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Humans have been telling stories to
scare each other since the dawn of time.
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And I think every time a piece
of technology has come along,
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whether it's printing press or film or,
you know, or radio dramas, and it's like
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00:01:43,769 --> 00:01:46,105
every time media evolves,
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it's one of the first things that, you know,
somebody ends up making a scary story with it.
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00:01:52,278 --> 00:01:56,240
"Yellow creature gobbles dots while
being pursued through a maze by monsters."
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"Video games, are the latest craze to
sweep the country and most of the world too."
8
00:02:01,829 --> 00:02:05,541
"The interest in electronic games,
apparently is at an all time high."
9
00:02:05,833 --> 00:02:07,960
"A billion games are played every month."
10
00:02:08,419 --> 00:02:11,714
"There are those who say the
impact of video games isn't all good."
11
00:02:12,006 --> 00:02:15,593
"Some youths are becoming
spaced out on the space games."
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00:02:16,010 --> 00:02:17,845
Now I'm a kid of the 80s,
right? So...
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00:02:18,179 --> 00:02:21,349
The explosion of the video
game craze hit us in 1983
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00:02:21,641 --> 00:02:23,434
with arcades and all
the big arcade games.
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00:02:23,726 --> 00:02:26,771
“The most advanced video game you can play...
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00:02:27,063 --> 00:02:30,733
is awaiting your discovery
at Showbiz Pizza Place.
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00:02:31,025 --> 00:02:35,029
I remember one of the first
times being scared by a game,
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would be like Dragon's Lair.
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00:02:37,156 --> 00:02:40,618
"Dragon's Lair! The supreme
adventure in video games!"
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00:02:40,910 --> 00:02:43,329
Like when you died in Dragon's
Lair you became the skeleton.
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00:02:43,746 --> 00:02:45,623
I lost a lot of money on that stupid game.
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00:02:45,915 --> 00:02:47,375
$0.50. Come on!
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00:02:47,833 --> 00:02:51,879
"Williams Electronics dares you
to climb into your interceptor,
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00:02:52,171 --> 00:02:54,548
to hyper speed into the
outer limits of space,
25
00:02:54,840 --> 00:02:59,053
and be face to face with Sinister!"
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00:03:00,805 --> 00:03:02,890
"Beware I live!"
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00:03:03,182 --> 00:03:05,393
You're trying to run away
while you're trying to mine
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00:03:05,684 --> 00:03:08,854
these little asteroids all over
the place, and it's like "run coward!"
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00:03:09,146 --> 00:03:10,690
"Run! Coward!"
30
00:03:13,275 --> 00:03:16,362
Scariest game in the
arcades. It was so good.
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00:03:17,279 --> 00:03:21,492
I absolutely think of
Sinister, or Otto, who was the
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00:03:21,784 --> 00:03:23,744
bouncing ball in Berserk
who would come after you...
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00:03:24,036 --> 00:03:25,955
"Intruder alert! Intruder alert!"
34
00:03:26,247 --> 00:03:31,293
As an archetype for modern
horror creatures who are stalking you.
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00:03:33,045 --> 00:03:34,213
"STARS!"
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00:03:34,588 --> 00:03:36,966
They provided
that same level of
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00:03:37,258 --> 00:03:38,718
oh my God, I gotta get
out, I gotta stay alive,
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00:03:39,009 --> 00:03:40,511
I gotta get out,
I gotta stay alive.
39
00:03:40,803 --> 00:03:42,346
"Beware! I live!"
40
00:03:42,680 --> 00:03:45,850
Everything old is new right?
That idea of the stalker in a game
41
00:03:46,142 --> 00:03:49,603
that didn't just come from the games
you play now, that came from games long ago.
42
00:03:49,895 --> 00:03:53,274
Certainly 3D Monster Maze has one of
the all time great stalkers in that dinosaur.
43
00:05:11,101 --> 00:05:13,103
So original Resident Evil one, what is it?
44
00:05:13,729 --> 00:05:16,982
It's a bunch of people in a scary
mansion where something is going wrong.
45
00:05:17,274 --> 00:05:18,609
That's what Sweet Home is.
46
00:05:19,068 --> 00:05:23,823
But it's also really interesting
because it's a turn based JR PG
47
00:05:24,114 --> 00:05:29,411
where you fight the ghosts and
you had all these different characters
48
00:05:29,703 --> 00:05:32,206
who had different abilities
that you had to kind of,
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00:05:32,498 --> 00:05:34,959
use to navigate your
way through this mansion.
50
00:05:41,131 --> 00:05:45,803
Sweet home was based off of the
film of the same name, Sweet Home.
51
00:06:06,949 --> 00:06:09,577
And when you see some
of the screenshots for it
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00:06:10,494 --> 00:06:14,582
they're genuinely like horrifying.
There's this one really iconic image
53
00:06:14,874 --> 00:06:19,795
there is just this skeleton with like
its flesh melting off, reaching towards you,
54
00:06:20,212 --> 00:06:24,091
and it is a really
effective piece of horror.
55
00:07:20,689 --> 00:07:27,196
It all takes place because a mother lost
her child, who climbed into an incinerator.
56
00:07:28,656 --> 00:07:32,076
The mother started bringing children
back to the house and killing them so
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00:07:32,368 --> 00:07:34,912
her child would have ghost friends.
58
00:07:35,412 --> 00:07:39,875
That has stuck with me for years,
and I will never forget that.
59
00:07:44,213 --> 00:07:48,217
The idea that it happens so many
years before Resident Evil or
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00:07:48,509 --> 00:07:51,762
Alone in the Dark or anything
else, is kind of insane.
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00:07:52,096 --> 00:07:55,766
There's that feeling where it was not a
power fantasy. You were not the Ghost busters.
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00:07:56,058 --> 00:07:59,311
You were not obliterating this mansion.
You had to think about how to move forward.
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00:07:59,603 --> 00:08:02,231
You had to consider how to
move your party members
64
00:08:02,523 --> 00:08:05,734
and like, avoid putting
them in dangerous situations.
65
00:08:08,237 --> 00:08:12,908
There's so much of survival horror's
legacy that goes back to Sweet Home.
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00:08:35,889 --> 00:08:39,476
The first horror game that
I played that I would say
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00:08:40,102 --> 00:08:44,273
felt like a horror game to
me was probably Alone in the Dark.
68
00:08:45,232 --> 00:08:47,901
You know, before that, in the 80s,
69
00:08:48,193 --> 00:08:52,614
I don't feel like the
graphics fidelity was enough to,
70
00:08:52,906 --> 00:08:54,783
to feel like I was in a horror game.
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00:08:55,200 --> 00:08:57,244
But Alone in the Dark felt spooky.
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00:08:57,953 --> 00:09:02,249
"It's the kind of place
ghosts run away from in terror."
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00:09:32,362 --> 00:09:34,448
"How can I describe what I saw?"
74
00:09:34,782 --> 00:09:38,827
"No! What words are capable
of explaining such evil?"
75
00:09:41,038 --> 00:09:47,419
There wasn't really jump scares to it,
but it was the idea of horror inside a story
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00:09:47,711 --> 00:09:52,674
that was happening to the character's
psych that was unraveling.
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00:11:24,892 --> 00:11:29,438
This was a game that used
cinematic camera angles
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00:11:29,730 --> 00:11:33,066
to really great effect,
to create a feeling of suspense.
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00:11:33,358 --> 00:11:35,777
Not knowing what was
lurking around the corner.
80
00:11:37,654 --> 00:11:42,159
The immersion was brilliant.
And, you know, it's kind of that
81
00:11:42,451 --> 00:11:46,914
first experience of something
smashing through a window.
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00:11:47,915 --> 00:11:53,754
And you're really trying to kind of pivot
and tank control your way back out of it.
83
00:12:33,085 --> 00:12:40,050
Those little challenges. You weren't just
fighting monsters. You were fighting the controls.
84
00:12:40,342 --> 00:12:43,679
But in a lot of ways, it's the same feeling
of like, trying to run away from something
85
00:12:43,971 --> 00:12:48,183
in real life and tripping over. Your stupid
fucking body will not listen to you. You know?
86
00:12:48,475 --> 00:12:51,645
And there's a real tension to that.
87
00:12:52,312 --> 00:12:54,523
Edward Barnaby looks
like he's ready to kind of
88
00:12:54,815 --> 00:12:59,403
do a jolly old Englishman
fistfight when he's fighting the zombies,
89
00:12:59,695 --> 00:13:01,863
and there's nothing quite
like charging a big kick or punch.
90
00:13:02,155 --> 00:13:06,118
And then you miss.
And then you're dead.
91
00:13:07,452 --> 00:13:10,330
So that's the joy
of Alone in the Dark.
92
00:13:11,039 --> 00:13:18,171
"Luckily, devil worship makes me smile.
So this is my idea of a paid vacation"
93
00:13:20,132 --> 00:13:24,553
I would say, Alone in the Dark
and yeah, maybe Clock Tower too,
94
00:13:24,845 --> 00:13:28,056
kind of set the stage
for the kind of mood you should aim for.
95
00:13:28,515 --> 00:13:33,520
I think they're examples
of how important the mood is
96
00:13:34,146 --> 00:13:41,987
and how you use things like camera angles and
ambient music to really reinforce that mood.
97
00:14:03,050 --> 00:14:05,844
So, Clock Tower...
98
00:14:06,136 --> 00:14:10,349
I could be wrong about this,
but it was one of the first instances
99
00:14:10,640 --> 00:14:13,060
with the idea of a stalker enemy.
100
00:14:16,021 --> 00:14:18,398
And stalker enemies are
a particular kind of enemy
101
00:14:18,690 --> 00:14:20,901
that generally
only really appear in horror games,
102
00:14:21,193 --> 00:14:23,320
because they don't make sense
for any other type of game.
103
00:14:23,612 --> 00:14:26,406
What is like a primary function
in most video games?
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00:14:26,823 --> 00:14:27,991
Navigating a world.
105
00:14:28,283 --> 00:14:30,952
How well do you know this
level? How well do you know where
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00:14:31,244 --> 00:14:34,247
like its safe points are, where its item
pickups are, all this kind of stuff?
107
00:14:34,539 --> 00:14:37,667
Now what happens when you
drop an invincible monster
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00:14:37,959 --> 00:14:40,420
into that game that is
designed to follow you?
109
00:14:40,712 --> 00:14:44,049
And in the case of Glock Tower,
it was the Scissor Man.
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00:14:46,426 --> 00:14:49,721
It's so subtle and it really
gives you a sense of unease,
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00:14:50,013 --> 00:14:51,348
because nothing happens
for a little while.
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00:14:51,640 --> 00:14:53,767
You're just going around
meeting people, then all of a sudden...
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00:14:56,061 --> 00:14:58,480
Bang. Scissor Man turns up.
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00:14:59,106 --> 00:15:02,192
You just hear the scissors and
you hear the music kick up,
115
00:15:02,484 --> 00:15:03,944
and then you know
you're in danger now.
