1 00:00:04,440 --> 00:00:12,520 Speaker 1: Technology with tech Stuff from dot com. Hey there, and 2 00:00:12,560 --> 00:00:16,880 Speaker 1: welcome to tech Stuff. I'm your host, executive producer Jonathan 3 00:00:17,000 --> 00:00:20,560 Speaker 1: strick Lind at how stuff works dot com. Happy Friday 4 00:00:20,640 --> 00:00:24,760 Speaker 1: the third teen. This episode's originally going out on October 5 00:00:25,480 --> 00:00:29,560 Speaker 1: twenty seventeen, and I was originally just going to publish 6 00:00:29,640 --> 00:00:33,720 Speaker 1: a regular tech Stuff episode, but then my producer Extraordinariy 7 00:00:33,840 --> 00:00:37,040 Speaker 1: Ramsey came up to me and said, Hey, I put 8 00:00:37,120 --> 00:00:40,280 Speaker 1: some feelers out with some of the folks who are 9 00:00:40,479 --> 00:00:45,960 Speaker 1: behind the development for Friday the game. Would you be 10 00:00:46,000 --> 00:00:48,479 Speaker 1: interested in talking with them so we could have a 11 00:00:48,479 --> 00:00:50,800 Speaker 1: special Friday that thirteenth episode. And I thought, I've never 12 00:00:50,920 --> 00:00:54,800 Speaker 1: done a Friday the thirteenth episode. I've done Halloween episodes, 13 00:00:54,840 --> 00:00:58,120 Speaker 1: and I've done other holiday episodes, but never Friday that thirteen. 14 00:00:58,240 --> 00:01:01,400 Speaker 1: And I thought, this is an opportunity I cannot pass up. 15 00:01:01,960 --> 00:01:04,840 Speaker 1: And so what you were about to hear is an 16 00:01:04,880 --> 00:01:08,440 Speaker 1: interview that I conducted with Chuck brun Gard, the CEO 17 00:01:08,880 --> 00:01:12,560 Speaker 1: of l Phonic, that's the company that developed Friday the 18 00:01:12,600 --> 00:01:16,080 Speaker 1: thirteenth the game, and he was very forthcoming and very 19 00:01:16,160 --> 00:01:19,760 Speaker 1: straightforward about the development of Friday the thirteenth the game, 20 00:01:19,959 --> 00:01:24,759 Speaker 1: the challenges that is company faced and the reactions of that. 21 00:01:24,840 --> 00:01:29,080 Speaker 1: I mean, it's it's a very honest interview, which I appreciate. 22 00:01:29,240 --> 00:01:31,440 Speaker 1: So I hope you guys enjoy this and I will 23 00:01:31,560 --> 00:01:33,760 Speaker 1: join you again on the other side of the interview. 24 00:01:34,640 --> 00:01:37,440 Speaker 1: I'd like to welcome Chuck brung Gart to the show. Chuck, 25 00:01:37,560 --> 00:01:42,000 Speaker 1: thank you so much for joining tech Stuff. And Chuck 26 00:01:42,120 --> 00:01:45,160 Speaker 1: is a co founder of el Phonic LLC. It's a 27 00:01:45,200 --> 00:01:50,040 Speaker 1: company that developed Friday thirteenth the game. Obviously that's uh, 28 00:01:50,080 --> 00:01:53,600 Speaker 1: you know, there's the relationship between game developers and game publishers, 29 00:01:53,640 --> 00:01:56,000 Speaker 1: something that I think a lot of people who aren't 30 00:01:56,000 --> 00:01:58,400 Speaker 1: really familiar with the way video games work, they kind 31 00:01:58,400 --> 00:02:00,760 Speaker 1: of conflate the two. Of course, they're some companies that 32 00:02:00,800 --> 00:02:03,680 Speaker 1: are both developers and publishers, and that makes it even 33 00:02:03,680 --> 00:02:07,520 Speaker 1: more confusing. But you're the guys who actually went and 34 00:02:07,680 --> 00:02:13,120 Speaker 1: started making a game that now is Friday the thirte 35 00:02:13,360 --> 00:02:17,079 Speaker 1: As I understand it, when you were first looking at 36 00:02:17,120 --> 00:02:21,240 Speaker 1: developing a game in this space, uh, it was it 37 00:02:21,320 --> 00:02:25,600 Speaker 1: was certainly inspired by properties like Friday the thirteenth or 38 00:02:25,639 --> 00:02:29,920 Speaker 1: something like Sleepaway Camp, but it was from what I understand, 39 00:02:30,040 --> 00:02:33,560 Speaker 1: it was a kind of an original. I p at 40 00:02:33,600 --> 00:02:38,840 Speaker 1: that point. The licensing agreement came later. Is that correct, Yes, definitely. 41 00:02:38,960 --> 00:02:41,640 Speaker 1: And really kind of how it all started was, um, 42 00:02:41,680 --> 00:02:45,560 Speaker 1: you know Gun Media, who's our publisher on this project. 43 00:02:46,000 --> 00:02:48,400 Speaker 1: They actually kind of came up with the original concept 44 00:02:48,440 --> 00:02:51,400 Speaker 1: and it was, you know, a game that they always 45 00:02:51,400 --> 00:02:53,440 Speaker 1: wanted to make that they were kicking around. And I 46 00:02:53,440 --> 00:02:56,919 Speaker 1: remember I got the call from West Suser CEO one 47 00:02:57,000 --> 00:02:59,919 Speaker 1: day and said, hey, I'm you know, looking for a 48 00:03:00,120 --> 00:03:03,880 Speaker 1: developer to develop this game, and you know it's uh, 49 00:03:03,960 --> 00:03:06,720 Speaker 1: it's called Summer Camps. And the first thing I thought 50 00:03:06,720 --> 00:03:08,360 Speaker 1: of was I was like, well, I don't know if 51 00:03:08,360 --> 00:03:10,320 Speaker 1: you did too much research about us, but we don't 52 00:03:10,360 --> 00:03:12,880 Speaker 1: make kids games, so I'm not sure if we can 53 00:03:12,919 --> 00:03:14,960 Speaker 1: help you. And he's like, well, let me show you 54 00:03:15,000 --> 00:03:18,840 Speaker 1: this trailer. It's actually called Slasher Volume one Summer Camp. 55 00:03:18,880 --> 00:03:21,120 Speaker 1: And I think immediately I got it, like you know 56 00:03:21,200 --> 00:03:24,919 Speaker 1: it it it kind of oozed Friday the thirteen, even 57 00:03:24,960 --> 00:03:28,000 Speaker 1: though it wasn't yet that um it was, you know, 58 00:03:28,040 --> 00:03:30,800 Speaker 1: it was called Summer Camp at the time, and um, 59 00:03:30,840 --> 00:03:33,720 Speaker 1: but they brought on a lot of the original people 60 00:03:33,919 --> 00:03:37,960 Speaker 1: from Friday thirteenth, like um, you know, like Harry Manfredini 61 00:03:38,000 --> 00:03:42,040 Speaker 1: and uh. Um, you know, like just kind of all 62 00:03:42,040 --> 00:03:45,360 Speaker 1: the different guys, Tom Fazzini and I think they you know, 63 00:03:45,400 --> 00:03:47,200 Speaker 1: they were all talking about making this game and it 64 00:03:47,320 --> 00:03:49,960 Speaker 1: was really just a game that they wanted to make 65 00:03:50,040 --> 00:03:54,080 Speaker 1: from growing up and watching these films. And uh so 66 00:03:54,160 --> 00:03:56,120 Speaker 1: I think that was always the tricky part, is like, 67 00:03:56,200 --> 00:03:58,800 Speaker 1: you know, what do we do uh for the killer 68 00:03:59,360 --> 00:04:01,720 Speaker 1: um if we can't really you know, have the hockey 69 00:04:01,760 --> 00:04:04,280 Speaker 1: mask and all that. So so yeah, when we were 70 00:04:04,320 --> 00:04:07,960 Speaker 1: approached eventually it kind of all made sense and really 71 00:04:08,000 --> 00:04:10,920 Speaker 1: tied together that we were originally moving forward on a 72 00:04:10,960 --> 00:04:15,160 Speaker 1: prototype and had you know, put out some some material 73 00:04:15,280 --> 00:04:17,600 Speaker 1: that we were kind of showing early of what Summer 74 00:04:17,600 --> 00:04:21,640 Speaker 1: Camp was to hopefully build interests within the consumers in 75 00:04:21,680 --> 00:04:25,039 Speaker 1: the press. Um. But then that led to uh, you know, 76 00:04:25,080 --> 00:04:29,680 Speaker 1: Sean Cunningham and his estates seen it and approaching Gun 77 00:04:29,680 --> 00:04:33,040 Speaker 1: and us about it, and it was such a clever idea. 78 00:04:33,160 --> 00:04:36,760 Speaker 1: It's it's an example of a type of gameplay, the 79 00:04:36,920 --> 00:04:41,680 Speaker 1: asymmetric approach, And for people who are not familiar with that, 80 00:04:41,920 --> 00:04:46,440 Speaker 1: asymmetric means that you typically have at least two teams 81 00:04:46,560 --> 00:04:50,640 Speaker 1: or or two parties of players. Uh and in this case, 82 00:04:50,680 --> 00:04:53,080 Speaker 1: we're talking about a single player taking on the role 83 00:04:53,200 --> 00:04:56,440 Speaker 1: of Jason Vorhees, obviously the antagonist of the Friday the 84 00:04:56,480 --> 00:05:02,080 Speaker 1: Thirteenth series, the iconic character who through parts two and 85 00:05:02,440 --> 00:05:07,440 Speaker 1: on is the main antagonist. Obviously, if anyone is listening, 86 00:05:07,640 --> 00:05:10,840 Speaker 1: I know Mrs Vorhees was the bad guy in part one. 87 00:05:11,160 --> 00:05:15,000 Speaker 1: Everybody knows that. But from part two forward we have Jason, 88 00:05:15,520 --> 00:05:19,640 Speaker 1: and asymmetric means that you have one person acting as 89 00:05:19,880 --> 00:05:24,360 Speaker 1: Jason Vorhees, you have the other players acting as camp counselors, 90 00:05:24,920 --> 00:05:30,279 Speaker 1: and the the goals are for one side to escape. 