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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:01:09,944 --> 00:01:13,656 So, indie horror. I'm terribly jealous of indie horror. 2 00:01:13,948 --> 00:01:16,909 Because the horror games that I've worked on were kind of more, you know, 3 00:01:17,201 --> 00:01:23,291 bigger budget with a bigger publisher. And it was kind of the traditional publisher developer model. 4 00:01:23,874 --> 00:01:27,086 And what that does is that makes you take way less risks, 5 00:01:27,378 --> 00:01:30,673 in when you do those types of games and you have those kind of budgets and team sizes, 6 00:01:31,173 --> 00:01:33,676 "Just trying to be helpful son." 7 00:01:33,968 --> 00:01:42,101 I once had a publisher tell me it's very important that a game has a 90 plus Metacritic, right? 8 00:01:42,393 --> 00:01:46,939 That's how we judge success. And he said the way that you get a 90 plus Metacritic 9 00:01:47,690 --> 00:01:55,823 is not by making the best game. He was like, you just have to make something that doesn't upset anybody. 10 00:01:57,241 --> 00:02:00,536 So they were like, the way that this works and the way that like an Ubisoft 11 00:02:00,828 --> 00:02:05,333 game works is we're going to have tons of stuff in it, so there's something for everyone, 12 00:02:05,625 --> 00:02:09,003 and none of these individual mechanics or pieces need to be the best. 13 00:02:09,462 --> 00:02:14,425 We just need to make sure that none of them offend someone, that there's not any design decisions made 14 00:02:14,717 --> 00:02:19,388 that they're going to piss someone off or surprise people, or be confusing to people. 15 00:02:20,431 --> 00:02:24,143 You only find the cool, weird shit at the indie level, you know, 16 00:02:24,435 --> 00:02:27,855 because that's the kind of stuff that we can do because nobody's telling us what to do 17 00:02:28,147 --> 00:02:29,982 and we could do what we want. 18 00:02:31,233 --> 00:02:37,239 If it fails, shit. And if it succeeds, well, it wasn't going to succeed any other way. 19 00:02:37,657 --> 00:02:41,202 And I think that's great personally, because there are so many cool projects 20 00:02:41,494 --> 00:02:47,625 that never would have made it into the public eye if there were barriers in the way. 21 00:02:50,878 --> 00:02:55,925 I think that the rise of indies happened because there were several indie successes 22 00:02:56,217 --> 00:03:00,137 for people to look at and go, I can do that too, you know? Or I want to do that. 23 00:03:03,641 --> 00:03:07,144 When you look at, say, early shareware, shareware games, 24 00:03:07,436 --> 00:03:11,816 one person made that game, obviously, or a very small team made that game, 25 00:03:12,274 --> 00:03:16,195 and it was almost like a, you know, David and Goliath situation 26 00:03:16,487 --> 00:03:19,782 where Id Software with just four people. 27 00:03:20,282 --> 00:03:26,330 You know, we're making games that made the industry respond to what we were doing, 28 00:03:26,664 --> 00:03:33,003 and they had to adopt the practices that we were doing to basically stay relevant. 29 00:03:33,671 --> 00:03:39,719 And in 2009, Minecraft, made by one person basically changes the world. 30 00:03:40,970 --> 00:03:43,305 Everybody's playing it. Everyone's talking about it. 31 00:03:43,597 --> 00:03:47,893 And it really showed, like what you could do. That game made billions of dollars. 32 00:03:48,561 --> 00:03:53,149 You know like what indie doesn't, doesn't see that and go I need to do that. 33 00:03:53,816 --> 00:03:58,028 "This will be my greatest test of faith yet." 34 00:04:13,794 --> 00:04:17,840 It took a long time for people to realize they could make money with their little silly video games. 35 00:04:18,132 --> 00:04:20,551 You know, back in the day, a lot of games that you see on Itch now that people 36 00:04:20,843 --> 00:04:24,346 charge money for, they would have made for free on Newgrounds 37 00:04:29,852 --> 00:04:33,939 The flash game scene was really defined by its short 38 00:04:34,231 --> 00:04:37,526 and snappy interactive experiences that were just fun to play. 39 00:04:38,569 --> 00:04:41,614 I wasn't as big into it as I think a lot of other people my age were, 40 00:04:42,323 --> 00:04:46,702 but the one that I remember vividly is that stupid scary maze game. 41 00:04:48,537 --> 00:04:50,748 So you're using your cursor to navigate through this maze, 42 00:04:51,040 --> 00:04:53,375 and if you touch the edges, you lose. 43 00:04:53,834 --> 00:05:00,132 The maze starts to get really, really tiny, so you're just inching your cursor along. 44 00:05:04,011 --> 00:05:07,681 It's just such a cheeky way of setting that up. 45 00:05:08,891 --> 00:05:12,853 We also had this really cool game called Found Lost. It was very much prototypical 46 00:05:13,145 --> 00:05:15,105 of the genre at the time where, you know, 47 00:05:15,397 --> 00:05:19,109 it's just a point and click adventure almost through this spooky house. 48 00:05:22,196 --> 00:05:27,243 Found Lost, I think that it was emailed across to me from a friend of mine. 49 00:05:27,535 --> 00:05:29,829 "Hey, check this game out!" 50 00:05:31,330 --> 00:05:37,461 What really resonated with me was how it was based on a real world painting. 51 00:05:37,753 --> 00:05:45,511 That was presumably haunted. It gave a sense of attachment to the real world. 52 00:05:47,304 --> 00:05:48,931 I thought it was amazing. 53 00:05:51,851 --> 00:05:57,106 With the flash scene, there was this huge community that was super invested in all of these games 54 00:05:57,398 --> 00:05:59,149 that they're seeing come out online. 55 00:05:59,525 --> 00:06:04,363 You know, you're living in an age of Netscape and GeoCities and, the dancing baby. 56 00:06:04,697 --> 00:06:08,701 But to be able to interact and be able to play a game online, 57 00:06:08,993 --> 00:06:14,415 that was a really, really big thing, and it opened my eyes up to a new way 58 00:06:14,707 --> 00:06:16,750 of getting my content out there. 59 00:06:17,084 --> 00:06:21,380 We could get these sponsorships, and that was huge at the time. 60 00:06:21,672 --> 00:06:28,554 I mean, that was the first real available money, when people like Adult Swim came forward or Kongregate. 61 00:06:29,138 --> 00:06:33,475 So that was absolutely huge for indies. That was the money that enabled 62 00:06:33,934 --> 00:06:37,313 people like me to make our dream projects. 63 00:06:42,109 --> 00:06:44,820 When I set out to build Exmortis, 64 00:06:45,112 --> 00:06:51,785 I wanted to build it as a really big homage to the Evil Dead series. 65 00:06:59,835 --> 00:07:02,963 Exmortis was really interesting because it was kind of this diversion from 66 00:07:03,255 --> 00:07:05,507 what we were used to expecting from a flash game. 67 00:07:06,050 --> 00:07:10,137 The graphics were a lot more gritty. The story was way darker, 68 00:07:10,429 --> 00:07:17,353 and it was really impressive with how it dealt with ambience in terms of sound and music. 69 00:07:20,731 --> 00:07:23,400 And it was a bit of a slow burn, you know, you go from room to room, 70 00:07:23,692 --> 00:07:31,367 you discover clues, unfurl the story. But it was it was all a very slow pace. 71 00:07:32,159 --> 00:07:35,287 "You have served us well up until this point." 72 00:07:35,871 --> 00:07:39,792 And then if you choose to run, it was frantic. 73 00:07:46,131 --> 00:07:51,136 And it really takes this sinister turn, and the game play really ramps up for a flash game. 74 00:07:51,845 --> 00:07:55,724 I wanted this, this massive entity sort of trying to chase you through 75 00:07:56,016 --> 00:07:58,519 the tunnels at the end. But then I thought, okay, 76 00:07:58,936 --> 00:08:01,814 what if we looped this around? What if at the beginning of the game 77 00:08:02,690 --> 00:08:04,942 you wake up, you don't know where you are. 78 00:08:05,651 --> 00:08:08,320 You see a house in the distance, you decide to explore. 79 00:08:09,405 --> 00:08:12,324 What if I bring the player back around to that? 80 00:08:15,077 --> 00:08:19,623 To then raise the question. How long have I been doing this for? 81 00:08:22,084 --> 00:08:26,088 Exmortis was so popular because it was unique. It was special. 82 00:08:26,380 --> 00:08:29,717 And I think you weren't expecting to find something of that caliber 83 00:08:30,009 --> 00:08:32,761 when you logged on to play some flash games online. 84 00:08:33,095 --> 00:08:36,390 You know, you're used to seeing this campy, cartoony approach. 