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00:15:04,694 --> 00:15:07,656
Scissor Man can come at any point,
and you have to get your character
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00:15:07,948 --> 00:15:10,325
to safety as quickly as you can.
118
00:15:35,308 --> 00:15:39,938
So the classical video game
protagonist is very athletic.
119
00:15:40,480 --> 00:15:42,732
Has the ability
to defend themselves
120
00:15:43,024 --> 00:15:45,527
and, you know, handles
their task really well.
121
00:15:45,944 --> 00:15:49,739
But in a horror game,
it makes sense to be someone who is
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00:15:50,031 --> 00:15:54,035
not athletic, doesn't even want
to do the things that they're doing
123
00:15:54,327 --> 00:15:56,788
and just want to get
the hell out of there.
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00:15:58,415 --> 00:16:03,920
You don't hear the synopsis for a horror
game and think, “I wish I was that person!”
125
00:16:04,296 --> 00:16:06,673
“That would be great!"
Like, that's not the case.
126
00:16:06,965 --> 00:16:09,551
It's more that you read a
synopsis for a horror story
127
00:16:09,843 --> 00:16:12,220
or horror game and you're like...
128
00:16:12,846 --> 00:16:17,017
"Oh God, that would be really crap being them."
129
00:16:45,462 --> 00:16:52,177
But you can also see if you play it today,
you're like, "oh wow! This is so annoying to play."
130
00:16:52,552 --> 00:16:57,891
And this is a really
big design issue in horror.
131
00:16:58,308 --> 00:17:02,854
In Mario, you have to think,
okay, what is the best way of jumping
132
00:17:03,188 --> 00:17:06,274
from one place to
another? What's the most fun?
133
00:17:06,566 --> 00:17:09,110
But in a horror game
you think more like, okay,
134
00:17:09,611 --> 00:17:14,616
what sort of movement would
create the emotions I'm after?
135
00:17:43,019 --> 00:17:47,482
For one of the first times in video games,
you're not charged with tackling,
136
00:17:47,774 --> 00:17:49,985
you know, an enemy head on
and trying to defeat them.
137
00:17:50,277 --> 00:17:52,195
You have to hide.
You have to outwit them.
138
00:17:52,487 --> 00:17:56,241
I think that really resonated
with a lot of people.
139
00:18:34,362 --> 00:18:38,074
Clock Tower really had a strong
impact in terms of advancing horror
140
00:18:38,366 --> 00:18:41,119
with atmosphere,
but it wasn't until a year later
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00:18:41,411 --> 00:18:44,873
that Resident Evil came along
and really had that global impact.
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00:19:02,599 --> 00:19:06,978
Thinking back to the original
Resident Evil, I remember
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it being one of the first
3D cinematic experiences in a game.
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00:19:15,612 --> 00:19:18,031
"Chris Red field."
145
00:19:19,449 --> 00:19:21,868
"Jill Valentine."
146
00:19:24,579 --> 00:19:26,623
"Resident Evil"
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00:19:27,123 --> 00:19:29,501
I think, you know, before that,
there was Alone in the Dark,
148
00:19:29,793 --> 00:19:33,380
but with Resident Evil,
it was much more cinematic focused,
149
00:19:33,880 --> 00:19:38,551
less Lovecraft, and
more in-your-face horror...
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00:19:39,719 --> 00:19:42,097
You know, you're walking around
that corner and a zombie bites you
151
00:19:42,389 --> 00:19:44,849
in the back of the neck,
and you have to shake off the zombie.
152
00:20:16,965 --> 00:20:22,053
There's no doubt that Resident Evil
changed the game when it came to horror gaming.
153
00:20:23,096 --> 00:20:27,392
The first game blew the lid off
of what was possible in horror games.
154
00:20:27,684 --> 00:20:32,897
First of all, it took a very well known
genre of horror films. The zombie genre.
155
00:20:33,189 --> 00:20:37,235
Certainly heavily borrowed
from the god George Romero.
156
00:20:37,777 --> 00:20:40,572
And it just was
like nothing you'd ever seen.
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That was a genuine jump scare, a
trigger moment for me right there.
158
00:21:07,056 --> 00:21:10,226
I was like, wow,
these games are highly visceral.
159
00:21:20,528 --> 00:21:23,823
"Hurry! This way!"
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00:21:24,949 --> 00:21:28,787
"That was too close.
You were almost a Jill sandwich!"
161
00:21:29,078 --> 00:21:30,163
"You're right!"
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00:21:30,455 --> 00:21:32,707
Resident Evil 1 is
definitely iconic as an experience
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00:21:32,999 --> 00:21:35,335
when you, you know, explore
that universe for the first time.
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00:21:35,627 --> 00:21:39,923
But I think that Resident Evil 2 adds
something even more polished and special.
165
00:21:48,640 --> 00:21:54,395
You feel like you belong
in the shoes of Leon.
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00:21:55,021 --> 00:21:56,314
"What have we got here?"
167
00:21:56,606 --> 00:22:00,610
Because it's his first day.
Doesn't really know what he's doing.
168
00:22:01,194 --> 00:22:02,862
"What are these things?"
169
00:22:03,154 --> 00:22:05,990
So when you go into that world,
when you go into Raccoon City,
170
00:22:06,866 --> 00:22:09,285
he doesn't know much about it,
and neither do you.
171
00:22:15,875 --> 00:22:22,131
I liked it so much. I stayed up for
almost three days. I hardly slept at all.
172
00:22:23,049 --> 00:22:24,551
"You're up early."
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00:22:24,843 --> 00:22:26,886
"I haven't been to bed."
174
00:22:29,138 --> 00:22:31,516
- "Wait! Don't shoot!"
- "Get down!"
175
00:22:32,892 --> 00:22:36,354
More than anything else
that really got my attention
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00:22:36,646 --> 00:22:38,982
was the different perspectives
on the characters.
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00:22:39,274 --> 00:22:41,484
"Name's Leon Kennedy, nice to meet you."
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00:22:41,776 --> 00:22:46,364
"Mine's Claire. Claire Red field.
I came to find my brother Chris."
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00:22:46,656 --> 00:22:48,908
I remember playing that
through as Leon and then straight
180
00:22:49,200 --> 00:22:51,619
away going back, and I'm like, I'm
doing this as Claire straight away.
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00:22:51,911 --> 00:22:53,830
I had no desire to play anything else.
182
00:22:58,751 --> 00:23:03,006
That was the first game where the
stalker element was brought in with Mr. X.
183
00:23:05,842 --> 00:23:09,053
I think a lot of people
assume that Nemesis was the
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first character like that in
the series, but Mr. X was.
185
00:23:12,515 --> 00:23:15,935
The boss who breaks through the wall
that doesn't happen the first time you play it.
186
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It scared the shit out of me.
187
00:23:21,149 --> 00:23:26,362
I just was really moved by that moment
and sort of the power of the medium
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to leave this lasting impression.
189
00:23:35,413 --> 00:23:38,875
If you can create something
that leaves a lasting impression
190
00:23:39,167 --> 00:23:42,253
on people that they talk
about for years later,
191
00:23:43,338 --> 00:23:46,215
then I think as creators,
we've done our job.
192
00:23:46,507 --> 00:23:49,761
And that specific moment for me was like,
193
00:23:50,887 --> 00:23:55,099
okay, I've never seen this before,
I love this, I want to see more of it.
194
00:23:55,391 --> 00:23:58,770
If I was going to make a video game,
I want to do the same kind of things.
195
00:23:59,354 --> 00:24:03,942
"You're right. This is just the beginning."
196
00:24:24,379 --> 00:24:26,589
So I would say horror on
the PSI was shaped
197
00:24:26,881 --> 00:24:29,759
by the console's technical limitations
in some really interesting ways.
198
00:24:30,218 --> 00:24:34,263
One of them was the idea
of per-rendered backgrounds, the idea that
199
00:24:34,555 --> 00:24:40,061
there was not enough juice in
that machine to do proper 3D backgrounds.
200
00:24:40,353 --> 00:24:45,274
Although the PlayStation was a 3D console
capable of rendering games with full polygons...
201
00:24:45,650 --> 00:24:49,487
"Users lose all sense of reality
and enter another world."
202
00:24:49,779 --> 00:24:52,824
The cost of making that happen,
and at the point
203
00:24:53,116 --> 00:24:56,077
in which Resident Evil was released,
which is early on in the PlayStation's
204
00:24:56,369 --> 00:25:00,456
life cycle when developers
weren't as familiar with the hardware
205
00:25:01,416 --> 00:25:04,335
that led to the use
of per-rendered backgrounds.
206
00:25:04,627 --> 00:25:07,797
The way we're going to create
the illusion of 3D is that once
207
00:25:08,089 --> 00:25:12,552
your character hits a certain points,
we are going to cut to a different shot,
208
00:25:12,969 --> 00:25:16,472
like maybe this one shot is overhead,
and then this camera cuts
209
00:25:16,764 --> 00:25:19,851
and the next shot,
the character is now facing the camera.
210
00:25:21,019 --> 00:25:25,690
You see precisely what the
game wants you to see.
211
00:25:26,941 --> 00:25:29,569
Like it's not even a
workaround for limitations,
212
00:25:29,861 --> 00:25:33,573
it's limitation causing genuine,
creatively brilliant decisions.
213
00:25:34,073 --> 00:25:39,704
Then, of course, infamously,
you have the mist of Silent Hill.
214
00:25:40,913 --> 00:25:43,499
That first generation
PlayStation had a draw distance
215
00:25:43,791 --> 00:25:46,961
of about two feet in front of
your nose before you get pop up or,
216
00:25:47,253 --> 00:25:51,174
you know, artifacts and things
happening so they solved, you know,
217
00:25:51,466 --> 00:25:54,761
they solved that and they just brought the
the fog plane like right there.
218
00:25:55,928 --> 00:25:58,222
And then they were like, wow,
that's actually scary to move to do that.
219
00:25:58,514 --> 00:26:02,518
I feel like that must have been
the moment where Silent Hill was born.
220
00:26:51,943 --> 00:26:57,448
My first experience in the
Silent Hill world was my co-writer,
221
00:26:57,740 --> 00:27:01,327
Patrick had picked up this game,
and I remember watching
222
00:27:01,619 --> 00:27:04,747
Patrick play this game
where he's walking through the fog
223
00:27:05,081 --> 00:27:10,169
and he keeps walking through fog
and fog and you hear a dog bark.
224
00:27:10,878 --> 00:27:14,382
And you come around the corner, and you
can't see more than ten feet in front of you.
225
00:27:14,674 --> 00:27:17,260
I'm like, "this is terrifying!"
226
00:27:19,929 --> 00:27:23,266
The very first five
minutes of the game are amazing.
227
00:27:23,558 --> 00:27:27,436
You see this disparate group of images,
you hear this guitar twang playing
228
00:27:27,728 --> 00:27:31,899
this theme song, and you don't know, like,
are we watching a flash forward, a flash back?