91 00:05:30,320 --> 00:05:33,080 Speaker 1: That would be the counselors to get away or potentially 92 00:05:33,200 --> 00:05:36,960 Speaker 1: even to take down Jason, although that is particularly difficult, 93 00:05:37,000 --> 00:05:41,400 Speaker 1: as is warranted by the mythology of the movies. Of course, 94 00:05:41,520 --> 00:05:45,039 Speaker 1: Jason's goal is to eliminate as many, if not all, 95 00:05:45,080 --> 00:05:49,200 Speaker 1: the counselors as he possibly can. And UH, to me, 96 00:05:49,279 --> 00:05:52,960 Speaker 1: it's interesting because it combines elements of gameplay that I 97 00:05:53,040 --> 00:05:57,760 Speaker 1: find really compelling. You have the competitive aspect of Jason 98 00:05:57,880 --> 00:06:00,359 Speaker 1: versus the counselors, but you also have co up with 99 00:06:00,480 --> 00:06:02,560 Speaker 1: the point of the counselors. You know, if they if 100 00:06:02,560 --> 00:06:06,120 Speaker 1: they work together, they stand a much better chance of 101 00:06:06,200 --> 00:06:08,600 Speaker 1: having success. At least for some of them than they 102 00:06:08,600 --> 00:06:11,640 Speaker 1: would if they all go Lone Wolf. Yeah, definitely. And 103 00:06:11,640 --> 00:06:14,840 Speaker 1: I think what was so crazy about the concept is 104 00:06:14,839 --> 00:06:17,200 Speaker 1: when I first heard it, I'm like, oh, that's that 105 00:06:17,320 --> 00:06:20,320 Speaker 1: just works right. It works in and you know, almost 106 00:06:20,320 --> 00:06:23,640 Speaker 1: a real life scenario where uh what, you know, everyone 107 00:06:23,680 --> 00:06:27,200 Speaker 1: wants to know would you survive a horror film? Like 108 00:06:27,240 --> 00:06:29,520 Speaker 1: what would you do? And I think early tests it 109 00:06:29,640 --> 00:06:32,120 Speaker 1: was kind of funny because, um, you know, Jason is 110 00:06:32,160 --> 00:06:36,000 Speaker 1: so powerful and that's definitely intentional, and I think the 111 00:06:36,000 --> 00:06:40,320 Speaker 1: the asymmetrical aspects behind it. We worked on other asymmetrical 112 00:06:40,400 --> 00:06:41,960 Speaker 1: games in the past and that was one of the 113 00:06:41,960 --> 00:06:45,800 Speaker 1: reasons why Gunn reached out to us. Um, but we 114 00:06:45,839 --> 00:06:47,680 Speaker 1: didn't really um you know, a lot of times it 115 00:06:47,839 --> 00:06:51,720 Speaker 1: was trying to make it balanced, and you know, trying 116 00:06:51,760 --> 00:06:55,640 Speaker 1: to make one person or one thing against multiple people 117 00:06:55,720 --> 00:06:59,560 Speaker 1: balanced was very tricky and it could also sometimes ruin 118 00:06:59,640 --> 00:07:00,960 Speaker 1: a bit of the fun. But when we kind of 119 00:07:01,000 --> 00:07:04,600 Speaker 1: threw that out the window, I mean, there's still balance 120 00:07:04,680 --> 00:07:07,000 Speaker 1: that goes into this stuff. But when we realize, like 121 00:07:07,360 --> 00:07:09,440 Speaker 1: you know, Jason is going to be able to take 122 00:07:09,520 --> 00:07:12,400 Speaker 1: on um, you know, more than one person at a time, 123 00:07:13,200 --> 00:07:16,720 Speaker 1: it really started fitting, and it kind of essentially created 124 00:07:16,720 --> 00:07:20,559 Speaker 1: almost a few games where you're either the powerful Jason 125 00:07:20,680 --> 00:07:24,240 Speaker 1: hunting people down and and killing them and um, you know, 126 00:07:24,320 --> 00:07:27,280 Speaker 1: stocking and kind of just all the different elements involved 127 00:07:27,280 --> 00:07:30,040 Speaker 1: in that. And then as counselors, you're you're getting away 128 00:07:30,040 --> 00:07:32,920 Speaker 1: and you kind of have those big horror elements and 129 00:07:32,960 --> 00:07:35,840 Speaker 1: everything like that where you know, you're you're scared, you're 130 00:07:35,840 --> 00:07:39,520 Speaker 1: trying to hide, and really just saw everyone kind of 131 00:07:39,520 --> 00:07:43,040 Speaker 1: playing into what happens in horror films, like when you know, 132 00:07:43,040 --> 00:07:44,840 Speaker 1: you're always like, oh, don't go in that room alone, 133 00:07:44,960 --> 00:07:47,440 Speaker 1: or you know, if you're with your friends, or you're 134 00:07:47,440 --> 00:07:49,760 Speaker 1: gonna stick around and like help them, but you know, 135 00:07:49,800 --> 00:07:52,480 Speaker 1: everyone just kind of scatters and runs all different directions 136 00:07:52,480 --> 00:07:55,240 Speaker 1: and that's usually when when all the bad stuff happened. 137 00:07:55,240 --> 00:07:58,040 Speaker 1: So it was really, uh, it was really interesting because 138 00:07:58,360 --> 00:08:02,080 Speaker 1: you have the human element and I think that um, 139 00:08:02,120 --> 00:08:05,160 Speaker 1: that power, you know, the power struggle or power balance. 140 00:08:05,200 --> 00:08:09,200 Speaker 1: It really worked well with a symmetrical gameplay and I think, 141 00:08:09,680 --> 00:08:11,760 Speaker 1: you know, there's so many things you could kind of 142 00:08:11,760 --> 00:08:14,760 Speaker 1: apply that to you when it comes to either other 143 00:08:14,800 --> 00:08:18,520 Speaker 1: films or other ideas as well. Oh sure, and and 144 00:08:18,560 --> 00:08:21,440 Speaker 1: it's interesting. It's very in a way. It's affirming, in 145 00:08:21,480 --> 00:08:24,840 Speaker 1: another way terrifying to see that the tropes of the 146 00:08:24,880 --> 00:08:28,600 Speaker 1: horror film play out in actual gameplay, because I've I've 147 00:08:29,360 --> 00:08:31,720 Speaker 1: I've watched more than my share of let's plays in 148 00:08:31,760 --> 00:08:34,440 Speaker 1: this in this game, and I've played a couple where 149 00:08:35,320 --> 00:08:39,160 Speaker 1: as you say, it is more frequently than not. As 150 00:08:39,200 --> 00:08:41,439 Speaker 1: soon as the game starts, you just see the kels 151 00:08:41,440 --> 00:08:45,360 Speaker 1: are scatter like ants, and immediately you're thinking, like, well, 152 00:08:45,440 --> 00:08:48,400 Speaker 1: we're we're all gonna get picked off one by one now, 153 00:08:48,520 --> 00:08:52,080 Speaker 1: so that's gonna be interesting. I am a little curious 154 00:08:52,120 --> 00:08:55,400 Speaker 1: about this because, as you say, you know, you you 155 00:08:55,440 --> 00:08:57,840 Speaker 1: didn't have to worry. I mean, obviously, balance is always 156 00:08:57,840 --> 00:09:01,040 Speaker 1: something you've got to think about. Otherwise, if you create 157 00:09:01,080 --> 00:09:05,160 Speaker 1: a game where it is impossible for one team to win, 158 00:09:05,320 --> 00:09:08,360 Speaker 1: then really you've just created a murder simulator. There's not 159 00:09:08,440 --> 00:09:10,800 Speaker 1: really any way to to to get out of it. 160 00:09:10,840 --> 00:09:13,320 Speaker 1: So you have to figure out, all right, well, what 161 00:09:13,440 --> 00:09:16,520 Speaker 1: are the what are the parameters here for victory on 162 00:09:16,600 --> 00:09:19,920 Speaker 1: both sides? And uh, and how can we make sure 163 00:09:20,000 --> 00:09:22,400 Speaker 1: that if you are not the killer, that you're still 164 00:09:22,440 --> 00:09:24,679 Speaker 1: having a good time. Can you talk a little bit 165 00:09:24,679 --> 00:09:27,319 Speaker 1: about what that process was like about just kind of 166 00:09:27,360 --> 00:09:32,800 Speaker 1: finding where that balance was. Yeah, I mean, you know, uh, 167 00:09:33,320 --> 00:09:35,720 