85 00:08:36,682 --> 00:08:40,352 So finding Exmortis, it was like you'd found a goldmine. 86 00:08:41,353 --> 00:08:46,191 The second game was a result of the hyper popularity 87 00:08:46,483 --> 00:08:48,777 of how that first game hit. 88 00:08:49,069 --> 00:08:53,282 I wanted to continue the story, but I wanted to put more of a sort of epic, 89 00:08:53,574 --> 00:08:56,201 journey kind of vibe to it. 90 00:08:56,660 --> 00:09:01,832 "I'm afraid mankind's fate rests on your next course of action" 91 00:09:04,001 --> 00:09:10,215 But the difference here is that the storytelling ran so much deeper and was actually far more brutal. 92 00:09:10,883 --> 00:09:16,138 In this one, we're told that, you know, children have been the victims of the Exmortis. 93 00:09:16,430 --> 00:09:18,515 There's actually a scene where you walk into a bedroom 94 00:09:18,807 --> 00:09:22,770 and you're confronted with the corpses of two children on the bed. 95 00:09:27,858 --> 00:09:31,862 Going into the second game, I knew that I wanted to tell the tale 96 00:09:32,154 --> 00:09:38,494 of the central protagonists, as well as all the lives of people 97 00:09:39,078 --> 00:09:44,792 that they would have experienced during this apocalyptic event. 98 00:09:52,883 --> 00:09:57,888 Around that time period, I was really big into the whole, ghost hunting 99 00:09:58,180 --> 00:10:02,726 kind of shows that started sort of making their way onto cable television. 100 00:10:03,352 --> 00:10:08,398 I ended up taking a few photos while I was out at the Manly quarantine station, 101 00:10:08,941 --> 00:10:11,819 which has multiple ghosts, apparently, 102 00:10:12,402 --> 00:10:13,403 "Get out." 103 00:10:16,073 --> 00:10:20,661 I wanted to create that connection to the real world, 104 00:10:20,953 --> 00:10:25,833 much like Found Lost ended up doing with that painting. 105 00:10:27,417 --> 00:10:32,131 The thing that kicked off for indies, I think, was 3D engines. 106 00:10:32,631 --> 00:10:35,843 When you have like a still image, it's not as effective. 107 00:10:36,134 --> 00:10:38,846 There's something that happens when you can move around. 108 00:10:39,138 --> 00:10:43,475 And one thing that I found out myself when doing Unbirth 109 00:10:44,059 --> 00:10:48,188 was that the first person view is very cheap. 110 00:10:48,480 --> 00:10:52,442 I can just stick a camera in the world and I can add some fog, add 111 00:10:52,734 --> 00:10:57,281 some walls and add some spooky music and I have a horror game. 112 00:11:12,796 --> 00:11:16,675 Oh. Amnesia was probably the first one that I'd say was like, 113 00:11:17,217 --> 00:11:20,596 small budget, small team. Scary as hell. 114 00:11:21,388 --> 00:11:25,475 "Don't forget. Some things mustn't be forgotten." 115 00:11:26,810 --> 00:11:29,563 "The shadow hunting me. I must hurry." 116 00:11:30,939 --> 00:11:33,442 That's a staple for anyone wanting to get into indie, 117 00:11:33,734 --> 00:11:39,489 for wanting to understand. Kind of, the evolution of the craft, I suppose. 118 00:11:42,326 --> 00:11:46,705 It started out as taking movies like Saw and Hostel, 119 00:11:47,122 --> 00:11:52,628 using those in a sort of Mario-like game thing, which sounds insane, and was, it didn't work. 120 00:11:54,296 --> 00:12:00,385 And then the publisher had to pull out of the contract, so we had no influx of money. 121 00:12:00,928 --> 00:12:03,472 We had a lot of assets for it, but the game play didn't work. 122 00:12:03,764 --> 00:12:07,976 That Super Mario meets horror game was not a good concept at all. 123 00:12:08,477 --> 00:12:11,188 And, we were like, okay, what do we do? What do we do? 124 00:12:11,480 --> 00:12:14,900 But then all of a sudden we got an influx of money, 125 00:12:15,192 --> 00:12:18,862 there was actually a steam sale on Penumbra. 126 00:12:20,072 --> 00:12:23,659 The Penumbra series is the first game we made as a studio, 127 00:12:24,117 --> 00:12:29,957 and it takes place in an abandoned mine in Greenland, of all places. 128 00:12:30,290 --> 00:12:36,964 And in there you use, various tools, solve puzzles, and encounter various monsters. 129 00:12:38,757 --> 00:12:42,469 I think this was like the second or third steam sale that we were a part of, and I didn't know 130 00:12:42,761 --> 00:12:45,722 there were a good thing at all, but it turns out we got a lot of money from that 131 00:12:46,014 --> 00:12:51,520 it was like, oh, what do we do? And then the thing was, okay, let's make Penumbra. But better. 132 00:13:08,787 --> 00:13:11,873 "I have tried everything, and there is no way to fight back." 133 00:13:12,708 --> 00:13:14,960 "You need to escape it as long as you can." 134 00:13:36,982 --> 00:13:41,903 The game was all about powerlessness and vulnerability, which I really appreciated. 135 00:13:42,612 --> 00:13:46,783 This feeling of helplessness. This feeling of confronting something much bigger 136 00:13:47,075 --> 00:13:49,995 and grander than you can perceive. 137 00:14:17,856 --> 00:14:22,027 There was one point where I just, I went into a room, and one of those weird mouth 138 00:14:22,319 --> 00:14:24,529 monster things was in there with its back toward me, 139 00:14:24,821 --> 00:14:26,823 and it, like, turned around. 140 00:14:28,325 --> 00:14:31,203 And I literally jumped up out of my seat 141 00:14:31,661 --> 00:14:33,413 and, like, slammed the pause button 142 00:14:33,955 --> 00:14:38,251 and was kind of done playing for a few days. 143 00:14:41,129 --> 00:14:44,591 I know that the like, creatures in the game turned into like a meme after a while, 144 00:14:44,966 --> 00:14:47,636 but when I first saw them, they were so disturbing to me. 145 00:14:47,928 --> 00:14:51,932 You know, I had that, "Oh my God, what the hell is that" moment. You know? 146 00:14:53,517 --> 00:14:58,480 Amnesia works very well because it is a very slow build. 147 00:15:00,107 --> 00:15:03,860 You know, you don't see anything for a good portion of the game, but, you know, 148 00:15:04,152 --> 00:15:05,695 you're reading things, you're learning about it. 149 00:15:05,987 --> 00:15:09,157 You're building these little horror stories in your head. 150 00:15:15,747 --> 00:15:20,419 And then when you do see it, you know, you get fleeting glances. And it does. It really teases you. 151 00:15:22,379 --> 00:15:25,507 It kind of makes your your hair stand on end 152 00:15:25,799 --> 00:15:28,844 and, like, oppressive is a great way to describe it because it's really, 153 00:15:29,344 --> 00:15:33,390 you know, it's making you like this, a rat in a maze. 154 00:15:36,309 --> 00:15:40,856 There's these key mechanics of hiding and avoiding the creatures, 155 00:15:41,314 --> 00:15:42,941 and then the sanity meter. 156 00:15:45,694 --> 00:15:50,407 The idea that the game actually morphs and changes depending on how much your character 157 00:15:50,699 --> 00:15:52,784 is losing their mind. 158 00:15:53,994 --> 00:15:57,289 The first thing that comes to mind is how do we gamify sanity? 159 00:15:57,581 --> 00:16:00,000 How do we reward a player for doing this? 160 00:16:01,376 --> 00:16:04,379 There was this movement called "The Not Games Movement", 161 00:16:04,963 --> 00:16:10,427 and they were making these experimental games, and they were really going against the sort of tide 162 00:16:10,719 --> 00:16:14,848 on, games shouldn't have a score, games shouldn't have a goal. 163 00:16:15,140 --> 00:16:17,809 And you know all those things, so they were really against it. 164 00:16:18,101 --> 00:16:21,146 And I was really taken in by this. This is, I found this very interesting. 165 00:16:21,438 --> 00:16:24,357 And then the idea came, okay, what if 166 00:16:25,525 --> 00:16:29,070 the whole idea behind the sanity system is just that it's, it's a magic trick? 167 00:16:29,362 --> 00:16:35,202 There is nothing dangerous about it, but the game never says that it is okay. 168 00:16:35,577 --> 00:16:38,747 We could put more and more focus on just being immersed. 169 00:16:39,039 --> 00:16:43,126 There were less things to worry about, and when there's less things to worry 170 00:16:43,418 --> 00:16:47,255 about for the player in the game, they worry more. 171 00:16:52,928 --> 00:16:57,349 To me, Amnesia was actually, I would say, almost like a new genre. 172 00:16:57,641 --> 00:17:00,894 I think it did birth a new genre, "escape horror"? 173 00:17:01,186 --> 00:17:08,318 I mean, it, it has its roots in Glock Tower. I suppose ultimately it kind of rebirthed 174 00:17:08,610 --> 00:17:14,241 that if you like but made it the modern version that we know. 175 00:17:15,325 --> 00:17:17,202 You know, it's obviously spawned sequels. 