

654
00:42:14,508 --> 00:42:17,668
taking taxis and fast trains to do so.

655
00:42:18,188 --> 00:42:23,348
3 or 4 of them were about 30 kg

656
00:42:23,588 --> 00:42:26,788
but we brought them to game companies.

657
00:42:27,268 --> 00:42:30,428
There were actually some people

658
00:42:30,908 --> 00:42:32,988
who flew with them all the way to the USA.

659
00:42:33,030 --> 00:42:36,032
It was quite clear that people
were excited about it,

660
00:42:36,033 --> 00:42:39,596
and there were plenty of loose lips like
people started getting hardware.

661
00:42:39,597 --> 00:42:44,641
And Psygnosis, for example,
were very vocal about what he could do.

662
00:42:44,642 --> 00:42:46,843
And they are all just getting started
speaking of 3D.

663
00:42:46,844 --> 00:42:50,046
You know, before
3D was pseudo 3D.

664
00:42:50,047 --> 00:42:53,009
But suddenly, you know, you
had people talking

665
00:42:53,010 --> 00:42:56,533
the possibilities that were
that this new hardware offers

666
00:42:56,534 --> 00:43:00,857
where 3D was incredibly easy,
compared to what was before.

667
00:43:00,858 --> 00:43:03,740
So yeah, 3D was huge,
a huge part of it.

668
00:43:03,741 --> 00:43:06,062
And it wasn't like,
you know

669
00:43:06,063 --> 00:43:09,025
when you used to get things like
F-18 interceptor and things like that,

670
00:43:09,026 --> 00:43:13,110
and it would be a jerky plane
made of about 15 polygons.

671
00:43:13,111 --> 00:43:17,234
No, you were talking about the platform
games that are made of 3D objects,

672
00:43:17,235 --> 00:43:20,157
and it was just revolutionary,
really strong.

673
00:43:20,158 --> 00:43:22,399
He drew you triangles.

674
00:43:22,400 --> 00:43:26,082
While before that, every other is 3D
game that came out on any platform

675
00:43:26,083 --> 00:43:29,406
who tried to draw a
triangle and fill it with texture

676
00:43:29,407 --> 00:43:30,887
had to do it
in the software.

677
00:43:30,888 --> 00:43:33,370
So the CPU is set
there, "That's right,

678
00:43:33,371 --> 00:43:35,732
"there is a red dot, a
blue dot over there, blah, blah, blah."

679
00:43:35,733 --> 00:43:37,894
Suddenly with PlayStation,
you just go

680
00:43:37,895 --> 00:43:40,137
"Here are the three corners of mine."
triangle, here's my texture, draw it."

681
00:43:40,138 --> 00:43:44,461
Bang, and it's on the screen,
perfect for you, designed in 3D.

682
00:43:44,462 --> 00:43:47,824
You know, it's like, wow, it is
took away so much of the difficulty

683
00:43:47,825 --> 00:43:50,147
and allowing you to do something
you were not allowed to work earlier.

684
00:43:50,148 --> 00:43:52,108
In our first paper

685
00:43:52,109 --> 00:43:55,232
to try to help developers
succeed on PlayStation,

686
00:43:55,233 --> 00:43:58,435
the main problem, I think, is us
there were teams that were new to 3D,

687
00:43:58,436 --> 00:44:02,479
and which was already working
maybe on 2D titles for years,

688
00:44:02,480 --> 00:44:06,002
but the PlayStation might have been
the first leap into this new era.

689
00:44:06,003 --> 00:44:08,885
And you should have
good knowledge of mathematics

690
00:44:08,886 --> 00:44:12,128
to deal with vectors
and matrix transformations.

691
00:44:12,129 --> 00:44:14,411
quaternions,
and other exciting things...

692
00:44:14,412 --> 00:44:18,054
And if you haven't
basic math for such things,

693
00:44:18,055 --> 00:44:21,097
you couldn't code
more in 3D.

694
00:44:21,098 --> 00:44:23,420
So it was quite
step change.

695
00:44:23,421 --> 00:44:25,061
Many of our peers

696
00:44:25,062 --> 00:44:27,424
just left from
game industry,

697
00:44:27,425 --> 00:44:30,827
at that crossing
from 2D to 3D.

698
00:44:30,828 --> 00:44:32,669
Working with 3D changes
everything.

699
00:44:32,670 --> 00:44:34,191
Just to give an example,

700
00:44:34,192 --> 00:44:36,513
in a 2D world, what can you do
the view of the world was limited.

701
00:44:36,514 --> 00:44:40,036
It was only what was inside
the limits of television.

702
00:44:40,037 --> 00:44:41,878
With a 3D world,
with perspective

703
00:44:41,879 --> 00:44:43,760
everything is visible
it is in the distance.

704
00:44:43,761 --> 00:44:45,482
And so, I remember
going to the fair,

705
00:44:45,483 --> 00:44:47,404
and poor team
it was game making

706
00:44:47,405 --> 00:44:50,166
he didn't realize that this
was the basic rule of 3D.

707
00:44:50,167 --> 00:44:51,968
You had to limit
what was visible.

708
00:44:51,969 --> 00:44:56,253
And so they had a long, long canyon
which ran at several frames per second,

709
00:44:56,254 --> 00:44:58,535
because they tried
to display the whole thing.

710
00:44:58,536 --> 00:45:00,617
And as you would walk
down the canyon

711
00:45:00,618 --> 00:45:02,539
frame rate would gain
better and better

712
00:45:02,540 --> 00:45:04,341
until it wasn't
at interactive rates

713
00:45:04,342 --> 00:45:07,304
when you were at the very end
I couldn't see anything from that.

714
00:45:07,305 --> 00:45:08,985
And these were just the basics.

715
00:45:08,986 --> 00:45:12,589
We had to learn to make worlds
with lots of crooked geometry in them,

716
00:45:12,590 --> 00:45:17,514
so that these views
it did not reach infinity.

717
00:45:17,515 --> 00:45:21,438
It's like suddenly being offered a
a whole new medium for creating things.

718
00:45:21,439 --> 00:45:24,160
For many people it is
actually downright disturbing.

719
00:45:24,161 --> 00:45:28,004
And indeed so do I
remember that transition.

720
00:45:28,005 --> 00:45:32,249
I remember actually being very
excited about creating artificial worlds

721
00:45:32,250 --> 00:45:35,532
in a different way than
The pixel killing days of yore.

722
00:45:35,533 --> 00:45:39,135
I think it ultimately comes down to
the fact that we live in a 3D world,

723
00:45:39,136 --> 00:45:40,937
so that's what
we are used to it.

724
00:45:40,938 --> 00:45:42,579
There are things
in the distance

725
00:45:42,580 --> 00:45:44,381
let's go explore
we look around.

726
00:45:44,382 --> 00:45:46,543
That's what kids do. You
running around exploring

727
00:45:46,544 --> 00:45:48,345
you find hiding places

728
00:45:48,346 --> 00:45:49,906
play hide and seek... You
you make dens, you climb trees.

729
00:45:49,907 --> 00:45:51,147
All those things.

730
00:45:51,148 --> 00:45:54,150
And that was a chance
let's do it in games.

731
00:45:54,151 --> 00:45:56,232
You know, you have
to remember that

732
00:45:56,233 --> 00:45:58,234
maybe from a
developer's point of view,

733
00:45:58,235 --> 00:46:00,797
going to the 3D world
would be a difficult transfer,

734
00:46:00,798 --> 00:46:04,321
but for the artist it was
probably the opposite.

735
00:46:04,322 --> 00:46:07,163
Because we always wanted to
to push what we could do.

736
00:46:07,164 --> 00:46:08,805
We always wanted more,

737
00:46:08,806 --> 00:46:11,328
we always wanted to
to show more,

738
00:46:11,329 --> 00:46:14,971
we wanted to make things
more visually elaborate.

739
00:46:14,972 --> 00:46:17,173
We wanted a 3D environment.

740
00:46:17,174 --> 00:46:21,057
So, in some respects, from
the early days, all the way up to Tomb Raider,

741
00:46:21,058 --> 00:46:23,500
there were more restrictions
if anything else.

742
00:46:23,501 --> 00:46:24,781
Our world was opening up.

743
00:46:24,782 --> 00:46:27,464
It got easier
to develop.

744
00:46:27,465 --> 00:46:29,786
Our ideas would...

745
00:46:29,787 --> 00:46:34,070
We could put those concepts
to the screen, and much easier,

746
00:46:34,071 --> 00:46:37,474
as much as software
developed over the years.

747
00:46:37,475 --> 00:46:40,877
There were technical aspects
3D, which were brutal.

748
00:46:40,878 --> 00:46:44,120
But it was even worse
works with the game.

749
00:46:44,121 --> 00:46:47,484
Because, basically, if
you think what's going on

750
00:46:47,485 --> 00:46:52,729
in classic 2D character action
a game like Donkey Kong Country,

751
00:46:52,730 --> 00:46:57,334
do you have character
moving in one or two dimensions,

752
00:46:57,335 --> 00:46:58,775
like, on screen,

753
00:46:58,776 --> 00:47:01,217
and then they work
timing matters,

754
00:47:01,218 --> 00:47:04,421
like jump, jump, jump, spin,

755
00:47:04,422 --> 00:47:05,782
you know, hit or whatever.

756
00:47:05,783 --> 00:47:08,785
Jump, jump, jump on the thing,
to ride a thing over, to jump.

757
00:47:08,786 --> 00:47:11,107
And that's all
about limitation.

758
00:47:11,108 --> 00:47:16,192
Because of the 2D, it's very
it's easy to make so it's your only choice

759
00:47:16,193 --> 00:47:20,518
whether, like, jump
on that barrel or fall into the pit.

760
00:47:21,118 --> 00:47:22,679
Or jump on a barrel

761
00:47:22,680 --> 00:47:26,202
or drive on that movement
platform, or fall into a pit.

762
00:47:26,203 --> 00:47:29,446
In 3D, it turns out,
because of the extra dimension,

763
00:47:29,447 --> 00:47:31,408
there are several major problems.

764
00:47:31,409 --> 00:47:33,329
It is basically the fact that,

765
00:47:33,330 --> 00:47:36,533
ok, you are in the field and there is
the monster is running towards you

766
00:47:36,534 --> 00:47:39,095
and nothing really stops you
from just running around it.

767
00:47:39,096 --> 00:47:41,257
That can't really happen in 2D,

768
00:47:41,258 --> 00:47:43,620
because it is "around".
a dimension that is on and off the screen

769
00:47:43,621 --> 00:47:45,101
not to get
in a 2D game.

770
00:47:45,102 --> 00:47:47,624
But in a 3D game you are
looking the other way

771
00:47:47,625 --> 00:47:48,705
and that's left-right
dimension,

772
00:47:48,706 --> 00:47:49,906
but it's an extra dimension.

773
00:47:49,907 --> 00:47:51,748
It doesn't matter
in what way is it.

774
00:47:51,749 --> 00:47:53,430
It's just an extra dimension. It gives
you too many degrees of freedom.

775
00:47:53,431 --> 00:47:56,152
So you have that problem,
you have a problem with the camera,

776
00:47:56,153 --> 00:47:58,835
which makes judging jumps
and timing

777
00:47:58,836 --> 00:48:02,559
much, much harder
depending on what the point of view is.

778
00:48:02,560 --> 00:48:04,240
And a point of view
it's not set up that way.

779
00:48:04,241 --> 00:48:06,322
In 2D, there is
only one logical point of view,

780
00:48:06,323 --> 00:48:07,924
which is perpendicular to...

781
00:48:07,925 --> 00:48:10,206
In the third dimension
that you don't actually use.

782
00:48:10,207 --> 00:48:11,848
In a 3D game,

783
00:48:11,849 --> 00:48:14,451
the camera is in the same trio
dimensions like a real game.

784
00:48:14,452 --> 00:48:16,493
And where is that? Is it behind
character, character side,

785
00:48:16,494 --> 00:48:18,094
does it change, does it move?

786
00:48:18,095 --> 00:48:19,976
What happens if you start
to curve and go sideways?

787
00:48:19,977 --> 00:48:22,258
And there was no example
on how to deal with this.

788
00:48:22,259 --> 00:48:23,861
And so we had
to understand everything.

789
00:48:23,885 --> 00:48:27,925
Capcom had only recently
started using 3D graphics

790
00:48:28,005 --> 00:48:30,925
so we started our work by thinking first

791
00:48:31,005 --> 00:48:34,045
about how we might use them.

792
00:48:34,125 --> 00:48:39,925
Our rapper was that T-Rex demo
which Sonny came out with.

793
00:48:40,005 --> 00:48:43,205
We had a large number of approaches

794
00:48:43,325 --> 00:48:49,165
from working as hard as we could
they replicate what they posted

795
00:48:49,325 --> 00:48:52,165
to think that it would actually be
bad move

796
00:48:52,245 --> 00:48:55,045
to get closer to Resident Evil
like T-Rex did.

797
00:48:55,125 --> 00:48:57,325
We really started from scratch there.

798
00:48:58,605 --> 00:49:00,805
It just wouldn't show

799
00:49:00,885 --> 00:49:05,165
so the idea of going full 3D

800
00:49:05,245 --> 00:49:09,085
it just wasn't going to get much traction.

801
00:49:09,805 --> 00:49:12,005
With things like this

802
00:49:12,085 --> 00:49:14,845
it started to feel like
it could be cancelled.

803
00:49:15,685 --> 00:49:18,085
When Alone in the Dark came out

804
00:49:18,165 --> 00:49:21,285
she had a large amount

805
00:49:21,365 --> 00:49:25,045
previously shown graphics.

806
00:49:25,125 --> 00:49:28,445
The only object was the figure itself.

807
00:49:28,525 --> 00:49:31,685
From a player's perspective

808
00:49:31,765 --> 00:49:36,645
the game had
three-dimensional atmosphere

809
00:49:36,765 --> 00:49:41,125
and all this showed

810
00:49:41,205 --> 00:49:44,085
that it was possible now

811
00:49:44,165 --> 00:49:46,725
to make a more complete game

812
00:49:46,845 --> 00:49:50,205
including visual.

813
00:49:56,205 --> 00:50:00,125
From there we kept moving
to animation methods.

814
00:50:00,205 --> 00:50:04,805
By deciding to use the camera
to render 3D space in 2D,

815
00:50:04,925 --> 00:50:08,445
Mikami-san established the blueprint
for what would become Resident Evil.

816
00:50:13,125 --> 00:50:16,085
Basically, the idea was

817
00:50:16,205 --> 00:50:18,605
that there will be zombies

818
00:50:18,685 --> 00:50:20,525
which were located in places

819
00:50:20,605 --> 00:50:22,525
that the camera did not arrive.

820
00:50:22,605 --> 00:50:24,605
The player could not see them

821
00:50:24,685 --> 00:50:26,605
but they could hear them.

822
00:50:26,725 --> 00:50:28,965
There was a certain horror

823
00:50:29,045 --> 00:50:31,685
in zombies out of sight.

824
00:50:32,965 --> 00:50:36,885
This kind of fear was kind of

825
00:50:37,045 --> 00:50:39,805
the main concept of the game.

826
00:50:39,885 --> 00:50:43,645
I imagined a player

827
00:50:43,805 --> 00:50:47,645
he gets very nervous about everything

828
00:50:47,765 --> 00:50:52,965
and that they are on the edge of their seats.

829
00:50:53,045 --> 00:50:57,645
Where they could feel

830
00:50:57,725 --> 00:51:01,405
that there was a zombie

831
00:51:01,485 --> 00:51:04,645
just around the corner.

832
00:51:10,845 --> 00:51:17,765
The camera marks...

833
00:51:19,165 --> 00:51:25,805
Well, I set up the cameras,

834
00:51:28,005 --> 00:51:32,365
but I had no experience
shooting with a real camera.

835
00:51:32,485 --> 00:51:38,125
I started learning from the first step,

836
00:51:38,205 --> 00:51:44,045
imagining how the player goes
through the corridor you would feel,

837
00:51:44,125 --> 00:51:49,885
what camera angles would scare them.

838
00:51:50,085 --> 00:51:52,405
So I started.

839
00:51:52,485 --> 00:51:55,125
Moving on to the technical details,

840
00:51:55,205 --> 00:51:56,645
a single room can only have 8 cameras...

841
00:51:56,725 --> 00:51:58,525
You remember this really well!

842
00:51:58,605 --> 00:51:59,965
Because of the memory capacity.

843
00:52:00,085 --> 00:52:05,285
This doubled to 16 for Resident Evil 2.

844
00:52:05,565 --> 00:52:10,085
There were only 8 for the first game.

845
00:52:10,285 --> 00:52:12,925
You only had so many cuts

846
00:52:13,005 --> 00:52:16,965
and you had to make the game playable,

847
00:52:17,045 --> 00:52:21,045
leaving no blind spots in the
a room where the character cannot be seen.

848
00:52:22,259 --> 00:52:24,180
First time ever
resident evil video,

849
00:52:24,181 --> 00:52:26,542
guy from virgin
brought the disk,

850
00:52:26,543 --> 00:52:29,225
and he said, “Just look
this." He didn't say anything else.

851
00:52:29,226 --> 00:52:31,267
And we were
everyone is watching it

852
00:52:31,268 --> 00:52:33,870
and you get that part where
the first zombie turns

853
00:52:33,871 --> 00:52:35,351
and you say, "Yeah, great."

854
00:52:35,352 --> 00:52:37,754
And then, suddenly,
you're walking down the hall

855
00:52:37,755 --> 00:52:39,836
and the dog jumps
through the window.

856
00:52:39,837 --> 00:52:41,477
And two of my team left,

857
00:52:41,478 --> 00:52:42,759
and then one of them came back

858
00:52:42,760 --> 00:52:44,480
just like a spider
fell from the ceiling,

859
00:52:44,481 --> 00:52:46,402
and immediately turned around
and went out again.

860
00:52:46,403 --> 00:52:50,246
It was one of the most exciting
games that I knew were coming out.

861
00:52:50,247 --> 00:52:52,009
It was indeed
it really blew me away.

862
00:52:55,332 --> 00:52:58,695
This is RuptureFarms.

863
00:52:58,696 --> 00:53:02,739
They say it is the greatest meat
processing plant on Oddworld.

864
00:53:02,740 --> 00:53:06,622
I wasn't really interested in
games in general, in their creation.

865
00:53:06,623 --> 00:53:08,905
The idea never
it occurred to me.

866
00:53:08,906 --> 00:53:12,588
And it didn't occur to me until I did
been in the movie business for a while,

867
00:53:12,589 --> 00:53:16,873
and I was looking at how to take it
my desire to create virtual worlds,

868
00:53:16,874 --> 00:53:20,636
meaning fantasy worlds
or fantasy worlds,

869
00:53:20,637 --> 00:53:24,320
and convert it
using 3D computer graphics

870
00:53:24,321 --> 00:53:28,204
in the stories I want to tell, in
characters I would like to develop,

871
00:53:28,205 --> 00:53:30,246
and in money
I would like to make one.

872
00:53:30,247 --> 00:53:34,090
And that's it
conveyed my brief history,

873
00:53:34,091 --> 00:53:37,693
say seven years
computer animation traditionally,

874
00:53:37,694 --> 00:53:40,616
eager to begin
video game company.

875
00:53:40,617 --> 00:53:42,899
Now, I didn't see it
more PlayStation,

876
00:53:42,900 --> 00:53:44,460
but it gave me
faith to say

877
00:53:44,461 --> 00:53:46,582
“Okay, these things
it becomes real

878
00:53:46,583 --> 00:53:49,746
“and I understand Hollywood
enough i believe

879
00:53:49,747 --> 00:53:53,549
"to understand what I think it is."
it's going to happen with video games."

880
00:53:53,550 --> 00:53:56,913
And it really gave me that
inertia to say

881
00:53:56,914 --> 00:53:59,957
"If we don't do it now, we will."
later he won't be able to".

882
00:54:00,798 --> 00:54:02,398
And so, that was '90...

883
00:54:02,399 --> 00:54:05,562
In '92, I began to persuade
Sherri McKenna

884
00:54:06,964 --> 00:54:08,604
we should start
game company.

885
00:54:08,605 --> 00:54:11,567
Lorne comes to my house
in the hollywood hills

886
00:54:11,568 --> 00:54:14,410
and we are sitting
by the pool because I...

887
00:54:14,411 --> 00:54:16,452
Hollywood

888
00:54:16,453 --> 00:54:20,136
And Lorne says, "You know,
I have this really great idea."

889
00:54:20,137 --> 00:54:22,618
And I say, "Okay, tell me."
what's that," because I love stories.

890
00:54:22,619 --> 00:54:24,580
That's what he tells me
this great idea.

891
00:54:24,581 --> 00:54:27,623
i tell you
that was such a great idea.

892
00:54:27,624 --> 00:54:31,828
And it was like a reflection
what went wrong with the world.

893
00:54:31,829 --> 00:54:37,073
The Gluconians were frightened,
because profits were dismal.

894
00:54:37,074 --> 00:54:41,437
And I said, “Oh man, that's right
great. We could make five movies!"