229
00:27:32,191 --> 00:27:35,570
What's reality? Because sometimes
we're in the car with, Harry and Cheryl,
230
00:27:35,862 --> 00:27:38,156
and sometimes we're like, seeing
the nurse and all of these other things.
231
00:27:38,447 --> 00:27:40,491
And then we see Cyril, we crash...
232
00:27:43,870 --> 00:27:47,707
And then there's a guy named Harry,
and he's just literally on a street.
233
00:27:48,040 --> 00:27:50,418
And off you go.
234
00:27:58,384 --> 00:28:03,764
It's one of the games that's both visually
horror and narrative horror at the same time.
235
00:28:04,515 --> 00:28:08,060
It's one of the very few games
that actually does a really good job of that.
236
00:28:08,436 --> 00:28:15,151
I love my Resident Evil. Resident Evil is awesome,
but it is basically, this guy's an even bigger demon
237
00:28:15,443 --> 00:28:17,403
than the last one,
how am I going to take him down?
238
00:28:17,695 --> 00:28:20,573
Silent Hill, on the other hand, is...
239
00:28:26,621 --> 00:28:32,418
Oh my gosh, this thing is going to
affect me deeply for the next few days.
240
00:28:34,003 --> 00:28:38,591
At a time where scary games
were kind of more about gore,
241
00:28:38,883 --> 00:28:43,054
or it was gun based violence
and shooters and things like that,
242
00:28:43,471 --> 00:28:47,308
Silent Hill just made this
like very slow burn, slow paced,
243
00:28:47,600 --> 00:28:50,394
very claustrophobic
psychological horror game that
244
00:28:50,937 --> 00:28:54,357
clearly just rang everybody's
bell in the horror genre.
245
00:28:55,775 --> 00:29:01,072
I seen games that had stuff that
assaulted you and stuff that attacked you
246
00:29:01,364 --> 00:29:06,410
and monsters and whatnot, but I'd
never seen a game that was relying on
247
00:29:06,702 --> 00:29:09,747
the absence of danger to be dangerous.
248
00:29:11,624 --> 00:29:16,379
So much of what makes Silent Hill
So creepy is what you don't see.
249
00:29:16,671 --> 00:29:20,925
It's the sound design. It's the fact
that you can't see that far in front of you.
250
00:29:21,217 --> 00:29:24,428
It's what could be around
the corner that maybe never is.
251
00:29:24,720 --> 00:29:27,765
That's what makes
Silent Hill so terrifying.
252
00:29:28,766 --> 00:29:33,020
"I'm so scared. Help me."
253
00:29:40,319 --> 00:29:46,158
Silent Hill was a game
about just fucking nightmares.
254
00:29:49,328 --> 00:29:54,709
It was a game about you can't
go back to this thing that once was.
255
00:29:55,001 --> 00:29:58,129
And in the case of Silent Hill, one,
it's this idea of memories,
256
00:29:58,421 --> 00:30:01,424
This little girl's memories
that slowly become corrupted
257
00:30:01,716 --> 00:30:03,968
after she went through
all these awful things
258
00:30:04,260 --> 00:30:06,178
and you are now experiencing them.
259
00:30:12,935 --> 00:30:16,147
It felt dark and it felt
horrifying and felt personal.
260
00:30:16,564 --> 00:30:21,110
You know, it felt like something
that was made by people
261
00:30:21,402 --> 00:30:28,034
that are hurting, like, you know,
people that were struggling in their own way.
262
00:30:30,786 --> 00:30:33,372
It just became so
distinctive and beautiful
263
00:30:33,664 --> 00:30:36,959
to anything else that was coming out
on the PlayStation at the time.
264
00:30:37,585 --> 00:30:42,590
It wasn't a mascot platformed. It wasn't
that edgy brand of PSI game.
265
00:30:42,882 --> 00:30:47,762
As much as it was told, be a clone of
Resident Evil, it didn't feel like anything else.
266
00:30:48,054 --> 00:30:53,142
And it's to this day a fucking incredible game.
267
00:31:09,367 --> 00:31:18,000
“In my restless dreams, I see that town. Silent Hill."
268
00:31:19,293 --> 00:31:22,463
"You promised you'd take me there again someday..."
269
00:31:24,173 --> 00:31:26,592
"But you never did."
270
00:31:27,843 --> 00:31:31,263
"Well, I'm alone there now."
271
00:31:39,230 --> 00:31:44,777
So I think my most memorable horror
gaming experience would actually be the trailer
272
00:31:45,069 --> 00:31:47,738
for Silent Hill 2.
273
00:31:48,781 --> 00:31:51,492
"James, honey, did
something happen to you?"
274
00:31:52,868 --> 00:31:55,955
"Are you confusing
me with someone else?"
275
00:31:56,705 --> 00:32:04,213
It's such a strange and iconic trailer. And the
monsters like the scary stuff, It's nearly an aside.
276
00:32:04,505 --> 00:32:07,508
What that trailer really puts
across is like, kind of the just
277
00:32:07,925 --> 00:32:10,261
really distinctive
vibe of Silent Hill 2.
278
00:32:10,553 --> 00:32:14,807
And like, this town that doesn't exist
anywhere and is broken and wrong.
279
00:32:15,516 --> 00:32:17,351
“I'm not your Mary."
280
00:32:22,022 --> 00:32:25,818
Imagine making a game where
the narrative is the central
281
00:32:26,110 --> 00:32:29,738
focal point of the game, and
everything else works in with that.
282
00:32:30,030 --> 00:32:35,244
The game play, the graphics, you know, the audio.
283
00:32:36,495 --> 00:32:39,915
All of these come together to be
something bigger than the sum of its parts,
284
00:32:40,207 --> 00:32:43,210
but centrifugal
to all of that is the narrative.
285
00:32:44,003 --> 00:32:45,254
“I got a letter..."
286
00:32:47,256 --> 00:32:52,136
"The name on the envelope said... Mary."
287
00:32:54,221 --> 00:32:56,265
"My wife's name."
288
00:32:56,557 --> 00:32:59,602
"Mary died of that damn
disease three years ago."
289
00:33:00,728 --> 00:33:03,481
"Could Mary really be there?"
290
00:33:45,981 --> 00:33:51,737
"I guess really don't care if it's
dangerous or not. I'm going to town either way."
291
00:33:52,780 --> 00:33:55,533
I think the prevailing feeling
for me when I play Silent Hill 2
292
00:33:55,908 --> 00:33:58,661
is a feeling of lonesomeness.
293
00:34:00,120 --> 00:34:04,333
Just terrible desolation and solitude,
and every sound is magnified.
294
00:34:04,625 --> 00:34:08,754
The drip of the water
or the echoes of your footsteps.
295
00:34:10,256 --> 00:34:17,680
I think that time that is
spent doing nothing except being alone
296
00:34:18,639 --> 00:34:22,893
works on you in a certain way,
that other things don't.
297
00:34:23,561 --> 00:34:29,817
It's a question of tempo. When am I going to get out
of here? How am I going to get out of here?
298
00:34:31,026 --> 00:34:35,739
It lets you sort of soak in your own misery.
299
00:35:11,358 --> 00:35:14,069
I will state to the
end of my days that it's
300
00:35:14,528 --> 00:35:18,282
got to be one of the best stories
in any video game I've ever seen.
301
00:35:32,171 --> 00:35:37,801
Mr. Owaku, he was the guy who wrote
the original script, and he was originally
302
00:35:38,093 --> 00:35:41,180
just a programmer on Silent Hill 1,
from what I understand.
303
00:35:41,805 --> 00:35:46,477
And he was a very quiet, very dark guy,
always dressed in black, never smiled.
304
00:35:47,311 --> 00:35:54,568
But he wrote this incredibly sensitive,
beautiful, complex story that allowed for
305
00:35:55,152 --> 00:35:58,614
just tremendous insight
into the characters.
306
00:36:07,414 --> 00:36:11,502
Whenever he asked me, you know,
how does this feel? What does this sound like?
307
00:36:11,794 --> 00:36:16,882
We would have a very close conversation
about things like what's Mary's motivation here?
308
00:36:17,174 --> 00:36:18,801
What's James motivation here?
309
00:36:19,093 --> 00:36:22,388
What kinds of a feeling
are you trying to elicit in this scene?
310
00:36:22,930 --> 00:36:28,936
In some cases even, he would change the Japanese
if he felt that the English needed to be changed.
311
00:36:39,905 --> 00:36:41,865
I remember playing it in a high school,
312
00:36:42,574 --> 00:36:48,706
and the more of life that I experienced,
the more I appreciated the themes of the game.
313
00:36:49,248 --> 00:36:52,793
You know, this is like
an embodiment of your...
314
00:36:54,670 --> 00:37:03,762
Pent up sexual aggression or this is a metaphor
for sickness or for a metaphor for someone's
315
00:37:04,054 --> 00:37:09,435
trauma with an abusive
family member, things like that.
316
00:37:16,775 --> 00:37:21,655
When I first went in there for a meeting,
they had asked me to come to,
317
00:37:21,947 --> 00:37:26,577
to Tokyo to talk to them, and we
sat together in a big meeting room.
318
00:37:27,035 --> 00:37:30,789
They were basically asking me
my input as a American.
319
00:37:31,457 --> 00:37:34,084
They were still talking about the themes
that they wanted to go for.
320
00:37:34,585 --> 00:37:39,214
What about abortion? Can we show a,
you know, a fetus or bloody fetus? And I'm "hmmm..."
321
00:37:39,548 --> 00:37:42,760
So we talked about some of
those things and how much push back
322
00:37:43,051 --> 00:37:45,012
and what kind of reaction
they might expect.
323
00:37:59,610 --> 00:38:02,112
So much of what's great about
Silent Hill 2 is like,
324
00:38:02,738 --> 00:38:07,868
you are playing this sad, lonely man.
You feel his sluggish movements, you
325
00:38:08,160 --> 00:38:11,622
you nearly feel like
his complete ineptness
326
00:38:12,122 --> 00:38:16,460
in a way that I don't think you
can write into a script and shoot.
327
00:38:25,761 --> 00:38:28,180
What a great horror game is,
328
00:38:28,764 --> 00:38:30,891
is it takes something
that we are all afraid of,
329
00:38:31,183 --> 00:38:34,269
and then you don't get to be a bystander.
330
00:38:44,863 --> 00:38:47,491
You have to be there.
You have to be in that space.
331
00:38:47,783 --> 00:38:52,621
And you have to deal with that world, and
that's, that's really, really special.
332
00:39:00,379 --> 00:39:04,091
And so when the conclusion
of that game hits
333
00:39:04,383 --> 00:39:07,511
and you realize what he is...
334
00:39:15,811 --> 00:39:19,147
It's staggering because it's you,
you know, like it is you.
335
00:39:19,439 --> 00:39:21,858
And, like,
that's what horror games can do.
336
00:39:27,030 --> 00:39:30,242
Silent Hill 2 is definitely mind blowing.
337
00:39:30,867 --> 00:39:35,205
When I first played it, this was
a game that I pretty much inhaled.