176 00:17:17,494 --> 00:17:21,122 I feel like Amnesia was probably like it opened doors 177 00:17:22,082 --> 00:17:27,462 in some way because it told developers, you can make these smaller horror games. 178 00:17:27,837 --> 00:17:32,759 Amnesia The Dark Descent really put me in a place that I'd never been before. 179 00:17:34,719 --> 00:17:38,014 At the end, I was like, okay, those guys have something. 180 00:17:38,306 --> 00:17:40,308 They're really good. 181 00:17:40,684 --> 00:17:44,437 Okay, let's let's do it. Also, make it, because it really inspired 182 00:17:44,729 --> 00:17:48,441 us trying to make Outlast that was something that they really 183 00:17:49,067 --> 00:17:54,739 give me the guts to, to start, start my own game. 184 00:18:20,974 --> 00:18:23,768 With Outlast, the fact that you couldn't fight back. 185 00:18:24,060 --> 00:18:27,188 The fact that you're hiding, cowering under beds. 186 00:18:27,480 --> 00:18:32,777 You know you're just, that, feeling that you know you, you are powerless. 187 00:18:34,321 --> 00:18:37,949 It taps into that. You know, that sense where you wake up in the middle of the night, 188 00:18:38,241 --> 00:18:45,206 you think the kind of thing hanging over the door is a figure, you know, it really taps into that. 189 00:19:23,745 --> 00:19:27,040 You know, the first Half-Life was a big influence. 190 00:19:28,708 --> 00:19:36,216 Being stuck somewhere and trying to, make your way out. We wanted something effective yet simple. 191 00:19:36,508 --> 00:19:39,260 And that we could do with a very small team. 192 00:19:40,011 --> 00:19:45,183 Creating that asylum was a solution to all that. 193 00:19:47,102 --> 00:19:53,483 There is something about having the camera on you that enhances the experience. 194 00:19:53,775 --> 00:19:58,113 And part of it is that the graphics gets worse, so it's harder to see. 195 00:19:58,405 --> 00:20:03,159 But it's also something about the Ul and realism to found footage. 196 00:20:03,451 --> 00:20:08,081 It has to be the similar thing why found footage horror movies are so popular. 197 00:20:12,544 --> 00:20:16,131 Oh Outlast is Terrible! In all the good ways. 198 00:20:16,423 --> 00:20:21,845 I mean, it's truly horiffic. I mean, they really took the horror game genre 199 00:20:22,470 --> 00:20:27,934 genre and like, twisted the nipples of horror games. 200 00:20:37,444 --> 00:20:40,321 Even with the necrophiliac, 201 00:20:42,282 --> 00:20:45,702 The reason why he's there is because we're looking for something, 202 00:20:45,994 --> 00:20:48,455 that would make the players say, 203 00:20:48,788 --> 00:20:52,917 well, they're willing to do that in the game, then anything can happen. 204 00:20:58,423 --> 00:21:02,594 So they just become a lot more stressed about the rest of the game. 205 00:21:03,428 --> 00:21:07,098 I remember when we went to Pax East the first time, 206 00:21:07,682 --> 00:21:12,270 and we started hearing the screams of the players and just seeing their faces 207 00:21:12,562 --> 00:21:16,399 when they came out of the booth after playing the demo was so satisfactory. 208 00:21:16,900 --> 00:21:20,987 People like jumping out and then smashing the walls of the of our booths. 209 00:21:21,321 --> 00:21:28,036 It was like those moments where, we're like, okay, we're doing something good there. 210 00:21:28,328 --> 00:21:31,289 So that's that's where we're like, "okay maybe that's too intense". 211 00:21:31,706 --> 00:21:35,293 But, it never stopped us, It was like, "okay, that's what I want to do." 212 00:21:35,585 --> 00:21:39,756 Something so frickin intense so that I can be like, "I did that." 213 00:21:42,842 --> 00:21:48,097 With an indie company, we're not necessarily looking for to reach the widest audience possible. 214 00:21:48,389 --> 00:21:53,186 We're okay with with having a niche and pleasing that niche. 215 00:21:53,937 --> 00:21:58,191 "And the nominees for the Fans Choice Award are:" 216 00:21:59,067 --> 00:22:05,031 So I think we prefer to have a game with a very strong identity than trying to dilute it, 217 00:22:05,448 --> 00:22:06,908 "Outlast!" 218 00:22:07,200 --> 00:22:08,952 To gain additional markets. 219 00:22:09,410 --> 00:22:15,708 "And the winner of the Fans Choice Award for 2013, Outlast!" 220 00:22:18,878 --> 00:22:23,925 "We like to thank, this is a great team. The best team of 12 people. Thank you." 221 00:22:43,611 --> 00:22:49,117 When Outlast and Amnesia came out, that's when you really saw the explosion 222 00:22:49,409 --> 00:22:53,872 of indie horror games. Lone Survivor, for example, is an incredible 223 00:22:54,205 --> 00:22:58,251 indie horror game that I think people took a chance on 224 00:22:58,543 --> 00:23:04,299 because they saw what a smaller team could do with, like Outlast and Amnesia 225 00:23:23,610 --> 00:23:27,280 What's amazing with Lone Survivor is how with pixel art, 226 00:23:27,947 --> 00:23:35,330 they can still create a very immersive experience and atmosphere, that really... 227 00:23:37,498 --> 00:23:39,083 Sucks you right in. 228 00:23:47,634 --> 00:23:50,011 One thing I really liked about the early Silent Hill 229 00:23:50,970 --> 00:23:54,015 was their low-res texture, in that you couldn't really understand 230 00:23:54,307 --> 00:23:57,810 what the monsters were in the fog. They just popped out pixel by pixel. 231 00:23:59,187 --> 00:24:03,691 You have to use your imagination a lot, and Lone Survivor uses that with chunky pixels, but, 232 00:24:04,067 --> 00:24:06,903 in a sort of platform, so you see some sort of shape moving in. 233 00:24:07,195 --> 00:24:11,574 You're unsure what it is. So it's utilized that really, really well I think. 234 00:24:15,787 --> 00:24:18,665 For the majority of the game, our survivor is 235 00:24:18,957 --> 00:24:22,543 Just like walking left to right in these hallways in his apartment building. 236 00:24:23,878 --> 00:24:32,679 And we're learning as we go, okay, maybe things aren't exactly as they seem. 237 00:24:35,848 --> 00:24:40,144 I would say even more than the isolation element in Lone Survivor. 238 00:24:40,436 --> 00:24:44,315 I think grief is probably one of the main themes. You know, it kind of comes through 239 00:24:45,149 --> 00:24:49,988 through the character remembering this person 240 00:24:51,322 --> 00:24:53,282 who they've lost sort of thing. 241 00:24:54,617 --> 00:24:59,914 My dad had died of cancer at that time, so it was just processing that. 242 00:25:00,206 --> 00:25:05,795 It was how that can, you know, or trauma or something can make you retire 243 00:25:06,087 --> 00:25:08,965 into yourself more. 244 00:25:11,426 --> 00:25:14,846 I think there's an element of hope there as well. 245 00:25:17,306 --> 00:25:23,521 You're at your rock bottom at one point and you get to the basement and it's 246 00:25:23,813 --> 00:25:25,815 a horrific part of the game. 247 00:25:26,441 --> 00:25:33,573 But then there's this cut scene where you're whisked off to like a dreamy environment that's very calming. 248 00:25:35,575 --> 00:25:38,286 It's a happy memory sort of thing of a character. 249 00:25:39,662 --> 00:25:41,664 It's almost more frightening when you have hope, right? 250 00:25:41,956 --> 00:25:47,170 In the game, both parts are made more effective by that, the contrast. 251 00:25:52,383 --> 00:25:55,261 "Lone Survivor is only about 3 or 4 hours long," 252 00:25:55,762 --> 00:25:59,098 "but it's an emotional experience that leaves you with plenty of questions" 253 00:25:59,390 --> 00:26:01,476 "to ponder once you've finished." 254 00:26:01,768 --> 00:26:06,189 It's, it's still phenomenal to me that I'm living off it. 255 00:26:06,481 --> 00:26:11,778 You know, 12 years later, and I haven't released another game yet. 256 00:26:12,278 --> 00:26:17,408 But you know, that, and my music sort of keeps me going still. So... 257 00:26:23,539 --> 00:26:28,086 I feel like, in a way, I lined up somehow with the zeitgeist 258 00:26:28,377 --> 00:26:33,674 in with the first release, just by pure luck and, you know, you can't 259 00:26:33,966 --> 00:26:37,512 you can't aim to catch the zeitgeist, you just do or you don't, 260 00:26:37,804 --> 00:26:40,598 you know, it's just one of those things. It's, it's luck. 261 00:27:00,535 --> 00:27:04,497 I remember when we released the very first trailer of Qulast one, 262 00:27:04,789 --> 00:27:09,877 and we kept reading the the comments and kept seeing the name of PewDiePie. 