895
00:54:41,438 --> 00:54:46,082
And he says, "Yes, no,
we will play five games."

896
00:54:46,083 --> 00:54:48,684
And I said, “Games?
What are games?"

897
00:54:48,685 --> 00:54:51,888
He says, “You know, video
games?" And I said, "No, I don't know."

898
00:54:51,889 --> 00:54:53,490
And then I saw
the PlayStation.

899
00:54:54,892 --> 00:54:59,936
And I thought, “I don't know.
Maybe we can...

900
00:54:59,937 --> 00:55:03,780
"Maybe we could do really well."
computer graphics for video games".

901
00:55:05,382 --> 00:55:10,467
...when a Big Face
appeared and said I was dead.

902
00:55:13,230 --> 00:55:15,271
He said our country is changing,

903
00:55:15,272 --> 00:55:18,194
was unbalanced at best.

904
00:55:18,195 --> 00:55:22,558
He told me my fate
was to save the others.

905
00:55:22,559 --> 00:55:26,242
When we actually started
game production,

906
00:55:26,243 --> 00:55:27,844
we had two types of people.

907
00:55:27,845 --> 00:55:30,166
We had people come
with us from hollywood,

908
00:55:30,167 --> 00:55:33,569
and then we had people who were
acquired through the gaming industry.

909
00:55:33,570 --> 00:55:36,853
And with Sherry,

910
00:55:36,854 --> 00:55:39,976
I would tell her stories
and we would talk about it,

911
00:55:39,977 --> 00:55:43,980
and at a certain point,
she said

912
00:55:43,981 --> 00:55:48,744
“Well, it's real… In games
today, aggression equals reward.

913
00:55:48,745 --> 00:55:52,588
"And what are you talking about, Lorne,
does empathy really equal rewards."

914
00:55:52,589 --> 00:55:55,671
And I was like, “That's it
that! That's a sign.

915
00:55:55,672 --> 00:55:57,633
"I think so too."
if we can

916
00:55:57,634 --> 00:56:00,516
"then we can bring
a wider audience for games

917
00:56:00,517 --> 00:56:04,240
"They still have challenges
aspects that make games great.

918
00:56:04,241 --> 00:56:07,763
"But we can bring a little more."
of epic storytelling to it.

919
00:56:07,764 --> 00:56:10,166
"And a little more."
Hollywood production design,

920
00:56:10,167 --> 00:56:11,687
"and Hollywood
animation values".

921
00:56:11,688 --> 00:56:13,449
I'm telling a story.

922
00:56:13,450 --> 00:56:15,811
Oddworld's games
it will be about the story

923
00:56:15,812 --> 00:56:18,975
and the vehicle we are
I will use to tell that story

924
00:56:18,976 --> 00:56:21,017
will be a video game.

925
00:56:21,018 --> 00:56:23,900
And in those days, the only way
to do so was with cutscenes.

926
00:56:23,901 --> 00:56:27,023
So to tell a story,
which is all i care about...

927
00:56:27,024 --> 00:56:28,104
Touching people.

928
00:56:28,105 --> 00:56:30,186
You can't do that
in the side scroller

929
00:56:30,187 --> 00:56:32,068
where they bomb
and killing and...

930
00:56:32,069 --> 00:56:34,510
No, it's about
telling a story.

931
00:56:34,511 --> 00:56:36,792
So that cinematography,
those cutscenes,

932
00:56:36,793 --> 00:56:40,957
yes, they had to be of the same quality
like when I came from that industry.

933
00:56:40,958 --> 00:56:42,479
Huh?

934
00:56:54,571 --> 00:56:59,977
Well, I saved Mudokon,
but who will save me?

935
00:57:02,360 --> 00:57:06,160
gameplay and cut scenes were separate.

936
00:57:06,240 --> 00:57:10,360
The cut scenes were like movie scenes

937
00:57:10,920 --> 00:57:13,800
with characters and background

938
00:57:14,280 --> 00:57:17,040
completely separated.

939
00:57:17,840 --> 00:57:21,840
I didn't want to do it like this.

940
00:57:22,360 --> 00:57:24,360
I wanted to make cut scenes

941
00:57:25,760 --> 00:57:27,800
who used the game models as they were

942
00:57:27,880 --> 00:57:29,800
to use those models and the camera

943
00:57:29,880 --> 00:57:32,320
to tell a story to the player.

944
00:57:32,760 --> 00:57:33,800
That's what I wanted to do.

945
00:57:34,080 --> 00:57:37,240
There was also a player who could

946
00:57:37,320 --> 00:57:39,320
to control the camera while they played.

947
00:57:39,400 --> 00:57:42,280
It can be a rear view or a side view

948
00:57:42,360 --> 00:57:44,400
3 cameras above the player

949
00:57:44,480 --> 00:57:47,240
can be used to control the screen

950
00:57:47,320 --> 00:57:49,960
and give them a sense of control.

951
00:57:50,040 --> 00:57:52,320
They could change things themselves

952
00:57:52,440 --> 00:57:54,480
which made for a richer game

953
00:57:54,560 --> 00:57:55,960
it was more like a movie.

954
00:57:56,040 --> 00:57:58,080
These are two ideas

955
00:57:58,160 --> 00:58:00,080
which I wanted to work on

956
00:58:00,160 --> 00:58:02,080
when we made Metal Gear Solid.

957
00:58:02,160 --> 00:58:04,280
You could say that these have

958
00:58:04,360 --> 00:58:05,920
turned into a kind of standard for us.

959
00:58:06,320 --> 00:58:10,680
Although some film techniques

960
00:58:10,760 --> 00:58:13,040
or cuts were used in games
until then

961
00:58:14,120 --> 00:58:16,600
the lack of a camera meant every frame

962
00:58:17,400 --> 00:58:20,400
had to be created individually.

963
00:58:21,120 --> 00:58:26,120
These images could not be manipulated.

964
00:58:27,280 --> 00:58:29,200
That's how it was then.

965
00:58:29,280 --> 00:58:31,040
Where 3D polygons are used

966
00:58:31,120 --> 00:58:33,120
the player can also move the camera.

967
00:58:34,040 --> 00:58:36,720
This was our first time

968
00:58:37,880 --> 00:58:40,240
capable of working with such cameras

969
00:58:40,800 --> 00:58:42,520
and not just set the corners.

970
00:58:43,120 --> 00:58:44,960
This made me extremely happy

971
00:58:45,040 --> 00:58:46,960
as I love movies and I knew

972
00:58:47,040 --> 00:58:49,280
about these techniques and ideas

973
00:58:49,360 --> 00:58:51,360
and now we could use these processes

974
00:58:51,840 --> 00:58:54,680
achieve previously impossible things

975
00:59:11,760 --> 00:59:14,520
Of course, at first,

976
00:59:14,600 --> 00:59:18,240
most people were
used to playing 2D games.

977
00:59:18,960 --> 00:59:23,320
The pace of these games
was very different.

978
00:59:23,400 --> 00:59:26,400
With the move to 3D,

979
00:59:26,560 --> 00:59:32,440
what were 2d images,
now he had depth.

980
00:59:32,560 --> 00:59:37,640
Accordingly, the camera
became crucial

981
00:59:37,720 --> 00:59:43,240
and everything was up to the player
for distance measurement.

982
00:59:44,240 --> 00:59:48,120
It was very difficult for the player

983
00:59:48,200 --> 00:59:52,040
to determine timing and when to brake

984
00:59:52,120 --> 00:59:54,040
until they got used to it.

985
00:59:54,160 --> 00:59:57,640
With earlier games,

986
00:59:57,720 --> 01:00:02,440
it was easy for players to follow
straight line extension,

987
01:00:02,520 --> 01:00:06,960
so we made adjustments with
3D games to make them interesting.

988
01:00:07,040 --> 01:00:08,960
For example, when pulled out of a corner,

989
01:00:09,040 --> 01:00:12,080
centripetal force acting on the car

990
01:00:12,200 --> 01:00:14,760
pulls it out around the bend,

991
01:00:14,840 --> 01:00:18,080
so we wrote the program
yes on purpose

992
01:00:18,160 --> 01:00:21,600
pull the car back in
and controls its movement.

993
01:00:22,379 --> 01:00:26,422
This was for almost everyone
first experience with 3D,

994
01:00:26,423 --> 01:00:29,465
and so we all tried to
understand what a set of rules is.

995
01:00:29,466 --> 01:00:32,188
How are you?
make a game in 3D?

996
01:00:32,189 --> 01:00:34,270
And everyone
had a different approach.

997
01:00:34,271 --> 01:00:37,473
With Naughty Dog and Crash,
they had access which

998
01:00:37,474 --> 01:00:39,715
they would keep
camera on rails,

999
01:00:39,716 --> 01:00:41,877
and they would
calculate ahead

1000
01:00:41,878 --> 01:00:45,921
every polygon that was supposed to be
shown for each point on the path.

1001
01:00:45,922 --> 01:00:50,005
And as a result, they could
they have really amazing graphics

1002
01:00:50,006 --> 01:00:52,368
because there was no wastage.

1003
01:00:52,369 --> 01:00:54,730
If that polygon was needed,
was shown.

1004
01:00:54,731 --> 01:00:57,973
If it was hidden behind something
otherwise, they might cut it.

1005
01:00:57,974 --> 01:00:59,615
somewhat,
what they were doing was,

1006
01:00:59,616 --> 01:01:04,460
they used
incredible CD-ROM size for this,

1007
01:01:04,461 --> 01:01:08,345
because only CD-ROM
could contain so much data.

1008
01:01:17,440 --> 01:01:20,520
When the decision was made
what a game

1009
01:01:20,600 --> 01:01:23,320
in the end we wanted to make
FINAL FANTASY VII in,

1010
01:01:24,000 --> 01:01:26,360
we felt that a large scale was needed

1011
01:01:27,480 --> 01:01:30,520
top movie scenes.

1012
01:01:31,920 --> 01:01:38,800
No real-time 3D graphics in the game,
but pre-recorded films,

1013
01:01:41,200 --> 01:01:43,840
and CD-ROM media

1014
01:01:43,920 --> 01:01:45,080
would be necessary for that.

1015
01:01:45,160 --> 01:01:48,760
We decided what we wanted to do the most
with the game

1016
01:01:48,840 --> 01:01:53,440
and concluded that

1017
01:01:55,200 --> 01:01:58,800
we would have to use a CD rom
to make it a reality.

1018
01:01:59,520 --> 01:02:05,440
Our tests and discussions
led to that result.

1019
01:02:06,840 --> 01:02:10,560
And that resulted in FINAL FANTASY VII

1020
01:02:10,680 --> 01:02:13,800
is coming out on PlayStation.

1021
01:02:40,637 --> 01:02:46,282
Well, for us, the CD provided a lot
storage options for developers.

1022
01:02:46,283 --> 01:02:47,763
Yes, more than 650 megabytes,

1023
01:02:47,764 --> 01:02:50,125
which compared to the cartridge
at that time it is huge,

1024
01:02:50,126 --> 01:02:54,730
and, in fact, even compared to
the hard drive on the computer, it was quite huge.

1025
01:02:54,731 --> 01:02:58,695
Three, two, one.

1026
01:02:59,736 --> 01:03:00,857
Go!

1027
01:03:18,635 --> 01:03:22,157
The main thing, obviously, was
CD audio that you can also play.

1028
01:03:22,158 --> 01:03:24,440
If you look at the games,
especially as VipEout and so on,

1029
01:03:24,441 --> 01:03:26,602
they are famous because
of their soundtrack.

1030
01:03:26,603 --> 01:03:30,326
Until CDs came along, most
the music was pretty hip music,

1031
01:03:30,327 --> 01:03:32,648
and quite shallow
type of sounds,

1032
01:03:32,649 --> 01:03:35,891
and has a CD-ROM
and VipEout

1033
01:03:35,892 --> 01:03:38,814
be able to reproduce
appropriate complete music,

1034
01:03:38,815 --> 01:03:42,979
you know, the ones you might have in yours
car or on headphones or whatever,

1035
01:03:43,820 --> 01:03:44,861
was something new.

1036
01:03:55,432 --> 01:04:00,275
For Twisted Metal, the
The speed music was just...

1037
01:04:00,276 --> 01:04:01,917
Speed was this movie
it was out at the time,

1038
01:04:01,918 --> 01:04:03,158
which was a wonderful movie,

1039
01:04:03,159 --> 01:04:05,841
and a great action soundtrack
it still stands.

1040
01:04:05,842 --> 01:04:08,243
And that simply delighted me
I could send that music

1041
01:04:08,244 --> 01:04:09,805
the composer
for Twisted Metal and say,

1042
01:04:09,806 --> 01:04:14,490
“Hey can we have a peak
level of a song that evokes this?"

1043
01:04:14,491 --> 01:04:16,652
And suddenly, not only
do we get anything back

1044
01:04:16,653 --> 01:04:19,735
who feels inspired by Speed,

1045
01:04:19,736 --> 01:04:22,618
but it is clean
symphonic sound quality

1046
01:04:22,619 --> 01:04:25,061
because it's streaming
directly from the CD.

1047
01:04:42,839 --> 01:04:45,801
For PlayStation,
I think so

1048
01:04:45,802 --> 01:04:49,885
exciting at first, just to get the hang of it
you had 24 audio channels.

1049
01:04:49,886 --> 01:04:53,409
So they would be used
mostly for sound effects.

1050
01:04:53,410 --> 01:04:55,210
So you can play
24 sounds at once.

1051
01:04:55,211 --> 01:04:58,293
And it had built-in reverb
as well as processing delays

1052
01:04:58,294 --> 01:05:00,416
to be able to apply
to any of those voices.

1053
01:05:00,417 --> 01:05:02,698
So that was great for things like, if
you played a basketball game

1054
01:05:02,699 --> 01:05:04,580
it actually sounded
as if you were in the arena,

1055
01:05:04,581 --> 01:05:07,022
but just keep silent
background noise,

1056
01:05:07,023 --> 01:05:09,666
and that's what I really mean
additionally, more depth to the sound.

1057
01:05:13,830 --> 01:05:14,831
Here we are.

1058
01:05:17,080 --> 01:05:23,720
PlayStation was the first console

1059
01:05:24,080 --> 01:05:30,720
which could use pulse code modulation.

1060
01:05:31,080 --> 01:05:37,280
There is a sound
sample loop recorded and created

1061
01:05:38,720 --> 01:05:45,480
with that loop being played afterwards
like a sound.

1062
01:05:46,360 --> 01:05:52,200
For recording car sounds
Gran Turismo, everyone would rent

1063
01:05:53,360 --> 01:06:00,040
and then record the engine in phrases,
starting with idle noises

1064
01:06:02,560 --> 01:06:07,680
We took these shots
and created loop patterns for each engine

1065
01:06:09,160 --> 01:06:14,800
creating tone quality
specific to each engine.

1066
01:06:15,960 --> 01:06:21,760
Now I remember it when we played

1067
01:06:21,840 --> 01:06:27,800
car sounds we recorded

1068
01:06:27,880 --> 01:06:34,360
We started noticing things.

1069
01:06:34,440 --> 01:06:37,000
For example how the pitches would fall
in that they were further away.

1070
01:06:37,080 --> 01:06:41,480
Or grow in height
the closer they were... the blurring effect.

1071
01:06:42,160 --> 01:06:47,320
Gran Turismo was probably the first game
to put them in the game, certainly.

1072
01:06:59,135 --> 01:07:02,217
You could have something like that
sounded professional very quickly.

1073
01:07:02,218 --> 01:07:05,581
If you have a piece of music
that really fit the game,

1074
01:07:05,582 --> 01:07:08,503
you were not limited
to any limits

1075
01:07:08,504 --> 01:07:11,306
regarding RAM fit
or anything like that.

1076
01:07:11,307 --> 01:07:13,388
or limitations
for memory or CPU.

1077
01:07:13,389 --> 01:07:15,030
You would just say,
"Play this track."

1078
01:07:15,031 --> 01:07:17,032
So you would have something…

1079
01:07:17,033 --> 01:07:19,314
You know, a full orchestra
a piece, if you will, in your game,

1080
01:07:19,315 --> 01:07:22,599
and they would still have these 24
sound effects channels on top.

1081
01:07:32,408 --> 01:07:35,571
So it really was
why that big jump

1082
01:07:35,572 --> 01:07:37,532
between things like
Mega Drive and SNES,

1083
01:07:37,533 --> 01:07:39,294
are you suddenly
had things that

1084
01:07:39,295 --> 01:07:42,178
sounded as good as you did
i just watch things on tv.

1085
01:07:42,202 --> 01:07:44,442
In the SNES era, game screens were 2D,

1086
01:07:45,682 --> 01:07:49,802
and there were no votes of course,

1087
01:07:50,002 --> 01:07:52,282
and no scenes from motion pictures.

1088
01:07:52,722 --> 01:07:57,562
So you had to have music
with strong melodies.

1089
01:07:58,282 --> 01:08:00,882
Melodies that would still stand,

1090
01:08:01,362 --> 01:08:04,162
even if you have listened to them on repeat
again and again.

1091
01:08:08,842 --> 01:08:12,242
I think our composer,

1092
01:08:12,322 --> 01:08:15,402
Mr. Uematsu was also appropriately aware
of this when he composed the score.

1093
01:08:15,802 --> 01:08:18,842
Mr. Uematsu said that at the time.

1094
01:08:20,202 --> 01:08:23,522
When CG animation became more 3D
with PlayStation,

1095
01:08:24,042 --> 01:08:28,842
and scenes from motion pictures
became more dramatic,

1096
01:08:29,082 --> 01:08:33,482
the visuals had a much greater impact.

1097
01:08:34,162 --> 01:08:38,362
And paradoxically,
if you used the same ringtones,

1098
01:08:39,282 --> 01:08:42,682
the same logic for creating music
like in the SNES era,

1099
01:08:43,202 --> 01:08:48,802
then the music and visuals would rock,
and clash terribly.

1100
01:08:49,442 --> 01:08:52,882
This would prevent the scene from appearing
together and lose their effectiveness.

1101
01:08:53,522 --> 01:08:56,282
So when we showed strong visuals,
we would make the music more reserved,

1102
01:08:56,802 --> 01:08:58,202
or for moments where
the emotions of the characters were high,

1103
01:08:58,282 --> 01:08:59,522
we would turn up the music.

1104
01:08:59,602 --> 01:09:00,682
I remember how I felt
that balancing between

1105
01:09:00,762 --> 01:09:02,202
soft and hard changed
from the SNES era.

1106
01:09:02,522 --> 01:09:05,562
Likewise in the field of music,

1107
01:09:05,642 --> 01:09:08,802
the way games use music
became closer to film or video,

1108
01:09:10,202 --> 01:09:15,922
way to add background music
in the movies.

1109
01:09:17,602 --> 01:09:24,082
I think it's probably the way the games are made
changed to be aware of it.

1110
01:09:34,330 --> 01:09:37,332
It was clear that the potential
was there, which was fantastic.

1111
01:09:37,333 --> 01:09:39,735
So, obviously,
the big question was

1112
01:09:39,736 --> 01:09:43,018
"How long will it take?"
price for PlayStation

1113
01:09:43,019 --> 01:09:45,380
“and will Sonny
be able to market it,

1114
01:09:45,381 --> 01:09:50,345
"and get a foothold in the market that is
dominated by Nintendo and Sega?"

1115
01:09:50,346 --> 01:09:53,028
It certainly was
many feelings

1116
01:09:53,029 --> 01:09:56,191
that, "Oh, Sonny, really?"

1117
01:09:56,192 --> 01:09:59,274
But I think there were also
people inside think so,

1118
01:09:59,275 --> 01:10:03,799
“Well, well, maybe I can't, but
they are a consumer electronics company.

1119
01:10:03,800 --> 01:10:07,763
"They may have insight."
that we don't know".

1120
01:10:07,764 --> 01:10:11,727
But over time we heard them
made deals with Namco,

1121
01:10:11,728 --> 01:10:14,850
with some of these others
really good IP companies.

1122
01:10:14,851 --> 01:10:18,373
We started to study a little
about the toolsets they use

1123
01:10:18,374 --> 01:10:20,575
and how people
they develop for it.

1124
01:10:20,576 --> 01:10:22,858
And then it is
you started to really worry.

1125
01:10:22,859 --> 01:10:25,300
When Sonny presented
playstation,

1126
01:10:25,301 --> 01:10:28,343
there was a cemetery from
consumer electronics companies

1127
01:10:28,344 --> 01:10:31,827
who tried to enter
multimedia business

1128
01:10:31,828 --> 01:10:33,909
or interactive
entertainment activities.

1129
01:10:33,910 --> 01:10:37,913
And so, a lot of those companies
had some good technologies,

1130
01:10:37,914 --> 01:10:40,035
but not the best
technology.

1131
01:10:40,036 --> 01:10:41,556
But very few got it

1132
01:10:41,557 --> 01:10:43,398
combination
technology,

1133
01:10:43,399 --> 01:10:45,801
business model
and creativity in law.

