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These are the user uploaded subtitles that are being translated: 1 00:01:30,339 --> 00:01:35,970 Humans have been telling stories to scare each other since the dawn of time. 2 00:01:36,262 --> 00:01:38,723 And I think every time a piece of technology has come along, 3 00:01:39,015 --> 00:01:43,394 whether it's printing press or film or, you know, or radio dramas, and it's like 4 00:01:43,769 --> 00:01:46,105 every time media evolves, 5 00:01:46,439 --> 00:01:51,193 it's one of the first things that, you know, somebody ends up making a scary story with it. 6 00:01:52,278 --> 00:01:56,240 "Yellow creature gobbles dots while being pursued through a maze by monsters." 7 00:01:57,783 --> 00:02:01,454 "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." 12 00:02:16,010 --> 00:02:17,845 Now I'm a kid of the 80s, right? So... 13 00:02:18,179 --> 00:02:21,349 The explosion of the video game craze hit us in 1983 14 00:02:21,641 --> 00:02:23,434 with arcades and all the big arcade games. 15 00:02:23,726 --> 00:02:26,771 “The most advanced video game you can play... 16 00:02:27,063 --> 00:02:30,733 is awaiting your discovery at Showbiz Pizza Place. 17 00:02:31,025 --> 00:02:35,029 I remember one of the first times being scared by a game, 18 00:02:35,321 --> 00:02:36,822 would be like Dragon's Lair. 19 00:02:37,156 --> 00:02:40,618 "Dragon's Lair! The supreme adventure in video games!" 20 00:02:40,910 --> 00:02:43,329 Like when you died in Dragon's Lair you became the skeleton. 21 00:02:43,746 --> 00:02:45,623 I lost a lot of money on that stupid game. 22 00:02:45,915 --> 00:02:47,375 $0.50. Come on! 23 00:02:47,833 --> 00:02:51,879 "Williams Electronics dares you to climb into your interceptor, 24 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!" 26 00:03:00,805 --> 00:03:02,890 "Beware I live!" 27 00:03:03,182 --> 00:03:05,393 You're trying to run away while you're trying to mine 28 00:03:05,684 --> 00:03:08,854 these little asteroids all over the place, and it's like "run coward!" 29 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. 31 00:03:17,279 --> 00:03:21,492 I absolutely think of Sinister, or Otto, who was the 32 00:03:21,784 --> 00:03:23,744 bouncing ball in Berserk who would come after you... 33 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. 35 00:03:33,045 --> 00:03:34,213 "STARS!" 36 00:03:34,588 --> 00:03:36,966 They provided that same level of 37 00:03:37,258 --> 00:03:38,718 oh my God, I gotta get out, I gotta stay alive, 38 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, 49 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 52 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 57 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 60 00:07:48,509 --> 00:07:51,762 Alone in the Dark or anything else, is kind of insane. 61 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. 62 00:07:56,058 --> 00:07:59,311 You were not obliterating this mansion. You had to think about how to move forward. 63 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. 66 00:08:35,889 --> 00:08:39,476 The first horror game that I played that I would say 67 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. 71 00:08:55,200 --> 00:08:57,244 But Alone in the Dark felt spooky. 72 00:08:57,953 --> 00:09:02,249 "It's the kind of place ghosts run away from in terror." 73 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 76 00:09:47,711 --> 00:09:52,674 that was happening to the character's psych that was unraveling. 77 00:11:24,892 --> 00:11:29,438 This was a game that used cinematic camera angles 78 00:11:29,730 --> 00:11:33,066 to really great effect, to create a feeling of suspense. 79 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. 82 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? 104 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 106 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 108 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. 110 00:14:46,426 --> 00:14:49,721 It's so subtle and it really gives you a sense of unease, 111 00:14:50,013 --> 00:14:51,348 because nothing happens for a little while. 112 00:14:51,640 --> 00:14:53,767 You're just going around meeting people, then all of a sudden... 113 00:14:56,061 --> 00:14:58,480 Bang. Scissor Man turns up. 114 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. 116 00:15:04,694 --> 00:15:07,656 Scissor Man can come at any point, and you have to get your character 117 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 122 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. 124 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 141 00:18:41,411 --> 00:18:44,873 that Resident Evil came along and really had that global impact. 142 00:19:02,599 --> 00:19:06,978 Thinking back to the original Resident Evil, I remember 143 00:19:07,520 --> 00:19:14,319 it being one of the first 3D cinematic experiences in a game. 144 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" 147 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... 150 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. 157 00:21:03,011 --> 00:21:06,765 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!" 160 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!" 162 00:21:30,455 --> 00:21:32,707 Resident Evil 1 is definitely iconic as an experience 163 00:21:32,999 --> 00:21:35,335 when you, you know, explore that universe for the first time. 164 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. 166 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." 173 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 176 00:22:36,646 --> 00:22:38,982 was the different perspectives on the characters. 177 00:22:39,274 --> 00:22:41,484 "Name's Leon Kennedy, nice to meet you." 178 00:22:41,776 --> 00:22:46,364 "Mine's Claire. Claire Red field. I came to find my brother Chris." 179 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. 181 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 184 00:23:09,345 --> 00:23:12,223 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 00:23:16,227 --> 00:23:18,479 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 188 00:23:26,654 --> 00:23:30,241 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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