263 00:27:10,461 --> 00:27:15,299 And we were like, who the fuck is this guy? Why is everybody talking about PewDiePie? 264 00:27:17,426 --> 00:27:20,638 You know, and that's when we started doing a bit of research and, 265 00:27:20,930 --> 00:27:26,686 and saw that there was this trend of, people liking to watch others play 266 00:27:27,061 --> 00:27:33,442 and then PewDiePie, played it, a few weeks later, and I think up until now, 267 00:27:33,734 --> 00:27:37,363 that video has like 20 million views. 268 00:27:38,156 --> 00:27:42,034 Not everyone has a computer, not everyone has a good computer, 269 00:27:42,743 --> 00:27:45,329 and not everyone has access to a credit card, 270 00:27:45,621 --> 00:27:48,499 or is brave enough to steal their parents credit card 271 00:27:48,916 --> 00:27:51,502 to get horror games, you know? So... 272 00:27:51,794 --> 00:27:55,965 "Hello everybody. My name is Markiplier and welcome to FAITH..." 273 00:27:57,842 --> 00:28:00,761 I get a lot of FAITH fans who say, 274 00:28:01,053 --> 00:28:03,723 I've never played the games, but I've watched Markiplier play them 275 00:28:04,140 --> 00:28:09,478 and I'm okay with that because Markiplier was my first exposure 276 00:28:09,770 --> 00:28:12,273 to the world of indie horror games, starting with Slenderman. 277 00:28:17,111 --> 00:28:20,281 And I actually attribute a lot of my, I guess, 278 00:28:20,698 --> 00:28:24,619 horror design acumen and my, like, my internal library of, 279 00:28:25,745 --> 00:28:29,498 of horror games to watching his playthroughs. 280 00:28:29,999 --> 00:28:35,463 But the secret is I also learned what scared these YouTubers, right? 281 00:28:36,047 --> 00:28:37,882 So I observed 282 00:28:38,799 --> 00:28:40,593 that Markiplier hates mannequins. 283 00:28:41,886 --> 00:28:45,181 So there's a mannequin scare in FAITH. 284 00:28:48,351 --> 00:28:50,895 And let me tell you, when Markiplier played FAITH, 285 00:28:51,187 --> 00:28:55,274 he had such nice things to say about it. Like, I was like tearing up 286 00:28:55,566 --> 00:28:59,320 listening to him say that because he's one of my heroes, right? 287 00:28:59,612 --> 00:29:03,783 "That was very good. And it just goes to show, you don't need to have incredible graphics 288 00:29:04,075 --> 00:29:05,701 to create a terrifying experience." 289 00:29:06,619 --> 00:29:12,583 I think it were MatPat who played A Chair in a Room over like 2 or 3 sessions 290 00:29:13,209 --> 00:29:16,379 and just watching the response to his response 291 00:29:16,671 --> 00:29:20,132 to something you made is absolutely fantastic. 292 00:29:22,677 --> 00:29:26,222 But I think it's through seeing those reactions, seeing those people 293 00:29:26,514 --> 00:29:29,350 play the games that actually acted as the catalyst 294 00:29:29,642 --> 00:29:32,103 for me to jump from doing a completely different job 295 00:29:32,395 --> 00:29:36,357 and seeing being able to do games as a viable option. 296 00:29:36,732 --> 00:29:39,860 Back then you had to go looking, you know, for these games. 297 00:29:40,152 --> 00:29:43,406 So whether it was, you know, Kickstarter or, 298 00:29:43,698 --> 00:29:47,076 you know, YouTubers or it all played a part 299 00:29:47,368 --> 00:29:50,913 Itch has been huge in the rise of indie games. 300 00:29:51,497 --> 00:29:55,459 Itch.io is just an amazing, well of creativity that I go 301 00:29:55,751 --> 00:30:00,047 to all the time to find new indie, horror and other genres as well. 302 00:30:12,727 --> 00:30:18,357 Itch.io showed up at some point in there, but it's never been a massive platform. 303 00:30:18,941 --> 00:30:23,612 Steam instituting Steam Greenlight was like, that was when the floodgates opened. 304 00:30:23,904 --> 00:30:25,573 And the walls came down. 305 00:30:26,657 --> 00:30:30,870 There was a time when you had to know somebody at valve to get your game on steam. 306 00:30:31,287 --> 00:30:34,290 Anybody could put up a green light page. 307 00:30:34,623 --> 00:30:39,420 Anyone who found that page would be able to vote on it, and the top ones 308 00:30:39,712 --> 00:30:41,964 would get released on steam. 309 00:30:42,298 --> 00:30:44,800 And I think people sometimes forget this, but 310 00:30:45,134 --> 00:30:46,635 it hasn't been that long 311 00:30:46,927 --> 00:30:51,140 that indie developers have been able to actually make money making games. 312 00:30:51,766 --> 00:30:57,271 And Steam Greenlight was in a way that was kind of the first time guys like me 313 00:30:57,563 --> 00:31:01,233 could actually have a chance of making some sort of money. 314 00:31:01,734 --> 00:31:08,282 I'm just going to be honest. Half of being, a solo indie developer is the artistic aspect, 315 00:31:08,574 --> 00:31:12,119 the creativity. The other half is just being a business guy 316 00:31:12,703 --> 00:31:16,123 and just being like, you know what? Sometimes you just gotta make money. 317 00:31:16,957 --> 00:31:19,418 When a YouTuber or big creator plays 318 00:31:19,710 --> 00:31:22,171 games and supports it and sends it out, it's like this 319 00:31:22,463 --> 00:31:25,591 huge free advertising to the developer. 320 00:31:26,008 --> 00:31:29,053 So then suddenly they can afford to support themselves 321 00:31:29,345 --> 00:31:34,809 and make the games that they want as their full time job. And that's luckily what happened to me. 322 00:31:43,859 --> 00:31:45,986 A lot of the indie horror games that do well 323 00:31:46,278 --> 00:31:51,659 are these lo-fi horror games that have big, chunky pixels, because the lack of information 324 00:31:51,951 --> 00:31:53,911 is actually very good for a horror game. 325 00:31:54,245 --> 00:31:58,416 Once they get too nice, they sort of then lose some of the appeal. 326 00:31:58,707 --> 00:32:01,335 So you either have to go to a certain level of realism, 327 00:32:01,627 --> 00:32:05,464 or you have to cut back on it and be big, chunky pixels. 328 00:32:12,054 --> 00:32:15,224 So in Paratopic, everything is garbled 329 00:32:17,643 --> 00:32:19,770 You wake up in this space and you're like this guy 330 00:32:20,062 --> 00:32:23,649 bootlegging, VHS's or something like that. Some weird story, 331 00:32:24,400 --> 00:32:25,734 and then you're off and running on this mystery. 332 00:32:26,026 --> 00:32:29,655 And then there's a bird watcher, and there's a scene in the forest, like, there's all these 333 00:32:30,281 --> 00:32:33,534 sort of disconnected, disparate moments. 334 00:32:42,251 --> 00:32:45,546 I think that's an incredibly designed game and very effective and scary. 335 00:32:50,217 --> 00:32:54,388 Undertale, which I still consider to be, you know, one of the most, 336 00:32:54,680 --> 00:32:57,391 if not the most important indie game of all time 337 00:32:57,975 --> 00:33:03,272 is really, really good at leveraging like surreal and creepy vibes. 338 00:33:04,148 --> 00:33:07,818 You go through this entire entire game and it's all these really simple. 339 00:33:08,110 --> 00:33:11,322 And I think, like for a lot of them, quite beautifully done little pieces of pixel art, 340 00:33:11,614 --> 00:33:13,741 just these little white pixels on a black background. 341 00:33:14,033 --> 00:33:15,659 And it works really, really well. 342 00:33:16,535 --> 00:33:19,538 And then right at the end you hit Flowey. 343 00:33:24,919 --> 00:33:28,923 And Flowey has this monstrous transformation. 344 00:33:31,592 --> 00:33:35,638 Where he is this collage of photos and videos 345 00:33:35,930 --> 00:33:42,561 and all these horrible fucking things, and he is a break to everything else in that game. 346 00:33:51,946 --> 00:33:54,031 "You finally arrived." 347 00:34:00,621 --> 00:34:03,749 I thought Dusk was really cool as being one of these, 348 00:34:04,041 --> 00:34:07,711 like trying to bring the essence of 90s shooters back again. 349 00:34:10,381 --> 00:34:15,469 This is something that gets really lost now, first person shooters back in the early 350 00:34:15,761 --> 00:34:19,181 or mid 90s were considered quite scary. 351 00:34:21,559 --> 00:34:26,063 One of the first exposures I had to actually playing a first person 352 00:34:26,355 --> 00:34:31,068 shooter was the demo for a game called Chasm: The Rift, 353 00:34:31,902 --> 00:34:34,280 and it scared the crap out of me. 354 00:34:35,447 --> 00:34:41,412 One of the main things was the atmosphere of like decay, darkness, grittiness. 355 00:34:41,745 --> 00:34:45,624 There's all these chunky pixels and you can't make out things at a distance. 