Speaker 1: to be to be honest, I feel like there's a 168 00:09:35,720 --> 00:09:39,360 Speaker 1: bit of a pendulum swing, um, you know, and even 169 00:09:40,280 --> 00:09:42,600 Speaker 1: uh you know sometimes little Patch and we think we're 170 00:09:43,120 --> 00:09:44,880 Speaker 1: we we take a lot of feedback in from the 171 00:09:44,920 --> 00:09:47,960 Speaker 1: community what they like, what they don't like, so UM, 172 00:09:48,160 --> 00:09:50,560 Speaker 1: you know, I guess to back up and kind of 173 00:09:50,559 --> 00:09:54,680 Speaker 1: start from the beginning. We did prototype really UM early 174 00:09:54,760 --> 00:09:56,880 Speaker 1: on and I think you know, the biggest thing we 175 00:09:56,960 --> 00:09:59,000 Speaker 1: found is it was really fun to play Jason, but 176 00:09:59,040 --> 00:10:01,640 Speaker 1: it wasn't fun to play counselors. UM. So we spent 177 00:10:01,679 --> 00:10:06,000 Speaker 1: a lot of time on the counselor angle. And you know, uh, 178 00:10:06,080 --> 00:10:07,959 Speaker 1: we have a lot of things like fear, and the 179 00:10:08,120 --> 00:10:11,559 Speaker 1: more you get scared, there's things that happened, the screen darkened, 180 00:10:11,800 --> 00:10:15,280 Speaker 1: you tend to lose your hud. Um. You know, there's 181 00:10:15,320 --> 00:10:19,000 Speaker 1: just an alteration that goes on, um like visually as well. 182 00:10:19,040 --> 00:10:21,839 Speaker 1: And then there's some audio cues that happened, uh to 183 00:10:21,960 --> 00:10:25,520 Speaker 1: kind of intensify everything. And we have this tripping mechanic 184 00:10:25,640 --> 00:10:28,120 Speaker 1: where you know, the more scared you were, the more 185 00:10:28,160 --> 00:10:31,040 Speaker 1: you attend the trip and stumble and that was you know, 186 00:10:31,320 --> 00:10:34,079 Speaker 1: a very delicate mechanic because it was very frustrating in 187 00:10:34,160 --> 00:10:36,559 Speaker 1: the beginning when we first tilt it. So you know, 188 00:10:36,600 --> 00:10:39,240 Speaker 1: you're running around and then you have this thing kind 189 00:10:39,240 --> 00:10:42,000 Speaker 1: of constantly taking control of your characters. So we made 190 00:10:42,000 --> 00:10:44,240 Speaker 1: this figure out how do we give that effect that 191 00:10:44,400 --> 00:10:47,200 Speaker 1: not make it as annoying. So um So there were 192 00:10:47,240 --> 00:10:49,440 Speaker 1: some levers to kind of pull there and and you 193 00:10:49,480 --> 00:10:52,640 Speaker 1: know that'll balance back and forth um on that end. 194 00:10:52,679 --> 00:10:54,760 Speaker 1: But it's just you know, in the beginning, it just 195 00:10:54,840 --> 00:10:58,120 Speaker 1: wasn't great to be a counselor because Jason was your 196 00:10:58,160 --> 00:11:00,400 Speaker 1: sails with powered But then we kind I've got the 197 00:11:00,440 --> 00:11:02,360 Speaker 1: counselors still in right, but then it wasn't fun to 198 00:11:02,440 --> 00:11:05,160 Speaker 1: be season So we had to figure out how to 199 00:11:05,280 --> 00:11:07,400 Speaker 1: kind of just go back and forth. And it was 200 00:11:07,440 --> 00:11:09,079 Speaker 1: really just a lot of play tests, you know. I mean, 201 00:11:09,360 --> 00:11:12,840 Speaker 1: you know, iteration is key in games, play test teams key, 202 00:11:13,200 --> 00:11:16,240 Speaker 1: so he kind of went through that process and play 203 00:11:16,280 --> 00:11:18,719 Speaker 1: tested a lot, and you know, all these kind of 204 00:11:18,760 --> 00:11:22,160 Speaker 1: took feedback. There was we brought in some people early 205 00:11:22,280 --> 00:11:25,040 Speaker 1: on and had them play the game and kind of 206 00:11:25,080 --> 00:11:28,160 Speaker 1: got feedback from them. And the initial reaction as everyone 207 00:11:28,200 --> 00:11:30,280 Speaker 1: really loved the game so that was great. But once 208 00:11:30,720 --> 00:11:32,480 Speaker 1: you know, they spent a little more time with it, 209 00:11:32,520 --> 00:11:35,960 Speaker 1: we're able to kind of identify the problems. Um. But yeah, 210 00:11:35,960 --> 00:11:38,080 Speaker 1: and even today though, I think we're still kind of 211 00:11:38,880 --> 00:11:41,680 Speaker 1: potentially swinging the pendulum because well, you know, there'll be 212 00:11:41,720 --> 00:11:44,600 Speaker 1: some really good ideas and thoughts if the community brings 213 00:11:44,679 --> 00:11:47,240 Speaker 1: up and then just thinks that we've sat was for 214 00:11:47,240 --> 00:11:49,760 Speaker 1: a while during our play test, and you know, we'll 215 00:11:49,800 --> 00:11:52,320 Speaker 1: kind of alter some numbers, and then sometimes that goes 216 00:11:52,360 --> 00:11:54,520 Speaker 1: out and people are like, oh no, like you know, 217 00:11:54,640 --> 00:11:57,640 Speaker 1: now Jason isn't fun to play, or you know, and 218 00:11:57,640 --> 00:12:00,800 Speaker 1: and you know, now he's too over powered and a 219 00:12:00,840 --> 00:12:02,520 Speaker 1: lot more fun to play, but it's too hard to 220 00:12:02,520 --> 00:12:05,719 Speaker 1: be a counselor so it always is a bit of, um, 221 00:12:05,800 --> 00:12:08,520 Speaker 1: kind of massaging to make it right. And you know, 222 00:12:08,559 --> 00:12:10,720 Speaker 1: for the most part, I think we're we find a 223 00:12:10,760 --> 00:12:13,280 Speaker 1: good balance between the two. But you know, I think 224 00:12:13,360 --> 00:12:16,680 Speaker 1: everyone kind of has their own opinions, and sometimes even 225 00:12:17,040 --> 00:12:19,760 Speaker 1: our opinions changed the longer we kind of sit with 226 00:12:19,840 --> 00:12:21,800 Speaker 1: the game. So it is kind of interesting. And I 227 00:12:21,840 --> 00:12:25,040 Speaker 1: wouldn't tell you like we you have it exactly right, 228 00:12:25,120 --> 00:12:27,240 Speaker 1: but um, but you know, for the most part, I 229 00:12:27,240 --> 00:12:31,200 Speaker 1: mean there's a lot that goes into what makes it, uh, 230 00:12:31,240 --> 00:12:34,560 Speaker 1: you know, kind of fun as it is now well, 231 00:12:34,600 --> 00:12:36,720 Speaker 1: and I think it's really interesting. I mean, you bring 232 00:12:36,800 --> 00:12:39,400 Speaker 1: up a great point in the idea of massaging this 233 00:12:39,520 --> 00:12:42,440 Speaker 1: game and being able to tweak things and alter things. 234 00:12:43,320 --> 00:12:48,000 Speaker 1: It points to a very different landscape today than games 235 00:12:48,040 --> 00:12:51,640 Speaker 1: just ten years ago, where once the game shipped, that 236 00:12:51,720 --> 00:12:54,600 Speaker 1: was pretty much it, right. You didn't really have the 237 00:12:54,640 --> 00:13:01,319 Speaker 1: opportunity to create a lot of patches or updates, and so, uh, 238 00:13:01,360 --> 00:13:04,800 Speaker 1: you know, if you if you created a game that 239 00:13:04,800 --> 00:13:09,560 Speaker 1: that had some mechanic that apparently just just displeased players, 240 00:13:09,640 --> 00:13:12,400 Speaker 1: then you were kind of stuck with it. But now 241 00:13:12,440 --> 00:13:15,320 Speaker 1: you're in a world where if there's good parts and 242 00:13:15,360 --> 00:13:17,640 Speaker 1: bad parts, one thing is that you can go back 243 00:13:17,679 --> 00:13:19,680 Speaker 1: in and you can take in this feedback and you 244 00:13:19,720 --> 00:13:23,600 Speaker 1: can make adjustments to the game and thus hopefully create 245 00:13:23,800 --> 00:13:27,080 Speaker 1: a better experience for players so that they're having more fun, 246 00:13:27,200 --> 00:13:29,800 Speaker 1: or or you're adding in elements so that the game 247 00:13:29,920 --> 00:13:34,000 Speaker 1: is constantly fresh for players. But of course, the flip 248 00:13:34,040 --> 00:13:36,599 Speaker 1: side of that is that you are you are fostering 249 00:13:36,600 --> 00:13:38,959 Speaker 1: a game much longer. You know, it's not that it 250 00:13:39,080 --> 00:13:41,200 Speaker 1: ships out the door and you immediately turned to the 251 00:13:41,240 --> 00:13:44,880 Speaker 1: next thing. So is that is that something that is 252 00:13:45,360 --> 00:13:47,680 Speaker 1: I assume it's