338
00:39:35,497 --> 00:39:38,125
Like I think I finished it
at like 3 a.m., like it was,
339
00:39:38,417 --> 00:39:40,669
this was a game where I was like,
I feel like I'm into the final stretch.
340
00:39:41,169 --> 00:39:43,964
I can't disengage from it.
I'm just going to keep playing.
341
00:39:44,256 --> 00:39:49,469
And I remember at 3 a.m., you have
like Mary's letter coming up.
342
00:40:01,648 --> 00:40:03,859
And I was, like, crying, you know?
343
00:40:04,151 --> 00:40:07,529
And then I sat for like, half an hour
being like, what have I just witnessed?
344
00:40:16,705 --> 00:40:18,832
I cry every single time
I hear her do that.
345
00:40:19,124 --> 00:40:21,418
And I cried on the set
and she cried on the set.
346
00:40:21,710 --> 00:40:23,629
And I think everybody cried on the set.
347
00:40:23,920 --> 00:40:28,675
It was, a deeply emotional
thing to write at the time.
348
00:40:30,218 --> 00:40:35,932
And it's even more deeply emotional now for me.
349
00:40:36,266 --> 00:40:41,480
Because, because my wife
died two years ago, you know?
350
00:40:47,402 --> 00:40:52,074
My wife's death has reframed,
the way I see James now.
351
00:40:53,408 --> 00:41:00,332
And the way I. The way I understand how James
got to be, you know, so messed up about it.
352
00:41:01,750 --> 00:41:04,127
"I want you to know this, James."
353
00:41:05,587 --> 00:41:08,173
“I'll always love you."
354
00:41:09,049 --> 00:41:12,844
If I got a letter from my dead wife?
Hell, yeah. I would go to a special place.
355
00:41:13,136 --> 00:41:18,642
I'd be confused! I also might start to
question my own memories, my own sanity.
356
00:41:19,267 --> 00:41:23,689
I might start to, you know, bring
up all sorts of feelings of guilt and,
357
00:41:24,606 --> 00:41:27,275
Yeah. That letter, it's a Killer.
358
00:42:20,787 --> 00:42:24,458
Yamaoka showed that you could actually put
359
00:42:25,292 --> 00:42:28,962
almost the opposite of
what music you would expect.
360
00:42:29,254 --> 00:42:35,385
I think he he took like a massive
step on for horror music in general.
361
00:42:35,677 --> 00:42:40,140
And you do, you hear
that element in Silent Hill.
362
00:42:43,727 --> 00:42:47,147
There's an element of trip hop there
you know, where it's slowed down beats.
363
00:42:47,439 --> 00:42:50,442
It kind of fits that dreamlike world.
364
00:42:50,859 --> 00:42:59,951
But I really think it was revolutionary to put the
combination of music choices that he did together.
365
00:43:03,246 --> 00:43:12,714
So from ambient stuff that resembled, maybe like what
was in Jacob's Ladder or something like that.
366
00:43:17,260 --> 00:43:21,807
That was very discordant and almost
mechanical sounding, industrial sounding,
367
00:43:22,099 --> 00:43:26,353
to this beautiful,
kind of sweet, ghostly melodies.
368
00:43:31,566 --> 00:43:33,777
Yeah, just so memorable.
I think, like at the time,
369
00:43:34,069 --> 00:43:36,947
Quake came out and they had
the Trent Reznor score there,
370
00:43:37,239 --> 00:43:39,991
which was a similar thing
where it wasn't really musical,
371
00:43:40,784 --> 00:43:43,203
it was sounds, and it was atmospheric.
372
00:43:48,333 --> 00:43:49,751
I think both those games at the time,
373
00:43:50,043 --> 00:43:53,046
with these kind of industrial soundtracks
for me was was kind of next level.
374
00:43:53,755 --> 00:43:59,469
"Yamaoka also produced all the sound effects.
A total of 50 sounds, not counting the nuances."
375
00:44:00,345 --> 00:44:04,766
"They too break all the sound rules
applicable to the horror survival game."
376
00:44:07,060 --> 00:44:12,732
So yeah, for me, you know, Yamaoka's
genius is the soundscapes, you know.
377
00:44:14,276 --> 00:44:17,696
That horrible echoing the
horrible footsteps, the horrible
378
00:44:18,446 --> 00:44:24,411
shrieks and background noises
that just get you so nervous.
379
00:44:49,477 --> 00:44:57,736
There are certain visceral sounds that are just
almost atavistic in their evocation of fear.
380
00:44:58,528 --> 00:45:02,073
And they're usually often wild animals.
381
00:45:03,575 --> 00:45:10,498
One of the nastiest things I've
ever heard is a pig screaming.
382
00:45:13,627 --> 00:45:16,338
It's horrendous.
383
00:45:17,589 --> 00:45:22,928
Sound from the very beginning of games has
always been an element of the horror of it.
384
00:45:23,887 --> 00:45:25,513
Space invaders plays a heartbeat.
385
00:45:25,805 --> 00:45:28,642
"Ba-dum, ba-dum, ba-dum."
386
00:45:29,559 --> 00:45:31,937
The more space invaders you Kill,
"ba-dum ba-dum ba-dum ba-dum!"
387
00:45:32,270 --> 00:45:36,441
It gets, faster and faster and faster and faster.
388
00:46:20,402 --> 00:46:24,030
On a more micro level,
I think that the essence
389
00:46:24,322 --> 00:46:29,202
of making good horror sounds
are tapping into those universal,
390
00:46:29,494 --> 00:46:33,832
scary sounds that inherently terrify us.
391
00:46:34,207 --> 00:46:36,042
Cracking bones.
392
00:46:37,252 --> 00:46:38,712
Gush.
393
00:46:39,004 --> 00:46:40,964
Stabs.
394
00:46:41,256 --> 00:46:44,592
An echo-y chamber where something
might be dripping or moving,
395
00:46:45,760 --> 00:46:53,351
things closing in on you. Those are
all inherent scary moments for us as humans.
396
00:46:56,771 --> 00:46:58,815
"The fuck is that?"
397
00:46:59,107 --> 00:47:02,861
I remember doing the
Rat King in Last of Us 2,
398
00:47:03,528 --> 00:47:09,326
and when I first saw it,
I was like, oh my God, these guys
399
00:47:09,617 --> 00:47:12,329
their imagination is off the charts.
400
00:47:13,663 --> 00:47:18,168
There are so many audio cues of
what you're about to experience,
401
00:47:21,046 --> 00:47:23,715
as you're getting closer
but you don't know what it is.
402
00:47:24,007 --> 00:47:29,637
So you just feel that building unease.
Something is here. It's huge.
403
00:47:29,929 --> 00:47:33,224
I'm not going to be able to
fight it. What is going on?
404
00:47:33,516 --> 00:47:35,727
And then when you finally get it...
405
00:47:38,688 --> 00:47:41,107
Just the sound alone of hearing, "pakakaka..."
406
00:47:42,609 --> 00:47:48,073
Is like having a spider running at you.
It's creepy. It's a really creepy sound
407
00:47:48,365 --> 00:47:50,742
hearing all those feet happen.
408
00:47:53,787 --> 00:47:57,248
Oh and I think it actually had,
like, saliva in its mouth.
409
00:47:57,540 --> 00:48:03,546
So we had to do this kind of sticky,
gooey sound when it would open its mouth.
410
00:48:04,839 --> 00:48:09,010
Because it's a chase sequence, you can't
constantly look back and, like, see what he's doing.
411
00:48:09,302 --> 00:48:11,888
You can't really rely on the
visual horror as much.
412
00:48:12,180 --> 00:48:16,476
You have to rely on the sounds of it's
getting closer, it's getting farther away.
413
00:48:19,687 --> 00:48:26,694
Such a good use of the sound design to make
me really tense and make me have to run faster.
414
00:48:31,407 --> 00:48:34,369
I don't think you can have
a great horror experience
415
00:48:34,661 --> 00:48:41,084
without great sound, but it's
so easy to not notice it also.
416
00:48:41,376 --> 00:48:46,756
And actually, to a certain extent, it's part of what
makes a great soundtrack or a great soundscape right?
417
00:48:47,173 --> 00:48:53,680
It's the fact that it's not intrusive and it's
just there to take everything else and raise it up.
418
00:48:54,180 --> 00:48:56,975
And sometimes it's as simple
as those intimate moments,
419
00:48:57,267 --> 00:48:59,686
they sit on a couch
and they take their backpack off.
420
00:49:04,232 --> 00:49:08,111
Those are the moments that make you feel
like you're dealing with real people.
421
00:49:08,403 --> 00:49:13,199
I'm not watching animated people.
I'm really in the room with them.
422
00:49:15,785 --> 00:49:19,247
I think that sound
is so important to horror
423
00:49:19,539 --> 00:49:22,375
because it helps
to build the anticipation.
424
00:49:22,667 --> 00:49:27,589
And also the sound of the actors
voice really matters.
425
00:49:28,047 --> 00:49:31,718
"Why are you doing this?
Get the fuck off me!"
426
00:49:39,309 --> 00:49:41,686
“No! No!"
427
00:49:57,202 --> 00:50:02,373
The mood of a horror game is
what makes it scary or not.
428
00:50:02,665 --> 00:50:08,463
You need that mood of the game to
be able to draw the audience in
429
00:50:08,755 --> 00:50:12,258
and make them feel
like they're in that actual game.
430
00:50:24,187 --> 00:50:30,527
Horror is a vibe, it's a feeling.
People feel horror. People feel fear.
431
00:50:30,818 --> 00:50:33,905
And you can feel fear
in any genre of video games.
432
00:50:34,197 --> 00:50:38,243
You could feel fear when you're playing Tetris
because everything keeps falling too fast.
433
00:50:38,535 --> 00:50:43,540
Like people have to feel some
sort of tension in response to that.
434
00:50:45,375 --> 00:50:51,506
The first game that I played
that scared me was the original Myst.
435
00:50:55,051 --> 00:51:01,599
Which isn't a horror game and isn't particularly
scary, but I was a very sensitive young child so,
436
00:51:01,933 --> 00:51:05,353
it just had this atmosphere
because it's like just you
437
00:51:05,645 --> 00:51:10,441
on this completely abandoned,
weird set of different islands,
438
00:51:10,733 --> 00:51:17,574
and at one point you find like the secret area
and you go into it and it's just this horrible,
439
00:51:17,865 --> 00:51:24,622
like murder chamber, like I
guess is the best way to put it.
440
00:51:26,124 --> 00:51:31,254
The best example of horror that I've ever
had in a game is in Warcraft 3,
441
00:51:31,671 --> 00:51:36,801
with Arthas, when Arthas slowly turns and you
suddenly have to go murder an entire village.
442
00:51:37,260 --> 00:51:40,888
"These people have all been infected.
This entire city must be purged."
443
00:51:41,180 --> 00:51:45,518
That to me was absolutely horrifying,
and I stopped playing Warcraft 3 for about a week
444
00:51:45,810 --> 00:51:48,730
because the game had taken me
on a path I did not want to go.