1134
01:10:45,802 --> 01:10:48,483
Everyone learns from
everyone else's failures.

1135
01:10:48,484 --> 01:10:50,405
So, I was very worried

1136
01:10:50,406 --> 01:10:53,688
about Sony's performance
game system,

1137
01:10:53,689 --> 01:10:55,450
and I thought there was
very good probability

1138
01:10:55,451 --> 01:10:57,292
that they went
to be successful.

1139
01:10:57,293 --> 01:11:01,937
Obviously, Sega was significant
competitors and competitive threats

1140
01:11:01,938 --> 01:11:03,498
on PlayStation.

1141
01:11:03,499 --> 01:11:05,902
Introducing the Sega Saturn.

1142
01:11:06,702 --> 01:11:07,824
Hit it.

1143
01:11:09,065 --> 01:11:11,827
Sega's next generation
gaming platform.

1144
01:11:11,828 --> 01:11:14,429
In the beginning it was
much excitement about it,

1145
01:11:14,430 --> 01:11:17,152
and we ran
systems there,

1146
01:11:17,153 --> 01:11:21,676
and we could see these
incredible, almost to call them prototypes,

1147
01:11:21,677 --> 01:11:23,718
which runs on this system.

1148
01:11:23,719 --> 01:11:27,082
And we thought, “Wow.
You know, if we do that,

1149
01:11:27,083 --> 01:11:30,765
"We will absolutely incorporate
market on this.

1150
01:11:30,766 --> 01:11:33,088
"We will be."
console system".

1151
01:11:33,089 --> 01:11:35,010
And Sega obviously had
an advantage

1152
01:11:35,011 --> 01:11:38,854
in their rich heritage
and the history of arcade games.

1153
01:11:38,855 --> 01:11:42,377
And so, they could switch
Virtua Fighter from the arcade

1154
01:11:42,378 --> 01:11:44,579
right to
Sega Saturn,

1155
01:11:44,580 --> 01:11:47,542
and that would be a great title for
to introduce them to the platform.

1156
01:11:47,543 --> 01:11:52,067
But then we saw Tekken,
and then we thought, "Oh, no."

1157
01:11:52,068 --> 01:11:55,831
Because, you know, again,
being a consumer oriented company,

1158
01:11:55,832 --> 01:11:57,672
what are consumers
going to see?

1159
01:11:57,673 --> 01:12:01,716
They don't care about that Virtua
Fighter is a full 3D arcade port.

1160
01:12:01,717 --> 01:12:04,960
What they do is look
in Tekken and they say, “Wow.

1161
01:12:04,961 --> 01:12:07,522
"Look at what it looks like."
It looks so real."

1162
01:12:07,523 --> 01:12:11,487
You know, "I can see a face,
and looks like a real person."

1163
01:12:11,511 --> 01:12:16,751
Of Namco's Polygon games at the time,

1164
01:12:16,831 --> 01:12:23,111
our game has become a model
for many other companies.

1165
01:12:23,191 --> 01:12:26,751
I've heard that said a lot.

1166
01:12:26,871 --> 01:12:33,551
I don't think it was because of that
the design was interesting.

1167
01:12:35,271 --> 01:12:40,471
Rather, it was a paradigm shift
in polygon technology,

1168
01:12:40,551 --> 01:12:43,671
from 2D to 3D world.

1169
01:12:43,831 --> 01:12:48,511
It was this intense evolution
Polygon technology

1170
01:12:48,591 --> 01:12:50,991
which brought our success.

1171
01:12:59,936 --> 01:13:01,897
therefore,
we thought, "Oh no,

1172
01:13:01,898 --> 01:13:04,499
"we need to look
product a little deeper."

1173
01:13:04,500 --> 01:13:07,342
Also, I would say
the biggest thing for us

1174
01:13:07,343 --> 01:13:10,705
and the most
a disappointing thing for us

1175
01:13:10,706 --> 01:13:14,389
is when Sega took over
that first step forward

1176
01:13:14,390 --> 01:13:17,792
and announced a really high one
price for Sega Saturn.

1177
01:13:17,793 --> 01:13:20,916
And that kind of hit us
in the intestines a little,

1178
01:13:20,917 --> 01:13:23,718
and we thought, “Oh, no, them
maybe he could beat this price."

1179
01:13:23,719 --> 01:13:25,280
I'm going to talk to mine
parents about this.

1180
01:13:25,281 --> 01:13:27,362
I like this one, a lot.

1181
01:13:27,363 --> 01:13:29,245
It's better for you
tell them it's $399.

1182
01:13:30,406 --> 01:13:32,288
I will tell them.
I will try.

1183
01:13:32,969 --> 01:13:35,170
in Japan,

1184
01:13:35,171 --> 01:13:38,974
Nakayama-san and the others felt
that we really had to get Saturn out

1185
01:13:38,975 --> 01:13:42,337
long before the Sony machine
is started.

1186
01:13:42,338 --> 01:13:44,859
And so, that was why
they pushed hard

1187
01:13:44,860 --> 01:13:48,063
to introduce it earlier than
was ready to be introduced,

1188
01:13:48,064 --> 01:13:50,465
before we had enough
hardware manufactured

1189
01:13:50,466 --> 01:13:53,708
and before we had had enough
software ready to play on it.

1190
01:13:53,709 --> 01:13:56,831
The decision was: "We are
I have to get out before Sonny does

1191
01:13:56,832 --> 01:13:58,474
"so we better hurry."
things together."

1192
01:13:59,915 --> 01:14:02,278
Now you can go back to
the world as you know it.

1193
01:14:05,121 --> 01:14:08,084
and remember
search for Sega Saturn.

1194
01:14:11,007 --> 01:14:12,608
It's there.

1195
01:14:20,456 --> 01:14:23,018
So, preparing for the launch
PlayStation in Japan

1196
01:14:23,019 --> 01:14:25,140
was fantastic
exciting time,

1197
01:14:25,141 --> 01:14:29,504
because you had this new
business, this new platform,

1198
01:14:29,505 --> 01:14:33,508
and all of the promises
and excitement about it.

1199
01:14:33,509 --> 01:14:36,271
But still certain
amount of disbelief

1200
01:14:36,272 --> 01:14:39,034
or lack of credibility
at the market.

1201
01:14:39,035 --> 01:14:43,598
Just before the introduction
PlayStation in Japan in 1994.

1202
01:14:43,599 --> 01:14:49,004
to give confidence to the publishing house
and the developer community in Japan,

1203
01:14:49,005 --> 01:14:50,925
we announced that
we would be

1204
01:14:50,926 --> 01:14:53,408
sole distributor and
publisher of all software,

1205
01:14:53,409 --> 01:14:55,890
so they had
method of obtaining

1206
01:14:55,891 --> 01:14:59,415
to retail stores
and market entry.

1207
01:14:59,439 --> 01:15:03,879
With CD-ROMs you can produce

1208
01:15:03,999 --> 01:15:06,159
a certain number for a week

1209
01:15:06,799 --> 01:15:10,159
so in order to ship large quantities

1210
01:15:10,439 --> 01:15:13,559
you had to start the process
before time

1211
01:15:13,679 --> 01:15:16,039
and make your saved copies.

1212
01:15:16,759 --> 01:15:18,359
Game companies want to spend

1213
01:15:18,439 --> 01:15:21,079
as much development time as possible

1214
01:15:21,159 --> 01:15:24,559
so they like to wait until the last week

1215
01:15:25,159 --> 01:15:26,919
before the start of production.

1216
01:15:26,999 --> 01:15:30,679
There may also be bugs in the game

1217
01:15:31,079 --> 01:15:34,839
so does Sony and the publishing house

1218
01:15:35,559 --> 01:15:36,879
you need to test for it.

1219
01:15:37,399 --> 01:15:39,319
Sony has several dozen people doing this.

1220
01:15:39,839 --> 01:15:43,639
But this was Sony's first gaming console

1221
01:15:43,759 --> 01:15:47,399
so they had no idea
how to test these things.

1222
01:15:48,119 --> 01:15:49,599
We have created a system for this

1223
01:15:49,679 --> 01:15:51,919
hired staff

1224
01:15:51,999 --> 01:15:53,759
and executed

1225
01:15:53,839 --> 01:15:57,719
all in the last three months
before release.

1226
01:15:57,799 --> 01:15:59,919
There were many things
which we had to do

1227
01:16:00,479 --> 01:16:02,279
during those last three months

1228
01:16:02,559 --> 01:16:04,719
which were new to us at Sony.

1229
01:16:04,840 --> 01:16:09,003
And we had a program to
reach 100,000 units, day one.

1230
01:16:09,004 --> 01:16:12,247
That was a turning point
we wanted to get to Japan,

1231
01:16:12,248 --> 01:16:14,649
for that to be
a really big number

1232
01:16:14,650 --> 01:16:16,931
that we could talk about
in the gaming press

1233
01:16:16,932 --> 01:16:18,693
and talk about
in the business press

1234
01:16:18,694 --> 01:16:20,575
to show it
we were serious.

1235
01:16:20,576 --> 01:16:25,101
And to make 100,000 units a
The PlayStation was no small undertaking.

1236
01:16:25,360 --> 01:16:27,200
Maximum number of units

1237
01:16:27,440 --> 01:16:29,400
for a Sony product

1238
01:16:30,040 --> 01:16:32,320
such as Walkman

1239
01:16:33,120 --> 01:16:34,960
on the day of liberation

1240
01:16:36,720 --> 01:16:38,280
either 5,000 or 6,000 units.

1241
01:16:38,960 --> 01:16:42,600
If you wanted to release 20,000 units

1242
01:16:42,720 --> 01:16:44,720
they would tell you it's too much

1243
01:16:44,800 --> 01:16:47,240
The idea was to start production slowly.

1244
01:16:48,040 --> 01:16:53,520
Sonny couldn't move slowly
with a game console.

1245
01:16:54,320 --> 01:16:58,200
The companies were getting ready
to publish games.

1246
01:16:59,520 --> 01:17:02,640
Hardware has no value without its software

1247
01:17:03,360 --> 01:17:05,760
so if a company aims to publish

1248
01:17:05,840 --> 01:17:07,760
100,000 copies of the title

1249
01:17:07,840 --> 01:17:09,600
then at a minimum

1250
01:17:09,840 --> 01:17:12,320
you need 100,000 ready consoles.

1251
01:17:14,680 --> 01:17:17,320
In view of this,
we had to produce the PlayStation

1252
01:17:17,440 --> 01:17:21,520
In mass quantity,
right from the start.

1253
01:17:22,120 --> 01:17:25,000
This was completely different

1254
01:17:25,080 --> 01:17:28,760
rather than the usual approach of Sony at the time.

1255
01:17:29,720 --> 01:17:33,160
Also, we had to have consoles

1256
01:17:34,440 --> 01:17:37,880
delivered to stores same day

1257
01:17:38,520 --> 01:17:41,080
in order to stimulate game sales.

1258
01:17:41,857 --> 01:17:47,942
So it was just this great symbiosis
smart people doing great things.

1259
01:17:47,943 --> 01:17:50,104
There were no borders
and it wasn't

1260
01:17:50,105 --> 01:17:51,666
“Well, you do
Japanese launch

1261
01:17:51,667 --> 01:17:54,068
"and we do this,
and you make games."

1262
01:17:54,069 --> 01:18:01,155
He was just this big, flat, enthusiastic,
you know, a dedicated team of people.

1263
01:18:01,156 --> 01:18:04,599
We had, I think, six or seven
games available, day one.

1264
01:18:04,600 --> 01:18:07,161
Everyone remembers
Ridge Racer, and rightly so,

1265
01:18:07,162 --> 01:18:10,765
like the game that was
probably the most exciting.

1266
01:18:10,766 --> 01:18:16,331
But then there was a whole series
local Japanese content that has been released

1267
01:18:16,332 --> 01:18:19,454
it really did
PlayStation successful in Japan.

1268
01:18:19,455 --> 01:18:24,699
At one point we had over 2,000
registered developers in Japan only,

1269
01:18:24,700 --> 01:18:28,423
which only shows you the width
and the depth of creative talent we had.

1270
01:18:28,424 --> 01:18:32,707
PlayStation obviously was
a much more powerful machine

1271
01:18:32,708 --> 01:18:37,552
and, you know, totally loyal
to: “Okay, let's build a machine

1272
01:18:37,553 --> 01:18:39,914
"where the focus is on it."
this will play games.

1273
01:18:39,915 --> 01:18:42,317
“This is completely built
about playing games."

1274
01:18:42,318 --> 01:18:46,561
There was no pretence
because, "This is a computer."

1275
01:18:46,562 --> 01:18:50,605
This is a gaming machine.
This is the arcade in your home.

1276
01:18:50,606 --> 01:18:52,448
That's the beginning
and the end of it.

1277
01:18:57,080 --> 01:18:59,320
All games gather here.

1278
01:19:02,440 --> 01:19:05,200
Full of games, PlayStation. Out now.

1279
01:19:06,862 --> 01:19:08,343
We had a hit.

1280
01:19:08,344 --> 01:19:11,706
We knew we were on our way
off to a very, very strong start.

1281
01:19:11,707 --> 01:19:15,390
Lots of PlayStations
were exported from Japan

1282
01:19:15,391 --> 01:19:17,952
and brought home to the US
and UK and Europe

1283
01:19:17,953 --> 01:19:19,634
according to many
development community.

1284
01:19:19,635 --> 01:19:24,238
I would imagine at least 10,000
those 100,000 ended up abroad.

1285
01:19:24,239 --> 01:19:28,803
You could have bought a Japanese
PlayStation on the computer market

1286
01:19:28,804 --> 01:19:30,325
at Rathbone Place.

1287
01:19:30,326 --> 01:19:32,768
And they had a sign on
window, "The Mutt's Nuts".

1288
01:19:34,610 --> 01:19:36,931
And word got out.

1289
01:19:36,932 --> 01:19:40,735
And that actually made our job
USA, in Europe, much, much easier,

1290
01:19:40,736 --> 01:19:42,977
because people
could see the machine,

1291
01:19:42,978 --> 01:19:45,900
they could see the excitement
which came out of Japan,

1292
01:19:45,901 --> 01:19:47,342
they could play games,

1293
01:19:47,343 --> 01:19:50,465
and they could see the quality
of what was possible.

1294
01:19:50,466 --> 01:19:51,946
A hype machine
had already started

1295
01:19:51,947 --> 01:19:53,748
so people were champions
little for that

1296
01:19:53,749 --> 01:19:57,952
and I mean what they did with
the price was the last nail in Seg's coffin,

1297
01:19:57,953 --> 01:20:00,115
because they undermine them
to such an extent.

1298
01:20:07,282 --> 01:20:12,126
It was the first E3,
and E3 was held in Los Angeles.

1299
01:20:12,127 --> 01:20:14,048
We had a very large stand.

1300
01:20:14,049 --> 01:20:17,131
We knew Nintendo would
they have a big stand, and Sega.

1301
01:20:17,132 --> 01:20:22,457
Sony Computer Entertainment was
headed by a guy named Terry Tokunaka.

1302
01:20:22,458 --> 01:20:24,419
A very wise owl.

1303
01:20:24,420 --> 01:20:29,023
A typically dignified Japanese man who would
he doesn't say a word for about three hours,

1304
01:20:29,024 --> 01:20:32,547
and then say one or two words and that
it was the end of the meeting, you know?

1305
01:20:32,548 --> 01:20:34,028
But he was smart.

1306
01:20:34,029 --> 01:20:35,670
We had a lot
competitive tensions.

1307
01:20:35,671 --> 01:20:39,113
The guys who made it
hardware wants it on the margin,

1308
01:20:39,114 --> 01:20:42,196
guys who did marketing
wants the lowest possible price.

1309
01:20:42,197 --> 01:20:44,278
You have to look at what
competition do.

1310
01:20:44,279 --> 01:20:48,683
And he thought about his price
in yen and what the prices might be,

1311
01:20:48,684 --> 01:20:53,288
and price discussions
it was 350, 399

1312
01:20:54,089 --> 01:20:55,450
and 299.

1313
01:20:55,451 --> 01:20:58,172
And they said,
"No, we can't."

1314
01:20:58,173 --> 01:21:00,415
"349." "We can't do that."

1315
01:21:00,416 --> 01:21:02,377
So, senior management
from Japan to the left,

1316
01:21:02,378 --> 01:21:06,421
and then there was Olaf Olafson
behind with Steve Race.

1317
01:21:06,422 --> 01:21:08,262
Steve Reiss said,
“We have to do 299.

1318
01:21:08,263 --> 01:21:10,425
"299 is the only one
thing that is important.

1319
01:21:10,426 --> 01:21:13,988
"That's the only thing
things in the whole wide world.

1320
01:21:13,989 --> 01:21:17,351
"And if you don't want to be."
shame, you have to be at 299."

1321
01:21:17,352 --> 01:21:20,396
So Olaf said, “Um.
Let me think about it."

1322
01:21:26,762 --> 01:21:28,803
As for the price
is worried

1323
01:21:28,804 --> 01:21:32,687
the only thing we knew in
time is what the bill of materials was.

1324
01:21:32,688 --> 01:21:35,570
So there you have it
to get away from it

1325
01:21:35,571 --> 01:21:38,773
and say, “So what
will the market stand still?"

1326
01:21:38,774 --> 01:21:41,135
You know: "What is right."
price for this thing?"

1327
01:21:41,136 --> 01:21:45,860
And I mean, probably the guy who
Olaf was the most influential in this,

1328
01:21:45,861 --> 01:21:49,904
because people like Ken
and Terry Tokunaka

1329
01:21:49,905 --> 01:21:52,867
just desperately wanted
to make this thing successful.

1330
01:21:52,868 --> 01:21:54,709
They know they have
great piece of hardware.

1331
01:21:54,710 --> 01:21:58,113
They know they have
great software catalog.

1332
01:21:58,834 --> 01:22:00,515
hmm...

1333
01:22:00,516 --> 01:22:03,798
The only thing that can go wrong
now they are somehow missing the market.

1334
01:22:03,799 --> 01:22:05,840
and then,
we all went our separate ways

1335
01:22:05,841 --> 01:22:12,448
and appeared the next morning for
a big press event at the E3 Center.

1336
01:22:14,770 --> 01:22:18,533
And they had a speech from
Nintendo and they talked to Sega,

1337
01:22:18,534 --> 01:22:20,374
and maybe it was
something else.

1338
01:22:20,375 --> 01:22:24,178
It finally appeared. “And now, Sonny.
So, well, show us your stuff, Sonny."

1339
01:22:24,179 --> 01:22:28,222
And they all had
like, 30 minutes of talking.

1340
01:22:28,223 --> 01:22:31,986
Steve Race gets up, walks
to the podium and says: "299."

1341
01:22:31,987 --> 01:22:33,387
Go away.

1342
01:22:33,388 --> 01:22:35,349
The place is erupting.

1343
01:22:35,350 --> 01:22:38,793
I will ask Sony Computer
Entertainment, President of America,

1344
01:22:38,794 --> 01:22:43,559
Steve Race, to join me
for a short presentation.

1345
01:22:55,010 --> 01:22:56,251
299.

1346
01:23:01,256 --> 01:23:05,219
It was the thing that was needed,
especially for the US market,

1347
01:23:05,220 --> 01:23:08,743
where is the competition
was even stronger

1348
01:23:08,744 --> 01:23:10,344
but I was worried
about in Europe.

1349
01:23:10,345 --> 01:23:13,027
I mean, you had
these two monoliths,

1350
01:23:13,028 --> 01:23:18,833
and every third attempt in
the market was very easily crushed.

1351
01:23:18,834 --> 01:23:22,196
I think that was the decision
probably the right decision.

1352
01:23:22,197 --> 01:23:25,159
Probably a little scary
when you look at PandL,

1353
01:23:25,160 --> 01:23:28,162
but it was the right decision.

1354
01:23:28,163 --> 01:23:31,245
That set our intention
as a platform

1355
01:23:31,246 --> 01:23:34,649
and completely destroyed
competition.

1356
01:23:34,650 --> 01:23:37,411
My reaction was,
"Oh shit, we're in trouble."

1357
01:23:37,412 --> 01:23:41,857
That this is a bad thing for Sega
and a very good thing for Sony.

1358
01:23:46,141 --> 01:23:49,343
We started to see
response from retailers

1359
01:23:49,344 --> 01:23:50,865
in the United States, in Europe,

1360
01:23:50,866 --> 01:23:54,869
and begins to forecast
what will be our launch.

1361
01:23:54,870 --> 01:23:59,113
And we started to see the scale
it was beginning to be predicted.

1362
01:23:59,114 --> 01:24:01,797
- The games are ready.
- Are you?

1363
01:24:03,599 --> 01:24:06,681
And I knew we were
doing something special.

1364
01:24:06,682 --> 01:24:08,563
I knew what we were doing

1365
01:24:08,564 --> 01:24:11,525
he didn't just reach
creators and developers,

1366
01:24:11,526 --> 01:24:14,729
but this has started
permeate the mass market.

1367
01:24:14,730 --> 01:24:18,092
But we knew it was
risky days, you know.