very different from your perspective, From a 253 00:13:47,679 --> 00:13:50,960 Speaker 1: player's perspective. I love having a game where I'm constantly 254 00:13:51,000 --> 00:13:55,400 Speaker 1: getting h tweaks and updates and it is refreshing the 255 00:13:55,440 --> 00:13:57,200 Speaker 1: game and it makes me makes me want to play 256 00:13:57,200 --> 00:13:59,000 Speaker 1: it again because I want to see what the new 257 00:13:59,040 --> 00:14:01,520 Speaker 1: experience is like. I'm not sure what it's like on 258 00:14:01,559 --> 00:14:06,199 Speaker 1: your side of though. Yeah, though it's I mean I 259 00:14:06,240 --> 00:14:08,959 Speaker 1: would say, um, you know, to be honest, it's it's 260 00:14:08,960 --> 00:14:11,920 Speaker 1: a blessing and a curse, right, I mean, I think, um, 261 00:14:12,040 --> 00:14:14,400 Speaker 1: we're you know, we were a small team that worked 262 00:14:14,400 --> 00:14:17,800 Speaker 1: on this. We're a small company and um, you know, 263 00:14:17,800 --> 00:14:19,760 Speaker 1: there was a certain amount of people internally that we're 264 00:14:19,880 --> 00:14:23,720 Speaker 1: on this project, and um, you know, so being a 265 00:14:23,760 --> 00:14:28,040 Speaker 1: small team, it's it's tough to um continue to roll 266 00:14:28,040 --> 00:14:31,440 Speaker 1: out content and you know, luckily, with the success of 267 00:14:31,440 --> 00:14:33,600 Speaker 1: the game, we've been able to grow. But you know, 268 00:14:33,600 --> 00:14:36,440 Speaker 1: when we're kind of getting towards launch, it's like, Okay, well, 269 00:14:36,760 --> 00:14:39,600 Speaker 1: we know we're gonna need to keep working on this 270 00:14:39,800 --> 00:14:42,520 Speaker 1: and we're gonna get feedback from the community, and we're 271 00:14:42,880 --> 00:14:46,080 Speaker 1: you know, we're uh, you know, guns like five people. 272 00:14:46,120 --> 00:14:48,480 Speaker 1: They're getting a little bigger now. But uh and I 273 00:14:48,520 --> 00:14:50,680 Speaker 1: think we had about you know, twenty people on the 274 00:14:50,720 --> 00:14:54,080 Speaker 1: game as well internally here, so we weren't like with 275 00:14:54,120 --> 00:14:57,800 Speaker 1: a big publisher where they could have hundreds of people 276 00:14:57,800 --> 00:14:59,480 Speaker 1: that could go at it, and you get all these 277 00:14:59,520 --> 00:15:03,360 Speaker 1: different studios and um, you know, people at the publishing 278 00:15:03,360 --> 00:15:05,880 Speaker 1: company to kind of give a lot of feedback and 279 00:15:06,280 --> 00:15:08,480 Speaker 1: kind of help with certain areas. So you know, we 280 00:15:08,560 --> 00:15:10,600 Speaker 1: kind of knew that we were throwing this thing out 281 00:15:10,600 --> 00:15:12,840 Speaker 1: there and we would get some feedback, but we were 282 00:15:12,880 --> 00:15:16,200 Speaker 1: committed to supporting that. So it is it is awesome 283 00:15:16,320 --> 00:15:19,160 Speaker 1: from our standpoint because it's like we got to launch 284 00:15:19,200 --> 00:15:21,400 Speaker 1: the game, people liked it. I mean, obviously there was 285 00:15:21,480 --> 00:15:24,240 Speaker 1: issues when it launched, um but for the most part, 286 00:15:24,240 --> 00:15:25,920 Speaker 1: people really liked it. They had a lot of fun. 287 00:15:26,080 --> 00:15:29,200 Speaker 1: We knew, uh, you know, moving forward that we would 288 00:15:29,280 --> 00:15:32,160 Speaker 1: kind of fix and address these issues and constantly spend 289 00:15:32,200 --> 00:15:35,960 Speaker 1: time updating adding new content into it. But it was 290 00:15:36,000 --> 00:15:38,720 Speaker 1: a bit of a growing process for us as well. UM. 291 00:15:38,760 --> 00:15:42,160 Speaker 1: And really it's just it's it's interesting because um, I 292 00:15:42,240 --> 00:15:44,600 Speaker 1: started before this actually in the music industry, and it 293 00:15:44,680 --> 00:15:47,520 Speaker 1: was nice because when you finished an album, you know, 294 00:15:47,520 --> 00:15:49,520 Speaker 1: there's so much work you put into it, and then 295 00:15:49,560 --> 00:15:51,960 Speaker 1: you kind of you know, it goes off to like 296 00:15:52,080 --> 00:15:55,080 Speaker 1: mastering and then you know, the artist tested them kind 297 00:15:55,080 --> 00:15:56,920 Speaker 1: of take it from there and promoted. But we were 298 00:15:57,360 --> 00:15:59,680 Speaker 1: more behind the scene, so we could just say, okay, 299 00:15:59,720 --> 00:16:02,080 Speaker 1: we're we're done. That's awesome. They could go to sleep 300 00:16:02,080 --> 00:16:05,040 Speaker 1: at night. It's either gonna fell well maybe you know, 301 00:16:05,200 --> 00:16:06,880 Speaker 1: is a hit or maybe not, and then it's kind 302 00:16:06,880 --> 00:16:10,440 Speaker 1: of onto the next thing. But you know, with this 303 00:16:10,600 --> 00:16:13,960 Speaker 1: kind of being a game as a service, we're constantly 304 00:16:14,040 --> 00:16:17,160 Speaker 1: updating it, constantly thinking about it. You know, there's some 305 00:16:17,280 --> 00:16:20,200 Speaker 1: night where you can't sleep just due to some issues 306 00:16:20,240 --> 00:16:23,160 Speaker 1: you might run into or issues that end up out there. 307 00:16:23,200 --> 00:16:25,880 Speaker 1: And then there's other times where you can't sleep because 308 00:16:25,880 --> 00:16:28,920 Speaker 1: you're like, how do I make this even even more better? Um? 309 00:16:28,960 --> 00:16:32,000 Speaker 1: You know, how do I keep refining it? So? You know, so, 310 00:16:32,040 --> 00:16:34,160 Speaker 1: like I said, I think it's a it's been a 311 00:16:34,200 --> 00:16:36,960 Speaker 1: big learning experience for us in the team, and it's 312 00:16:37,280 --> 00:16:40,120 Speaker 1: you know, we've been um kind of getting into the 313 00:16:40,120 --> 00:16:42,720 Speaker 1: groove now is really kind of supporting it and turning 314 00:16:42,720 --> 00:16:45,360 Speaker 1: around content and patches and updates and all that but 315 00:16:45,800 --> 00:16:48,560 Speaker 1: you know, something that we had to really work into 316 00:16:48,640 --> 00:16:50,880 Speaker 1: and we kind of as a company had had to 317 00:16:50,960 --> 00:16:52,800 Speaker 1: learn to work that way. And we brought on some 318 00:16:53,480 --> 00:16:57,320 Speaker 1: really talented uh developers um here at the Phonic that 319 00:16:57,360 --> 00:17:00,520 Speaker 1: actually had experience with that at other company needs, so 320 00:17:00,800 --> 00:17:03,800 Speaker 1: they're able to kind of help us shift our company 321 00:17:03,880 --> 00:17:06,959 Speaker 1: towards that direction. Um. But even before then, I mean 322 00:17:07,000 --> 00:17:09,880 Speaker 1: I would say, like even our early games or work 323 00:17:09,920 --> 00:17:12,719 Speaker 1: for higher games we did, you know, there's still were 324 00:17:13,240 --> 00:17:16,399 Speaker 1: um online multiplayer games, so they were still updated and 325 00:17:16,480 --> 00:17:19,240 Speaker 1: kind of uh you know, move through, but nothing really 326 00:17:19,280 --> 00:17:22,480 Speaker 1: to this level. UM. So yeah, it was definitely a 327 00:17:22,560 --> 00:17:24,920 Speaker 1: learning experience, but it but it's great. I mean it's 328 00:17:25,040 --> 00:17:28,719 Speaker 1: allows you you know, if the game wasn't that successful, 329 00:17:28,760 --> 00:17:31,760 Speaker 1: it kind of allows us to you know, support it 330 00:17:32,000 --> 00:17:35,560 Speaker 1: still until the community kind of eventually starts dying down. Um. 331 00:17:35,640 --> 00:17:37,359 Speaker 1: But in this case, it kind of allows us to 332 00:17:37,359 --> 00:17:39,639 Speaker 1: support it a lot longer and put a lot of 333 00:17:39,680 --> 00:17:41,960 Speaker 1: things in there that originally were like this would be 334 00:17:42,000 --> 00:17:44,720 Speaker 1: great to have, but you know it's not in the 335 00:17:44,760 --> 00:17:47,400 Speaker 1: budget or the scope at the time. So I think 336 00:17:47,400 --> 00:17:50,040 Speaker 1: that's as cool as we get to really always kind 337 00:17:50,040 --> 00:17:53,119 Speaker 1: of put those ideas that um, you know, games in 338 00:17:53,160 --> 00:17:55,280 Speaker 1: the past to kind of leave on the cutting room floor, 339 00:17:56,240 --> 00:17:59,040 Speaker 1: and and that kind of leads us into You've talked 340 00:17:59,080 --> 00:18:04,240 Speaker 1: about community, and there's clearly of a very vocal and 341 00:18:04,240 --> 00:18:07,880 Speaker 1: and active community in the Fright the Third the game. 342 00:18:07,920 --> 00:18:10,080 Speaker 1: I mean, like I said, I've watched lots of let's 343 00:18:10,119 --> 00:18:12,760 Speaker 1: plays in this as well as well as playing the game. 344 00:18:12,960 --> 00:18:15,360 Speaker 1: I was one of the backers of Fright the thirteam 345 00:18:15,400 --> 00:18:20,560 Speaker 1: full full disclosure. Yeah, so you guys had a very 346 00:18:20,600 --> 00:18:25,760 Speaker 1: successful crowdfunding campaign, which I assume was very gratifying because 347 00:18:25,800 --> 00:18:27,800 Speaker 1: it showed that there were players out there who were 348 00:18:27,800 --> 00:18:32,480 Speaker 1: feeling just as strongly about this concept of, uh of 349 00:18:32,680 --> 00:18:38,120 Speaker 1: really diving into this world of classic slasher horror kind 350 00:18:38,160 --> 00:18:42,199 Speaker 1: of fiction and bringing it into a a you know, 351 00:18:42,280 --> 00:18:45,080 Speaker 1: a playable experience. Uh. Can you talk a little bit 352 00:18:45,080 --> 00:18:47,679 Speaker 1: about the the you know, how that how that worked 353 00:18:47,720 --> 00:18:50,040 Speaker 1: when you did the crowdfunding and sort of the feedback 354 00:18:50,040 --> 00:18:53,159 Speaker 1: you got, And I assumed that was pretty energizing to 355 00:18:53,200 --> 00:18:55,720 Speaker 1: the group to see that kind of level of enthusiasm 356 00:18:55,760 --> 00:18:59,440 Speaker 1: before you you even had a game to ship. Yeah, No, 357 00:18:59,720 --> 00:19:02,880 Speaker 1: it was really awesome because I think, you know, there's 358 00:19:02,920 --> 00:19:05,399 Speaker 1: a lot of work that goes into you know, making 359 00:19:05,760 --> 00:19:09,320 Speaker 1: a Kickstarter and are doing Kickstarter and just you know, 360 00:19:09,400 --> 00:19:11,560 Speaker 1: all the videos and all the content we have to 361 00:19:11,600 --> 00:19:14,240 Speaker 1: make to keep people engaged and to really have them 362 00:19:14,359 --> 00:19:16,160 Speaker 1: buy into our vision. It's like, you know, we all 363 00:19:16,160 --> 00:19:18,160 Speaker 1: have it in our heads, but how do we show 364 00:19:18,160 --> 00:19:21,240 Speaker 1: the community of people of that. So. Um, So we 365 00:19:21,240 --> 00:19:24,040 Speaker 1: were really you know, really nervous going into it, like, oh, 366 00:19:24,160 --> 00:19:27,760 Speaker 1: this are people gonna gravitate towards this? I mean, you know, 367 00:19:27,880 --> 00:19:31,880 Speaker 1: luckily we had Friday their Teeth in the franchise behind us, 368 00:19:31,920 --> 00:19:36,240 Speaker 1: but it's really tricky because we just didn't know. Um, 369 00:19:36,280 --> 00:19:38,920 Speaker 1: we felt like people would be into this and were 370 00:19:39,000 --> 00:19:41,199 Speaker 1: as much as we were, but we just didn't know. 371 00:19:41,320 --> 00:19:44,080 Speaker 1: So when a lot of people you know started kind 372 00:19:44,080 --> 00:19:46,080 Speaker 1: of coming out and saying, hey, this is great, this 373 00:19:46,160 --> 00:19:49,800 Speaker 1: is exactly what we're looking for and really supporting us 374 00:19:49,800 --> 00:19:51,760 Speaker 1: and backing us, I mean, it was it was an 375 00:19:51,800 --> 00:19:55,840 Speaker 1: amazing feeling, but it was it was a crazy, um, 376 00:19:55,880 --> 00:19:58,840 Speaker 1: you know, months kind of thirty day roller coaster ride 377 00:19:58,840 --> 00:20:02,000 Speaker 1: of trying to make sure. Yeah, I mean, we had 378 00:20:02,040 --> 00:20:04,919 Speaker 1: an initial plan and then I think you know, after 379 00:20:04,960 --> 00:20:08,880 Speaker 1: we launched, probably three or four days into it, um, 380 00:20:09,000 --> 00:20:11,760 Speaker 1: we still kind of executed on that plan, but there 381 00:20:11,800 --> 00:20:13,800 Speaker 1: was a lot more we started doing because I think 382 00:20:13,840 --> 00:20:16,720 Speaker 1: that's when we started building a community. There became a 383 00:20:16,720 --> 00:20:19,600 Speaker 1: lot of questions and you know, people wanted to understand 384 00:20:19,600 --> 00:20:22,199 Speaker 1: how the game played more and what things are going 385 00:20:22,240 --> 00:20:24,760 Speaker 1: to look like and how it's going to run and 386 00:20:24,760 --> 00:20:28,040 Speaker 1: work and all that, and so I think it, um, 387 00:20:28,080 --> 00:20:31,840 Speaker 1: you know, it was pretty crazy, but I think it 388 00:20:31,880 --> 00:20:36,080 Speaker 1: became very I guess a lot more work than we 389 00:20:36,160 --> 00:20:38,040 Speaker 1: figured it would be because we wanted to try to 390 00:20:38,080 --> 00:20:42,240 Speaker 1: answer all those questions and um, continue to show people 391 00:20:42,320 --> 00:20:46,080 Speaker 1: we're building. Obviously we knew that would help the crowd funding, 392 00:20:46,200 --> 00:20:49,240 Speaker 1: but we also wanted to just have fans really buy 393 00:20:49,280 --> 00:20:51,919 Speaker 1: into the vision. So um, so yeah, it was. It 394 00:20:51,960 --> 00:20:55,040 Speaker 1: was a great experience. Um, really cool, I mean it, 395 00:20:55,880 --> 00:20:57,399 Speaker 1: you know, but also at the same time, it was 396 00:20:57,440 --> 00:20:59,800 Speaker 1: a ton of work. And like Randy and those guys 397 00:20:59,840 --> 00:21:04,000 Speaker 1: that on all really put so much into a um 398 00:21:04,040 --> 00:21:06,840 Speaker 1: as well as they just kind of really stayed on 399 00:21:06,880 --> 00:21:10,000 Speaker 1: top of everything in and made sure that everything was 400 00:21:10,040 --> 00:21:12,720 Speaker 1: kind of laying smoothly and that people were getting a 401 00:21:12,800 --> 00:21:16,640 Speaker 1: question answered and all that stuff. So it was experience. 402 00:21:16,920 --> 00:21:21,600 Speaker 1: I imagined some of those questions even lead to developing 403 00:21:21,800 --> 00:21:26,679 Speaker 1: things that you had not initially considered because in my experience, uh, 404 00:21:26,720 --> 00:21:29,680 Speaker 1: you know, you have a brainstorming group, you get people together, 405 00:21:29,800 --> 00:21:32,520 Speaker 1: you start coming up with ideas, then you start to 406 00:21:33,200 --> 00:21:35,640 Speaker 1: put those into some form of structure and you move 407 00:21:35,680 --> 00:21:39,320 Speaker 1: on from there, and then you you think you've got 408 00:21:39,680 --> 00:21:43,719 Speaker 1: a pretty good idea of what you have from beginning 409 00:21:43,760 --> 00:21:45,840 Speaker 1: to end. You you know, it's maybe not complete, but 410 00:21:45,880 --> 00:21:48,479 Speaker 1: you gotta you've got You're fairly confident. And then you 411 00:21:48,520 --> 00:21:50,640 Speaker 1: open it up and people started asking questions and they're 412 00:21:50,640 --> 00:21:53,480 Speaker 1: asking things that you You're like, wow, I really I 413 00:21:53,600 --> 00:21:55,960 Speaker 1: really should have thought of that, and I totally didn't. 414 00:21:56,000 --> 00:22:00,320 Speaker 1: And that's a legitimate point. Yeah, or we did think 415 00:22:00,480 --> 00:22:02,840 Speaker 1: enough about that, right, you know, because maybe that won't 416 00:22:02,880 --> 00:22:05,560 Speaker 1: work that we thought would work so well. But yeah, 417 00:22:05,600 --> 00:22:08,040 Speaker 1: I think you know, once we got the ideas that there, 418 00:22:08,040 --> 00:22:11,440 Speaker 1: I mean, it was kind of tricky though, because anything 419 00:22:11,480 --> 00:22:15,160 Speaker 1: you would say sometimes could be taken as gospel essentially, 420 00:22:15,200 --> 00:22:18,840 Speaker 1: So we would, you know, someone would throw out an 421 00:22:18,880 --> 00:22:21,439 Speaker 1: idea and maybe we weren't