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So, indie horror. I'm terribly
jealous of indie horror.
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Because the horror games that I've worked on
were kind of more, you know,
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bigger budget with a bigger publisher. And it was
kind of the traditional publisher developer model.
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And what that does is that
makes you take way less risks,
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in when you do those types of games and you
have those kind of budgets and team sizes,
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"Just trying to be helpful son."
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I once had a publisher tell me it's very important
that a game has a 90 plus Metacritic, right?
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That's how we judge success. And he said
the way that you get a 90 plus Metacritic
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is not by making the best game. He was like, you just
have to make something that doesn't upset anybody.
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So they were like, the way that this
works and the way that like an Ubisoft
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game works is we're going to have tons of
stuff in it, so there's something for everyone,
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and none of these individual mechanics
or pieces need to be the best.
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We just need to make sure that none of them offend
someone, that there's not any design decisions made
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that they're going to piss someone off
or surprise people, or be confusing to people.
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You only find the cool, weird shit
at the indie level, you know,
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because that's the kind of stuff that we can
do because nobody's telling us what to do
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and we could do what we want.
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If it fails, shit. And if it succeeds, well,
it wasn't going to succeed any other way.
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And I think that's great personally,
because there are so many cool projects
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that never would have made it into
the public eye if there were barriers in the way.
21
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I think that the rise of indies happened
because there were several indie successes
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for people to look at and go, I can do
that too, you know? Or I want to do that.
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00:03:03,641 --> 00:03:07,144
When you look at, say, early
shareware, shareware games,
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one person made that game, obviously,
or a very small team made that game,
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and it was almost like a, you know,
David and Goliath situation
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where Id Software with just four people.
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You know, we're making games that made
the industry respond to what we were doing,
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00:03:26,664 --> 00:03:33,003
and they had to adopt the practices that
we were doing to basically stay relevant.
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00:03:33,671 --> 00:03:39,719
And in 2009, Minecraft, made by
one person basically changes the world.
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Everybody's playing it.
Everyone's talking about it.
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And it really showed, like what you could do.
That game made billions of dollars.
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You know like what indie doesn't, doesn't
see that and go I need to do that.
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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
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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
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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.
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00:04:48,537 --> 00:04:50,748
So you're using your cursor to
navigate through this maze,
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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,
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00:05:15,397 --> 00:05:19,109
it's just a point and click adventure
almost through this spooky house.
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00:05:22,196 --> 00:05:27,243
Found Lost, I think that it was emailed
across to me from a friend of mine.
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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
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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.
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00:06:29,138 --> 00:06:33,475
So that was absolutely huge for indies.
That was the money that enabled
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00:06:33,934 --> 00:06:37,313
people like me to make our dream projects.
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00:06:42,109 --> 00:06:44,820
When I set out to build Exmortis,
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00:06:45,112 --> 00:06:51,785
I wanted to build it as a really big
homage to the Evil Dead series.
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00:06:59,835 --> 00:07:02,963
Exmortis was really interesting
because it was kind of this diversion from
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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.
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00:07:32,159 --> 00:07:35,287
"You have served
us well up until this point."
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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.
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00:07:51,845 --> 00:07:55,724
I wanted this, this massive entity
sort of trying to chase you through
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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
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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?
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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
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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.
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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
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00:10:44,059 --> 00:10:48,188
was that the first
person view is very cheap.
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00:10:48,480 --> 00:10:52,442
I can just stick a camera in
the world and I can add some fog, add
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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,
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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."
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00:11:30,939 --> 00:11:33,442
That's a staple for anyone
wanting to get into indie,
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00:11:33,734 --> 00:11:39,489
for wanting to understand. Kind of,
the evolution of the craft, I suppose.
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00:11:42,326 --> 00:11:46,705
It started out as taking movies
like Saw and Hostel,
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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,
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00:12:15,192 --> 00:12:18,862
there was actually a
steam sale on Penumbra.
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00:12:20,072 --> 00:12:23,659
The Penumbra series is the
first game we made as a studio,
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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.
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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
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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."
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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
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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?
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Amnesia works very well
because it is a very slow build.
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You know, you don't see anything
for a good portion of the game, but, you know,
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you're reading things,
you're learning about it.
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00:15:05,987 --> 00:15:09,157
You're building these little
horror stories in your head.
150
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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
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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?
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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",
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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
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on, games shouldn't have a score,
games shouldn't have a goal.
163
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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
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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
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There were less things to worry about,
and when there's less things to worry
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00:16:43,418 --> 00:16:47,255
about for the player in the game,
they worry more.
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00:16:52,928 --> 00:16:57,349
To me, Amnesia was actually, I would
say, almost like a new genre.
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I think it did birth a new genre, "escape horror"?
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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
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that if you like but made it the
modern version that we know.
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You know, it's obviously spawned sequels.
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I feel like Amnesia was
probably like it opened doors
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in some way because it told developers,
you can make these smaller horror games.
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00:17:27,837 --> 00:17:32,759
Amnesia The Dark Descent really put
me in a place that I'd never been before.
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At the end, I was like, okay,
those guys have something.
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They're really good.
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00:17:40,684 --> 00:17:44,437
Okay, let's let's do it. Also,
make it, because it really inspired
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us trying to make Outlast
that was something that they really
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00:17:49,067 --> 00:17:54,739
give me the guts to, to start,
start my own game.
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00:18:20,974 --> 00:18:23,768
With Outlast, the fact that
you couldn't fight back.
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00:18:24,060 --> 00:18:27,188
The fact that you're hiding,
cowering under beds.
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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.
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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.
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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
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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.
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00:20:16,423 --> 00:20:21,845
I mean, it's truly horiffic. I mean,
they really took the horror game genre
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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
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The reason why he's there is because
we're looking for something,
202
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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.
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00:21:03,428 --> 00:21:07,098
I remember when we went to
Pax East the first time,
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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.
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It was like those moments where, we're like,
okay, we're doing something good there.
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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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