1368
01:24:18,093 --> 01:24:20,615
We knew we had games
to get us out the door

1369
01:24:20,616 --> 01:24:22,296
follow us
in a few months,

1370
01:24:22,297 --> 01:24:24,659
but the library
had to be built.

1371
01:24:24,660 --> 01:24:28,262
And therefore, probably
it hasn't been for about a year

1372
01:24:28,263 --> 01:24:32,546
until we could look back and see that,
actually, yes, we were getting traction.

1373
01:24:32,547 --> 01:24:35,309
We could see the pipeline
games were filling up,

1374
01:24:35,310 --> 01:24:38,392
and we could see the developers
then he really comes on board.

1375
01:24:38,393 --> 01:24:42,156
That gave me some confidence
that I made a good career choice.

1376
01:24:42,157 --> 01:24:46,000
It was a wonderful thing
for game business,

1377
01:24:46,001 --> 01:24:47,682
because she was real
a bullet in the arm.

1378
01:24:47,683 --> 01:24:49,804
It unlocked everything again.

1379
01:24:49,805 --> 01:24:52,526
The reset has arrived
on all sequels,

1380
01:24:52,527 --> 01:24:57,732
and people are just trying to hold on
washing the dishes at that moment.

1381
01:24:57,733 --> 01:25:00,855
We all need to hit reset and get started
again, and here's the new hardware.

1382
01:25:00,856 --> 01:25:03,818
And anyone who wanted to
to compete against Sony

1383
01:25:03,819 --> 01:25:07,021
had to show up with a nice one
impressive hardware.

1384
01:25:07,022 --> 01:25:10,584
So it's kind of...
It started an industry.

1385
01:25:10,585 --> 01:25:13,467
I love distractions like that.
I think it is very helpful.

1386
01:25:13,468 --> 01:25:18,392
Very soon, we had really
rich selection of games.

1387
01:25:18,393 --> 01:25:22,196
People were taking 3D
machine capabilities

1388
01:25:22,197 --> 01:25:24,438
and sending
in many different directions,

1389
01:25:24,439 --> 01:25:28,082
from an NBA basketball game
to Jumping Flash!,

1390
01:25:28,083 --> 01:25:30,485
japanese platform game,
which was beautiful.

1391
01:25:31,406 --> 01:25:32,648
Ready to go?

1392
01:25:35,771 --> 01:25:40,094
Sonny would get into every game
ever released for PlayStation.

1393
01:25:40,095 --> 01:25:43,417
And so, we would have this
the cabinet of just about everything.

1394
01:25:43,418 --> 01:25:45,860
And it was just, you know...

1395
01:25:45,861 --> 01:25:47,621
The games you'd expect...

1396
01:25:47,622 --> 01:25:50,184
You know, Madden,
GameDais, whatever.

1397
01:25:50,185 --> 01:25:52,306
And then it was unclear
crap from Japan

1398
01:25:52,307 --> 01:25:53,988
that you are like
"What is this?" right?

1399
01:25:53,989 --> 01:25:55,629
And two things I remember

1400
01:25:55,630 --> 01:25:59,714
was this game called that
like super big brother

1401
01:25:59,715 --> 01:26:01,195
is what has been translated.

1402
01:26:01,196 --> 01:26:03,117
And it was
side scrolling game

1403
01:26:03,118 --> 01:26:06,600
with digitized signs
like the Mortal Kombat arcade game,

1404
01:26:06,601 --> 01:26:09,964
but they were these lovers,
almost naked boys

1405
01:26:09,965 --> 01:26:13,248
beating the crap out of them,
like, a penis.

1406
01:26:20,400 --> 01:26:22,920
Three, two, one, come on!

1407
01:26:29,825 --> 01:26:31,786
We laughed and laughed
about this game.

1408
01:26:31,787 --> 01:26:34,188
And then it was wonderful
a game called...

1409
01:26:34,189 --> 01:26:37,151
I think his name was
An incredible crisis.

1410
01:26:37,152 --> 01:26:39,273
And that was just a collection
mini-games,

1411
01:26:39,274 --> 01:26:40,875
but the way they did it

1412
01:26:40,876 --> 01:26:43,758
was it related
in the story

1413
01:26:43,759 --> 01:26:46,680
this Japanese wage earner
and he deals with his family,

1414
01:26:46,681 --> 01:26:49,804
and dealing with his... I mean, like,
his teenage daughter and his wife.

1415
01:26:49,805 --> 01:26:54,128
And that was the first time I played
a game where it was fully interactive,

1416
01:26:54,129 --> 01:26:56,811
so it wasn't just like that
cut scenes, but it was...

1417
01:26:56,812 --> 01:26:58,092
It was really cool.

1418
01:26:58,093 --> 01:27:00,975
They said this very much
world story...

1419
01:27:00,976 --> 01:27:03,898
It's not quite everyday.
Crazy shit happened.

1420
01:27:03,899 --> 01:27:07,101
But, you know, for video games
it was a very simple story

1421
01:27:07,102 --> 01:27:09,784
just about this guy
this gentle guy

1422
01:27:09,785 --> 01:27:12,107
with these crazy mini games.

1423
01:27:29,484 --> 01:27:32,686
We never had such things
in America. It was too strange.

1424
01:27:32,687 --> 01:27:35,249
But I liked to see
a lot of things...

1425
01:27:35,250 --> 01:27:37,211
For us, unclear
Japanese games

1426
01:27:37,212 --> 01:27:39,173
when they would come
to Sony's offices.

1427
01:27:39,174 --> 01:27:42,616
Battle Arena Toshinden
was the first 3D fighting game

1428
01:27:42,617 --> 01:27:43,979
that we had on the console.

1429
01:27:51,907 --> 01:27:55,109
Tekken, who came, who
is still amazing, still feels very 2D.

1430
01:27:55,110 --> 01:27:59,113
He is still very much that mortal
Kombat, Street Fighter kind of...

1431
01:27:59,114 --> 01:28:01,315
Although there are some
fantastic final sequences,

1432
01:28:01,316 --> 01:28:03,437
where the Law would
run up your body

1433
01:28:03,438 --> 01:28:05,800
and then go downstairs
and within that was 3D.

1434
01:28:05,801 --> 01:28:09,123
It was the Battle Arena Toshinden
which really showed early 3D

1435
01:28:09,124 --> 01:28:11,005
potential to play.

1436
01:28:11,006 --> 01:28:15,769
Gran Turismo. For me, one of the
the best driving games ever made.

1437
01:28:15,770 --> 01:28:20,494
what impact
what depth, what realism.

1438
01:28:20,495 --> 01:28:24,498
What an addiction. That's what I played for
18 months solid, two hours a day,

1439
01:28:24,499 --> 01:28:26,781
and I still don't think so
I totally nailed it.

1440
01:28:36,311 --> 01:28:38,032
Then it was
PaRapa Rapper,

1441
01:28:38,033 --> 01:28:41,156
which is so strange
and nuts and wonderful.

1442
01:28:46,681 --> 01:28:49,283
And Vib-Ribbon. look,
Vib-Ribbon is a type of game

1443
01:28:49,284 --> 01:28:51,325
which you would never see
in cartridge years.

1444
01:28:51,326 --> 01:28:53,929
Who would risk it
on such a game?

1445
01:28:57,052 --> 01:29:00,654
But here we are in the '90s
with vectors on the screen.

1446
01:29:00,655 --> 01:29:03,218
You know, lines. I
it's like, that's cool, that's great.

1447
01:29:13,068 --> 01:29:14,388
I remember
playing the driver.

1448
01:29:14,389 --> 01:29:16,991
At the time I was like,
"This is amazing,"

1449
01:29:16,992 --> 01:29:19,753
because I didn't play
such a style of play

1450
01:29:19,754 --> 01:29:21,755
where the police
they chase me earlier.

1451
01:29:21,756 --> 01:29:24,078
And I had so much fun.

1452
01:29:24,079 --> 01:29:27,362
And it's that kind of thing, again,
which the new generations deliver to us.

1453
01:29:32,807 --> 01:29:37,291
It was the first real open world
driving game, he was a Driver.

1454
01:29:37,292 --> 01:29:42,376
And it required new techniques,
such as data streaming,

1455
01:29:42,377 --> 01:29:46,740
geometric and textural data
turn off the CD drive in real time,

1456
01:29:46,741 --> 01:29:49,663
so it's okay, pause,
load and continue.

1457
01:29:49,664 --> 01:29:53,147
And I think we're really...
We pushed the machine hard.

1458
01:29:53,148 --> 01:29:55,429
Until then, it was smoking
we are done with it.

1459
01:29:55,430 --> 01:29:58,152
But very early
driver development stages,

1460
01:29:58,153 --> 01:29:59,713
it was very, very moving

1461
01:29:59,714 --> 01:30:01,395
could we make it
open world.

1462
01:30:01,396 --> 01:30:04,638
Because most games at that time

1463
01:30:04,639 --> 01:30:06,600
are designed together,
basically, a pipe.

1464
01:30:06,601 --> 01:30:08,642
You could see everything
in front of you

1465
01:30:08,643 --> 01:30:10,604
and you could control
which you couldn't see.

1466
01:30:10,605 --> 01:30:14,208
The driver, of course, could
turn left or right at the intersection.

1467
01:30:14,209 --> 01:30:16,330
It had to be conscious
what was there.

1468
01:30:16,331 --> 01:30:19,374
He controlled the other cars inside
the city and the people walking around.

1469
01:30:30,745 --> 01:30:34,068
The speed we were able to
to develop a development community,

1470
01:30:34,069 --> 01:30:35,309
especially in the West,

1471
01:30:35,310 --> 01:30:38,872
it came down to a hug
computer makers.

1472
01:30:38,873 --> 01:30:40,794
The PlayStation
development kit

1473
01:30:40,795 --> 01:30:45,039
actually became a card
which has just been installed in the PC.

1474
01:30:45,040 --> 01:30:50,004
And so, a lot of tools and techniques
and computer programmer capabilities

1475
01:30:50,005 --> 01:30:53,407
could reach
Playstation pretty smooth,

1476
01:30:53,408 --> 01:30:56,330
especially in the areas
advanced 3D graphics,

1477
01:30:56,331 --> 01:30:59,494
where obviously PlayStation
positioned himself.

1478
01:31:09,584 --> 01:31:11,986
What was so nice
about the original PlayStation

1479
01:31:11,987 --> 01:31:15,109
be it more like
computer than console.

1480
01:31:15,110 --> 01:31:18,192
It really did,
really easy to develop for, too

1481
01:31:18,193 --> 01:31:22,676
because it had an architecture that
bio processor, graphics processor,

1482
01:31:22,677 --> 01:31:26,241
which computers did not have
at that moment, but they soon did.

1483
01:31:26,961 --> 01:31:28,043
And it just worked.

1484
01:31:33,488 --> 01:31:37,611
It just pulls the PC code, and
the graphics engine pulled it off

1485
01:31:37,612 --> 01:31:39,053
for using graphics hardware.

1486
01:31:39,054 --> 01:31:43,537
So it was very, very nice
machine for work.

1487
01:31:43,538 --> 01:31:47,141
We didn't have to change anything
designs to be console specific

1488
01:31:47,142 --> 01:31:49,663
because we created
all on the computer.

1489
01:31:49,664 --> 01:31:51,665
We knew our limitations
on the computer.

1490
01:31:51,666 --> 01:31:56,790
Sometimes things didn't work out
or we could adjust it pretty quickly.

1491
01:31:56,791 --> 01:32:01,315
Moreover, things like how much we are
could be displayed on the screen at one time.

1492
01:32:01,316 --> 01:32:05,879
And as an artist, it was a
quite a guess, really.

1493
01:32:05,880 --> 01:32:08,922
But of course
even testing games...

1494
01:32:08,923 --> 01:32:11,886
From our point of view,
when we made the level,

1495
01:32:13,168 --> 01:32:14,888
and dump the game version,

1496
01:32:14,889 --> 01:32:16,810
everything we did
was on the computer

1497
01:32:16,811 --> 01:32:18,412
to the point where,

1498
01:32:18,413 --> 01:32:21,215
when we got to testing
game at the end of the project,

1499
01:32:21,216 --> 01:32:24,578
and we actually had to pick up
PlayStation controller to do this,

1500
01:32:24,579 --> 01:32:26,340
that was big
a deal for me.

1501
01:32:26,341 --> 01:32:28,462
Because suddenly I had to try and
I translate everything I did

1502
01:32:28,463 --> 01:32:30,504
on my keyboard
on the computer

1503
01:32:30,505 --> 01:32:32,266
to what I was doing
on the console.

1504
01:32:32,267 --> 01:32:34,508
And believe me, they succeeded
we test those levels on that console.

1505
01:32:34,509 --> 01:32:35,670
It was hard work.

1506
01:32:40,755 --> 01:32:42,436
The other side
on this whole thing

1507
01:32:42,437 --> 01:32:45,159
it was a fact that women, once upon a time
you started playing Tomb Raider,

1508
01:32:45,160 --> 01:32:47,201
could hang out with a woman
character in the game.

1509
01:32:47,202 --> 01:32:49,763
That was something
we did not expect.

1510
01:32:49,764 --> 01:32:53,167
But suddenly we had a market
and for female players.

1511
01:32:53,168 --> 01:32:54,968
lara croft,
no doubt

1512
01:32:54,969 --> 01:32:57,091
poster girl
for that generation.

1513
01:32:57,092 --> 01:33:00,894
And I think that the character i
lara croft personality,

1514
01:33:00,895 --> 01:33:03,457
began to require storytelling,

1515
01:33:03,458 --> 01:33:07,381
which is a feature of playing which
developed in sophistication

1516
01:33:07,382 --> 01:33:10,184
immeasurably over
successive generations.

1517
01:33:10,185 --> 01:33:13,507
But I think
with Tomb Raider at the time,

1518
01:33:13,508 --> 01:33:16,110
the concept of storytelling
in video games

1519
01:33:16,111 --> 01:33:19,153
manifested
to a really significant extent

1520
01:33:19,154 --> 01:33:20,475
probably the first time.

1521
01:33:25,039 --> 01:33:28,402
Part of the PlayStation experience
it wasn't just the big titles

1522
01:33:28,403 --> 01:33:30,924
like Crash or Tomb Raider
or similar

1523
01:33:30,925 --> 01:33:33,927
but also these
conceptually driven...

1524
01:33:33,928 --> 01:33:36,650
You could almost call
those indie titles, like Xi,

1525
01:33:36,651 --> 01:33:40,093
which I think is sold
like Devil Dice in this country.

1526
01:33:40,094 --> 01:33:43,458
Or IK: Intelligent Cube.

1527
01:33:48,102 --> 01:33:52,866
Jump from 16-bit to 32-bit
was so incredibly significant.

1528
01:33:52,867 --> 01:33:55,989
I just got it right away. I knew
that this is going to be huge.

1529
01:33:55,990 --> 01:33:59,553
Metal Gear Solid, Finale
Fantasy VII, Resident Evil,

1530
01:33:59,554 --> 01:34:01,475
Time Crisis, Dino Crisis.

1531
01:34:01,476 --> 01:34:05,639
Which games would come out?
they were huge for the PlayStation.

1532
01:34:05,640 --> 01:34:08,362
The N64 was
a different experience

1533
01:34:08,363 --> 01:34:12,085
how did it come up and
swelled halfway.

1534
01:34:12,086 --> 01:34:13,967
But it didn't really take hold.

1535
01:34:13,968 --> 01:34:16,930
Nintendo really pulled it
on its heels it entered 3D

1536
01:34:16,931 --> 01:34:18,372
and launch
new machine.

1537
01:34:18,373 --> 01:34:19,973
Because, you know,
for obvious reasons.

1538
01:34:19,974 --> 01:34:23,177
Super Famicom, SNES,
radio is a great weapon,

1539
01:34:23,178 --> 01:34:26,220
and it was reinvigorated
such as Donkey Kong Country.

1540
01:34:26,221 --> 01:34:28,262
But at the end of the day,
it was still a cartridge system.

1541
01:34:28,263 --> 01:34:30,143
For each launch
on N64,

1542
01:34:30,144 --> 01:34:32,025
there were ten of them
PlayStation titles,

1543
01:34:32,026 --> 01:34:34,067
because they could only
bombard the market with it.

1544
01:34:34,068 --> 01:34:36,550
I remember in the early days
the playstation days,

1545
01:34:36,551 --> 01:34:39,273
would see someone come in,
take the console

1546
01:34:39,274 --> 01:34:42,757
and get, literally, a bunch
games that go with it.

1547
01:34:49,484 --> 01:34:54,087
Sony's marketing for PlayStation
it was, I thought, incredibly exciting.

1548
01:34:54,088 --> 01:34:56,930
It is not necessary
focus on games.

1549
01:34:56,931 --> 01:34:59,213
He just focused
in this new world

1550
01:34:59,214 --> 01:35:02,175
that people will be
explores and enters into.

1551
01:35:02,176 --> 01:35:05,098
And I think it was brilliant
at that time

1552
01:35:05,099 --> 01:35:08,982
because it was very controversial
elements for some of the marketing.

1553
01:35:08,983 --> 01:35:12,666
But it was really something
captured people's imaginations,

1554
01:35:12,667 --> 01:35:15,188
in the sense of: “This is not only
video game machine."

1555
01:35:15,189 --> 01:35:18,952
The US was very, very
traditional in everything they did.

1556
01:35:18,953 --> 01:35:22,156
I think there was an element
of free thinking that existed in Europe.

1557
01:35:23,878 --> 01:35:26,360
Hello European citizens.

1558
01:35:26,361 --> 01:35:28,081
As a spokesperson
for S.A.P.S.,

1559
01:35:28,082 --> 01:35:30,684
the Society
Against PlayStation,

1560
01:35:30,685 --> 01:35:34,568
I would like to talk to you about a
a threat to humanity.

1561
01:35:34,569 --> 01:35:37,130
We started with
some stupid ad

1562
01:35:37,131 --> 01:35:39,693
and Reefer Madness
kind of concept.

1563
01:35:39,694 --> 01:35:42,095
Anti-PlayStation Society,

1564
01:35:42,096 --> 01:35:44,538
Society against
PlayStation, S.A.P.S.

1565
01:35:44,539 --> 01:35:48,342
It will destroy your child's brain and
they will come out chattering monkeys.

1566
01:35:48,343 --> 01:35:51,104
So it was aimed at parents
and indeed in children.

1567
01:35:51,105 --> 01:35:53,827
And here we have a guy who is
experimented with PlayStation

1568
01:35:53,828 --> 01:35:54,949
just a few minutes.

1569
01:35:57,231 --> 01:36:00,834
Proof that we are S.A.P.S.
we must be vigilant.

1570
01:36:00,835 --> 01:36:04,958
Remember, don't underestimate
the power of PlayStation.

1571
01:36:04,959 --> 01:36:07,321
You had something real
really talented guys.

1572
01:36:07,322 --> 01:36:10,644
You know, Jeff Glendening,
who is a really, really smart guy.

1573
01:36:10,645 --> 01:36:14,207
And he didn't just mean posters,
print ads, things like that.

1574
01:36:14,208 --> 01:36:18,732
He saw how it was
all eyes will be on PlayStation.

1575
01:36:18,733 --> 01:36:20,614
When I saw the PlayStation,

1576
01:36:20,615 --> 01:36:23,777
I felt the market couldn't
support three console companies,

1577
01:36:23,778 --> 01:36:25,619
and therefore,
I believed too

1578
01:36:25,620 --> 01:36:27,461
yes with technology,
with such a big jump,

1579
01:36:27,462 --> 01:36:30,824
so we can set it up again
to a much older market.

1580
01:36:30,825 --> 01:36:33,106
A lot of those people
were players

1581
01:36:33,107 --> 01:36:35,268
but it grew out of

1582
01:36:35,269 --> 01:36:38,231
where the market was
alleged targeting,

1583
01:36:38,232 --> 01:36:42,035
who were really children
16 and under, I would say.

1584
01:36:42,036 --> 01:36:45,319
So, they are out of shape
digital entertainment

1585
01:36:45,320 --> 01:36:47,521
apart from music and film.

1586
01:36:47,522 --> 01:36:50,083
So I think it's PlayStation
somehow filled that void.

1587
01:36:50,084 --> 01:36:52,205
But you didn't go
to fill that void

1588
01:36:52,206 --> 01:36:56,009
unless you are associated with what
those people were working at that time.

1589
01:36:56,010 --> 01:36:58,612
And at that time, you know,
the club scene was big.

1590
01:36:58,613 --> 01:37:03,337
She was a great youth
movement, if you will, in Great Britain.

1591
01:37:03,338 --> 01:37:06,179
Very unique, globally,

1592
01:37:06,180 --> 01:37:09,983
which came out in the late 80s
kind of rave culture and club culture.

1593
01:37:09,984 --> 01:37:12,426
By 1994, 1995,

1594
01:37:12,427 --> 01:37:15,749
was the biggest youth movement
in the history of youth tribes.