communicating to each other, and 422 00:22:21,440 --> 00:22:24,000 Speaker 1: then all of a sudden we noticed that that idea 423 00:22:24,040 --> 00:22:27,480 Speaker 1: would really stick in the community. So it's you know, 424 00:22:27,560 --> 00:22:30,879 Speaker 1: I see, that's why games for so long have been 425 00:22:30,960 --> 00:22:35,320 Speaker 1: kind of developed in this very closed, I guess dark 426 00:22:35,440 --> 00:22:38,439 Speaker 1: environment where you know, you don't even really hear about it, 427 00:22:38,480 --> 00:22:41,199 Speaker 1: and maybe a year or two years on some of 428 00:22:41,200 --> 00:22:43,320 Speaker 1: these big Triple A projects before they come out, they 429 00:22:43,359 --> 00:22:46,399 Speaker 1: might announce it, but they're careful with what they show, 430 00:22:46,720 --> 00:22:50,480 Speaker 1: and you know, everyone starts having ideas and kind of 431 00:22:50,560 --> 00:22:53,000 Speaker 1: questions and and all that kind of stuff. But I 432 00:22:53,040 --> 00:22:55,560 Speaker 1: think because we were so open with what we were 433 00:22:55,560 --> 00:22:57,800 Speaker 1: trying to build, you know, you would throw out an 434 00:22:57,800 --> 00:23:00,359 Speaker 1: idea and it would be something that we might have 435 00:23:00,440 --> 00:23:02,680 Speaker 1: just talked about briefly, but we didn't bet it yet, 436 00:23:02,800 --> 00:23:05,840 Speaker 1: and everyone would gravitate towards that, and then it's like, okay, well, 437 00:23:06,359 --> 00:23:08,640 Speaker 1: you know, maybe this is a great idea and now 438 00:23:08,680 --> 00:23:10,120 Speaker 1: we have to figure out how to make it work. 439 00:23:10,240 --> 00:23:13,679 Speaker 1: It was definitely a different way of developing. UM I 440 00:23:13,680 --> 00:23:16,320 Speaker 1: would say, I mean it, but I think it it 441 00:23:16,520 --> 00:23:19,679 Speaker 1: was for the better, right. I think it's allowed us 442 00:23:19,720 --> 00:23:22,880 Speaker 1: to kind of talk about things early on that um 443 00:23:22,880 --> 00:23:26,120 Speaker 1: maybe we were understanding like, oh, people don't really understand 444 00:23:26,160 --> 00:23:27,920 Speaker 1: what we're trying to go for here. Maybe two come 445 00:23:28,320 --> 00:23:31,280 Speaker 1: to a complex of a mechanic, you know, how do 446 00:23:31,280 --> 00:23:33,520 Speaker 1: we make it simpler, and I think you know, at 447 00:23:33,520 --> 00:23:35,000 Speaker 1: the end of the day, there was a lot of 448 00:23:35,240 --> 00:23:37,679 Speaker 1: There was one point where we felt no one was 449 00:23:37,680 --> 00:23:40,080 Speaker 1: going to understand how to play this game, how to 450 00:23:40,119 --> 00:23:43,359 Speaker 1: play as Jason, how to play as counselors, and what 451 00:23:43,520 --> 00:23:46,120 Speaker 1: the missions and objectives were for. So we started going 452 00:23:46,119 --> 00:23:48,920 Speaker 1: into this like, Okay, we need way more u I 453 00:23:49,080 --> 00:23:51,679 Speaker 1: so people can understand this stuff, and you know, we 454 00:23:51,720 --> 00:23:54,280 Speaker 1: need way more feedback on things. And I think there 455 00:23:54,280 --> 00:23:56,840 Speaker 1: were some parts where we started going a little too 456 00:23:56,840 --> 00:23:59,600 Speaker 1: overboard um and hand holding, and then there was parts 457 00:23:59,640 --> 00:24:03,480 Speaker 1: where it needed it kind of just made the perfect 458 00:24:03,640 --> 00:24:07,720 Speaker 1: balance of someone seen a mechanic, getting some visual feedback 459 00:24:07,720 --> 00:24:11,280 Speaker 1: and understanding what it was. So we're pretty surprised when 460 00:24:11,320 --> 00:24:13,200 Speaker 1: we did the data that people are able to just 461 00:24:13,680 --> 00:24:16,800 Speaker 1: kind of pick it up and play for the most part. Um. 462 00:24:17,240 --> 00:24:20,720 Speaker 1: But it was kind of interesting because you know, we 463 00:24:20,720 --> 00:24:22,639 Speaker 1: didn't know if that would happen or not. But at 464 00:24:22,680 --> 00:24:25,280 Speaker 1: the end of the day, we're kind of putting people 465 00:24:25,280 --> 00:24:28,960 Speaker 1: in a bit of real life, you know, survival kind 466 00:24:28,960 --> 00:24:32,240 Speaker 1: of instinct areas, I guess, so it didn't work out well. 467 00:24:33,720 --> 00:24:36,439 Speaker 1: It's it's the sort of game that kind of rewards uh, 468 00:24:36,720 --> 00:24:41,360 Speaker 1: some experimentation as well, where you know, if you if 469 00:24:41,359 --> 00:24:44,840 Speaker 1: you're casting about a little bit, you might discover a 470 00:24:44,840 --> 00:24:47,720 Speaker 1: strategy that works that you would not have necessarily thought of. 471 00:24:48,280 --> 00:24:50,600 Speaker 1: But at the same time, it's not like it's a 472 00:24:50,640 --> 00:24:53,320 Speaker 1: game where you jump in and you can pick up 473 00:24:53,359 --> 00:24:56,720 Speaker 1: absolutely everything and you have no idea which thing is 474 00:24:56,800 --> 00:25:00,000 Speaker 1: relevant and which one isn't. I've played those style game 475 00:25:00,000 --> 00:25:02,639 Speaker 1: games to which are you know, it's very immersive to 476 00:25:02,720 --> 00:25:06,000 Speaker 1: be in a world where your character can manipulate practically 477 00:25:06,040 --> 00:25:09,879 Speaker 1: anything in the environment. But then at that point you 478 00:25:09,920 --> 00:25:13,159 Speaker 1: start asking yourself, oh, but is this does this matter 479 00:25:13,320 --> 00:25:15,840 Speaker 1: that I can do this? Or is this just a 480 00:25:15,920 --> 00:25:20,320 Speaker 1: cool gimmick that's distracting me? And uh so that it's 481 00:25:20,400 --> 00:25:23,720 Speaker 1: nice to see balance there too. I appreciate a game 482 00:25:23,760 --> 00:25:27,600 Speaker 1: where where you can more easily hone in on what's 483 00:25:27,600 --> 00:25:30,840 Speaker 1: really important, especially if you happen to have a seven 484 00:25:30,840 --> 00:25:34,240 Speaker 1: foot tall behemoth with a machete bearing down on you 485 00:25:34,280 --> 00:25:38,320 Speaker 1: at the time. Snap decisions are pretty important in that case. 486 00:25:45,040 --> 00:25:46,879 Speaker 1: So let's talk a little bit. So what are some 487 00:25:46,920 --> 00:25:49,760 Speaker 1: of the challenges that you did encounter in the development 488 00:25:49,800 --> 00:25:53,680 Speaker 1: of this game. You know, we talked about how obviously 489 00:25:53,680 --> 00:25:56,520 Speaker 1: the balance was something and and figuring out, you know, 490 00:25:56,560 --> 00:26:00,600 Speaker 1: how to communicate with the community, almost a collaborative process 491 00:26:00,680 --> 00:26:05,199 Speaker 1: with the community in some respects. But but obviously this 492 00:26:05,280 --> 00:26:08,720 Speaker 1: was this was a pretty ambitious project, and as you mentioned, 493 00:26:08,840 --> 00:26:12,600 Speaker 1: it was a relatively modest team, A small team, not 494 00:26:12,680 --> 00:26:15,280 Speaker 1: a talented one, but a small one. So what are 495 00:26:15,320 --> 00:26:20,280 Speaker 1: some of the challenges you encountered throughout the development process? Oh? 496 00:26:20,520 --> 00:26:22,840 Speaker 1: I think, I mean, to be honest, I think we 497 00:26:23,600 --> 00:26:25,920 Speaker 1: bumped our heads every which way. I mean I could 498 00:26:25,920 --> 00:26:28,560 Speaker 1: probably I could probably go on on this topic, um 499 00:26:29,160 --> 00:26:31,600 Speaker 1: for a while, but no, I think you know, anytime 500 00:26:31,640 --> 00:26:35,560 Speaker 1: you're creating some something new and different, there's you know, 501 00:26:36,160 --> 00:26:40,760 Speaker 1: especially in games in generals, you're pretty much encountering issues daily, right, 502 00:26:40,920 --> 00:26:44,680 Speaker 1: I think you know, some of it would um would 503 00:26:44,680 --> 00:26:47,359 Speaker 1: be I don't know as big as when you know, 504 00:26:47,400 --> 00:26:50,840 Speaker 1: when we launched, our technology wasn't really able to scale. 