445
00:51:49,022 --> 00:51:51,566
I did not want to be the bad person.
446
00:51:52,859 --> 00:51:58,239
I think it's good for other games
to have a little bit of that sense of horror.
447
00:51:58,990 --> 00:52:04,078
I felt it in Red Dead Redemption even,
where I'm just out in the wilderness on my own,
448
00:52:04,370 --> 00:52:07,832
and just a creepy feeling of it.
449
00:52:08,583 --> 00:52:10,960
You do get a sense of power
from a lot of games,
450
00:52:11,252 --> 00:52:13,671
whereas, you know, horror
is it's the opposite feeling.
451
00:52:13,963 --> 00:52:18,384
And I think it does benefit a lot of games
where you can counterbalance
452
00:52:18,676 --> 00:52:22,013
some of that power play with feeling smaller.
453
00:52:23,556 --> 00:52:26,976
And I guess I think back to Max Payne
as kind of one of the horror games
454
00:52:27,268 --> 00:52:28,936
that does a really good job of that.
455
00:52:29,228 --> 00:52:35,526
"Max! No! Please Max!
Why? I didn't mean to. I'm sorry."
456
00:52:35,818 --> 00:52:40,323
The whole sequence in Max Payne
that game, I was so lost in it for a long time.
457
00:52:40,615 --> 00:52:44,744
The baby and the whole thing
with walking along that red line,
458
00:52:45,953 --> 00:52:48,164
and I love when when games do that.
459
00:52:48,456 --> 00:52:51,501
When, when non-horror games,
have a little moment
460
00:52:51,876 --> 00:52:54,170
that sort of switch
things up for a moment.
461
00:52:54,462 --> 00:52:58,091
"No, no no, please, God no!"
462
00:53:01,219 --> 00:53:04,597
If you sit someone down today
and have them play Thief,
463
00:53:04,889 --> 00:53:07,684
they're still going to be scared
by some parts of that game.
464
00:53:08,226 --> 00:53:11,145
It gets really tense and weird.
465
00:53:12,063 --> 00:53:15,733
Playing the original Thief:
The Dark project on PC.
466
00:53:16,025 --> 00:53:22,240
There's, a sequence in that game, where
you go deeper and deeper into the earth.
467
00:53:23,741 --> 00:53:29,455
That kind of level of, the 3D
geometry in those games, like, had enough
468
00:53:29,747 --> 00:53:32,208
weight to it that even though it was,
it was kind of crude,
469
00:53:32,500 --> 00:53:35,878
I genuinely felt that I was descending
deeper and deeper beneath the earth,
470
00:53:36,170 --> 00:53:40,425
and I could feel like the weight
of all that, that kind of dirt above me,
471
00:53:40,717 --> 00:53:42,885
and it felt extremely
scary and claustrophobic.
472
00:53:43,845 --> 00:53:47,056
The sound that the ghosts make
is not like a "000" ghost sound
473
00:53:47,348 --> 00:53:52,645
it's like a screams from the
depths of hell sort of ghost sound.
474
00:53:55,440 --> 00:53:58,568
The thing about Thief is you
never knew what was around the corner.
475
00:53:58,860 --> 00:54:02,822
If it was going to be another guard
or something really weird.
476
00:54:04,031 --> 00:54:06,576
So it managed to be
scary without trying.
477
00:54:07,702 --> 00:54:09,537
"The Shalebridge Cradle...
478
00:54:14,125 --> 00:54:17,295
When anybody talks about Thief 3,
they're like, yeah, yeah, yeah,
479
00:54:17,587 --> 00:54:20,798
not as good as the first two games
but "Robbing the Cradle" though!
480
00:54:21,549 --> 00:54:27,221
"I'm used to the dark, but this feels
like a house. with bad dreams."
481
00:54:27,513 --> 00:54:31,100
There have been entire think pieces
written about that level, and it's
482
00:54:31,392 --> 00:54:35,146
it's such an insane departure from
everything yes, and it is a horror level.
483
00:54:35,438 --> 00:54:37,648
And it's so scary and so effective.
484
00:54:37,982 --> 00:54:45,656
"They filled up a bottle with my blood. It's down
in the storm cellar. It's very dark down there."
485
00:54:45,948 --> 00:54:49,702
You play through the entire first half
of that level and there are no enemies.
486
00:54:49,994 --> 00:54:53,664
But you are so scared that you don't take
more than, like a couple of steps
487
00:54:53,998 --> 00:54:57,919
because, you know, they do so much
with sound design and lighting
488
00:54:58,211 --> 00:55:00,755
that you're just like, well, something's
going to kill me in a second, right?
489
00:55:01,047 --> 00:55:04,467
Something's going to pop out
from behind a door, and it never does.
490
00:55:05,218 --> 00:55:11,849
Not until you get to the basement.
It is such a well designed level.
491
00:55:14,685 --> 00:55:18,105
The "Robbing the Cradle" level
features an abandoned asylum,
492
00:55:18,397 --> 00:55:20,775
which, of course, is a very
common trope within horror.
493
00:55:21,067 --> 00:55:23,903
It's one of those primal fears,
the loss of sanity and autonomy
494
00:55:24,195 --> 00:55:28,032
and this is something that has
a lot of its roots in Lovecraft horror.
495
00:55:28,366 --> 00:55:32,119
There's an interesting parallel
there between Thief and Eternal Darkness,
496
00:55:32,453 --> 00:55:34,413
where we're looking at the loss of sanity.
497
00:55:44,924 --> 00:55:49,262
"How the knowledge changed me.
It will also change you."
498
00:55:49,554 --> 00:55:55,977
"You too will come to understand or you will perish."
499
00:55:59,063 --> 00:56:01,566
Eternal Darkness is one of my go-to games
500
00:56:01,858 --> 00:56:04,986
whenever I talk about horror games
and the kind of things that I'd like to do
501
00:56:05,278 --> 00:56:07,488
in horror games, and the
kind of things that I try to get
502
00:56:07,780 --> 00:56:10,992
publishers and platform holders
to let me do in horror games.
503
00:56:11,617 --> 00:56:16,539
"I cannot say what was the true
beginning, nor am I sure of its end."
504
00:56:17,290 --> 00:56:19,709
"The Guardians grow restless."
505
00:56:20,042 --> 00:56:22,545
I love the way
they wrote Eternal Darkness.
506
00:56:22,920 --> 00:56:28,050
"My family has crossed their path.
Their attention turns to my granddaughter."
507
00:56:28,551 --> 00:56:31,721
The switching POV was brilliant
508
00:56:32,471 --> 00:56:34,640
because you don't know who's going to live
and who's going to die.
509
00:56:34,932 --> 00:56:36,934
It's like a Shakespearean
tragedy in a way,
510
00:56:37,226 --> 00:56:39,854
because you know the ending
for a lot of these characters
511
00:56:40,146 --> 00:56:42,189
but then seeing them play out,
you're kind of like, oh,
512
00:56:42,481 --> 00:56:44,900
you know, I was getting attached
to that guy or girl,
513
00:56:45,192 --> 00:56:48,863
and now they just
have met a horrible fate.
514
00:56:49,155 --> 00:56:51,574
"Charlemagne!"
515
00:56:52,033 --> 00:56:53,868
You not only don't know
who's going to survive,
516
00:56:54,160 --> 00:56:56,829
you don't know who's going to
turn out to be a bad guy.
517
00:56:57,371 --> 00:57:02,126
"It is now your destiny to
fight the eternal darkness."
518
00:57:02,418 --> 00:57:07,089
They break the fourth wall
so marvelously, so exquisitely.
519
00:57:08,674 --> 00:57:13,429
It's got, like, a Lovecraft,
sanity mechanic in there
520
00:57:13,721 --> 00:57:18,059
but when your character's sanity starts
to dwindle, they start hallucinating.
521
00:57:18,351 --> 00:57:21,354
And sometimes hallucinations are things like
monsters that aren't really there or,
522
00:57:21,687 --> 00:57:24,941
the maze, you know, the labyrinth
changes and things like that.
523
00:57:27,568 --> 00:57:31,781
They're so interesting and varied, from statues heads
524
00:57:32,073 --> 00:57:35,701
turn to watch you as you're walking down
a hall and you're like, did that happen?
525
00:57:35,993 --> 00:57:39,497
Or was am I just really anxious? And it could be both.
526
00:57:39,789 --> 00:57:43,042
My personal favorite
is the Blue Screen of Death.
527
00:57:44,460 --> 00:57:48,255
Your game would just pretend
that the console crashed.
528
00:57:49,715 --> 00:57:53,052
"This isn't really happening!"
529
00:57:53,386 --> 00:57:56,097
The best one was when it
looked like the game save file
530
00:57:56,389 --> 00:57:58,975
got corrupted, and all of
your progress was wiped out.
531
00:58:00,643 --> 00:58:04,897
Talk about identifying what scares gamers the most.
532
00:58:07,316 --> 00:58:09,527
"This can't be happening."
533
00:58:09,819 --> 00:58:12,196
Fucking diabolical.
534
00:58:24,041 --> 00:58:25,251
"Rated M for mature."
535
00:58:25,543 --> 00:58:30,047
I can remember, you know, thinking
that my television had turned itself off.
536
00:58:32,967 --> 00:58:38,097
Watching as my character's head just falls off mid
walk cycle. And I'm going, what is going on?
537
00:58:38,389 --> 00:58:41,392
Or the volume in your TV
starts to go down.
538
00:58:43,269 --> 00:58:47,356
The volume down trick was a big one for me,
because when it first happened, I immediately
539
00:58:47,815 --> 00:58:49,984
ran to my remote and
started turning it up all the way.
540
00:58:50,276 --> 00:58:52,528
So when the volume came back it...
541
00:58:56,991 --> 00:58:59,368
Scared the crap out of me.
542
00:59:00,953 --> 00:59:03,289
I don't think you could get away
with stuff like that now,
543
00:59:03,581 --> 00:59:05,791
just because of the way TVs are built.
544
00:59:11,130 --> 00:59:15,301
I remember when we were getting
close to shipping the game,
545
00:59:15,801 --> 00:59:22,099
I sat down with Mr. Miyamoto and
a bunch of other leaders from Nintendo,
546
00:59:22,725 --> 00:59:25,311
and everyone was worried.
547
00:59:25,603 --> 00:59:28,564
We're telling people were deleting
their save game and we're really not.
548
00:59:29,273 --> 00:59:36,697
What happens if they take their Gamecube and smash
it against the wall because they think it's a bug?
549
00:59:37,740 --> 00:59:39,825
"This can't be happening."
550
00:59:40,117 --> 00:59:44,330
The answer was, I don't know
what this means for Nintendo,
551
00:59:44,622 --> 00:59:48,042
but I know if someone did that to me,
that would be a moment
552
00:59:48,334 --> 00:59:51,045
I would never forget
for the rest of my life.
553
00:59:51,420 --> 00:59:53,714
I will always remember when that happened.