1595
01:37:15,750 --> 01:37:17,791
If you put it together
throughout the 20th century,

1596
01:37:17,792 --> 01:37:18,952
you know, mods, rockers,

1597
01:37:18,953 --> 01:37:21,355
hippies, new romantics,
skinheads.

1598
01:37:21,356 --> 01:37:25,439
Every youth movement has come
not nearly as much as the participants

1599
01:37:25,440 --> 01:37:27,682
who participated in club culture.

1600
01:37:48,903 --> 01:37:53,547
Great Britain's dance culture in the 80s
saw the birth of the rave scene.

1601
01:37:53,548 --> 01:37:57,911
And the Ministry of Sound
appeared in 1991.

1602
01:37:57,912 --> 01:38:00,233
and civilized raved,
if you want.

1603
01:38:00,234 --> 01:38:01,715
Ministry of Sound I guess

1604
01:38:01,716 --> 01:38:03,276
was the best nightclub
in the UK and around the world.

1605
01:38:03,277 --> 01:38:05,078
It has become a global brand
and it is taken from

1606
01:38:05,079 --> 01:38:08,482
a large New York warehouse
clubbing scene,

1607
01:38:08,483 --> 01:38:11,925
and the Ministry of Sound was
the first super club, if you will.

1608
01:38:11,926 --> 01:38:14,247
But in 1995, they did
having a huge overhaul.

1609
01:38:14,248 --> 01:38:15,809
I wouldn't
call it top notch,

1610
01:38:15,810 --> 01:38:19,453
but we had to remove the gaffer
tapes and scaffolding

1611
01:38:19,454 --> 01:38:20,934
and start building
regular structures.

1612
01:38:20,935 --> 01:38:22,736
And we built two things.

1613
01:38:22,737 --> 01:38:26,620
One was the vodka bar Absolut
in conjunction with Absolut.

1614
01:38:26,621 --> 01:38:28,301
But there was another space,

1615
01:38:28,302 --> 01:38:30,944
and it was wherever it was
the intrigue and the idea began.

1616
01:38:30,945 --> 01:38:35,589
And there the famous was born
The PlayStation Room in the Ministry of Sound.

1617
01:38:35,590 --> 01:38:39,152
This PlayStation room, which
it was just painted black,

1618
01:38:39,153 --> 01:38:41,755
with black consoles
and black televisions on stands,

1619
01:38:41,756 --> 01:38:43,437
and, you know
you get down to it

1620
01:38:43,438 --> 01:38:45,559
so it's almost like
going into a small den.

1621
01:38:45,560 --> 01:38:48,081
And so it seemed
natural thing

1622
01:38:48,082 --> 01:38:51,124
to bring video games
into a club environment.

1623
01:38:51,125 --> 01:38:54,047
PlayStation indeed
made games cool.

1624
01:38:54,048 --> 01:38:57,851
Because, you know, you had two
brands that were huge and successful,

1625
01:38:57,852 --> 01:38:59,893
great game designers,

1626
01:38:59,894 --> 01:39:03,537
but in public perception you
you know, you had Mario and Sonic,

1627
01:39:03,538 --> 01:39:05,859
and they were spotted
like very young.

1628
01:39:05,860 --> 01:39:08,101
And so, when you had
a grown up brand like Sony

1629
01:39:08,102 --> 01:39:10,984
it made your mom
and dad's television

1630
01:39:10,985 --> 01:39:12,506
and your Walkman
and everything else,

1631
01:39:12,507 --> 01:39:14,708
actually comes in
market, it was exciting.

1632
01:39:14,709 --> 01:39:17,472
And I mean, that, put together
with marketing at the time…

1633
01:39:18,793 --> 01:39:20,514
Suddenly it would open
a copy of the Person

1634
01:39:20,515 --> 01:39:22,996
and you would see modern children
bears the PlayStation logo,

1635
01:39:22,997 --> 01:39:24,998
and they probably didn't
played the game of your life,

1636
01:39:24,999 --> 01:39:27,801
but if they accept
brand as something cool,

1637
01:39:27,802 --> 01:39:32,726
then that's kind of what did it
the whole video game market has exploded, I think.

1638
01:39:32,727 --> 01:39:36,409
For me, essentially
PlayStation commercial of all time

1639
01:39:36,410 --> 01:39:40,214
it still has a good 10,000 hits
a month, written by James Sinclair,

1640
01:39:41,576 --> 01:39:45,620
led by Trevor Beattie
on TBVA, it was Double Life.

1641
01:39:47,461 --> 01:39:49,623
For years
I lived a double life.

1642
01:39:49,624 --> 01:39:51,585
In the day when I do my job.

1643
01:39:51,586 --> 01:39:55,308
I ride the bus, wrap it up
sleeves with the hoi polloi.

1644
01:39:55,309 --> 01:39:58,431
But I live at night
life exhilarated.

1645
01:39:58,432 --> 01:40:00,954
Missed heartbeats
and adrenaline.

1646
01:40:00,955 --> 01:40:03,476
And if true
to be famous...

1647
01:40:03,477 --> 01:40:05,600
Life of
a dubious virtue.

1648
01:40:06,721 --> 01:40:09,563
I won't deny that I was
involved in violence,

1649
01:40:09,564 --> 01:40:11,244
he even indulged in it.

1650
01:40:11,245 --> 01:40:13,847
I mutilated
and killed opponents,

1651
01:40:13,848 --> 01:40:16,209
and not only
in self-defense.

1652
01:40:16,210 --> 01:40:18,652
I was exhibiting
disrespect for life...

1653
01:40:18,653 --> 01:40:21,014
Limb.
And property.

1654
01:40:21,015 --> 01:40:23,376
And enjoyed every moment.

1655
01:40:23,377 --> 01:40:25,819
You might not think so
to look at me...

1656
01:40:25,820 --> 01:40:27,500
But I did
commanded the armies...

1657
01:40:27,501 --> 01:40:29,382
And conquered the worlds.

1658
01:40:29,383 --> 01:40:31,545
And although in achievement
these things...

1659
01:40:31,546 --> 01:40:33,987
I put morals aside...

1660
01:40:33,988 --> 01:40:35,789
I have no regrets.

1661
01:40:35,790 --> 01:40:37,911
I still get chills
whenever i see him.

1662
01:40:37,912 --> 01:40:39,553
I think it's completely timeless.

1663
01:40:39,554 --> 01:40:41,555
If you put it on TV now,

1664
01:40:41,556 --> 01:40:44,798
it would still be fresh
as it was then.

1665
01:40:44,799 --> 01:40:47,761
It really caught on
tone perfect.

1666
01:40:47,762 --> 01:40:49,963
You just had to see
amplification effect

1667
01:40:49,964 --> 01:40:51,605
from all marketing
and promotion,

1668
01:40:51,606 --> 01:40:53,727
and the games were cool.

1669
01:40:53,728 --> 01:40:57,210
And now we were a
a mainstream entertainment brand.

1670
01:40:57,211 --> 01:40:58,892
We were no longer a toy.

1671
01:40:58,893 --> 01:41:02,215
And they weren't "nerds", and I say
that in the most respectful way.

1672
01:41:02,216 --> 01:41:04,578
They weren't nerds
played games.

1673
01:41:04,579 --> 01:41:06,740
They were the "cool kids"
who played video games.

1674
01:41:06,741 --> 01:41:10,183
It was an amazing time
as a game creator

1675
01:41:10,184 --> 01:41:11,985
and as a game player.

1676
01:41:11,986 --> 01:41:15,028
He took that first PlayStation
remove many restrictions

1677
01:41:15,029 --> 01:41:17,030
which we have had in the past.

1678
01:41:17,031 --> 01:41:19,072
Suddenly, the cartridges... They didn't
you have to worry about the cartridges.

1679
01:41:19,073 --> 01:41:22,315
We had 600 megabytes
on CD-ROM.

1680
01:41:22,316 --> 01:41:26,039
As far as hardware is concerned,
powerful and also in 3D.

1681
01:41:26,040 --> 01:41:28,162
It was a revolution.

1682
01:44:42,516 --> 01:44:45,678
So the hardware team
behind PlayStation One...

1683
01:44:45,679 --> 01:44:47,680
As soon as the hardware
is finished

1684
01:44:47,681 --> 01:44:49,602
they went on
on two new projects.

1685
01:44:49,603 --> 01:44:52,565
They switched to
cost reduction project,

1686
01:44:52,566 --> 01:44:57,770
which was of the same format, the same capabilities,
but it just makes it cheaper and cheaper.

1687
01:44:57,771 --> 01:45:00,093
the other team,
advanced team,

1688
01:45:00,094 --> 01:45:03,096
then left
and started working on

1689
01:45:03,097 --> 01:45:06,901
PlayStation version
arcade chipset.

1690
01:45:07,600 --> 01:45:14,240
Before PlayStation
was released as a home console,

1691
01:45:14,320 --> 01:45:18,480
the works were already underway
Namco's System 11 arcade board.

1692
01:45:19,040 --> 01:45:25,720
This board included some
PlayStation Architecture,

1693
01:45:26,680 --> 01:45:31,520
such as the CPU, which was
developed by Mr. Kutaragi's team.

1694
01:45:32,120 --> 01:45:35,000
which Namco was most surprised by

1695
01:45:35,080 --> 01:45:39,040
it was an expense, as cheap as it was.

1696
01:45:39,120 --> 01:45:42,520
That I can do something
with that ability

1697
01:45:42,600 --> 01:45:44,960
for the price, it was quite surprising.

1698
01:45:45,800 --> 01:45:49,560
What was Mr. Kutaragi like
trying at the time,

1699
01:45:49,640 --> 01:45:53,640
by making a cheap polygonal chip

1700
01:45:53,720 --> 01:45:55,880
available on the global market,

1701
01:45:55,960 --> 01:45:58,920
marked a paradigm shift
in the polygon era.

1702
01:45:59,440 --> 01:46:04,440
Although Namco had a board

1703
01:46:04,560 --> 01:46:06,760
with a better polygon
technology and capabilities,

1704
01:46:06,840 --> 01:46:11,520
this was interesting
business model for us,

1705
01:46:11,600 --> 01:46:15,120
and we continued
to work with Mr. Kutaragi.

1706
01:46:16,250 --> 01:46:18,571
And once that project
was finished

1707
01:46:18,572 --> 01:46:20,613
the team behind it

1708
01:46:20,614 --> 01:46:25,098
then began to think about what
it should have been the playstation 2.

1709
01:46:25,099 --> 01:46:27,941
Those days were a real roller coaster
new hardware for the game

1710
01:46:27,942 --> 01:46:30,303
because we asked too
and on PocketStation,

1711
01:46:30,304 --> 01:46:33,106
which was supposed to come out
'99. in Japan.

1712
01:46:33,107 --> 01:46:35,828
And so, we heard
the PlayStation 2 was coming.

1713
01:46:35,829 --> 01:46:39,913
We've heard that's basically it
taking some of the experiences

1714
01:46:39,914 --> 01:46:42,355
that our colleagues
in Japan he had

1715
01:46:42,356 --> 01:46:45,478
and it will be
the next iteration of hardware.

1716
01:46:45,479 --> 01:46:49,002
But not just evolution.
It had to be a revolution,

1717
01:46:49,003 --> 01:46:52,325
because that too had to last
for a good decade.

1718
01:46:52,326 --> 01:46:56,249
And we had to take the best
hardware that we could at the time

1719
01:46:56,250 --> 01:46:58,091
to create that PlayStation 2.

1720
01:46:58,092 --> 01:47:02,735
And with PlayStation 2 we built
our own chip manufacturing facilities

1721
01:47:02,736 --> 01:47:05,178
and we invested
a huge amount of money

1722
01:47:05,179 --> 01:47:08,581
in designing your own graphics
chip and hardware,

1723
01:47:08,582 --> 01:47:11,544
that meant we were a lot
more in control of his destiny.

1724
01:47:11,545 --> 01:47:14,667
We could build many, many
higher performance device

1725
01:47:14,668 --> 01:47:17,750
that would skip it
orders of magnitude

1726
01:47:17,751 --> 01:47:21,234
beyond what even a PC is
and the workstations were working.

1727
01:47:21,235 --> 01:47:23,076
It was
quite shocking

1728
01:47:23,077 --> 01:47:27,881
when people found out what kind
of hardware was in the PS2.

1729
01:47:29,043 --> 01:47:32,085
Because I think
we all expected PS1 plus.

1730
01:47:32,086 --> 01:47:35,568
So the PlayStation One was
really neat very easy

1731
01:47:35,569 --> 01:47:37,930
compared to say
with Saturn, for example.

1732
01:47:37,931 --> 01:47:39,292
That's what everyone expected
PlayStation 2

1733
01:47:39,293 --> 01:47:40,813
to be more of the same.
And they didn't.

1734
01:47:40,814 --> 01:47:44,257
They actually produced something
with, you know, 16 processors

1735
01:47:44,258 --> 01:47:45,938
and chips that do this
and the chips that do it.

1736
01:47:45,939 --> 01:47:48,901
So it was an absolute nightmare,
because he was nothing like PC.

1737
01:47:48,902 --> 01:47:52,185
The PS2 is highly customizable
to make polygonal 3D.

1738
01:47:52,186 --> 01:47:54,827
I mean, that's pretty much it
what did everyone use it for

1739
01:47:54,828 --> 01:47:59,352
and it does so to a great extent
faster than PS1.

1740
01:47:59,353 --> 01:48:02,435
And one of the biggest differences
between PS1 and PS2

1741
01:48:02,436 --> 01:48:04,998
is the access speed
to the graphics memory.

1742
01:48:04,999 --> 01:48:07,000
On PS2, the speed of
access to graphics memory

1743
01:48:07,001 --> 01:48:09,122
is just ridiculously tall.

1744
01:48:09,123 --> 01:48:12,405
That finally allowed us to do this
frame based graphic effects,

1745
01:48:12,406 --> 01:48:14,567
and templates and shadows

1746
01:48:14,568 --> 01:48:16,729
and all these extra things
which we could not do until then.

1747
01:48:16,730 --> 01:48:18,491
And then you had
two vector units,

1748
01:48:18,492 --> 01:48:20,933
which were incredibly brilliant,

1749
01:48:20,934 --> 01:48:24,617
super-high throughput
designs for vector processing,

1750
01:48:24,618 --> 01:48:28,821
with its own strange buses and
DMA and very small memory footprints.

1751
01:48:28,822 --> 01:48:32,225
And, like, no typical software
would ever run on them.

1752
01:48:32,226 --> 01:48:37,550
Basically you had to write
really custom assembly engines

1753
01:48:37,551 --> 01:48:38,991
to move these things.

1754
01:48:38,992 --> 01:48:40,553
And that's what most do
people didn't do.

1755
01:48:40,554 --> 01:48:42,355
Like, we had a ton of them
in Jake and the Doctor,

1756
01:48:42,356 --> 01:48:44,397
and could essentially,

1757
01:48:44,398 --> 01:48:47,840
fifty to a hundredfold
the speed of a particular operation,

1758
01:48:47,841 --> 01:48:50,323
if it was something that could
done while in vector unit,

1759
01:48:50,324 --> 01:48:52,965
and you spent
like, two months

1760
01:48:52,966 --> 01:48:56,449
making a vector unit
handling system.

1761
01:48:56,450 --> 01:48:58,731
But it made the program
enormously complicated.

1762
01:48:58,732 --> 01:49:01,574
You had to really get down
and dirty with this hardware,

1763
01:49:01,575 --> 01:49:04,697
and really comfortable
writing, you know, simple programs,

1764
01:49:04,698 --> 01:49:06,899
but you are uploading
into these vector units

1765
01:49:06,900 --> 01:49:09,662
that is impossible
challenging debugging

1766
01:49:09,663 --> 01:49:13,626
when something goes wrong, and things
it can go wrong in many different ways.

1767
01:49:13,627 --> 01:49:15,868
When I started at Sony Japan,

1768
01:49:15,869 --> 01:49:19,232
I started working behind closed doors
the door, basically, to the PlayStation 2,

1769
01:49:19,233 --> 01:49:23,716
and I wrote simulation simulators
what would the new chips do.

1770
01:49:23,717 --> 01:49:26,038
They were called
VU1 and VU0.

1771
01:49:26,039 --> 01:49:29,482
Kutaragi then spoke
that he wanted non-polygonal 3D,

1772
01:49:29,483 --> 01:49:31,404
even though it really isn't
quite come to that.

1773
01:49:31,405 --> 01:49:37,250
At first I somehow managed
build a system using the VU1 chip

1774
01:49:37,251 --> 01:49:41,094
it would actually break down
curved data into polygonal data,

1775
01:49:41,095 --> 01:49:43,576
and then spit it out
to display as polygons.

1776
01:49:43,577 --> 01:49:46,299
So, in the end,
the final stage was polygons,

1777
01:49:46,300 --> 01:49:48,781
but the data that are
processed were not polygons.

1778
01:49:48,782 --> 01:49:51,104
It was just skewed data
information.

1779
01:49:51,105 --> 01:49:52,905
And so, using
all these techniques,

1780
01:49:52,906 --> 01:49:55,628
I managed to pull myself together
this duck in the bath demo

1781
01:49:55,629 --> 01:49:58,391
with, like, water
and reflections,

1782
01:49:58,392 --> 01:50:02,395
and, you know, using all these techniques
until then we had no access,

1783
01:50:02,396 --> 01:50:05,478
which most people don't realize
does not use polygonal data.

1784
01:50:05,479 --> 01:50:07,320
Use data on the area of the curve,

1785
01:50:07,321 --> 01:50:09,522
who was at that time
very new, very different.

1786
01:50:09,523 --> 01:50:13,166
Phil Harrison
came to Foster City

1787
01:50:13,167 --> 01:50:15,408
and he showed us
this demo leads.

1788
01:50:15,409 --> 01:50:17,049
And I remember
exactly the words.

1789
01:50:17,050 --> 01:50:19,011
He's like, “Can you
just imagine Lara Croft..."

1790
01:50:19,012 --> 01:50:20,773
Who ruled the sanctuary
those days.

1791
01:50:20,774 --> 01:50:22,735
Biggest game out
was Tomb Raider.

1792
01:50:22,736 --> 01:50:25,658
He's like, “Can you imagine her
dive into that water?"

1793
01:50:25,659 --> 01:50:28,461
And that fired everyone up
imagination. Definitely mine.

1794
01:50:28,462 --> 01:50:31,664
Like, "Oh my god, yeah,
this is next-level stuff."

1795
01:50:31,665 --> 01:50:34,747
I was called very early
on PlayStation 2,

1796
01:50:34,748 --> 01:50:36,589
as were Naughty Dog
and insomnia,

1797
01:50:36,590 --> 01:50:40,234
because we created
these great titles for PlayStation One.

1798
01:50:40,914 --> 01:50:42,515
And, in particular,

1799
01:50:42,516 --> 01:50:45,758
I ended up going on vacation
to Japan for three months,

1800
01:50:45,759 --> 01:50:47,480
and exercise
locked rooms

1801
01:50:47,481 --> 01:50:50,243
where is the first
prototypes were kept.

1802
01:50:50,244 --> 01:50:53,526
I sat side by side with
the people who made the demo

1803
01:50:53,527 --> 01:50:56,329
which would be used for
PlayStation 2 announcement.

1804
01:50:56,330 --> 01:50:58,571
But my role was not
to make a demo.

1805
01:50:58,572 --> 01:51:03,936
It was my job to do it early
hopefully it will lead to the engine

1806
01:51:03,937 --> 01:51:07,821
of what became Ratchet i
Clank and Jak and Doctor.

1807
01:51:08,822 --> 01:51:11,504
Man, that stung!

1808
01:51:11,505 --> 01:51:14,348
I told you we shouldn't have
come here and you listened!

1809
01:51:15,509 --> 01:51:16,630
What?

1810
01:51:21,395 --> 01:51:23,716
With Jak and Doctor,
we went to the open world,

1811
01:51:23,717 --> 01:51:25,918
taking a cue from Mario
and Banjo-Kazooie,

1812
01:51:25,919 --> 01:51:28,961
but we wanted to try to make one
more intense gaming

1813
01:51:28,962 --> 01:51:30,162
with open world,

1814
01:51:30,163 --> 01:51:31,524
and there were many
learning curves there.

1815
01:51:31,525 --> 01:51:34,847
We were with PlayStation 2
I can finally have a view.

1816
01:51:34,848 --> 01:51:38,571
I mean, we couldn't limit it
players to a smaller area

1817
01:51:38,572 --> 01:51:40,693
as we have been doing
on PlayStation One.

1818
01:51:40,694 --> 01:51:42,615
You could see
in the distance

1819
01:51:42,616 --> 01:51:44,497
you could see where you are
at the helm as a player.

1820
01:51:44,498 --> 01:51:47,260
That was one of the cores
concepts behind Jake and the Doctor.

1821
01:51:47,261 --> 01:51:49,982
Let's have this wide,
a fully connected world

1822
01:51:49,983 --> 01:51:51,424
and just let you explore it.

1823
01:51:51,425 --> 01:51:53,426
And I don't feel
it would be possible

1824
01:51:53,427 --> 01:51:57,149
at any reasonable level
graphics quality on PlayStation One.