505 00:26:51,520 --> 00:26:53,359 Speaker 1: We built a lot of this stuff internally, and we 506 00:26:53,440 --> 00:26:57,439 Speaker 1: never had a game that was just successful. So we 507 00:26:57,440 --> 00:27:00,200 Speaker 1: we would you know, on day one, we can him 508 00:27:00,200 --> 00:27:03,280 Speaker 1: off the data basically said oh okay, well we had 509 00:27:03,320 --> 00:27:06,480 Speaker 1: maybe I don't know, five thousand concurrent players or something 510 00:27:06,520 --> 00:27:09,320 Speaker 1: on the data, so let's you know, if we get 511 00:27:09,520 --> 00:27:13,080 Speaker 1: four or five times, that would be good, um, but 512 00:27:13,240 --> 00:27:16,520 Speaker 1: I think we had let's see, probably twenty times that 513 00:27:16,680 --> 00:27:19,000 Speaker 1: so we weren't really um in day one, so we 514 00:27:19,040 --> 00:27:21,760 Speaker 1: really weren't ready for that. And you know, we didn't 515 00:27:21,800 --> 00:27:25,880 Speaker 1: have enough servers up. It didn't scale properly. I mean 516 00:27:25,920 --> 00:27:29,159 Speaker 1: that was that was a big one. Um. You know, 517 00:27:29,240 --> 00:27:34,560 Speaker 1: some of the technology and just that we used and um, 518 00:27:34,640 --> 00:27:38,240 Speaker 1: you know, console development in general's pretty difficult and beam 519 00:27:38,280 --> 00:27:41,200 Speaker 1: a small team working across three platforms is another big 520 00:27:41,680 --> 00:27:45,040 Speaker 1: challenge as well. But even just gameplay, getting things right, 521 00:27:45,160 --> 00:27:48,800 Speaker 1: it would always be you know, okay, um, you know, 522 00:27:48,960 --> 00:27:52,200 Speaker 1: do we have players play more inside houses? Like? How 523 00:27:52,200 --> 00:27:54,920 Speaker 1: do we draw more into the house? Like, I think 524 00:27:54,920 --> 00:27:58,240 Speaker 1: the gameplay styles changed a lot. Like in the beginning, 525 00:27:58,280 --> 00:28:02,560 Speaker 1: I think Illphonic had lot of ideas for it being 526 00:28:02,600 --> 00:28:05,200 Speaker 1: more of an outdoor game, where I think Gun felt 527 00:28:05,240 --> 00:28:08,119 Speaker 1: it should be more of an indoor game, um because 528 00:28:08,119 --> 00:28:11,400 Speaker 1: they wanted a lot more of those uh like survival 529 00:28:11,440 --> 00:28:15,199 Speaker 1: horror elements of like hiding and barricading and you know, 530 00:28:15,400 --> 00:28:18,520 Speaker 1: using the cabins as cover and all that kind of 531 00:28:18,520 --> 00:28:22,160 Speaker 1: stuff um from Jason. But I think we had a 532 00:28:22,240 --> 00:28:26,480 Speaker 1: kind of a different um maybe style of play in 533 00:28:26,840 --> 00:28:29,160 Speaker 1: our heads. So a lot of it was kind of 534 00:28:29,160 --> 00:28:32,480 Speaker 1: coming together between both teams to say, you know, okay, 535 00:28:32,480 --> 00:28:34,840 Speaker 1: we get what you want here, this is kind of 536 00:28:34,840 --> 00:28:37,639 Speaker 1: what we're thinking here, and you know, we kind of 537 00:28:37,680 --> 00:28:39,480 Speaker 1: meat in the middle and I think, um, and then 538 00:28:39,560 --> 00:28:43,280 Speaker 1: sometimes it would even swing more towards uh, you know, 539 00:28:43,320 --> 00:28:46,760 Speaker 1: one team's suggestions versus another. But I think we were 540 00:28:47,320 --> 00:28:49,560 Speaker 1: you know, very aligned on what we wanted, and there 541 00:28:49,600 --> 00:28:52,240 Speaker 1: was a lot of communication. I mean there was daily talks, 542 00:28:52,280 --> 00:28:56,080 Speaker 1: you know, uh, like we were in so many meetings 543 00:28:56,120 --> 00:28:58,800 Speaker 1: with this game because I think a lot of things 544 00:28:59,320 --> 00:29:01,760 Speaker 1: kind of swung forth. But another thing that was challenging 545 00:29:01,800 --> 00:29:05,280 Speaker 1: too is you know, what features really need to go 546 00:29:05,360 --> 00:29:08,640 Speaker 1: in there? And after a while we just felt early 547 00:29:08,720 --> 00:29:10,960 Speaker 1: on like, okay, well this is a fun game, but 548 00:29:11,040 --> 00:29:13,040 Speaker 1: it's it's starting to leave it's fun, so we need 549 00:29:13,080 --> 00:29:16,280 Speaker 1: to give the players a bit more things to do. Um. 550 00:29:16,480 --> 00:29:19,360 Speaker 1: And at first we never were going to have the 551 00:29:19,480 --> 00:29:22,200 Speaker 1: car driv a bowl. Um. It was just gonna be 552 00:29:22,440 --> 00:29:24,480 Speaker 1: you know, you get the car parks and kind of 553 00:29:24,480 --> 00:29:27,160 Speaker 1: put them on the car, and you know, you you 554 00:29:27,280 --> 00:29:30,560 Speaker 1: end up um getting in there's like a cut scene 555 00:29:30,640 --> 00:29:34,280 Speaker 1: or something, and then you escape um, but we felt 556 00:29:34,360 --> 00:29:37,120 Speaker 1: after kind of testing a lot that that would happen 557 00:29:37,280 --> 00:29:41,120 Speaker 1: pretty quickly. Um. And then you know, I think Jotting 558 00:29:41,160 --> 00:29:43,720 Speaker 1: those guys over there basically suggested, hey, we just think 559 00:29:43,720 --> 00:29:46,760 Speaker 1: about a driveable car, and we were kind of terrified 560 00:29:46,760 --> 00:29:49,480 Speaker 1: because they're like, well, we don't really have the time 561 00:29:49,520 --> 00:29:52,240 Speaker 1: for that right now, and those are you know, that's 562 00:29:52,280 --> 00:29:54,280 Speaker 1: a whole new element to the game. So the car 563 00:29:54,400 --> 00:29:56,960 Speaker 1: was really challenging, but I think we all kind of said, 564 00:29:57,080 --> 00:30:00,640 Speaker 1: you know, it could be a little bit jaky, because, um, 565 00:30:00,680 --> 00:30:03,160 Speaker 1: you know, we think it's going to bring enough moments 566 00:30:03,200 --> 00:30:06,000 Speaker 1: to the table that if the car does have some 567 00:30:06,080 --> 00:30:08,560 Speaker 1: problems here there, we just kind of try to figure 568 00:30:08,560 --> 00:30:10,640 Speaker 1: out how to solve those. But we knew we were 569 00:30:10,720 --> 00:30:13,280 Speaker 1: kind of opening up and buying off a lot, so 570 00:30:13,840 --> 00:30:15,720 Speaker 1: you know, it forced us to kind of work a 571 00:30:15,760 --> 00:30:17,360 Speaker 1: bunch of eight hours. But I think we were all 572 00:30:17,360 --> 00:30:19,840 Speaker 1: passionate about the idea because we knew would make it better. 573 00:30:19,840 --> 00:30:21,800 Speaker 1: And I think we got the car in pretty quickly 574 00:30:22,400 --> 00:30:25,080 Speaker 1: in a rough state. But you know, most games, when 575 00:30:25,080 --> 00:30:27,160 Speaker 1: you look at like out of grant that auto or 576 00:30:27,200 --> 00:30:29,240 Speaker 1: even like a um, you know, some of the other 577 00:30:29,320 --> 00:30:33,160 Speaker 1: racing games out there, I saw very track based. Those 578 00:30:33,200 --> 00:30:35,400 Speaker 1: areas where the cars can and cannot go, you can 579 00:30:35,920 --> 00:30:37,800 Speaker 1: take them a bit off road, but for the most 580 00:30:37,800 --> 00:30:42,000 Speaker 1: part the games are built for vehicles, whereas this it 581 00:30:42,120 --> 00:30:45,680 Speaker 1: wasn't really from the beginning built four vehicles, who are like, Okay, well, 582 00:30:46,040 --> 00:30:48,160 Speaker 1: what happens if they started driving the car off into 583 00:30:48,160 --> 00:30:50,640 Speaker 1: the forest or hit big rock boulders and all this 584 00:30:50,800 --> 00:30:54,560 Speaker 1: kind of stuff. So we tried to really, um like 585 00:30:55,080 --> 00:30:57,000 Speaker 1: contain the car a little bit more of the road 586 00:30:57,080 --> 00:30:59,280 Speaker 1: so that I would make it easier for gameplay, but 587 00:30:59,280 --> 00:31:02,000 Speaker 1: at the same time it could really go anywhere the 588 00:31:02,000 --> 00:31:04,600 Speaker 1: player wanted to go. But I think that was something that, 589 00:31:05,240 --> 00:31:07,680 Speaker 1: you know, turn the game around to be really fun 590 00:31:07,680 --> 00:31:10,200 Speaker 1: and add this extra element I think lent really well 591 00:31:10,320 --> 00:31:12,320 Speaker 1: for for streaming and