356 00:34:47,084 --> 00:34:51,588 That was a big part of what I wanted to do in Dusk. 357 00:34:52,881 --> 00:34:55,509 It's all about contrasts, you know, you need to contrast 358 00:34:55,801 --> 00:34:58,846 the crazy action with the more atmospheric bits. 359 00:35:00,764 --> 00:35:06,437 So the first level of Dusk is like just a big Texas Chainsaw Massacre homage. 360 00:35:07,104 --> 00:35:11,358 Like, try to make everywhere feel as gross and decayed 361 00:35:11,984 --> 00:35:17,114 and like nightmarish as The Texas Chainsaw Massacre house. 362 00:35:18,824 --> 00:35:23,370 There's a lot of games now that use like the retro PSI aesthetic. 363 00:35:23,662 --> 00:35:27,416 Low poly games are becoming this huge thing and I think that's awesome. I love that. 364 00:35:36,633 --> 00:35:43,807 Puppet Combo to me is just like making on purpose the B-movie horror bargain bin VHS games. 365 00:35:46,769 --> 00:35:49,271 Puppet Combo was like the master of literally 366 00:35:49,563 --> 00:35:53,192 getting the drill and putting it up to the microphone and just like... 367 00:35:56,403 --> 00:36:02,493 There's a very strong, very personal vision behind all of those games. 368 00:36:06,246 --> 00:36:10,959 I wouldn't have in previous years called myself a big 80s horror person, 369 00:36:11,460 --> 00:36:14,338 and I didn't grow up playing PlayStation games. 370 00:36:14,838 --> 00:36:22,971 But the enthusiasm for those things is communicated so effectively in Puppet Combo's stuff. 371 00:36:29,728 --> 00:36:33,357 It's like you play it and you feel this sense of nostalgia 372 00:36:33,649 --> 00:36:36,568 for something that you aren't actually nostalgic for. 373 00:36:37,152 --> 00:36:40,823 Where it's like delving into someone else's brain 374 00:36:41,115 --> 00:36:46,203 and getting to experience the things they love through their eyes. 375 00:37:04,430 --> 00:37:07,891 I can't tell you what a great horror game is, because I think horror is very personal. 376 00:37:14,440 --> 00:37:18,193 I'm not so much scared by zombies or werewolves or serial killers. 377 00:37:18,485 --> 00:37:20,487 I mean, I would be scared of a serial Killer in real life, 378 00:37:20,779 --> 00:37:23,198 but what scares me really are things like the supernatural. 379 00:37:23,490 --> 00:37:27,870 Like ghosts and demons. Things from beyond the veil. 380 00:37:28,162 --> 00:37:34,209 They seem to be very personal to us. They know our weaknesses. They know our fears. 381 00:37:40,007 --> 00:37:42,176 And they play with that. 382 00:37:46,388 --> 00:37:51,852 FAITH especially, is a direct reference to what I'm actually scared about. 383 00:37:55,314 --> 00:37:59,151 FAITH is incredibly creepy. Specifically the animations. 384 00:37:59,693 --> 00:38:03,780 The minute to minute game play is very much like a Commodore 64 kind of game. 385 00:38:10,787 --> 00:38:14,833 But it's when you get these weird cut scenes of incredibly 386 00:38:15,459 --> 00:38:18,921 beautiful, pixelated horror art. 387 00:38:23,091 --> 00:38:27,638 I think it really comes across that he knows what he's doing. 388 00:38:33,018 --> 00:38:36,939 Old seasons of SpongeBob have these, like, really uncanny close ups that they do. 389 00:38:37,231 --> 00:38:38,732 And they're really, like, creepy. 390 00:38:39,441 --> 00:38:42,778 "I don't need it. I don't need it." 391 00:38:43,445 --> 00:38:48,200 So I wanted these moments in FAITH that were just really, like, jarring and uncanny looking. 392 00:38:48,492 --> 00:38:51,662 So I thought to myself, well, I have some animation training. 393 00:38:52,287 --> 00:38:56,166 Why don't I experiment with kind of this rotoscoped scene? 394 00:38:58,085 --> 00:39:00,712 One of the first ones you can encounter is you're lying in bed 395 00:39:01,004 --> 00:39:06,927 and you're looking at the foot of the bed, and, you know, these hands come up and grab the bed. 396 00:39:07,219 --> 00:39:11,431 And then this long haired girl just stands up and starts looking at you. 397 00:39:21,191 --> 00:39:24,444 When I first saw that. I was like, man, this is cool. 398 00:39:24,862 --> 00:39:27,948 "That bridges the generation gap quite nicely." 399 00:39:28,699 --> 00:39:31,910 It reminded me of some of the FMV games that came out around, 400 00:39:32,202 --> 00:39:34,663 like in the 90s, like Harvester and stuff, 401 00:39:35,289 --> 00:39:37,040 but it was kind of like, physically 402 00:39:37,332 --> 00:39:40,752 this shouldn't be possible because of the restrictions of the technology. 403 00:39:43,839 --> 00:39:48,468 And so that's kind of this uncanny, kind of, this shouldn't be here moment. 404 00:39:48,760 --> 00:39:51,096 And it really draws players in. 405 00:39:53,682 --> 00:39:55,726 To toot my own horn. 406 00:39:59,146 --> 00:40:03,275 It is rooted in like supernatural elements and things like that. 407 00:40:03,567 --> 00:40:06,069 It doesn't necessarily have to have an explanation. 408 00:40:12,075 --> 00:40:15,996 I'm a devout Christian. I have my beliefs and my practices, but 409 00:40:16,288 --> 00:40:19,875 I would never want my games to be preachy, right? 410 00:40:20,167 --> 00:40:23,378 So there are multiple endings in FAITH depending on your decisions. 411 00:40:26,298 --> 00:40:30,260 John Ward, the main protagonist of FAITH, there's endings that imply that he's 412 00:40:30,552 --> 00:40:35,724 not even a real ordained priest, that he's just kind of some psycho that is impersonating one. 413 00:40:38,685 --> 00:40:43,065 There's endings that imply that he was doing the right thing the whole time. 414 00:40:43,440 --> 00:40:48,028 There's endings that imply that he went a little crazy and went on a killing spree, 415 00:40:48,320 --> 00:40:50,530 thinking that he was saving people from demons. 416 00:40:51,073 --> 00:40:56,912 You see a lot of that in the actual satanic scare, where there is this weird blurred line between 417 00:40:57,371 --> 00:41:02,334 are we saving the youth or are we harming them with this rigidity 418 00:41:02,626 --> 00:41:04,419 that we're kind of imposing on them? 419 00:41:04,711 --> 00:41:07,339 "This man says he joined an underground satanic cult 420 00:41:07,631 --> 00:41:11,385 after a lifetime of having religion shoved down his throat." 421 00:41:11,677 --> 00:41:17,724 So I think it was a good decision for me to make. A lot of not necessarily canonical endings. 422 00:41:18,016 --> 00:41:22,437 There's like weird endings. There's like an ending where, like, a deer Kills you out of revenge. 423 00:41:23,897 --> 00:41:30,320 I had fun with the idea of players discovering different aspects and sides of the game. 424 00:41:31,863 --> 00:41:36,994 This is a weird story, so I've known Airdorf for a long time. 425 00:41:37,452 --> 00:41:45,585 Like before. Either of us were game developers. We met playing Aliens versus Predator Classic 2000, 426 00:41:49,005 --> 00:41:51,925 back when I was in college, but some years later they're like, 427 00:41:52,217 --> 00:41:55,929 by the way, I made this little game called FAITH, and I was like, "oh, that's really cool." 428 00:41:56,221 --> 00:42:00,392 And then I forgot to play it. And then the next thing I know, it like blows up on YouTube. 429 00:42:01,810 --> 00:42:06,398 "Top of the morning to you laddies. My name is Jack septic eye. And welcome to a game called FAITH." 430 00:42:11,903 --> 00:42:14,698 I had heard of FAITH because we knew "mortis" was, you know, it was a thing. 431 00:42:14,990 --> 00:42:18,952 It was a meme, people knew it was one of the big indie horror games, right? FAITH: Chapter One. 432 00:42:19,369 --> 00:42:24,291 I think Dave was looking for a horror game and I'm like, "so there's FAITH". 433 00:42:24,624 --> 00:42:28,211 And so Dave went and played it and he fell in love with it. 434 00:42:28,920 --> 00:42:32,549 By the end of my first session, I was like, looking for Amy Martin 435 00:42:32,841 --> 00:42:35,385 at the end of the bed when I went to sleep and I was like, 436 00:42:35,677 --> 00:42:40,474 how is this game so lo-fi and yet so fucking terrifying? 437 00:42:44,102 --> 00:42:47,606 But when it really clicked for me as I had gotten to Chapter Two, 438 00:42:48,148 --> 00:42:51,985 when you get to a part where John picks up a note and he starts reading the note, 439 00:42:52,319 --> 00:42:55,238 but then as he's reading the note, the text starts to change 440 00:42:55,530 --> 00:42:58,241 and next thing you know, the notes talking to you and next thing you know, 441 00:42:58,533 --> 00:43:00,994 it's just crosses and it's 666 and next thing you know, 442 00:43:01,286 --> 00:43:05,290 and he only does this once in the whole fucking game. Your controller starts to vibrate. 