1825
01:51:57,150 --> 01:52:00,913
We chased this entire giant,
impeccable world thing successfully,

1826
01:52:00,914 --> 01:52:05,117
but it was brutally difficult
design and technical aspects.

1827
01:52:05,118 --> 01:52:08,120
We had to cope
PlayStation itself,

1828
01:52:08,121 --> 01:52:11,203
which, like, to maximize
on... Only in that one game,

1829
01:52:11,204 --> 01:52:14,527
we have rewritten most of the main ones
systems, including graphics systems,

1830
01:52:14,528 --> 01:52:16,649
sometimes, five times.

1831
01:52:16,650 --> 01:52:20,813
We knew the theoretical performance
we could get out of some system,

1832
01:52:20,814 --> 01:52:23,616
and because others,
while functioning,

1833
01:52:23,617 --> 01:52:26,419
we just weren't close to him,
because it was so hard.

1834
01:52:26,420 --> 01:52:28,461
So we would just keep it
rewriting and rewriting

1835
01:52:28,462 --> 01:52:31,183
until we were getting closer
to the theoretical implementation.

1836
01:52:31,184 --> 01:52:32,865
We had a lot more power,

1837
01:52:32,866 --> 01:52:35,788
but the expectations were such
much more for what people wanted.

1838
01:52:35,789 --> 01:52:37,950
The PS2 was...
It was definitely emphasized,

1839
01:52:37,951 --> 01:52:40,913
and we were part of the hype
process, right? We were all excited.

1840
01:52:40,914 --> 01:52:43,075
We went from 2D to 3D,

1841
01:52:43,076 --> 01:52:47,199
and now we go to the next jump
forward in terms of what 3D can be.

1842
01:52:47,200 --> 01:52:49,802
So we had to climb
with ways of rendering

1843
01:52:49,803 --> 01:52:55,329
much more complex objects, larger
vistas and more detailed characters.

1844
01:52:56,209 --> 01:52:58,491
And our intention
was to demonstrate

1845
01:52:58,492 --> 01:53:00,893
so we can move
outside of PlayStation One.

1846
01:53:00,894 --> 01:53:03,175
We could take advantage
for PlayStation 2

1847
01:53:03,176 --> 01:53:05,177
and build these huge cities,

1848
01:53:05,178 --> 01:53:07,420
and at the same time,

1849
01:53:07,421 --> 01:53:13,626
don't stray too far from this love
comedies, these stylized characters.

1850
01:53:13,627 --> 01:53:16,309
Restore your plugins
to the steering gear, sir.

1851
01:53:16,310 --> 01:53:18,671
huh? Oh, yes. Excuse me.

1852
01:53:18,672 --> 01:53:21,514
Oh, and by the way, you
he can stop calling me "sir".

1853
01:53:21,515 --> 01:53:22,635
My name is Ratchet.

1854
01:53:22,636 --> 01:53:24,917
I'm happy to make my own
an acquaintance, sir.

1855
01:53:24,918 --> 01:53:26,359
Do you have a name?

1856
01:53:26,360 --> 01:53:29,281
My serial number
is B54296...

1857
01:53:29,282 --> 01:53:32,405
Oops! I'll just call you
Clank for a while.

1858
01:53:32,406 --> 01:53:36,649
Jump from PlayStation One
that the PlayStation 2 was huge,

1859
01:53:36,650 --> 01:53:41,293
and people could feel... Like exciting
how the PlayStation One went 3D,

1860
01:53:41,294 --> 01:53:45,938
additional processing power,
Emotion Engine that CPU...

1861
01:53:45,939 --> 01:53:48,781
And running from DVD,

1862
01:53:48,782 --> 01:53:51,904
again, gave much more
freedom for developers.

1863
01:53:51,905 --> 01:53:54,627
With Orange Games, which
at that time became the Guerrilla Games

1864
01:53:54,628 --> 01:53:58,391
had a large prototype called marines
that they called the budget shooter.

1865
01:53:58,392 --> 01:54:01,474
It didn't quite work out
be a "budget" shooter,

1866
01:54:01,475 --> 01:54:03,716
but it turned into Killzone
and it was fantastic.

1867
01:54:03,717 --> 01:54:06,038
And I remember when
first they showed the Helghast

1868
01:54:06,039 --> 01:54:09,201
lowering the wires
from ship to battle,

1869
01:54:09,202 --> 01:54:13,046
blew you away, and you knew what
was possible on that platform.

1870
01:54:15,929 --> 01:54:17,329
They have me
nailed!

1871
01:54:17,330 --> 01:54:22,174
On my mission to conquer
xbox success,

1872
01:54:22,175 --> 01:54:25,257
I started a big campaign
looking for exclusives,

1873
01:54:25,258 --> 01:54:28,020
because we signed up
tomb raider,

1874
01:54:28,021 --> 01:54:31,303
and in Europe we had
Formula One exclusive.

1875
01:54:31,304 --> 01:54:34,067
And exclusive titles
sell hardware.

1876
01:54:36,870 --> 01:54:39,271
We were in Los Angeles
at the Sunset Marquis Hotel

1877
01:54:39,272 --> 01:54:41,233
and I called Kelly Sumner

1878
01:54:41,234 --> 01:54:45,237
and said, "Tell me all you have."
you have a desire to discuss exclusivity."

1879
01:54:45,238 --> 01:54:48,280
So he came up with this title
under the name "State of Emergency".

1880
01:54:48,281 --> 01:54:51,924
It was a small headline about some
some kind of mess, mess,

1881
01:54:51,925 --> 01:54:54,847
and people running
to electronic stores,

1882
01:54:54,848 --> 01:54:56,929
runs out
with TVs and stuff.

1883
01:54:56,930 --> 01:55:00,212
It was a great title. That
did well, too. It was funny.

1884
01:55:00,213 --> 01:55:04,176
And then I did something with
Eutechnik called Big Mutha Truckers.

1885
01:55:04,177 --> 01:55:05,778
You know, they
not all of them were big.

1886
01:55:05,779 --> 01:55:11,103
But Kelly, at six o'clock
the night before E3,

1887
01:55:11,104 --> 01:55:13,947
he said, “Well, we could talk
about Grand Theft Auto."

1888
01:55:15,869 --> 01:55:17,710
i think
if you ask the guys,

1889
01:55:17,711 --> 01:55:19,849
"If you could do whatever you want."
If you were working tonight, what would you do?"

1890
01:55:19,873 --> 01:55:21,994
"I would kill my boss,

1891
01:55:21,995 --> 01:55:23,916
"I would drive a fast car."

1892
01:55:23,917 --> 01:55:26,639
And so, I think that's part of it
of what made GTA successful.

1893
01:55:26,640 --> 01:55:31,484
It gave people the ability
to make their fantasies come true.

1894
01:55:31,485 --> 01:55:33,526
I said, "Okay, Kelly,
let's do it".

1895
01:55:33,527 --> 01:55:36,609
And finally, the US demanded
in agreement

1896
01:55:36,610 --> 01:55:39,452
but they didn't want to know
anything about when i first did it.

1897
01:55:39,453 --> 01:55:42,014
They weren't into it
pay for exclusivity,

1898
01:55:42,015 --> 01:55:45,018
but I said, "Rule number one,
two, three, four.

1899
01:55:45,659 --> 01:55:47,820
"Install the base."

1900
01:55:47,821 --> 01:55:50,382
How do you install the base?
Exclusive titles.

1901
01:55:50,383 --> 01:55:53,185
It was one of the first games of I
I think I played from start to finish.

1902
01:55:53,186 --> 01:55:56,028
It was very convincing,
and, you know, you felt like

1903
01:55:56,029 --> 01:55:57,830
it was little
morally dubious,

1904
01:55:57,831 --> 01:55:58,992
but it was just
brilliant entertainment.

1905
01:55:59,953 --> 01:56:01,834
Stop!

1906
01:56:01,835 --> 01:56:04,396
You know, that always amused me
when you read media reports about,

1907
01:56:04,397 --> 01:56:07,560
“You could do this, you could
kill these people or do whatever'.

1908
01:56:07,561 --> 01:56:10,603
But the reality is no
they have to do those things.

1909
01:56:10,604 --> 01:56:13,005
Drive around town
it is a full living city

1910
01:56:13,006 --> 01:56:14,406
and there are people
on the sidewalk.

1911
01:56:14,407 --> 01:56:16,448
You don't have
to drive over them.

1912
01:56:16,449 --> 01:56:18,771
If you have a sandbox where
you can do whatever you want

1913
01:56:18,772 --> 01:56:21,374
you know, that's something
it is quite revolutionary.

1914
01:56:24,818 --> 01:56:29,502
I don't think GTA could
done on PlayStation One.

1915
01:56:29,503 --> 01:56:32,104
I think it would be
incredibly hard to do.

1916
01:56:32,105 --> 01:56:35,067
They were amazing
powerful machines,

1917
01:56:35,068 --> 01:56:39,471
but you had to be a magician to do that
actually do what you want.

1918
01:56:39,472 --> 01:56:41,353
We really pushed things,

1919
01:56:41,354 --> 01:56:45,758
and I think we had
experience in 3D to make GTA,

1920
01:56:45,759 --> 01:56:47,720
and as a concept
streaming.

1921
01:56:47,721 --> 01:56:49,481
Streaming was a big risk.

1922
01:56:49,482 --> 01:56:53,405
You couldn't drive in a car,
they are constantly moving for 24 hours straight

1923
01:56:53,406 --> 01:56:54,567
and not melt.

1924
01:56:54,568 --> 01:56:56,969
In the end it worked.

1925
01:56:56,970 --> 01:57:00,172
Yeah, I think it's Grand Theft Auto
game that most people would call

1926
01:57:00,173 --> 01:57:03,896
the moment when
games have grown

1927
01:57:03,897 --> 01:57:08,260
and became more than just that
form of trivia entertainment,

1928
01:57:08,261 --> 01:57:12,905
but could actually become like
as important as movies or music or literature.

1929
01:57:12,906 --> 01:57:16,589
Liberty City is in shock today
police and ambulance...

1930
01:57:16,590 --> 01:57:21,273
PS1 to PS2 felt, again,
like a significant upgrade

1931
01:57:21,274 --> 01:57:24,677
in terms of graphic skill
and everything else.

1932
01:57:24,678 --> 01:57:28,240
You know, Kutaragi-san was talking
about the emotion engine.

1933
01:57:28,241 --> 01:57:31,724
You know, all the chips had their own
small names, such as Emotion Engine,

1934
01:57:31,725 --> 01:57:34,206
and this whole premise of “You could
video game makes you cry?"

1935
01:57:34,207 --> 01:57:36,849
It was like... For a game,
that's inspiring

1936
01:57:36,850 --> 01:57:40,052
you know, this is empowered
people to tell stories

1937
01:57:40,053 --> 01:57:42,094
it actually could
really get you started

1938
01:57:42,095 --> 01:57:45,659
in a way that is really good
a song or a good movie can move you.

1939
01:58:05,080 --> 01:58:11,160
Migration process from Ico
to Shadow of the Colossus

1940
01:58:13,280 --> 01:58:19,840
it wasn't quite smooth.

1941
01:58:20,000 --> 01:58:26,640
Personally, I was satisfied with Ica

1942
01:58:26,720 --> 01:58:31,120
and the players were also satisfied with it

1943
01:58:32,040 --> 01:58:36,200
Take lighting as an example

1944
01:58:36,280 --> 01:58:41,840
many videos at the time

1945
01:58:41,920 --> 01:58:45,040
he was not preoccupied with the shadow
and contrast

1946
01:58:45,160 --> 01:58:49,080
there were a lot of preconceived notions
and CG video around

1947
01:58:49,280 --> 01:58:54,960
and games with loud and flashy graphics

1948
01:58:55,200 --> 01:58:59,120
I was interested in more subtle approaches

1949
01:58:59,200 --> 01:59:02,320
to shades and tones
which were closer to reality

1950
01:59:02,400 --> 01:59:06,600
I think that's what set us apart
at that time

1951
01:59:06,840 --> 01:59:13,520
but it was not a great commercial success

1952
01:59:14,160 --> 01:59:18,840
so I came up with Shadow of the Colossus

1953
01:59:23,240 --> 01:59:29,960
But is it a story,
background, movement

1954
01:59:32,440 --> 01:59:37,640
it's all about player creation
believe that the characters are real

1955
01:59:37,720 --> 01:59:42,680
that they really exist in that world

1956
01:59:42,800 --> 01:59:46,600
for me that's what it's all about

1957
01:59:46,840 --> 01:59:53,520
The most efficient way
bringing characters to life

1958
01:59:54,600 --> 01:59:57,240
is through the story of that world

1959
01:59:57,320 --> 02:00:01,800
I always inject a story into my games

1960
02:00:01,920 --> 02:00:08,480
but I don't necessarily make games
tell stories

1961
02:00:12,920 --> 02:00:19,520
The importance of PlayStation

1962
02:00:20,120 --> 02:00:23,000
For me personally

1963
02:00:23,080 --> 02:00:29,120
I feel like I could have become
game designer and developer

1964
02:00:29,240 --> 02:00:32,880
because of PlayStation

1965
02:00:37,871 --> 02:00:40,272
My favorite game
PS2 era,

1966
02:00:40,273 --> 02:00:45,157
and I hope what many would consider
reference work of the PS2 era,

1967
02:00:45,158 --> 02:00:46,318
was the God of War.

1968
02:00:46,319 --> 02:00:48,801
Gods of Olympus
they left me.

1969
02:00:48,802 --> 02:00:53,807
I would put God of War up there as
one of my top five video games of all time.

1970
02:00:57,010 --> 02:00:59,451
There is no God of War
without Ray Harryhausen,

1971
02:00:59,452 --> 02:01:01,613
and there is no God of War
without Raiders of the Lost Ark,

1972
02:01:01,614 --> 02:01:05,377
because those two things...
Until the fact that when Kratos,

1973
02:01:05,378 --> 02:01:08,781
in one of the first
god of war levels,

1974
02:01:08,782 --> 02:01:11,343
pushes his body up
against this pillar

1975
02:01:11,344 --> 02:01:13,665
and use your lower
body strength

1976
02:01:13,666 --> 02:01:15,949
to kick the post
to collapse...

1977
02:01:26,079 --> 02:01:27,719
I tell the animators, like,

1978
02:01:27,720 --> 02:01:29,761
“Look at what Indiana Jones is doing
in the Well of Souls

1979
02:01:29,762 --> 02:01:31,884
"where it hits."
that giant statue of Anubis.

1980
02:01:31,885 --> 02:01:33,926
"Exactly that."
I want this to evoke."

1981
02:01:33,927 --> 02:01:36,929
And that was the God of War
is really built on,

1982
02:01:36,930 --> 02:01:38,971
is a wish

1983
02:01:38,972 --> 02:01:41,773
to make a playable version
Raiders or Clash of the Titans

1984
02:01:41,774 --> 02:01:44,696
it makes you feel
as the star of those films.

1985
02:01:44,697 --> 02:01:46,538
So, I put all these…

1986
02:01:46,539 --> 02:01:50,103
At that time for decades
wannabe film director

1987
02:01:51,024 --> 02:01:52,865
in this one product,

1988
02:01:52,866 --> 02:01:55,948
and said, "This is my recording."
to express it".

1989
02:01:55,949 --> 02:01:58,590
That was the beginning
the reason God of War exists

1990
02:01:58,591 --> 02:02:00,592
in terms of why I posted it.

1991
02:02:00,593 --> 02:02:02,554
How much is enough, Kratos?

1992
02:02:02,555 --> 02:02:04,236
When will it end?

1993
02:02:04,237 --> 02:02:06,880
When the glory of Sparta
known all over the world.

1994
02:02:07,600 --> 02:02:09,761
"Glory of Sparta".

1995
02:02:09,762 --> 02:02:11,884
We knew we would
they have to use some cut scenes,

1996
02:02:11,885 --> 02:02:17,129
but we really wanted to try to do
how much storytelling in a game

1997
02:02:17,130 --> 02:02:19,491
because we knew that
would be a more powerful way

1998
02:02:19,492 --> 02:02:21,453
to express storytelling.

1999
02:02:21,454 --> 02:02:23,535
All of a sudden we were like,

2000
02:02:23,536 --> 02:02:26,098
"Wow. You're going to live."
more than this game.

2001
02:02:26,099 --> 02:02:30,062
"You will take over."
role and emotional impact

2002
02:02:30,063 --> 02:02:31,663
"of this scenario.

2003
02:02:31,664 --> 02:02:34,626
"We want you to come forward."
in Kratos' sandals,

2004
02:02:34,627 --> 02:02:36,828
"who is this vicious killer".

2005
02:02:36,829 --> 02:02:40,632
And so, it was a lot
conscious gameplay design

2006
02:02:40,633 --> 02:02:43,835
about wherever we can stop
game character,

2007
02:02:43,836 --> 02:02:45,597
it always was
the way we would go.

2008
02:02:45,598 --> 02:02:47,399
And that was very hard to do,

2009
02:02:47,400 --> 02:02:51,083
and that added a lot of stress
team and plenty of time to schedule

2010
02:02:51,084 --> 02:02:55,287
because we were talking about playing
and storytelling can be joined together,

2011
02:02:55,288 --> 02:02:58,891
and they really should be the same thing
where we can do it as often as we can.

2012
02:02:58,892 --> 02:03:04,216
So that was a big pillar, philosophically,
when it comes to the development of that game.

2013
02:03:04,217 --> 02:03:07,940
Sony PlayStation 2 will be
the greatest thing to come

2014
02:03:07,941 --> 02:03:09,461
since TV was invented.

2015
02:03:09,462 --> 02:03:11,783
I'm ready.
Everyone's ready, right?

2016
02:03:11,784 --> 02:03:15,107
Who wants a PlayStation 2?

2017
02:03:15,108 --> 02:03:18,630
The PS2 was definitely much more
more powerful than the first PlayStation.

2018
02:03:18,631 --> 02:03:21,073
It was a quantum leap
in terms of what it can offer.

2019
02:03:21,074 --> 02:03:24,636
But how many people
maybe i don't remember

2020
02:03:24,637 --> 02:03:28,120
is it for the first couple of years
it didn't cost that much.

2021
02:03:28,121 --> 02:03:29,681
Especially not
from third parties.

2022
02:03:29,682 --> 02:03:34,927
Why? Because it was
absolute programming pig.

2023
02:03:34,928 --> 02:03:37,009
If I will be
nice about it.

2024
02:03:37,010 --> 02:03:41,573
Because unless you have
grounding in the assembler,

2025
02:03:41,574 --> 02:03:44,736
you will never get
the best of that complex hardware.

2026
02:03:44,737 --> 02:03:46,218
That was the price
you paid.

2027
02:03:46,219 --> 02:03:47,739
Yes, you get more power.

2028
02:03:47,740 --> 02:03:49,581
The price you pay

2029
02:03:49,582 --> 02:03:52,344
do you have to know how to get
the best of those vector units,

2030
02:03:52,345 --> 02:03:54,906
which meant old school
assembly-like skills.

2031
02:03:54,907 --> 02:03:57,069
People got it eventually.

2032
02:03:57,070 --> 02:04:01,353
And I don't think he had a PlayStation
swing from PlayStation One,

2033
02:04:01,354 --> 02:04:05,197
then maybe they found it
it's harder to convince people

2034
02:04:05,198 --> 02:04:08,040
yes it's PS2
it was an amazing system.

2035
02:04:08,041 --> 02:04:10,242
It was an amazing system,

2036
02:04:10,243 --> 02:04:13,205
but people had to invest a lot
RandD to start making the best out of it.

2037
02:04:13,206 --> 02:04:15,527
So you had to wait two,
three, four years

2038
02:04:15,528 --> 02:04:19,011
for third parties
to find their feet on the PS2.

2039
02:04:19,012 --> 02:04:22,615
But when they did that... You know,
the results speak for themselves.

2040
02:04:26,499 --> 02:04:30,262
Silent Hill 2.
The visual jump was noticeable.

2041
02:04:30,263 --> 02:04:33,266
You know, you stopped having
very, very obvious polygonal shapes,

2042
02:04:34,107 --> 02:04:36,108
to sharply rounded characters

2043
02:04:36,109 --> 02:04:38,830
which move inside
these 3D environments.

2044
02:04:38,831 --> 02:04:41,673
Gran Turismo really showed off,
graphically, what it can do.

2045
02:04:41,674 --> 02:04:43,355
And then you get it
Tekkens for that.

2046
02:04:43,356 --> 02:04:46,038
The visuals are such,
so much better.

2047
02:04:46,039 --> 02:04:49,561
It wasn't just easy, it was
a sense of ambition again,

2048
02:04:49,562 --> 02:04:51,683
and the people were righteous
having fun with it again.

2049
02:04:51,684 --> 02:04:55,128
The ethos "everyone can create."
for this' was still there.

2050
02:04:57,290 --> 02:04:59,611
We've had a lot of success with
Formula One on PlayStation One.