554
00:59:54,006 --> 01:00:01,430
And I think, I think it's those kind of
moments that everyone should aspire to.
555
01:00:03,349 --> 01:00:08,771
I thought it was such a good way to play with
the fact that this is a video game and not a movie.
556
01:00:09,063 --> 01:00:10,231
This is not something
that you're watching.
557
01:00:10,523 --> 01:00:12,942
This is something that you are
experiencing and it's unique to you.
558
01:00:13,234 --> 01:00:17,738
It makes the story tailored to to you
and to what you've been doing.
559
01:00:18,948 --> 01:00:21,534
Some people went insane
on purpose, and other times
560
01:00:21,826 --> 01:00:25,746
people never wanted to see sanity
effects, kept their sanity at maximum.
561
01:00:27,331 --> 01:00:31,502
So it's very interesting to see the dichotomies
out there when people are playing the game.
562
01:00:31,794 --> 01:00:37,591
That was really the opportunity and exploration
we were allowed to do with that system.
563
01:00:40,594 --> 01:00:44,181
Breaking the fourth wall
and having the player question
564
01:00:44,473 --> 01:00:46,892
what is real and what isn't.
565
01:00:47,643 --> 01:00:49,895
"A story centuries in the making."
566
01:00:50,229 --> 01:00:57,611
"A thriller that blurs the line
between reality and illusion."
567
01:00:58,529 --> 01:01:02,408
My one thing that I would recommend to
anyone who's doing these kind of things
568
01:01:02,700 --> 01:01:06,203
is don't be afraid. Push things!
569
01:01:06,495 --> 01:01:09,081
"You are hereby damned!"
570
01:01:10,499 --> 01:01:14,378
What made me do Legacy of Kain?
All these people telling me we couldn't.
571
01:01:14,670 --> 01:01:18,215
What made us do some of the
systems in Eternal Darkness?
572
01:01:18,757 --> 01:01:21,427
People saying, oh, you can never have
a game with 12 characters
573
01:01:21,719 --> 01:01:23,304
that made no sense to anybody.
574
01:01:24,305 --> 01:01:28,058
"Video games are causing violence."
I'm like, oh yeah? I'll show you.
575
01:01:31,395 --> 01:01:36,150
And it's those kind of
things that I think,
576
01:01:36,817 --> 01:01:40,112
impassioned creators
to do something special for gamers.
577
01:01:40,487 --> 01:01:47,369
"The darkness comes! It will damn us all!"
578
01:01:59,673 --> 01:02:03,969
"Alpha team is flying around the forest
situated in northwest Raccoon City."
579
01:02:04,470 --> 01:02:09,225
"But we are searching for the helicopter
of our compatriots. Bravo team."
580
01:02:09,516 --> 01:02:17,775
"We continued our search for the other
members and it turned into a nightmare."
581
01:02:19,235 --> 01:02:21,320
"Head for that mansion!"
582
01:02:21,946 --> 01:02:25,032
The very first time I played
Resident Evil 1,
583
01:02:25,324 --> 01:02:28,786
the remake for Gamecube,
which is one of my favorite games ever.
584
01:02:29,703 --> 01:02:32,748
It was so cool.
585
01:02:34,291 --> 01:02:38,003
And it came at just the right time.
It was the remake we didn't know we needed.
586
01:02:40,839 --> 01:02:42,675
But it stepped it up.
587
01:02:42,967 --> 01:02:46,887
"Live the nightmare. Resident Evil
exclusively from Capcom"
588
01:02:47,179 --> 01:02:50,307
"Rated M for Mature.
Only on Nintendo Gamecube"
589
01:02:51,517 --> 01:02:56,063
Yeah, I mean, it's amazing to think that that
came out only six years after the original,
590
01:02:56,689 --> 01:03:02,736
but back then, technological and
creative advances had very high returns
591
01:03:03,028 --> 01:03:06,949
in such a short period of time that you just
will never, ever see again in my opinion.
592
01:03:21,171 --> 01:03:27,219
The Crimson Heads are essentially what
a zombie evolves into if you don't,
593
01:03:27,720 --> 01:03:30,139
kill them all the way,
if they're only partially dead
594
01:03:30,723 --> 01:03:35,602
as Billy Crystal said in Princess
Bride, they're only mostly dead.
595
01:03:36,603 --> 01:03:39,732
Resident Evil games traditionally got rid
of the zombie bodies after you killed them.
596
01:03:40,232 --> 01:03:42,735
When you're playing the remake
for the first time, they don't disappear,
597
01:03:43,027 --> 01:03:45,821
So you're assuming maybe
they finally have the technology
598
01:03:46,113 --> 01:03:49,158
to keep the bodies around,
and then all of a sudden
599
01:03:51,118 --> 01:03:55,998
they pop up. It's just like,
holy shit. Like, what was that?
600
01:03:56,582 --> 01:03:59,335
"Wesker! Barry! Help!"
601
01:03:59,626 --> 01:04:04,173
You know you could tell they were aware
of the reception to the original game,
602
01:04:04,590 --> 01:04:07,509
but I think it was so ingrained
in the DNA of that game that they kept,
603
01:04:07,801 --> 01:04:10,179
you know, they kept the cheesiness alive.
604
01:04:12,639 --> 01:04:17,811
"That was a close one! A second late, you
would have fit nicely into a sandwich."
605
01:04:18,103 --> 01:04:25,819
Chris and Jill are iconic in that they're average
people who are put into a horrific situation.
606
01:04:26,111 --> 01:04:29,365
I think both Chris and Jill,
they don't have any special powers.
607
01:04:29,656 --> 01:04:32,451
I mean, Jill is the master
of unlocking, but other than that...
608
01:04:32,743 --> 01:04:38,916
"Here's a lock pick. It might be handy if you,
the master of unlocking, take it with you."
609
01:04:39,416 --> 01:04:41,126
"You'd make better use of it."
610
01:04:41,418 --> 01:04:46,840
You know, they're just average people. They're doing
a job and they're in this horrific situation.
611
01:04:49,385 --> 01:04:53,430
They are subject to all of the wear
and tear that normal human beings are.
612
01:04:56,517 --> 01:04:59,686
They, certainly can be Killed,
as you will find out
613
01:04:59,978 --> 01:05:03,065
many, many times over while you're
trying to get through the game.
614
01:05:14,410 --> 01:05:19,748
"No, Barry! You viral cultured freak!"
615
01:05:26,713 --> 01:05:32,010
So there's this idea in media theory of the Final
Girl, which was popularized by Carol J. Clover.
616
01:05:32,302 --> 01:05:36,014
So the final girl is someone who,
unlike her peers has managed to make it
617
01:05:36,306 --> 01:05:41,353
to the end of the film, often
escaping the killer or even defeating him.
618
01:05:42,604 --> 01:05:48,193
We want women to think of themselves
as able to face these demons, face these
619
01:05:48,485 --> 01:05:56,452
horrors around every corner or behind every
door and Jill Valentine does it really well.
620
01:06:02,082 --> 01:06:06,879
When we hear the term final girl, I think, admittedly,
all of us jump straight to the slasher film.
621
01:06:07,504 --> 01:06:09,798
But really, there was this quiet
revolution that was happening
622
01:06:10,090 --> 01:06:14,470
within the PSI and PS2
especially era of video games
623
01:06:14,761 --> 01:06:18,307
where we're seeing the final girl
really come to the forefront.
624
01:07:25,374 --> 01:07:27,584
"What the hell was that?"
625
01:07:27,876 --> 01:07:31,255
"All I know is that things are getting
really screwy around here,
626
01:07:31,547 --> 01:07:34,508
and I got a weird feeling it's
got something to do with me."
627
01:07:34,925 --> 01:07:38,095
You know, so much of Silent Hill 3
is about this teenage girl,
628
01:07:38,428 --> 01:07:44,268
and she's not, like, a hot video game babe,
like she is not Ivy from Soul Calibur 2.
629
01:07:44,560 --> 01:07:46,144
"Give up already."
630
01:07:46,436 --> 01:07:50,607
She is a really normal
looking 2000s teenager.
631
01:07:51,275 --> 01:07:53,193
"Dad. It's me."
632
01:07:53,485 --> 01:07:57,155
Heather in Silent Hill 3
is a very interesting character.
633
01:07:57,614 --> 01:08:00,659
She faces horrors that
are really presented as
634
01:08:00,951 --> 01:08:04,246
being horrors equated to
the feminine experience.
635
01:08:04,746 --> 01:08:10,627
"Just accept it Alessa! The pain will disappear."
636
01:08:10,919 --> 01:08:15,007
But what's interesting about Heather is that
she's not a victim of her femininity.
637
01:08:15,340 --> 01:08:20,012
Although she's tackling these monsters,
which, you know, might look very phallic.
638
01:08:21,513 --> 01:08:26,226
Or she's being stalked by a man, but she
never actually interacts with them.
639
01:08:27,978 --> 01:08:32,649
These are horrors that women sort
of experience on the day to day, albeit,
640
01:08:32,941 --> 01:08:35,861
you know, they're presented in
a much grander way in Silent Hill 3.
641
01:08:36,612 --> 01:08:39,823
But having her be
such a grounded character,
642
01:08:40,490 --> 01:08:43,327
you kind of you relate to her more,
especially as a woman.
643
01:08:43,994 --> 01:08:46,204
"Are you still following me?"
644
01:08:46,496 --> 01:08:48,749
Heather's performance was very, very natural.
645
01:08:49,041 --> 01:08:50,542
I remember the audition.
646
01:08:50,834 --> 01:08:53,754
She did the scene where
she finds her dead father
647
01:08:54,129 --> 01:08:57,716
sitting in front of the TV,
and she just really went for it.
648
01:08:59,051 --> 01:09:01,428
"NO!"
649
01:09:02,721 --> 01:09:08,518
For the rest of the project, her line
reads were always super natural.
650
01:09:09,061 --> 01:09:11,688
"He loved me just like
I was his very own daughter."
651
01:09:11,980 --> 01:09:13,190
Insightful.
652
01:09:13,690 --> 01:09:15,442
"I never had the chance."
653
01:09:15,734 --> 01:09:16,818
She did a great job.
654
01:09:17,110 --> 01:09:20,364
"To tell you how happy you made me."
655
01:10:06,660 --> 01:10:10,539
Fatal Frame, Fatal Frame 2 specifically,
which is a Japanese game set
656
01:10:10,831 --> 01:10:14,126
in a little Japanese village
in the middle of nowhere.
657
01:10:14,459 --> 01:10:18,255
Genuinely one of the scariest games
I've ever played. It's really frightening.
658
01:10:19,339 --> 01:10:22,759
"I don't want to kill anyone."
659
01:10:34,396 --> 01:10:40,777
It had a mechanic, which was,
a camera. Kind of an exorcism camera.
660
01:10:41,069 --> 01:10:45,532
It's such a cool device, you know, for horror
design it's awesome because you have to
661
01:10:45,824 --> 01:10:48,452
You have to get the
ghost in frame, you know?