443 00:43:05,916 --> 00:43:10,712 By that time, the player knows that if they pick up a note that the game will pause. 444 00:43:11,004 --> 00:43:16,843 So I thought, what if the note itself was haunted and starts playing with John's mind? 445 00:43:24,434 --> 00:43:26,520 I was like, "what the fuck?" And I threw the controller down 446 00:43:26,812 --> 00:43:30,232 and I stood up from the TV and I looked around and I was like, what is, what's going on? 447 00:43:30,649 --> 00:43:34,444 There's a games researcher. I forget what his name is, but he wrote in a paper, 448 00:43:35,028 --> 00:43:37,697 "The most profound game design possibilities 449 00:43:38,031 --> 00:43:43,662 come from the point where the game designer ceases to become an advocate for the player." 450 00:43:44,287 --> 00:43:49,084 And I took that to mean, "gain the players trust and then shatter it". 451 00:43:55,841 --> 00:44:01,429 I was like, this guy can do so much with just some text on a screen and some colors, 452 00:44:01,805 --> 00:44:05,851 and this is somehow scarier than anything I've played in the last ten, 20 years. 453 00:44:06,560 --> 00:44:10,188 And I knew right then and there that I had to work with him and the rest is history. 454 00:44:29,166 --> 00:44:33,503 When you look at an online board and they talk about horror games, 455 00:44:33,795 --> 00:44:37,257 and the first question everyone asks is, "are there any jump scares?" 456 00:44:37,841 --> 00:44:44,556 A lot of a jump scare is a good, cheap way of evoking a certain emotional state within, 457 00:44:44,848 --> 00:44:47,726 within your user, within your player. 458 00:44:48,018 --> 00:44:50,186 If you do it too early, it has the opposite effect. 459 00:44:50,478 --> 00:44:52,522 It forces people away, but you have to earn it. 460 00:44:52,814 --> 00:44:55,191 You have to basically build up a tension. 461 00:44:56,651 --> 00:45:02,032 I think the secret to a good jump scare is not the jump scare itself it's what, comes before 462 00:45:03,658 --> 00:45:06,995 to put the players in the right mood, the right set of mind. 463 00:45:07,287 --> 00:45:13,668 Stretch that tension just the right amount so that when you do the jump scare, the, 464 00:45:13,960 --> 00:45:16,796 the reaction is is the strongest. 465 00:45:20,508 --> 00:45:23,136 To me, they're something that you use as punctuation marks, 466 00:45:23,428 --> 00:45:29,059 and you have to be very choosy about when you use them and how you use them, 467 00:45:29,351 --> 00:45:32,938 because as soon as you scare someone with something... 468 00:45:35,565 --> 00:45:39,903 They've been a little bit desensitized to that thing, and some of the air has been let out of the balloon, 469 00:45:40,320 --> 00:45:43,490 and it's going to be harder to scare them next time. 470 00:45:45,617 --> 00:45:49,246 Spooky's Jump Scare Mansion, I use it as a perfect example 471 00:45:49,537 --> 00:45:52,040 of pacing in indie horror games. 472 00:45:55,627 --> 00:45:58,213 It conditions you to expect a certain game loop. 473 00:45:58,797 --> 00:46:01,800 "Can you, humble player, make it through a thousand rooms?" 474 00:46:02,676 --> 00:46:04,177 "Can you find what lies at the end?" 475 00:46:06,972 --> 00:46:09,349 And then after so many rooms... 476 00:46:12,018 --> 00:46:14,854 Something's escaped and now is after you. 477 00:46:16,314 --> 00:46:20,819 So my original idea was just make a game that's just hallways and jump scares. 478 00:46:21,111 --> 00:46:25,907 But the jump scares wouldn't be creatures, they would just be these cute little cutouts. 479 00:46:27,701 --> 00:46:35,417 And it would show how silly it actually is, if you strip away all the aesthetics of the horror. 480 00:46:37,711 --> 00:46:42,590 And as I kept developing it, then I made it slowly, an homage to the good horror 481 00:46:42,882 --> 00:46:46,803 that I enjoyed, as well as parodying the horror that I didn't enjoy. 482 00:46:48,680 --> 00:46:53,393 Now the rooms that were like, kind of frustrating to get through 483 00:46:53,685 --> 00:46:58,106 are really horrifying to get through because now something's chasing you, you know? 484 00:47:02,986 --> 00:47:06,698 So there is this mascot genre now coming up, 485 00:47:06,990 --> 00:47:10,785 which is interesting because that's basically horror targeted for kids. 486 00:47:12,287 --> 00:47:17,542 My best friend is a third grade teacher, and she says that her third graders 487 00:47:17,834 --> 00:47:19,878 will come in with Huggy Wuggy backpacks. 488 00:47:20,295 --> 00:47:25,091 And I'm like, isn't that a character from a horror video game? Isn't he kind of terrifying looking? 489 00:47:27,886 --> 00:47:30,513 And she's like, yeah, absolutely, but they love him. 490 00:47:31,431 --> 00:47:35,351 You have this division, right? Where you have the mood horror 491 00:47:35,685 --> 00:47:37,645 and you have the thrill seeking horror. 492 00:47:37,979 --> 00:47:41,691 Mascot horror is like thrill seeking. You don't care about mood, like mood, 493 00:47:41,983 --> 00:47:45,403 mood gets out the window, who cares about immersive environments? 494 00:47:45,695 --> 00:47:48,198 We want jump scares goddamn it! 495 00:47:48,907 --> 00:47:51,618 I see Five Nights at Freddy's all over the place, 496 00:47:51,910 --> 00:47:58,374 "So just be aware the characters do tend to wander a bit, if they happen to see you after hours, 497 00:47:58,666 --> 00:48:01,419 they probably won't recognize you as a person." 498 00:48:01,753 --> 00:48:05,465 You're in one room, you've got a bunch of cameras, and you have a certain level of power 499 00:48:05,757 --> 00:48:08,385 that you can do to open up doors and look at cameras, and then you're like, 500 00:48:08,676 --> 00:48:12,305 what door do I open? What door do I close? Like you're just in this panic. 501 00:48:15,642 --> 00:48:18,770 Before you can even get a chance to figure out what the fuck is happening, 502 00:48:19,062 --> 00:48:23,024 the thing is in your face and it's like, has this horrible screeching noise. 503 00:48:25,610 --> 00:48:31,491 I down voted it, actually. I down voted Five Nights at Freddy's on Steam Greenlight. 504 00:48:31,825 --> 00:48:37,038 And it turned out to be like the biggest indie horror franchise of all time. 505 00:48:37,997 --> 00:48:39,374 "Tell me how to stop them." 506 00:48:40,583 --> 00:48:43,461 "You don't. It's too late." 507 00:48:48,049 --> 00:48:50,760 I think it's the combination of memorable characters, 508 00:48:51,052 --> 00:48:54,931 an extremely unsettling atmosphere and game play loop, 509 00:48:55,640 --> 00:49:02,397 and the YouTuber reactionary freak out culture I guess that kind of sprouted from that. 510 00:49:02,897 --> 00:49:05,859 It created such a cultural phenomenon. 511 00:49:17,912 --> 00:49:20,331 There are a lot of horror games that will go all over the place 512 00:49:20,623 --> 00:49:24,002 and have different locales, but I think to really solidify it 513 00:49:24,294 --> 00:49:28,465 as a unique experience, it needs to kind of take place in an area, 514 00:49:28,756 --> 00:49:34,429 or areas that at least kind of look similar or have a have a similar feel. 515 00:49:34,971 --> 00:49:39,058 You always want to set a horror movie in a self-contained environment 516 00:49:39,350 --> 00:49:43,521 that is small enough that the audience becomes familiar with it, 517 00:49:43,813 --> 00:49:46,065 that no escape seems possible. 518 00:49:49,569 --> 00:49:53,031 SOMA was able to do it underwater. 519 00:49:57,827 --> 00:50:03,958 Even though you didn't have necessarily walls to, make you feel, stuck, 520 00:50:04,667 --> 00:50:09,214 you definitely felt the pressure of, at least I felt the pressure of the water. 521 00:50:10,715 --> 00:50:14,302 It's a very oppressive atmosphere. There's constantly something going on, 522 00:50:14,594 --> 00:50:17,680 and you have no idea what it is because you just woke up here. 523 00:50:22,477 --> 00:50:27,232 It really captures the feeling of being absolutely out of your depths in a place 524 00:50:27,524 --> 00:50:31,402 where you don't know what's going on, but whatever it is, it's deeply unsettling 525 00:50:31,694 --> 00:50:34,072 and it has left many corpses in its wake. 526 00:50:34,781 --> 00:50:37,200 "All right, let me just get this out of the way." 527 00:50:37,867 --> 00:50:42,956 The idea in SOMA was to explore the idea of consciousness 528 00:50:43,248 --> 00:50:44,832 from a first person perspective. 