2051
02:04:59,612 --> 02:05:01,973
We took permission
for the World Rally Championship

2052
02:05:01,974 --> 02:05:04,376
and first VRC
just blew you away

2053
02:05:04,377 --> 02:05:08,101
in terms of appearance a
racing game at the time.

2054
02:05:10,383 --> 02:05:13,185
You watch games that
came out of the London studio

2055
02:05:13,186 --> 02:05:15,147
such as SingStar and EyeToy: Play,

2056
02:05:15,148 --> 02:05:18,430
their game interface was either
camera for EyeToy: Play,

2057
02:05:18,431 --> 02:05:20,072
or microphone for SingStar.

2058
02:05:20,073 --> 02:05:22,634
So it did a lot more
inclusive, and that's something

2059
02:05:22,635 --> 02:05:24,076
I think it's PlayStation
it was always about

2060
02:05:24,077 --> 02:05:27,519
wanting to include not only
publishers and developers,

2061
02:05:27,520 --> 02:05:29,242
but all kinds of different
players too.

2062
02:05:31,524 --> 02:05:34,046
Pro Evo
really exploded at that moment

2063
02:05:34,047 --> 02:05:37,129
and PlayStation 2 was an era
Pro Evolution Soccer.

2064
02:05:37,130 --> 02:05:39,611
Now it's coming back
in terms of its popularity,

2065
02:05:39,612 --> 02:05:41,613
but everyone would
go and play Pro Evo.

2066
02:05:41,614 --> 02:05:43,575
harry potter,
lord of the rings...

2067
02:05:43,576 --> 02:05:46,778
Big licenses were
sale of bins.

2068
02:05:46,779 --> 02:05:49,261
I mean, I remember one
Christmas, the PS2 came out

2069
02:05:49,262 --> 02:05:52,464
and you had Harry Potter, one
Lord of the Rings titles,

2070
02:05:52,465 --> 02:05:53,945
FIFA and Grand Theft Auto,

2071
02:05:53,946 --> 02:05:58,510
and it just sells dozens and dozens
of thousands of these things.

2072
02:05:58,511 --> 02:06:01,473
So, extremely successful
era for Sony.

2073
02:06:01,474 --> 02:06:04,156
I mean for the customers
PlayStation,

2074
02:06:04,157 --> 02:06:07,559
who loved the brand
and who liked the product...

2075
02:06:07,560 --> 02:06:10,041
I think it was maybe a little
a little easier to sell

2076
02:06:10,042 --> 02:06:14,526
say this is the latest, the latest,
an upgraded version of what you already love.

2077
02:06:14,527 --> 02:06:19,451
I think it probably was
it's not that challenging.

2078
02:06:19,452 --> 02:06:22,895
I mean, marketing in
the weather was quite to the left.

2079
02:06:28,901 --> 02:06:31,062
David Lynch entered
to target the ad.

2080
02:06:31,063 --> 02:06:32,865
It was brilliantly surreal.

2081
02:06:39,152 --> 02:06:42,314
where are we...

2082
02:06:42,315 --> 02:06:45,237
Disembodied hands
comes out of people's mouths,

2083
02:06:45,238 --> 02:06:47,279
talking ducks
wearing suits and stuff.

2084
02:06:47,280 --> 02:06:48,360
It was right
from Twin Peaks.

2085
02:06:48,361 --> 02:06:51,404
Welcome to the third place.

2086
02:06:53,126 --> 02:06:56,768
PlayStation 2.
The Third Place.

2087
02:06:56,769 --> 02:06:57,889
And I loved it.

2088
02:06:57,890 --> 02:06:59,531
And I don't think so
someone understood

2089
02:06:59,532 --> 02:07:01,813
but, you know, when
you are that enigmatic brand

2090
02:07:01,814 --> 02:07:04,656
people somehow permeate you
with all kinds of wisdom

2091
02:07:04,657 --> 02:07:06,898
when they see crazy things,

2092
02:07:06,899 --> 02:07:10,622
and, you know, he apparently joined
along with all other advertisements

2093
02:07:10,623 --> 02:07:12,784
which we did with Chris
Cunningham and the like.

2094
02:07:12,785 --> 02:07:15,187
Space pixies and all sorts.

2095
02:07:15,188 --> 02:07:18,190
And, you know, it did
part of our history.

2096
02:07:18,191 --> 02:07:24,156
One of the little appreciated facts,
and it's almost daily,

2097
02:07:24,157 --> 02:07:27,399
is the fact that PS2
it was a DVD player.

2098
02:07:27,400 --> 02:07:30,362
And we were by far the cheapest
DVD player on the market.

2099
02:07:30,363 --> 02:07:35,167
So, certainly, we were mostly,
primarily, a video game console,

2100
02:07:35,168 --> 02:07:39,691
but having that secondary feature
to be a really cheap DVD player,

2101
02:07:39,692 --> 02:07:41,173
it helped us a lot.

2102
02:07:41,174 --> 02:07:45,857
And in Spain, the size of
the market tripled overnight

2103
02:07:45,858 --> 02:07:49,261
because our leadership
director James Armstrong,

2104
02:07:49,262 --> 02:07:52,544
made campaigns about the DVD.

2105
02:07:52,545 --> 02:07:55,347
And, of course, the Japanese
The PlayStation people have gone crazy.

2106
02:07:55,348 --> 02:07:57,470
"You should have been."
advertising GT."

2107
02:07:58,631 --> 02:08:01,112
"hey you know
people don't have DVDs.

2108
02:08:01,113 --> 02:08:02,554
"They will."
to pay the same price

2109
02:08:02,555 --> 02:08:04,476
"for DVD player
like PlayStation."

2110
02:08:04,477 --> 02:08:07,199
I said, “Buy a DVD player
and get a PlayStation for free."

2111
02:08:07,200 --> 02:08:08,561
It was some kind of message.

2112
02:08:10,603 --> 02:08:14,566
And it worked. Spain had an
incredible success with that positioning.

2113
02:08:14,567 --> 02:08:16,208
Unbelievable.

2114
02:08:16,209 --> 02:08:20,252
The PlayStation 2 set the standard
in terms of ambition, even today,

2115
02:08:20,253 --> 02:08:23,495
for what modern video games
can and should be

2116
02:08:23,496 --> 02:08:28,780
in terms of storytelling,
epic graphics, open world,

2117
02:08:28,781 --> 02:08:31,583
action, fun, excitement.

2118
02:08:31,584 --> 02:08:32,585
Absolutely.

2119
02:11:27,880 --> 02:11:31,603
Because PS2
was such a huge success,

2120
02:11:31,604 --> 02:11:34,807
I doubt the PlayStation
as an organization

2121
02:11:35,287 --> 02:11:36,489
he felt like

2122
02:11:38,330 --> 02:11:40,892
they could run away
with almost everything.

2123
02:11:40,893 --> 02:11:46,619
And an investment of 2 billion dollars
into a brand new chip

2124
02:11:47,580 --> 02:11:51,103
it was advertised
like a supercomputer

2125
02:11:51,904 --> 02:11:56,028
can be seen as probable

2126
02:11:57,590 --> 02:12:00,391
the bravest gamble ever made,

2127
02:12:00,392 --> 02:12:04,476
or one of the most dangerous nonsense
ever committed by a large company,

2128
02:12:04,477 --> 02:12:07,879
or, potentially, one of
the greatest acts of self-harm.

2129
02:12:07,880 --> 02:12:09,881
You could spin it
be that as it may.

2130
02:12:09,882 --> 02:12:12,764
Blu-ray disc when
Blu-ray wasn't quite ready.

2131
02:12:12,765 --> 02:12:20,492
It was like version 0.9 Blu-ray
disc that was in the original PS3,

2132
02:12:20,493 --> 02:12:22,935
which was very expensive
thing to produce.

2133
02:12:31,223 --> 02:12:35,026
For engine developer, PS3
was... It was a truly unique beast

2134
02:12:35,027 --> 02:12:36,748
with cellular architecture.

2135
02:12:36,749 --> 02:12:42,113
I felt like... A little bit
a little, "Shit, I have to…

2136
02:12:42,114 --> 02:12:45,637
"I have to rethink a lot of things
things to put this to good use."

2137
02:12:45,638 --> 02:12:49,040
When we heard about
PlayStation 3,

2138
02:12:49,041 --> 02:12:52,644
we saw an opportunity to win
early on the platform,

2139
02:12:52,645 --> 02:12:54,606
something really
it didn't work before.

2140
02:12:54,607 --> 02:13:00,012
And the opportunity to be launched
the title was incredibly enticing to us.

2141
02:13:02,374 --> 02:13:04,335
So we come to the Resistance,

2142
02:13:04,336 --> 02:13:08,700
this world where Earth's
history was different

2143
02:13:08,701 --> 02:13:10,903
thanks for coming
alien species.

2144
02:13:13,025 --> 02:13:16,708
Russia
and Europe fell.

2145
02:13:16,709 --> 02:13:19,591
Resistance: The fall of man was
challenging in many ways.

2146
02:13:19,592 --> 02:13:21,953
It was our first launch title.

2147
02:13:21,954 --> 02:13:24,155
So that made it difficult,

2148
02:13:24,156 --> 02:13:26,918
just because you're doing it
with hardware that is...

2149
02:13:26,919 --> 02:13:29,480
Hardware that is new,
documentation does not exist yet,

2150
02:13:29,481 --> 02:13:32,964
the operating system is
constantly changing,

2151
02:13:32,965 --> 02:13:35,246
you don't know how much memory
you really will have at the launch

2152
02:13:35,247 --> 02:13:37,048
because the operating system
takes part of it.

2153
02:13:37,049 --> 02:13:39,251
in a sense,
it was a great design

2154
02:13:40,653 --> 02:13:44,175
for how much power
you can get it at a price.

2155
02:13:44,176 --> 02:13:49,300
And in another sense, it was
so different from everything else

2156
02:13:49,301 --> 02:13:52,063
that people had a hard time
to use it.

2157
02:13:52,064 --> 02:13:54,986
I learned many things in
the process of working on Otpor.

2158
02:13:54,987 --> 02:13:58,590
He was one of the great ones
do not create a launch title.

2159
02:13:58,591 --> 02:14:00,111
especially,
do not create a launch title

2160
02:14:00,112 --> 02:14:02,954
for hardware as complex
as was the PlayStation 3.

2161
02:14:02,955 --> 02:14:06,678
It was perhaps the most
a difficult project

2162
02:14:06,679 --> 02:14:09,961
which I worked on
in my career.

2163
02:14:09,962 --> 02:14:14,085
Yes, launch titles. yes,
nerves. There are a lot of expectations.

2164
02:14:14,086 --> 02:14:15,927
But also so exciting.

2165
02:14:15,928 --> 02:14:18,770
And he tries to push things
as much as you can

2166
02:14:18,771 --> 02:14:22,013
on a new platform,
within a certain time frame,

2167
02:14:22,014 --> 02:14:24,015
those are the biggest challenges
you will get

2168
02:14:24,016 --> 02:14:25,457
as a creator or developer.

2169
02:14:36,108 --> 02:14:39,190
MotorStorm I think
was one of the definitive ones

2170
02:14:39,191 --> 02:14:40,512
products for PlayStation 3.

2171
02:14:42,795 --> 02:14:47,759
You build before launch
hardware, install the zero base.

2172
02:14:47,760 --> 02:14:50,882
So Sony has a role to play there,
to invest in the product with you.

2173
02:14:50,883 --> 02:14:56,487
And it becomes one of
definitive features on PlayStation 3

2174
02:14:56,488 --> 02:14:58,249
because it is new.

2175
02:14:58,250 --> 02:15:00,371
right? Because it's innovative.

2176
02:15:00,372 --> 02:15:03,534
MotorStorm, for me, the epitome
what is the launch title about,

2177
02:15:03,535 --> 02:15:07,219
something that is fresh and
innovative in the existing genre.

2178
02:15:11,864 --> 02:15:13,585
Planet Earth.

2179
02:15:16,028 --> 02:15:18,710
Or like the rest
of the universe call it,

2180
02:15:18,711 --> 02:15:21,472
dreamer's ball.

2181
02:15:21,473 --> 02:15:23,354
Birth
LittleBigPlanet was

2182
02:15:23,355 --> 02:15:25,797
we managed to organize
a meeting with Phil Harrison,

2183
02:15:25,798 --> 02:15:27,439
who was the main man
at that time in Sony.

2184
02:15:30,242 --> 02:15:34,005
Phil Harrison really nailed it
page of user-generated content.

2185
02:15:34,006 --> 02:15:36,127
I was really excited

2186
02:15:36,128 --> 02:15:39,851
with this idea that it can be made
a tool that allows you to make games,

2187
02:15:39,852 --> 02:15:45,056
which somehow felt like a part of me
a spiritual mission somehow. It's like...

2188
02:15:45,057 --> 02:15:48,179
“Well, from the days I remember
how excited I was about making games

2189
02:15:48,180 --> 02:15:50,261
"and how difficult it was
to enter the industry.

2190
02:15:50,262 --> 02:15:53,985
"We can do what he allows us to do."
people to make console games,

2191
02:15:53,986 --> 02:15:57,028
"which is otherwise really inaccessible."
for them to make games."

2192
02:15:57,029 --> 02:16:01,392
And then, Phil Harrison says,
“Well, we want to show this off at GDC.

2193
02:16:01,393 --> 02:16:03,354
“We have this big announcement
thing and we'd like to show it there."

2194
02:16:03,355 --> 02:16:06,277
And we were like,
"Okay, no pressure."

2195
02:16:06,278 --> 02:16:08,920
For Sonny, who actually were
it becomes quite difficult,

2196
02:16:08,921 --> 02:16:11,562
you know, with
PlayStation One and 2.

2197
02:16:11,563 --> 02:16:14,846
They were really successful. When
you went to computer shows,

2198
02:16:14,847 --> 02:16:18,289
getting a ticket for Sony
the party was like gold dust.

2199
02:16:18,290 --> 02:16:21,572
Everyone wanted to go to Sony
parties, because they were so extravagant.

2200
02:16:21,573 --> 02:16:23,614
They used to spend
ridiculous amounts of money.

2201
02:16:23,615 --> 02:16:26,457
But until the time
we merged with sonny,

2202
02:16:26,458 --> 02:16:28,299
they started to win
a lot of flak in the press.

2203
02:16:28,300 --> 02:16:30,221
PlayStation 3
was too expensive

2204
02:16:30,222 --> 02:16:32,543
and they got a lot
negative press, basically.

2205
02:16:32,544 --> 02:16:34,385
We showed
LittleBigPlanet at GDC

2206
02:16:34,386 --> 02:16:37,949
and it literally seemed
to turn the tide overnight.

2207
02:16:37,950 --> 02:16:41,793
Suddenly it was
all this love and attention

2208
02:16:41,794 --> 02:16:43,795
coming towards Sonny
to support this matter.

2209
02:16:43,796 --> 02:16:45,957
And it came to a point
where Sonny told us,

2210
02:16:45,958 --> 02:16:48,639
“Well, this Sackboi character
We really like what you have.

2211
02:16:48,640 --> 02:16:51,522
"We are thinking of using it."
as a mascot for PlayStation 3."

2212
02:16:51,523 --> 02:16:54,005
we are like
"Wow. That's amazing."

2213
02:16:54,006 --> 02:16:56,567
It's like Mario or something like this
things, you know. It was great.

2214
02:16:56,568 --> 02:17:00,932
So, I mean, that was obviously it
the basis of an excellent relationship with Sony.

2215
02:17:00,933 --> 02:17:04,455
We loved what they did for us and
they liked what we did for them, and...

2216
02:17:04,456 --> 02:17:06,057
I don't know.

2217
02:17:06,058 --> 02:17:07,779
We were happily married
since then, to be honest.

2218
02:17:07,780 --> 02:17:10,421
Dear PlayStation,
I bought my boyfriend a PS3,

2219
02:17:10,422 --> 02:17:12,984
and it hasn't caught on yet
all the way to the Internet.

2220
02:17:12,985 --> 02:17:15,987
What? What is this, 1992?
I know.

2221
02:17:15,988 --> 02:17:17,628
I mean, if you haven't
on PlayStation Network,

2222
02:17:17,629 --> 02:17:19,871
you can't get a playstation
Home, PS One Classics,

2223
02:17:19,872 --> 02:17:22,113
you can't download
movies, TV shows... I know!

2224
02:17:22,114 --> 02:17:24,195
It's like having a bathroom
without an aromatherapy candle.

2225
02:17:24,196 --> 02:17:26,677
Still doing the job,
but come on! He hates...

2226
02:17:26,678 --> 02:17:31,322
Then the ability to
sell your games digitally only

2227
02:17:31,323 --> 02:17:33,845
and make games digitally
from the ground up

2228
02:17:33,846 --> 02:17:35,526
meant everything.

2229
02:17:35,527 --> 02:17:38,810
Because until that moment, every
the design decision you made was about,

2230
02:17:38,811 --> 02:17:42,493
is it convincing enough
to put in a $60 box

2231
02:17:42,494 --> 02:17:45,818
that shoppers at Toys "R" Us
or Best Buy or Target or Walmart

2232
02:17:46,538 --> 02:17:47,979
will you vibrate with?

2233
02:17:47,980 --> 02:17:50,942
And you were a slave
to that price of $60,

2234
02:17:50,943 --> 02:17:53,785
and you were a slave
to make sure that your content

2235
02:17:53,786 --> 02:17:55,907
had to appeal to those customers.

2236
02:17:55,908 --> 02:17:59,230
And now suddenly, yes we are
will open a digital storefront,

2237
02:17:59,231 --> 02:18:01,752
and we could make games
it was only two hours,

2238
02:18:01,753 --> 02:18:05,076
we could make games
which cost $4 as opposed to $60.

2239
02:18:05,077 --> 02:18:06,878
literally,
it changes the game

2240
02:18:06,879 --> 02:18:09,240
because those shackles
are now removed.

2241
02:18:09,241 --> 02:18:11,923
So with Calling All Cars!,
we went

2242
02:18:11,924 --> 02:18:14,926
"Let's make a game that we
grew up playing, like arcade games,

2243
02:18:14,927 --> 02:18:16,687
"or the games we played in college,

2244
02:18:16,688 --> 02:18:18,970
“like NBA Jam
or NFL Blitz or whatever."

2245
02:18:18,971 --> 02:18:21,052
And that was the incentive,

2246
02:18:21,053 --> 02:18:23,334
that we would never be
they can make that game on PS2 or One,

2247
02:18:23,335 --> 02:18:25,416
not because
technology,

2248
02:18:25,417 --> 02:18:29,660
but because we could not convince
retail to carry the game so small.

2249
02:18:29,661 --> 02:18:33,544
I once gave an interview where I am
compared to Calling All Cars! to a pop song

2250
02:18:33,545 --> 02:18:35,066
and God of War was an opera.

2251
02:18:35,067 --> 02:18:36,787
But we never could
he makes pop songs.

2252
02:18:36,788 --> 02:18:37,949
Now we can make
singles right?

2253
02:18:37,950 --> 02:18:39,470
That was great.

2254
02:18:39,471 --> 02:18:43,354
So the PS3 was many things
to many different people.

2255
02:18:43,355 --> 02:18:46,637
It definitely was
hard time,

2256
02:18:46,638 --> 02:18:48,799
because a lot of work
it had to be done

2257
02:18:48,800 --> 02:18:53,404
to turn to the technical
deficit and monetary deficit

2258
02:18:53,405 --> 02:18:56,807
created by starting this
an outstanding piece of hardware.

2259
02:18:56,808 --> 02:18:58,970
Because it was extraordinary
piece of hardware.

2260
02:18:58,971 --> 02:19:02,934
It was also outstanding
hard to get the best out of.

2261
02:19:02,935 --> 02:19:06,377
But people are, and it is
eventually turn into success.

2262
02:19:06,378 --> 02:19:09,060
But, my God, it was
war of attrition.

2263
02:19:09,061 --> 02:19:10,942
The PS3 brought it back.

2264
02:19:10,943 --> 02:19:14,705
He lost huge sums to Sony
of money during its life cycle.

2265
02:19:14,706 --> 02:19:17,108
I mean, they sold
hell lot of them

2266
02:19:17,109 --> 02:19:21,272
but that was by far the least
the most profitable console Sony has ever had,

2267
02:19:21,273 --> 02:19:24,795
and Sony should have, actually
years to recover from it.

2268
02:19:24,796 --> 02:19:27,598
The PlayStation that appeared
at the end of the PS3

2269
02:19:27,599 --> 02:19:34,645
was much sharper,
a determined, focused entity

2270
02:19:34,646 --> 02:19:37,528
rather, I would say...

2271
02:19:37,529 --> 02:19:39,290
And I'm not saying this
in a personal perspective,

2272
02:19:39,291 --> 02:19:41,052
but from the corporation
perspective.

2273
02:19:41,053 --> 02:19:44,456
A much more hubristic organization
at the beginning of the PS3 era.

2274
02:20:06,959 --> 02:20:10,122
Ah, this quick healing
will come in very handy.