662
01:10:48,743 --> 01:10:52,497
And you have to take a nice picture
of the ghost in order to fight it.
663
01:11:52,140 --> 01:11:56,478
"1998 I'll never forget it."
664
01:11:57,062 --> 01:12:02,025
"The virus broke out in a nearby
mountain community, Raccoon City."
665
01:12:02,317 --> 01:12:06,613
Six years have passed since that horrendous incident.
666
01:12:06,905 --> 01:12:10,033
"Forget everything you think
you know about Resident Evil."
667
01:12:10,325 --> 01:12:12,202
"I'm under the president's
order to rescue you."
668
01:12:12,494 --> 01:12:14,871
"My father?"
669
01:12:17,249 --> 01:12:19,626
"Who are these people?"
670
01:12:21,127 --> 01:12:23,964
Still to this day, the best game,
in my opinion, that's ever been made
671
01:12:24,256 --> 01:12:26,091
is Resident Evil 4.
672
01:12:26,383 --> 01:12:27,759
"“Shit."
673
01:12:28,051 --> 01:12:30,428
It's an extraordinary game.
674
01:12:30,720 --> 01:12:31,805
"Son of a..."
675
01:12:32,138 --> 01:12:36,643
It was two discs worth,
on the Gamecube, but it was huge,
676
01:12:36,935 --> 01:12:41,231
and it covered such a vast array of
new dynamics, the shooting was amazing.
677
01:12:42,107 --> 01:12:43,149
"Freeze."
678
01:12:43,984 --> 01:12:48,864
The horror was great. It looked fantastic.
679
01:12:49,948 --> 01:12:53,660
The first time like,
you go into the village
680
01:12:54,828 --> 01:13:00,876
in the first time, and it's that opening
where they just throw you to the wolves basically.
681
01:13:02,210 --> 01:13:04,629
And you, you're scrambling to survive.
682
01:13:07,340 --> 01:13:12,512
And then the guy with a chainsaw shows up
and it's just it's just phenomenal.
683
01:13:15,348 --> 01:13:20,186
It feels like you're outside in the woods,
you know, like it feels really great.
684
01:13:20,687 --> 01:13:25,692
Extremely well done. You know, you have to
look at those details like those, those,
685
01:13:25,984 --> 01:13:29,529
those tripwires that that'll just blow up
C4 and kill you immediately.
686
01:13:29,821 --> 01:13:33,575
Like the world is a world of traps
and bad things, and you're just trying
687
01:13:33,867 --> 01:13:37,495
to survive this and try to,
you know, rescue the president's daughter.
688
01:13:37,787 --> 01:13:43,752
"We kidnap the president's daughter
in order to give her our power."
689
01:13:44,044 --> 01:13:48,506
-"And then send her back."
'"NO."
690
01:13:52,218 --> 01:13:56,097
It was such a departure and broke all the
previous rules with Resident Evil,
691
01:13:56,389 --> 01:13:59,351
where it added action elements.
692
01:14:00,393 --> 01:14:07,359
Throw out all the previous tank controls and
survival elements where it was hard to control
693
01:14:07,692 --> 01:14:14,240
and make it a fast action game, and then at
the same time, keep those elements of horror.
694
01:14:18,411 --> 01:14:21,873
I think a lot of people thought
that wasn't possible until then,
695
01:14:22,165 --> 01:14:27,796
and they certainly showed the way that,
no, no, this is very possible,
696
01:14:28,088 --> 01:14:30,507
and this is how we're going to do it.
697
01:15:06,501 --> 01:15:10,255
They have redefined
this whole series now,
698
01:15:11,381 --> 01:15:13,800
and this is so much better.
699
01:15:14,843 --> 01:15:17,887
Felt so good from that viewpoint
behind the character
700
01:15:18,179 --> 01:15:24,394
and a lot of good decisions, you know, so
much audio design, you name it, the balancing.
701
01:15:24,936 --> 01:15:27,272
"What are you selling? What are you buying?"
702
01:15:27,856 --> 01:15:31,067
"What are you buying? What are you selling?"
703
01:15:31,359 --> 01:15:33,778
Seriously, that whole game was perfection.
704
01:15:34,112 --> 01:15:36,072
"Hehehehe, thank you!"
705
01:15:36,364 --> 01:15:41,911
Resident Evil 4 was so good at what it did
that everything after that was basically
706
01:15:42,203 --> 01:15:45,874
just trying to imitate that action
heavy over-the-shoulder shot
707
01:15:46,166 --> 01:15:49,502
and survival horror, as we knew it
kind of went away for a while.
708
01:15:50,503 --> 01:15:53,965
"Where's everyone going? Bingo?"
709
01:16:22,243 --> 01:16:24,662
"Bad dream?"
710
01:16:26,790 --> 01:16:30,210
So the way that Patrick and I got involved
in Silent Hill: Homecoming was that,
711
01:16:30,877 --> 01:16:33,546
a college friend of ours
was a producer on the game
712
01:16:33,838 --> 01:16:38,968
when it was being developed at
what was then, The Collective.
713
01:16:39,260 --> 01:16:42,514
The Collective had just done a Buffy
the Vampire Slayer game.
714
01:16:43,014 --> 01:16:45,225
They had had some success
using some outside writers
715
01:16:45,850 --> 01:16:48,144
who were not video game writers,
to come in and work on the game.
716
01:16:49,395 --> 01:16:52,273
And it was to be the first time
that an American company
717
01:16:52,565 --> 01:16:54,609
was going to be developing
a Silent Hill game.
718
01:16:54,901 --> 01:17:00,615
It was going to be the first next
gen Silent Hill installment.
719
01:17:01,866 --> 01:17:03,493
They had been developing it
for a little bit.
720
01:17:03,785 --> 01:17:06,955
They had come up with a story,
and they'd gotten to the point
721
01:17:07,247 --> 01:17:09,624
where they said,
we need to bring in some writers.
722
01:17:10,250 --> 01:17:13,920
All right kids. Coming from film writing,
which is a 100 page script,
723
01:17:14,587 --> 01:17:19,134
This, here, is all the writing for
Silent Hill: Homecoming.
724
01:17:19,551 --> 01:17:25,515
It is every in-game cinematic. It is every character
bio. It is every string file. For example,
725
01:17:26,641 --> 01:17:29,561
"grunts in pain, teeth knocked out, hard number two."
726
01:17:29,853 --> 01:17:31,896
Like we had to write
all these little things in here.
727
01:17:32,188 --> 01:17:36,985
Here's Wheeler's ambient chatter for Alex.
Like, I mean, there was just so much writing
728
01:17:37,277 --> 01:17:39,612
that had to be done in this game.
729
01:17:39,904 --> 01:17:45,201
The other interesting thing that happened while
working on Silent Hill: Homecoming is the movie came out.
730
01:17:47,453 --> 01:17:52,167
And boy, did we have to pull a lot from the
film. That was a directive right from Konami,
731
01:17:52,584 --> 01:17:55,461
because they were now trying to
turn that into a whole thing.
732
01:17:55,837 --> 01:17:59,299
There are things from previous games
that they wanted to sprinkle
733
01:17:59,591 --> 01:18:05,889
into these games, to make sure that
the fans had something to play with.
734
01:18:06,306 --> 01:18:13,396
Robbie the Rabbit. You know, the nurses
from the movie, obviously Pyramid Head.
735
01:18:14,856 --> 01:18:19,110
Does Pyramid Head make sense
in Silent Hill: Homecoming?
736
01:18:20,737 --> 01:18:23,156
Not entirely.
737
01:18:24,157 --> 01:18:28,703
Pyramid head is absolutely retrofitted canon.
But the truth is, Pyramid Head lives
738
01:18:28,995 --> 01:18:32,081
as a picture on a wall in the Silent
Hill Historical Society
739
01:18:32,373 --> 01:18:34,959
as being an executioner
as part of the town's history.
740
01:18:35,251 --> 01:18:38,546
And I would say, well,
if Konami put the stamp on it, then
741
01:18:38,838 --> 01:18:42,258
it becomes canon, like people retrofit
canon in Star Wars and the Avengers,
742
01:18:42,550 --> 01:18:45,762
Marvel, DC, like we retrofit
canon all the time.
743
01:18:46,888 --> 01:18:50,183
You work with some kind of intellectual property.
744
01:18:50,475 --> 01:18:53,770
You're going to have a couple of people who don't
like it. Or maybe a lot of people don't like it.
745
01:18:54,062 --> 01:18:55,688
“I had no idea.”
746
01:18:55,980 --> 01:18:58,983
“And if you did, would you
have done anything about it?”
747
01:18:59,275 --> 01:19:01,611
I actually thought
that was a pretty good game.
748
01:19:01,903 --> 01:19:05,990
But yeah, I, I would just imagine
that part of the problem
749
01:19:06,282 --> 01:19:09,661
with the post Silent Hill 4
titles is just that
750
01:19:09,953 --> 01:19:12,497
like, there was never one studio,
751
01:19:13,081 --> 01:19:15,917
like they would spread it around
different studios with different visions
752
01:19:16,209 --> 01:19:19,629
and different capabilities,
and I always got the impression
753
01:19:19,921 --> 01:19:23,091
that they didn't have enough budget
to really get those titles
754
01:19:23,383 --> 01:19:27,136
to the quality that Capcom
could do with Resident Evil.
755
01:19:32,225 --> 01:19:35,311
I remember Shattered Memories
being such a different take,
756
01:19:35,603 --> 01:19:37,730
because of, you know, it
does this psychological profile
757
01:19:38,022 --> 01:19:41,442
at the start of the game where it asks
you various questions and you
758
01:19:41,734 --> 01:19:45,613
have to answer them, and then
it tailors the game to those fears.
759
01:19:46,698 --> 01:19:48,866
- "Yes?"
- "The new patient is here."
760
01:19:49,158 --> 01:19:54,580
The framing device is of a woman in a
psychiatrist's office who's telling this story,
761
01:19:54,872 --> 01:19:57,834
like working through her memories,
her shattered memories.
762
01:19:58,418 --> 01:19:59,669
“Let's get started then."
763
01:19:59,961 --> 01:20:05,258
And the choices that you make in that
office are reflected in the world of the game.
764
01:20:05,550 --> 01:20:09,178
So, for example, one of the
most memorable sequences,
765
01:20:10,054 --> 01:20:12,515
you're coloring in a house
and it's full mechanic.
766
01:20:12,807 --> 01:20:15,393
But then when we go
back into the horror story,
767
01:20:15,768 --> 01:20:18,021
you approach a house
and it's all the colors
768
01:20:18,313 --> 01:20:22,275
that you did in the psychiatrist office,
because it's her story. It's the story she's telling.
769
01:20:23,609 --> 01:20:27,322
We knew that the kind of survival horror
template had become a bit old.
770
01:20:27,655 --> 01:20:31,034
Right? A bit stagnant, and so
we really tried to throw out
771
01:20:31,326 --> 01:20:33,745
all the assumptions
about what a horror game is, right?