529 00:50:51,381 --> 00:50:57,845 We wanted it to be up close and personal and very visceral for the player to be there, 530 00:50:58,680 --> 00:51:01,140 be the person that goes through these things. 531 00:51:12,610 --> 00:51:15,405 You the person who you were when you close your eyes. 532 00:51:15,697 --> 00:51:19,200 Still existed and lived out an entire life somewhere. 533 00:51:19,617 --> 00:51:22,870 But that is not you here. You are the you who is downloaded 534 00:51:23,162 --> 00:51:26,874 and woken up all of these years later and forced to continue on. 535 00:51:30,169 --> 00:51:34,632 You are leaving behind cursed versions of yourself to be doomed. 536 00:51:34,924 --> 00:51:38,303 It's just an exceptional narrative device, and I think that they did a really good job 537 00:51:38,595 --> 00:51:42,932 executing on that right up until the end, where it did exactly what you knew it was going to do, 538 00:51:43,433 --> 00:51:46,019 and yet it still hurt so bad. 539 00:51:48,563 --> 00:51:50,106 "No one told us this could happen." 540 00:51:52,650 --> 00:51:57,655 The best test that I can give is, is your game so scary that I have to stop playing? 541 00:51:58,031 --> 00:52:03,953 I have to stop playing it and, like, drive down to the pizza place and go eat therapy pizza for like, 542 00:52:04,245 --> 00:52:08,249 two hours before I come back to your game. That's a good, that's a good indicator 543 00:52:08,541 --> 00:52:11,461 that you know your game scared the shit out of me, you know? 544 00:52:25,141 --> 00:52:28,811 The first ten minutes of Lost in Viva, I couldn't handle. 545 00:52:29,354 --> 00:52:34,609 I actually had to go get therapy pizza and then come back several years later and finish the game. 546 00:52:35,234 --> 00:52:37,111 That's how much it affected me. 547 00:52:38,488 --> 00:52:42,325 I was walking my Boston terrier one time, and it was really late at night, 548 00:52:42,617 --> 00:52:45,078 and we lived in the woods basically. 549 00:52:47,789 --> 00:52:51,417 But I was thinking that night that if she had ran into the woods 550 00:52:51,709 --> 00:52:55,505 saw a bear or something, I'd have to run after her. I couldn't abandon her, 551 00:52:55,797 --> 00:53:00,968 and I thought that would be a great excuse for a horror protagonist to be in a horrible environment. 552 00:53:07,308 --> 00:53:11,396 Animal violence is a little trigger for me, but to wrap that around crawling 553 00:53:11,688 --> 00:53:18,486 through these old sewer tunnels that seem like they're closing in around you as you walk down. 554 00:53:24,701 --> 00:53:26,619 It was an incredible experience. 555 00:53:30,748 --> 00:53:35,753 So one of the ways I tried to gamify the claustrophobia was the ghost 556 00:53:36,045 --> 00:53:39,298 in the beginning subway section, because I'm trying 557 00:53:39,590 --> 00:53:43,344 to make the player feel claustrophobic. I have to make them fear tight spaces. 558 00:53:46,556 --> 00:53:52,145 So they're lost in the sewer tunnels, and there's like, a crazy hobo with a knife who is after you. 559 00:53:54,230 --> 00:53:58,317 So heartbreaking as a dog owner to start the game like that. 560 00:54:03,656 --> 00:54:08,077 Overall, it is supposed to replicate in vivo exposure therapy, 561 00:54:08,995 --> 00:54:15,752 so it's supposed to be the protagonist facing their fears and eventually overcoming them. 562 00:54:19,464 --> 00:54:22,550 I've learned a lot from playing Kira's games. 563 00:54:24,343 --> 00:54:27,638 Just finding creative ways to scare the player. 564 00:54:30,016 --> 00:54:34,562 How they use light, audio, the music. 565 00:54:38,065 --> 00:54:41,903 A lot of the sound in especially Lost in Viva was just me screaming. 566 00:54:43,321 --> 00:54:47,784 Me hurting my vocal cords or me smashing something together. 567 00:54:48,284 --> 00:54:50,953 There's supposedly something in our primordial lizard 568 00:54:51,245 --> 00:54:53,956 brain that we're supposed to fear deep growling 569 00:54:54,248 --> 00:54:58,461 because it reminds us of a predator, but then we also will fear shrieking 570 00:54:58,753 --> 00:55:01,255 and just sounds we can't identify. 571 00:55:10,807 --> 00:55:15,603 Sound is really important in making Iron Lung scary. 572 00:55:18,773 --> 00:55:23,528 Because that's basically all there was. There's the sound and the still images. 573 00:55:29,242 --> 00:55:30,785 "Beginning your descent." 574 00:55:32,995 --> 00:55:36,249 "Cruising depth in roughly 40 seconds, stand-by." 575 00:55:39,502 --> 00:55:45,383 It was very important to me to establish the idea that you aren't 576 00:55:45,675 --> 00:55:50,847 just in this tiny little room, and the game is showing you pictures. It, 577 00:55:51,347 --> 00:55:54,475 I wanted you to really feel that you are in this place 578 00:55:54,767 --> 00:55:57,311 that is in a bigger place. 579 00:55:57,979 --> 00:55:59,981 "Closing porthole shielding." 580 00:56:02,066 --> 00:56:03,985 It's the kind of thing that David'sreally good at. 581 00:56:04,277 --> 00:56:06,112 Again, he's a master of atmosphere, 582 00:56:07,738 --> 00:56:12,451 a game where you're stuck in one room and you barely move and you can't see. 583 00:56:12,869 --> 00:56:15,496 You're only, you know, you're moving by coordinates 584 00:56:16,038 --> 00:56:21,210 and it feels so, it's so real and so affecting and that's a credit to the way his mind works. 585 00:56:22,253 --> 00:56:27,800 Having that sort of like overarching idea of outside of this tiny situation 586 00:56:28,092 --> 00:56:34,891 you're in, it's bleak and desolate and kind of hopeless, was to me, 587 00:56:35,182 --> 00:56:38,144 an important part of grounding you in that feeling. 588 00:56:41,063 --> 00:56:43,733 I was in a Loch Ness museum in Scotland, 589 00:56:44,275 --> 00:56:48,863 and that put this idea in my head of like getting these pictures 590 00:56:49,572 --> 00:56:56,913 of some unseen monster outside a submarine. In my head, they looked almost like, ultrasounds, 591 00:56:57,204 --> 00:57:01,250 where it was like you could just barely get this picture of a shape. 592 00:57:02,752 --> 00:57:06,297 I love the scene that he set, you know, an ocean of blood. 593 00:57:06,589 --> 00:57:11,344 A prisoner who, you know, has to go down to that like it was just, It was just weird and cool. 594 00:57:11,761 --> 00:57:20,019 The reason that it's in an ocean of blood? Sometimes impulse control, is a bad thing. 595 00:57:20,937 --> 00:57:23,689 I don't know, it's just like, "ah fuck it ocean of blood." 596 00:57:24,482 --> 00:57:28,569 And instead of throwing that idea in the garbage can, I was like, you know what? 597 00:57:28,861 --> 00:57:34,408 Why don't I just do that? Like, might as well go big or go home. You just make it ridiculous. 598 00:57:49,340 --> 00:57:53,094 So much of good horror is about exploring the spaces 599 00:57:53,844 --> 00:57:55,680 where we feel powerless. 600 00:57:55,972 --> 00:58:03,062 What is a more powerless feeling than being alone? 601 00:58:05,356 --> 00:58:09,235 Or it's like even if there are other human bodies 602 00:58:09,735 --> 00:58:11,987 with human souls in them next to you... 603 00:58:14,281 --> 00:58:16,200 Still feeling alone in that room. 604 00:58:17,118 --> 00:58:21,956 Another game that you would not think qualifies as a horror game, but I'd say it does, 605 00:58:22,540 --> 00:58:24,709 is What Remains of Edith Finch. 606 00:58:26,752 --> 00:58:28,754 "A lot of this isn't going to make sense to you." 607 00:58:29,839 --> 00:58:30,965 "And I'm sorry." 608 00:58:31,757 --> 00:58:33,009 "I'm just going to start at the beginning." 609 00:58:34,010 --> 00:58:40,099 It's a game about death. It's this fear of a curse of death, which feels very 610 00:58:40,808 --> 00:58:42,518 horror genre. 611 00:58:47,398 --> 00:58:48,858 You come upon this, this house 612 00:58:49,150 --> 00:58:51,610 you're you're approaching from the outside, and then you're going to explore the house 613 00:58:51,902 --> 00:58:53,404 for the rest of the game. 614 00:58:58,826 --> 00:59:00,036 "| was afraid of the house." 615 00:59:00,494 --> 00:59:06,751 A lot of different parts of that game were creepy and beautiful, but also terrifying. 616 00:59:07,460 --> 00:59:09,420 "I held my breath for a long time." 617 00:59:20,598 --> 00:59:23,184 The fish chapter in particular. It takes place in a factory 618 00:59:23,476 --> 00:59:28,647 where it's like a son of the family, has a miserable job, and then imagines himself 619 00:59:28,939 --> 00:59:32,068 kind of as this ruler of this fish kingdom. 