2275
02:20:11,843 --> 02:20:14,605
Before
we launched PS4,

2276
02:20:14,606 --> 02:20:17,728
there were some observers
who thought rightly or wrongly

2277
02:20:17,729 --> 02:20:20,011
this could be the end of Sony.

2278
02:20:20,012 --> 02:20:21,853
Not just PlayStation. Sony.

2279
02:20:30,582 --> 02:20:32,063
There was a lot at stake.

2280
02:20:32,064 --> 02:20:37,268
And because of this I have to
let's just say I'm extremely impressed

2281
02:20:37,269 --> 02:20:43,474
courage and vision
management of the organization

2282
02:20:43,475 --> 02:20:45,396
to deliver a focused device,

2283
02:20:45,397 --> 02:20:50,161
one who was much less confused and
again much more developer oriented.

2284
02:20:50,162 --> 02:20:52,363
It was like going back
to the beginning.

2285
02:20:52,364 --> 02:20:55,446
"Let's build a machine."
that developers love."

2286
02:20:55,447 --> 02:20:57,408
In the early days,
we rode on hardware.

2287
02:20:57,409 --> 02:21:00,611
We used hardware. It was
very customized in some cases.

2288
02:21:00,612 --> 02:21:04,775
It took a long time to arrive
also affects in many cases.

2289
02:21:04,776 --> 02:21:07,458
But the individuals who were
were included in small numbers,

2290
02:21:07,459 --> 02:21:10,541
but able to make it happen
on PlayStation.

2291
02:21:10,542 --> 02:21:12,583
But the time we have reached
PlayStation 4 era,

2292
02:21:12,584 --> 02:21:14,305
we are talking about
much bigger teams.

2293
02:21:14,306 --> 02:21:17,028
Not everyone is a specialist
in the console hardware.

2294
02:21:17,029 --> 02:21:21,112
We had to make it much wider
in an appeal to gaming teams.

2295
02:21:21,113 --> 02:21:23,354
And I think with PlayStation 4,
we succeeded.

2296
02:21:23,355 --> 02:21:27,519
So the strategy is set,

2297
02:21:28,600 --> 02:21:31,962
hardware was focused,

2298
02:21:31,963 --> 02:21:36,767
and everything else
either launch and reception.

2299
02:21:36,768 --> 02:21:39,010
The partners were there,
developers were involved.

2300
02:21:39,011 --> 02:21:42,574
Even independent developers
were involved in the PS4 launch.

2301
02:21:44,296 --> 02:21:45,897
The prices were set.

2302
02:21:47,139 --> 02:21:51,462
Decisions about DRM
and so on,

2303
02:21:51,463 --> 02:21:54,185
which was so
controversial in other events,

2304
02:21:54,186 --> 02:21:55,387
was also made.

2305
02:21:58,510 --> 02:22:00,791
I think even we were surprised

2306
02:22:00,792 --> 02:22:05,196
how delightful
reception was for PS4.

2307
02:22:05,197 --> 02:22:07,518
Because it was kind of
redemption too.

2308
02:22:07,519 --> 02:22:10,841
We passed
fire with PS3.

2309
02:22:10,842 --> 02:22:13,204
And now everything
was on the line.

2310
02:22:13,205 --> 02:22:15,926
We had to fix this.

2311
02:22:15,927 --> 02:22:18,210
And if we weren't,
it could have been the end.

2312
02:22:18,810 --> 02:22:21,052
What we didn't expect

2313
02:22:21,053 --> 02:22:25,096
whether it will be
such an amazing success,

2314
02:22:25,097 --> 02:22:27,698
beyond our wildest dreams.

2315
02:22:27,699 --> 02:22:31,582
But that was the tone
we communicated the whole thing...

2316
02:22:31,583 --> 02:22:32,943
"This is for the players."

2317
02:22:32,944 --> 02:22:34,146
This is for the players.

2318
02:22:39,391 --> 02:22:43,115
For those who jump into battle
in the blink of an eye.

2319
02:22:44,516 --> 02:22:46,678
For drivers
who compete for their club

2320
02:22:47,799 --> 02:22:49,840
no matter where they are.

2321
02:22:49,841 --> 02:22:53,765
Full focus
the launch was all about the players.

2322
02:22:54,926 --> 02:22:57,449
You remember the hubris
from PS3 year.

2323
02:22:59,010 --> 02:23:02,773
Contrast that with honesty
and self-deprecation

2324
02:23:02,774 --> 02:23:04,815
PS4 launch period,

2325
02:23:04,816 --> 02:23:07,618
and you can see that it is
the organization has transformed,

2326
02:23:07,619 --> 02:23:11,702
to people who were now modest,
passionate and excited

2327
02:23:11,703 --> 02:23:13,224
about this new thing.

2328
02:23:13,225 --> 02:23:16,267
Battle worn, but ready
to serve again.

2329
02:23:16,268 --> 02:23:18,949
That attitude, that spirit

2330
02:23:18,950 --> 02:23:21,152
it all started with that
the first PlayStation.

2331
02:23:21,153 --> 02:23:23,674
One of the things
we can say about PlayStation

2332
02:23:23,675 --> 02:23:24,995
it is throughout history

2333
02:23:24,996 --> 02:23:27,198
it always was
innovation there.

2334
02:23:27,199 --> 02:23:28,799
Obviously,
on the hardware side,

2335
02:23:28,800 --> 02:23:30,401
you know, right back
to the first controller,

2336
02:23:30,402 --> 02:23:34,565
and then the DualShock
and systems from there,

2337
02:23:34,566 --> 02:23:37,648
you know, it always was
the desire to innovate.

2338
02:23:37,649 --> 02:23:40,371
And I think it is
always been in partnership with

2339
02:23:40,372 --> 02:23:45,696
strong desire and commitment
to innovations in the game.

2340
02:23:45,697 --> 02:23:49,820
PlayStation has always been passionate
about the breadth of experiences

2341
02:23:49,821 --> 02:23:54,425
and giving new, different,
innovative gaming experiences.

2342
02:23:54,426 --> 02:23:56,827
You know, you can handle it
the right way to VR,

2343
02:23:56,828 --> 02:24:01,152
which, again, is about bringing new,
different types of gaming experience,

2344
02:24:01,153 --> 02:24:02,753
to people.

2345
02:24:02,754 --> 02:24:05,676
You know, it's something that
PlayStation has always been strong.

2346
02:24:05,677 --> 02:24:07,918
Never be shy to commit
to provide

2347
02:24:07,919 --> 02:24:11,002
really strong, innovative
water for industry.

2348
02:24:17,329 --> 02:24:21,091
Virtual reality, which, like
is still an unproven space,

2349
02:24:21,092 --> 02:24:24,215
but we are really intrigued
and really excited about it.

2350
02:24:24,216 --> 02:24:27,258
I think the developers are still
continuing to negotiate

2351
02:24:27,259 --> 02:24:30,501
with what makes a great virtual
a reality gaming experience.

2352
02:24:30,502 --> 02:24:32,863
In a normal game you will
just put in all the game

2353
02:24:32,864 --> 02:24:34,385
and you will optimize
at the end.

2354
02:24:34,386 --> 02:24:37,708
But in a VR game, you have
be optimized right from the start,

2355
02:24:37,709 --> 02:24:40,831
and somehow you have to work
within that limit.

2356
02:24:40,832 --> 02:24:42,673
So you start with…

2357
02:24:42,674 --> 02:24:45,596
“We must have 60 frames a
second, 90 frames per second,

2358
02:24:45,597 --> 02:24:47,238
"120 frames per second."

2359
02:24:47,239 --> 02:24:49,720
And that's the key thing
that you have to guess.

2360
02:24:49,721 --> 02:24:51,962
if you don't,

2361
02:24:51,963 --> 02:24:53,844
then you will be in trouble
until your development.

2362
02:24:53,845 --> 02:24:56,567
We also... We have this
somewhat silly expression,

2363
02:24:56,568 --> 02:24:59,690
which is a lot of ours
casual non-VR games,

2364
02:24:59,691 --> 02:25:01,171
turn everything
until 11

2365
02:25:01,172 --> 02:25:02,613
You have to get your fill
player

2366
02:25:02,614 --> 02:25:04,375
and excite them and
run everything.

2367
02:25:04,376 --> 02:25:07,938
Well, actually we had to
change that decision in VR.

2368
02:25:07,939 --> 02:25:09,860
We had to turn everything around
until seven

2369
02:25:09,861 --> 02:25:12,102
because turning things around
to 10, let alone 11,

2370
02:25:12,103 --> 02:25:14,064
it was too much.

2371
02:25:14,065 --> 02:25:16,947
You couldn't handle it. Yours
the mind can't handle it in VR

2372
02:25:16,948 --> 02:25:18,789
if it is that much
happening at that time.

2373
02:25:18,790 --> 02:25:21,912
You need to speed things up
more carefully in VR.

2374
02:25:21,913 --> 02:25:25,316
When I look at VR,
now we are in the game.

2375
02:25:25,317 --> 02:25:28,559
Now you think like a game
creator, as a game designer,

2376
02:25:28,560 --> 02:25:30,921
it is a total paradigm shift.

2377
02:25:30,922 --> 02:25:33,123
Because we take it
from television

2378
02:25:33,124 --> 02:25:35,687
and player placement
in game now.

2379
02:25:35,760 --> 02:25:37,520
I think VR is going to be a big change.

2380
02:25:37,600 --> 02:25:39,520
In games to date

2381
02:25:39,640 --> 02:25:42,280
all video, screens, etc.

2382
02:25:42,360 --> 02:25:46,000
they are placed in a square arrangement

2383
02:25:46,840 --> 02:25:49,880
which is there to hold the information.

2384
02:25:50,000 --> 02:25:53,880
We had film as a medium

2385
02:25:53,960 --> 02:25:56,480
for more than 100 years
and this is the first time

2386
02:25:56,560 --> 02:25:59,360
that we broke through this frame.

2387
02:25:59,440 --> 02:26:02,640
Being able to create now
art, film and games

2388
02:26:02,720 --> 02:26:05,560
that do not fit into this framework,

2389
02:26:05,640 --> 02:26:08,680
and a question

2390
02:26:08,760 --> 02:26:11,160
how do i put this...

2391
02:26:11,240 --> 02:26:13,560
I think in the next 2 to 3 years

2392
02:26:13,920 --> 02:26:16,960
will be the main one for this medium

2393
02:26:17,280 --> 02:26:20,080
in terms of how creators and artists

2394
02:26:20,160 --> 02:26:25,800
will use it and what will it create.

2395
02:26:28,380 --> 02:26:30,541
Yes, there are many
tricks and tips and stuff

2396
02:26:30,542 --> 02:26:31,782
that everyone learns in VR.

2397
02:26:31,783 --> 02:26:33,944
what can you do
what you can't do.

2398
02:26:33,945 --> 02:26:35,466
Can you move the camera?
Can't you?

2399
02:26:35,467 --> 02:26:37,227
How you move
around the neighborhood?

2400
02:26:37,228 --> 02:26:39,870
You have to match the visuals
with a sense of movement,

2401
02:26:39,871 --> 02:26:41,231
and other such things.

2402
02:26:41,232 --> 02:26:42,873
So, we all learn too
all the time.

2403
02:26:42,874 --> 02:26:46,717
We are introducing a new form
visual language,

2404
02:26:46,718 --> 02:26:50,561
just like the early filmmakers
had to determine how the changes work,

2405
02:26:50,562 --> 02:26:53,844
as it fades and dissolves,
how sections work.

2406
02:26:53,845 --> 02:26:55,446
All that kind
language,

2407
02:26:55,447 --> 02:26:58,088
which most people watch
won't even think of something

2408
02:26:58,089 --> 02:26:59,810
because it's just something
they essentially know

2409
02:26:59,811 --> 02:27:02,012
from watching a lot
television and film.

2410
02:27:02,013 --> 02:27:04,775
And in games we have
same kind of thing.

2411
02:27:04,776 --> 02:27:08,539
But in VR, that language
it doesn't work the same way.

2412
02:27:08,540 --> 02:27:10,140
You have to unlearn it
those changes,

2413
02:27:10,141 --> 02:27:11,582
you have to unlearn it
which fade.

2414
02:27:11,583 --> 02:27:14,104
You can't use it
those things more

2415
02:27:14,105 --> 02:27:16,066
because they just
it doesn't work.

2416
02:27:16,067 --> 02:27:18,589
Because that's your view
and you are in that environment.

2417
02:27:18,590 --> 02:27:22,072
If you jump on someone
different location, it feels weird,

2418
02:27:22,073 --> 02:27:25,596
because you physically jumped,
but you didn't physically jump.

2419
02:27:25,597 --> 02:27:28,359
So you get a disconnection
between the senses

2420
02:27:28,360 --> 02:27:32,603
and your rational, somehow
computing part of your brain.

2421
02:27:32,604 --> 02:27:37,327
So we are dealing with
inventing a new set of grammars

2422
02:27:37,328 --> 02:27:39,129
for a new type of media.

2423
02:27:39,130 --> 02:27:41,291
And I think
the difference between

2424
02:27:41,292 --> 02:27:45,095
what is the gaming experience
and a non-gaming experience,

2425
02:27:45,096 --> 02:27:49,740
who was until now, you
know, really clear, really binary,

2426
02:27:49,741 --> 02:27:51,982
I think those lines
will start to blur

2427
02:27:51,983 --> 02:27:55,546
and you will have VR
experiences with certain

2428
02:27:55,547 --> 02:27:57,508
a light touch of interactivity,

2429
02:27:57,509 --> 02:28:00,511
but which is still technical
can be games.

2430
02:28:00,512 --> 02:28:02,433
Some of them might
be some of the best

2431
02:28:02,434 --> 02:28:05,195
virtual reality entertainment
experiences you will ever have

2432
02:28:05,196 --> 02:28:07,438
but it will be
very easy to enjoy.

2433
02:28:07,439 --> 02:28:09,359
So I think there are a
many possibilities in VR

2434
02:28:09,360 --> 02:28:11,121
that we are not
I have a clue about that.

2435
02:28:11,122 --> 02:28:12,683
But it gives you…

2436
02:28:12,684 --> 02:28:14,364
It ends up being impressive.

2437
02:28:14,365 --> 02:28:16,727
You're done
mirror in VR.

2438
02:28:16,728 --> 02:28:19,450
I haven't met anyone
but who has experienced VR

2439
02:28:19,451 --> 02:28:20,971
which was not
blown away by it.

2440
02:28:20,972 --> 02:28:23,694
I think people are winning
excitement about it,

2441
02:28:23,695 --> 02:28:25,856
they get what they see now

2442
02:28:25,857 --> 02:28:28,099
but also where they arrive
may go in the future.

2443
02:28:56,488 --> 02:28:58,769
Legacy
for PlayStation

2444
02:28:58,770 --> 02:29:01,492
and PlayStation's intent
is in the name.

2445
02:29:01,493 --> 02:29:06,937
It was to combine
play, fun, entertainment

2446
02:29:06,938 --> 02:29:10,661
with what you can do
technology from the workstation.

2447
02:29:10,662 --> 02:29:12,503
And there it is
those two words come from.

2448
02:29:12,504 --> 02:29:14,746
"Play" and "station", which means
"PlayStation" together.

2449
02:29:14,800 --> 02:29:18,000
I think Sonny put it together

2450
02:29:18,080 --> 02:29:20,520
a fantastic team for PlayStation.

2451
02:29:22,200 --> 02:29:25,600
They had members from both Sonys
and Sony Music

2452
02:29:25,720 --> 02:29:28,440
two completely different teams.

2453
02:29:30,240 --> 02:29:32,760
And there were people like me

2454
02:29:33,760 --> 02:29:37,280
comes from outside Sony.

2455
02:29:37,800 --> 02:29:42,000
All three types of members

2456
02:29:43,000 --> 02:29:45,440
put your heads together
for PlayStation.

2457
02:29:46,040 --> 02:29:47,600
This amazing product

2458
02:29:47,800 --> 02:29:49,440
it would never have been created

2459
02:29:49,600 --> 02:29:51,560
that Sony did not decide to make
the PlayStation

2460
02:29:51,800 --> 02:29:53,720
Many people from different fields

2461
02:29:54,160 --> 02:29:57,080
managed to get together

2462
02:29:58,120 --> 02:30:02,800
and working on gaming hardware.

2463
02:30:03,480 --> 02:30:06,200
The biggest thing I took away from it

2464
02:30:06,280 --> 02:30:09,840
was able to participate in this.

2465
02:30:11,843 --> 02:30:14,004
It was not a success
only about hardware.

2466
02:30:14,005 --> 02:30:16,286
We've had a lot of luck with the CD
comes to realization.

2467
02:30:16,287 --> 02:30:18,609
Possibilities
which CD provided,

2468
02:30:18,610 --> 02:30:22,212
but also, I think, we could provide
a product that was very affordable.

2469
02:30:22,213 --> 02:30:25,255
It was attractive
a completely different age group

2470
02:30:25,256 --> 02:30:27,658
than other machines
at that time.

2471
02:30:27,659 --> 02:30:30,140
And, therefore, it was a
a combination of hardware, marketing,

2472
02:30:30,141 --> 02:30:31,982
but also some
great developers

2473
02:30:31,983 --> 02:30:35,786
who could luckily
make the jump from 2D to 3D,

2474
02:30:35,787 --> 02:30:38,028
because it wasn't
given those days.

2475
02:30:38,029 --> 02:30:39,990
And bringing all this
things together

2476
02:30:39,991 --> 02:30:43,233
in the end, we were lucky
in our success,

2477
02:30:43,234 --> 02:30:46,156
but there was no success
without much effort.

2478
02:30:46,157 --> 02:30:53,163
I think the most lasting legacy
of the first PlayStation it was

2479
02:30:53,164 --> 02:30:58,689
since it was CD-ROM based hardware
and succeeded in the market,

2480
02:30:58,690 --> 02:31:03,694
that meant that, finally,
the economy started working

2481
02:31:03,695 --> 02:31:06,977
rather for game creators
but against the game creator.

2482
02:31:06,978 --> 02:31:09,980
PlayStation
it was a huge step,

2483
02:31:09,981 --> 02:31:13,904
huge moment, for
home console gaming market.

2484
02:31:13,905 --> 02:31:16,386
I mean what PlayStation
led to...

2485
02:31:16,387 --> 02:31:19,109
Obviously, innovation
and new ways to play,

2486
02:31:19,110 --> 02:31:21,071
but also this
inclusive spirit.

2487
02:31:21,072 --> 02:31:25,876
We really wanted to include
the best talent, the best creators,

2488
02:31:25,877 --> 02:31:28,238
third parties, publishers,

2489
02:31:28,239 --> 02:31:31,001
because we know more
people we can include

2490
02:31:31,002 --> 02:31:33,884
making games, making
best possible games,

2491
02:31:33,885 --> 02:31:35,686
which is better
for players.

2492
02:31:35,687 --> 02:31:37,447
And we always are
put the players

2493
02:31:37,448 --> 02:31:40,051
in the heart of what
PlayStation should be o.

2494
02:31:40,075 --> 02:31:45,115
When I first joined PlayStation
I was then in my early twenties

2495
02:31:48,515 --> 02:31:52,755
and one thing that everyone
then spoke

2496
02:31:56,635 --> 02:32:00,555
was the desire to play
video games cooler activity.

2497
02:32:01,155 --> 02:32:02,955
Everyone was saying that.

2498
02:32:06,075 --> 02:32:10,035
This was one of the goals
in the making of PlayStation.

2499
02:32:12,635 --> 02:32:16,995
Maybe it's fair to say then

2500
02:32:17,115 --> 02:32:22,275
that their goals have now come true.

2501
02:32:22,355 --> 02:32:28,235
Video games definitely are
a normal part of our lifestyle now.

2502
02:32:29,435 --> 02:32:33,555
The fact that adults can play
them without a sense of self-awareness

2503
02:32:34,955 --> 02:32:37,195
is quite a large effect
that it's a PlayStation

2504
02:32:37,275 --> 02:32:39,555
had on us, didn't he?

2505
02:32:39,635 --> 02:32:41,035
I personally feel that it is.

2506
02:32:41,512 --> 02:32:42,993
They did so much...

2507
02:32:42,994 --> 02:32:45,916
You know, creating an IP,
wonderful games, wonderful technology,

2508
02:32:45,917 --> 02:32:47,357
now in VR.

2509
02:32:47,358 --> 02:32:49,199
But I think one thing
of essential things

2510
02:32:49,200 --> 02:32:52,602
which the PlayStation actually did
because the industry really was

2511
02:32:52,603 --> 02:32:56,687
open that door to everyone
and say, "Games can be for all of us."

2512
02:32:56,688 --> 02:32:59,369
It's not just this
a very small niche hobby.

2513
02:32:59,370 --> 02:33:02,133
It is a sustainable medium
entertainment.

2514
02:35:25,837 --> 02:35:27,838
and now,
a real Japanese

2515
02:35:27,839 --> 02:35:30,281
from a really big one
Japanese company.

2516
02:35:30,922 --> 02:35:31,963
In Japan.