772
01:20:34,037 --> 01:20:37,749
Which at that time we're pretty much
going back to Alone in the Dark
773
01:20:38,041 --> 01:20:42,253
and Resident Evil, as these two games
that kind of define things.
774
01:20:42,670 --> 01:20:45,965
You're using guns,
bludgeoning things to beat up on enemies
775
01:20:46,257 --> 01:20:49,427
that are usually kind of dumb and numerous
and zombie like right?
776
01:20:49,719 --> 01:20:53,639
And it felt weird to us
looking at Silent Hill and going,
777
01:20:53,931 --> 01:20:56,684
well, this is a psychological horror.
778
01:20:57,352 --> 01:20:59,771
"Where are you taking me? Where am I?"
779
01:21:00,063 --> 01:21:03,399
If you go watch a movie in that genre
or you go read a book in that genre,
780
01:21:03,900 --> 01:21:07,236
the protagonist is not running around
with a pipe bludgeoning zombies
781
01:21:11,074 --> 01:21:13,785
Everyone has dreams
where they are being chased by someone
782
01:21:14,118 --> 01:21:17,914
and they can't escape right? It's
like a very kind of primal fear.
783
01:21:21,084 --> 01:21:24,837
The chase is the form of action.
784
01:21:25,963 --> 01:21:32,261
I remember trying to justify
it by saying it was Pac-Man.
785
01:21:37,308 --> 01:21:41,395
There's a certain thing where, like executives,
they're like, "what even is chase game play?"
786
01:21:41,687 --> 01:21:44,857
"How does that work?" And I'd
be like "it's Pac-Man."
787
01:21:46,609 --> 01:21:49,404
Right, you're in a maze being
chased by ghosts. It's Pac-Man. Right?
788
01:21:49,695 --> 01:21:52,198
And then they're like, oh, okay,
I understand, there's like a core
789
01:21:52,782 --> 01:21:57,662
existing example of this thing working,
then I'm going to feel clever.
790
01:22:03,292 --> 01:22:07,588
So, in Silent Hill: Downpour,
there was talk and serious
791
01:22:07,880 --> 01:22:10,925
consideration of just like taking
combat entirely out of the game.
792
01:22:11,217 --> 01:22:14,137
Like not giving you
the ability to have combat.
793
01:22:15,012 --> 01:22:18,975
They had experimented with it and
Konami wasn't happy with it and said, no,
794
01:22:21,602 --> 01:22:24,021
give the player the ability to fight back.
795
01:22:25,982 --> 01:22:28,609
Silent Hill: Downpour,
I feel, just got like a really bad rap
796
01:22:28,901 --> 01:22:32,113
because it was trying to do
new things when Silent Hill players
797
01:22:32,405 --> 01:22:34,740
just wanted more Silent Hill.
798
01:22:38,494 --> 01:22:46,752
What I mostly saw was a Central European,
you know, Czech team trying to ape Silent Hill 2.
799
01:22:47,545 --> 01:22:51,549
They're clearly keyed in on Silent Hill 2
and maybe a little bit of Silent Hill 3.
800
01:22:51,841 --> 01:22:55,928
They were trying their damnedest
to replicate that and imitate it.
801
01:22:56,429 --> 01:22:58,848
I don't know that anybody could really.
802
01:23:01,976 --> 01:23:05,354
My advice to them was like, look,
don't try to mimic Silent Hill 2.
803
01:23:05,646 --> 01:23:09,317
Don't try to capture J-horror
like Japanese horror
804
01:23:10,109 --> 01:23:13,362
become Czech horror because you guys
are actually really creepy.
805
01:23:13,821 --> 01:23:17,658
Let's take a look around your town. It's like
right up the street from the development
806
01:23:17,950 --> 01:23:23,080
studio was this crematorium that was just going 24/7
and filling the sky with smoke and weird smells.
807
01:23:23,372 --> 01:23:28,211
They made churches out of bones. There was
a dark element in the Czech Republic,
808
01:23:28,502 --> 01:23:33,299
and it was a former Soviet state. So it kind of
had that like Soviet concrete brutalism
809
01:23:33,591 --> 01:23:36,135
and industrialization
happening around the town.
810
01:23:36,636 --> 01:23:42,600
I was like, forget what the Japanese teams
have done with Silent Hill.
811
01:23:42,892 --> 01:23:44,894
That's like uniquely theirs,
and we're not going to imitate it.
812
01:23:45,186 --> 01:23:50,608
Let's figure out what the Czech
Silent Hill looks like. So that's where we went.
813
01:23:53,194 --> 01:23:54,820
"What is this this place?"
814
01:23:55,112 --> 01:23:57,156
That was what got me into
Silent Hill in the first place.
815
01:23:57,448 --> 01:23:59,200
Like, oh, wow,
this is such an interesting vibe.
816
01:23:59,492 --> 01:24:02,828
Like, this is a team that
is just, you know, running with it
817
01:24:03,246 --> 01:24:05,957
and putting something out there
that feels very fresh and unique.
818
01:24:06,457 --> 01:24:08,876
So if we're just going
to spend all our time copying
819
01:24:09,252 --> 01:24:11,629
what that team did, you've already lost.
820
01:24:11,921 --> 01:24:15,967
Like you've already stepped away from that
idea of trying to make something interesting.
821
01:24:28,354 --> 01:24:32,108
So many horror games that came
out in that period, like the
822
01:24:32,400 --> 01:24:37,530
the early aughts up into, you know,
like for like ten years, let's call it,
823
01:24:37,822 --> 01:24:41,325
horror was very action driven.
824
01:24:48,958 --> 01:24:53,671
Like, Dead Space was scary as hell.
Clearly a horror game.
825
01:24:55,131 --> 01:24:56,799
But...
826
01:25:02,096 --> 01:25:06,392
A little more of an action one, and it was a little
more, you know, there was a little more shooty
827
01:25:06,767 --> 01:25:09,604
shooty bang bang gun gun stuff
happening in that then,
828
01:25:10,271 --> 01:25:13,316
creeping around and feeling,
you know, vulnerable and stuff.
829
01:25:15,109 --> 01:25:19,280
Resident Evil used those elements
in the way that it did.
830
01:25:21,032 --> 01:25:27,121
It just eventually became the
dominating approach in the genre.
831
01:25:32,168 --> 01:25:36,255
There's not just one type of horror game. There's
there's different subgenres within it, just like
832
01:25:36,547 --> 01:25:39,133
there's subgenres of horror
fiction and horror film.
833
01:25:39,717 --> 01:25:44,555
The rules about those games, the rules
to making them the kind of best practices,
834
01:25:45,306 --> 01:25:48,517
that you put into place is
very different depending on like,
835
01:25:48,809 --> 01:25:51,854
are you a survival horror game
or are you a horror shooter?
836
01:25:52,146 --> 01:25:54,398
Are you sci-fi horror?
Are you gothic horror?
837
01:25:54,690 --> 01:25:58,027
Are you a walking
sim kind of horror game?
838
01:25:58,319 --> 01:26:01,489
Like, there's there's different rules
and there's different expectations.
839
01:26:36,524 --> 01:26:38,776
So I remember a long time ago,
840
01:26:39,068 --> 01:26:41,529
and this was in a time
when survival horror was considered dead.
841
01:26:42,154 --> 01:26:45,491
Someone said to me how survival
horror is still alive and it's Dark Souls.
842
01:26:50,705 --> 01:26:58,421
And I really thought about that.
Man. Yeah. Like I, I get that.
843
01:27:01,006 --> 01:27:03,509
That has always been a part of Fromsoft games,
844
01:27:03,801 --> 01:27:07,471
this idea that you're in a world
that is not safe for you,
845
01:27:07,763 --> 01:27:10,933
and you have to think very carefully
about whether this is something
846
01:27:11,225 --> 01:27:13,602
you want to engage with or not.
847
01:27:16,605 --> 01:27:19,525
I think Fromsoft games
kind of have another sense of horror,
848
01:27:19,817 --> 01:27:23,237
because they can be
so unforgiving at times.
849
01:27:24,155 --> 01:27:25,614
So that kind of leads to the horror.
850
01:27:25,906 --> 01:27:29,243
And then with Bloodborne,
it's just complete horror aesthetic.
851
01:27:30,369 --> 01:27:34,957
You're fighting werewolves and,
you know, like zombie people and weird
852
01:27:35,249 --> 01:27:39,795
snake sorcerers and all this,
like, quite terrifying imagery.
853
01:27:43,841 --> 01:27:47,595
But most importantly, as the player
you really are fighting for your life
854
01:27:47,887 --> 01:27:51,265
when you play these games,
you're really trying your best to survive.
855
01:27:52,892 --> 01:27:57,062
It's like it's interesting because
it is a very different kind of fear,
856
01:27:57,354 --> 01:28:00,900
but I do think one of the reasons
people love those games so much is
857
01:28:01,525 --> 01:28:06,405
they have learned to just take the essence
of that survival horror of like this,
858
01:28:06,697 --> 01:28:09,116
"Oh fuck, I have low resources
and I'm going to die."
859
01:28:16,499 --> 01:28:21,128
They've translated it into this
complete new kind of way of looking at it.
860
01:28:23,464 --> 01:28:29,470
Arguably, that paved the way for a resurgence of
more traditional style of survival horror.
861
01:28:38,646 --> 01:28:43,275
Resident Evil 7 and 8 really took us back
to the roots of horror in that series,
862
01:28:43,567 --> 01:28:49,281
with what some argue to be some of
the scariest entries into the franchise.
863
01:28:50,449 --> 01:28:53,869
Give me games which are as
good as Resident Evil 7,
864
01:28:54,411 --> 01:28:58,624
and then I'm going to give you
all my love, all my money, all my time.
865
01:29:03,546 --> 01:29:05,965
“In my restless dreams."
866
01:29:06,632 --> 01:29:09,051
"I see that town..."
867
01:29:10,761 --> 01:29:12,346
“Silent Hill."
868
01:29:12,638 --> 01:29:15,182
We're now seeing remakes
of all of these classics
869
01:29:15,474 --> 01:29:20,271
such as Silent Hill 2, Dead Space,
a multitude of the Resident Evil games.
870
01:29:20,688 --> 01:29:24,775
"This time, it has to be different."
871
01:29:31,407 --> 01:29:35,160
The indie space has had a
huge revitalization of survival horror.
872
01:29:35,452 --> 01:29:39,039
You know, we're seeing things like Crow Country,
Sorry We're Closed,
873
01:29:39,331 --> 01:29:41,417
Hollow Body and so many more.
874
01:29:43,752 --> 01:29:48,716
It has opened the door for for the
whole kind of survival horror genre.
875
01:29:51,302 --> 01:29:54,972
For a period, it really seemed
like survival horror had died.
876
01:29:55,264 --> 01:29:58,142
But like the zombies
that plague its hallways,
877
01:29:58,434 --> 01:30:00,853
it always gets back up.
878
01:30:02,313 --> 01:30:05,232
You cannot Kill survival horror.
85808
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