620 00:59:33,694 --> 00:59:35,696 "I worried about him then." 621 00:59:36,697 --> 00:59:38,157 "Day dreaming at the cannery." 622 00:59:42,870 --> 00:59:46,332 And then by the end of it, it doesn't end well. 623 00:59:53,214 --> 00:59:56,467 And it was just very sad to see this person build up a life in their head. 624 00:59:56,759 --> 00:59:59,386 Because the life that they lived was so miserable. 625 01:00:03,015 --> 01:00:10,523 It's kind of the ghosts of our pasts and dreams abandoned. 626 01:00:10,815 --> 01:00:14,401 And there's just this kind of quiet desolation. 627 01:00:15,027 --> 01:00:19,949 "Maybe we believed so much in a family curse. We made it real." 628 01:00:24,411 --> 01:00:26,622 There's a line that I think about a lot 629 01:00:26,914 --> 01:00:29,792 with work on Scarlet Hollow and the song The River. 630 01:00:30,251 --> 01:00:34,130 "Is a dream, a lie, if it don't come true or is it something worse?" 631 01:00:34,880 --> 01:00:38,384 And I think that's sort of a weight that a lot of the characters in Scarlet Hollow 632 01:00:38,676 --> 01:00:42,847 in particular, carry with them, where it's like they've all had dreams, 633 01:00:43,556 --> 01:00:48,894 not even of bigger lives necessarily, but different lives, their lives 634 01:00:49,186 --> 01:00:55,150 and the circumstances of their upbringing and the circumstances of the town they live in, 635 01:00:55,442 --> 01:01:01,782 keep pulling them back to a place that they'll never really be able to escape the shadow of. 636 01:01:05,995 --> 01:01:10,082 Trapped by things such as just purely social obligations, family obligations, 637 01:01:10,374 --> 01:01:13,627 the obligation to keep talking to this guy just because he's there 638 01:01:14,003 --> 01:01:17,298 and he won't stop talking to you and you're on a bus and you can't get off 639 01:01:17,590 --> 01:01:19,842 and no one else is there, and no one's going to help you. 640 01:01:20,176 --> 01:01:23,846 So it's these little ways that you can trap yourself in your own life. 641 01:01:26,307 --> 01:01:29,727 I think with stories such as this, horror stories in particular, 642 01:01:30,019 --> 01:01:34,815 you can really communicate the helplessness that you might feel based 643 01:01:35,107 --> 01:01:38,694 on, like any kind of aspect of your life, just being able to share 644 01:01:38,986 --> 01:01:43,908 how helpless it feels to be othered, to be treated poorly, 645 01:01:44,199 --> 01:01:47,536 to just feel like no one is there for you. 646 01:01:55,252 --> 01:01:57,713 "Oh! Emily!" 647 01:02:44,718 --> 01:02:46,679 Gore is something I take very seriously, 648 01:02:46,971 --> 01:02:52,101 and I really want to think through what I put into the gore that I make. 649 01:02:53,811 --> 01:02:55,896 I want to think through what is happening 650 01:02:56,313 --> 01:02:59,692 versus having it just be a big spray of blood, which like, you can kind of tune out, you know, 651 01:03:00,025 --> 01:03:03,195 it feels like a cartoon. I think you have to remember 652 01:03:03,487 --> 01:03:06,198 the humanity of what's going on. 653 01:04:17,061 --> 01:04:19,980 I mean, I think that's something that's really at the core of Slay The Princess for me, 654 01:04:20,564 --> 01:04:23,150 which is you can't fully know someone. 655 01:04:23,442 --> 01:04:26,820 You only know someone based on the ways that you have interacted with them. 656 01:04:38,791 --> 01:04:43,253 The game at its heart is its exploration of relationships 657 01:04:43,545 --> 01:04:47,841 with other people, and the way that our perceptions of them 658 01:04:48,258 --> 01:04:50,469 change who they are. 659 01:04:50,761 --> 01:04:56,016 Your very first interaction with her, when you enter the cabin, there's a knife on the table. 660 01:04:56,308 --> 01:04:57,851 Your pristine blade. 661 01:05:05,442 --> 01:05:08,654 And if you go down with the blade... 662 01:05:12,574 --> 01:05:16,203 She's sharp. She's a little threatening. She's a little mean. 663 01:05:24,294 --> 01:05:25,629 And if you go down without it... 664 01:05:26,213 --> 01:05:31,760 She's soft, she's meek. She's what you might expect from a damsel in distress. 665 01:05:42,020 --> 01:05:45,399 "Do you actually believe this was enough to kill me?" 666 01:05:45,732 --> 01:05:50,863 And from there you have all these different dialog options that you can do. 667 01:05:51,530 --> 01:05:53,574 You can set her free, you could murder her. 668 01:05:53,866 --> 01:05:56,660 And there's about a thousand different things that can happen in between. 669 01:05:56,952 --> 01:06:00,080 And some of them are genuinely so horrifying. 670 01:06:03,500 --> 01:06:07,463 "...her teeth tearing through her limb with the determination of a trapped wolf." 671 01:06:07,880 --> 01:06:11,258 What's so brilliant about it is that after you do the run a few times, 672 01:06:11,884 --> 01:06:16,555 you are going back into that basement, not having a fucking clue what is waiting for you. 673 01:06:16,847 --> 01:06:20,434 And like the tension is so brilliant, like it's one of the best, like, 674 01:06:20,726 --> 01:06:23,061 narrative horror games in the longest time. 675 01:06:49,379 --> 01:06:54,885 Weird stuff can exist in the indie scene, basically, because there's nothing to stop it. 676 01:07:07,189 --> 01:07:10,484 There's no filter of, like, I have to pitch this to a publisher 677 01:07:10,776 --> 01:07:12,778 and they have to want to put money into it, 678 01:07:16,823 --> 01:07:19,618 No ideas too weird, no ideas too crazy. 679 01:07:19,910 --> 01:07:25,249 David made a game about stapling squirrels to the wall for your dead wife. 680 01:07:27,584 --> 01:07:29,962 Okay, nothing is going to be weirder than... 681 01:07:31,088 --> 01:07:32,339 ...that. 682 01:07:35,926 --> 01:07:39,429 We're getting into this era where, it's more viable 683 01:07:39,721 --> 01:07:44,560 to make not underground, but like an indie film about an indie horror game. 684 01:07:44,851 --> 01:07:47,354 So, like Iron Lung, the movie is being made 685 01:07:47,980 --> 01:07:49,565 with Markiplier! 686 01:07:49,982 --> 01:07:54,319 "This is not an expedition. It's an execution." 687 01:07:55,988 --> 01:08:00,492 He's like a, border collie that's ready to run the agility course 688 01:08:00,784 --> 01:08:06,665 where they're like just raring to go. He's like, "hey, so... I like your games." 689 01:08:07,416 --> 01:08:09,960 "Thanks. I like your videos. I've been watching you for years." 690 01:08:10,335 --> 01:08:13,088 He's like "so... want me to make an Iron Lung movie?." 691 01:08:13,380 --> 01:08:15,007 So that's basically how it went. 692 01:08:16,550 --> 01:08:18,468 I think horror games are made mostly 693 01:08:18,760 --> 01:08:22,848 by people who are really passionate about making horror. 694 01:08:23,348 --> 01:08:25,684 "...birthing is never easy." 695 01:08:26,018 --> 01:08:29,521 I think you have to be because you're creating all this edgy content and stuff. 696 01:08:30,230 --> 01:08:34,443 You know, it's, not everybody's comfortable starting the week with the conversation, 697 01:08:34,735 --> 01:08:37,529 "So are we making this character circumcised or not?" 698 01:08:41,992 --> 01:08:45,704 And the financial scale is such that, you know, I mean, Her Story was a micro-budget. 699 01:08:46,079 --> 01:08:48,749 Like, you know, it was very much that kind of Blair Witch idea. 700 01:08:50,167 --> 01:08:55,005 So I knew that it didn't have to find a huge audience for it to be financially successful. 701 01:08:55,380 --> 01:08:59,384 So I purely allowed myself to make something that delighted myself. 702 01:09:00,385 --> 01:09:05,932 Indie horror games, kind of, they're kind of the underground scene as far as like game experiences. 703 01:09:06,641 --> 01:09:11,063 The fact that there's no producer telling you what you can and can't put in your game. 704 01:09:11,605 --> 01:09:16,193 Really foments kind of an artistic, you know, struggle and endeavor 705 01:09:16,735 --> 01:09:19,780 and you really kind of get to see the artistic mind a little bit more. 706 01:09:20,405 --> 01:09:23,200 So there'll always be interest in the little guy. 707 01:09:24,618 --> 01:09:28,955 So I think as long as that exists, indie horror games, you know, will, will flourish. 708 01:09:30,832 --> 01:09:33,126 "It sure is dark in here." 709 01:09:33,418 --> 01:09:38,965 "Yes. And there's a good reason for it. But you can light the lamp now if you wish." 72567

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