all that kind of stuff. Even 592 00:31:12,360 --> 00:31:16,440 Speaker 1: the voiceover I p and was was kind of an 593 00:31:16,480 --> 00:31:18,320 Speaker 1: idea that came up at one point and said, Oh, 594 00:31:18,320 --> 00:31:20,840 Speaker 1: wouldn't it be cool if you know, you could hear 595 00:31:20,880 --> 00:31:24,880 Speaker 1: each other talk with proximity, so counselors could talk to 596 00:31:24,880 --> 00:31:26,880 Speaker 1: each other. And then that kind of lent to the 597 00:31:26,920 --> 00:31:29,360 Speaker 1: walkie talkie idea. We wanted it where it's like, oh, 598 00:31:29,440 --> 00:31:31,440 Speaker 1: Jason could kind of yell at people or you know, 599 00:31:31,480 --> 00:31:34,440 Speaker 1: you could have people as Jason running after stuff, you know, 600 00:31:34,640 --> 00:31:37,200 Speaker 1: after them saying stuff to them. So we thought that 601 00:31:37,240 --> 00:31:40,120 Speaker 1: would add an important element. But that was very challenging 602 00:31:40,200 --> 00:31:44,240 Speaker 1: because we didn't really have you know, the engine UM 603 00:31:44,440 --> 00:31:47,680 Speaker 1: has very basic voice over I P and not all 604 00:31:47,760 --> 00:31:52,480 Speaker 1: platforms supported the ability to kind of take the voice 605 00:31:52,480 --> 00:31:55,920 Speaker 1: over IP and put it in the three D space. So, um, 606 00:31:55,960 --> 00:31:58,960 Speaker 1: that was a big challenge. But once we thought it 607 00:31:59,000 --> 00:32:01,040 Speaker 1: was a good idea and kind of prototype it out, 608 00:32:01,480 --> 00:32:03,600 Speaker 1: we had to have it, and you know, we did 609 00:32:03,600 --> 00:32:08,040 Speaker 1: whatever it took to make it happen. So did your team? 610 00:32:08,480 --> 00:32:14,200 Speaker 1: Did your team actually, uh developed the various versions for 611 00:32:14,240 --> 00:32:18,240 Speaker 1: each of the platforms, so PC, Xbox, and PS four. 612 00:32:18,600 --> 00:32:22,000 Speaker 1: We actually ended up doing all three platforms. We used 613 00:32:22,040 --> 00:32:25,880 Speaker 1: on Ronging four, which had um, you know a lot 614 00:32:25,920 --> 00:32:28,560 Speaker 1: of that stuff already in there. So it allowed us 615 00:32:28,600 --> 00:32:31,680 Speaker 1: to kind of develop one game and then um go 616 00:32:31,800 --> 00:32:33,600 Speaker 1: to the other platforms and kind of hit all the 617 00:32:33,600 --> 00:32:36,320 Speaker 1: certification standards. So I mean, there was still a ton 618 00:32:36,360 --> 00:32:38,960 Speaker 1: of work. They're getting me wrong, I name, I think, um, 619 00:32:38,960 --> 00:32:42,240 Speaker 1: we did it very quick as far as supporting all 620 00:32:42,240 --> 00:32:45,160 Speaker 1: three platforms. So that was a really big challenge because 621 00:32:46,120 --> 00:32:49,480 Speaker 1: we're also you know, we worked on in Xbox one 622 00:32:49,520 --> 00:32:52,560 Speaker 1: and a PlayStation flour game before, but not a game 623 00:32:52,600 --> 00:32:55,280 Speaker 1: where we had to take it kind of from A 624 00:32:55,360 --> 00:32:58,280 Speaker 1: to C you know, start to finish by ourselves as 625 00:32:58,320 --> 00:33:00,840 Speaker 1: a group. So there was a lot of areas that 626 00:33:00,880 --> 00:33:03,440 Speaker 1: we kind of learned and you know, bumped our heads 627 00:33:03,440 --> 00:33:05,840 Speaker 1: on and and uh but for the most part, I 628 00:33:05,840 --> 00:33:09,120 Speaker 1: mean there was a lot that is, they're already from 629 00:33:09,240 --> 00:33:11,320 Speaker 1: unrealni in four, but you still have to kind of 630 00:33:11,720 --> 00:33:14,680 Speaker 1: view all the user facing stuff on your own and 631 00:33:14,680 --> 00:33:16,000 Speaker 1: and there's a lot of work there, and there's a 632 00:33:16,040 --> 00:33:18,960 Speaker 1: lot of work that goes into just you know, making 633 00:33:18,960 --> 00:33:22,000 Speaker 1: sure that when you unplug a controller or something like that, 634 00:33:22,080 --> 00:33:24,800 Speaker 1: that it displays the right message and the message and 635 00:33:24,840 --> 00:33:28,160 Speaker 1: it is different between the different platforms by different standards 636 00:33:28,200 --> 00:33:31,320 Speaker 1: and all that kind of. Yeah, the reason why I 637 00:33:31,360 --> 00:33:33,720 Speaker 1: was asking is because, uh, you know, obviously there are 638 00:33:33,720 --> 00:33:35,720 Speaker 1: a lot of companies out there that will develop a 639 00:33:35,800 --> 00:33:39,440 Speaker 1: game for a specific platform and then they end up 640 00:33:39,520 --> 00:33:43,200 Speaker 1: using you know, a third party to go and port 641 00:33:43,240 --> 00:33:47,160 Speaker 1: that over to other platforms. So to have this this 642 00:33:47,280 --> 00:33:51,440 Speaker 1: one type team working on building a game, you know, 643 00:33:51,920 --> 00:33:54,400 Speaker 1: really building the game for the most part once but 644 00:33:54,520 --> 00:33:58,800 Speaker 1: then having to make those adjustments for the various platforms. 645 00:33:58,800 --> 00:34:02,560 Speaker 1: That is not a trivial problem. That's that's a lot 646 00:34:02,600 --> 00:34:05,040 Speaker 1: of work, and I think a lot of people don't 647 00:34:05,120 --> 00:34:07,800 Speaker 1: necessarily think about that when they're looking at a game 648 00:34:07,800 --> 00:34:10,880 Speaker 1: that's across multiple platforms, not they don't necessarily know that. 649 00:34:10,920 --> 00:34:14,480 Speaker 1: In many cases that's been worked on by different companies, 650 00:34:14,480 --> 00:34:17,200 Speaker 1: not let alone different teams. So I think it's just 651 00:34:17,320 --> 00:34:21,719 Speaker 1: very impressive to see a single group tackle all of that. 652 00:34:21,840 --> 00:34:25,720 Speaker 1: It's a very ambitious kind of approach. Uh And uh 653 00:34:25,920 --> 00:34:28,640 Speaker 1: So when you talk about some of these challenges and 654 00:34:28,760 --> 00:34:31,960 Speaker 1: bumping your head and things, I mean, you you guys 655 00:34:32,000 --> 00:34:36,880 Speaker 1: were tackling really a big, big challenge. You're talking about 656 00:34:37,719 --> 00:34:41,680 Speaker 1: a beloved property, so there's high level of expectation among 657 00:34:41,920 --> 00:34:49,520 Speaker 1: the the potential audience there. You're talking about, uh, fairly 658 00:34:49,560 --> 00:34:53,040 Speaker 1: relatively fast turnaround. I mean, as I understand it, summer 659 00:34:53,080 --> 00:34:55,440 Speaker 1: Camp was you know, you got started on that somewhere 660 00:34:55,440 --> 00:34:58,640 Speaker 1: around and you know, there's some games out there that 661 00:34:58,719 --> 00:35:05,040 Speaker 1: have infamously long development cycles, so that's pretty fast. And 662 00:35:05,080 --> 00:35:10,279 Speaker 1: you had a relatively small team. So while you ran 663 00:35:10,360 --> 00:35:12,759 Speaker 1: into a lot of challenges along the way, and the 664 00:35:12,880 --> 00:35:15,760 Speaker 1: launch was rough, and the scaling was was an issue. 665 00:35:16,239 --> 00:35:18,200 Speaker 1: You know, when you know the whole story, when you 666 00:35:18,239 --> 00:35:20,799 Speaker 1: know what was going on behind the scenes, you start 667 00:35:20,840 --> 00:35:24,919 Speaker 1: to see like, well, it's it was a monumental undertaking 668 00:35:24,960 --> 00:35:28,279 Speaker 1: really when you get down to it. So, uh, I 669 00:35:28,360 --> 00:35:31,200 Speaker 1: certainly appreciate that. That's one of those things that when 670 00:35:31,200 --> 00:35:33,520 Speaker 1: you learn more about how the industry works and you 671 00:35:33,560 --> 00:35:38,000 Speaker 1: see this particular approach, you get a greater appreciation for 672 00:35:38,120 --> 00:35:40,400 Speaker 1: the work you guys were facing on a day to 673 00:35:40,480 --> 00:35:50,240 Speaker 1: day basis. One other thing I wanted to talk about really, 674 00:35:50,640 --> 00:35:53,600 Speaker 1: and this is something that my my producer Ramsey, really 675 00:35:53,640 --> 00:35:58,680 Speaker 1: wanted me to talk about. Two is just how how 676 00:35:58,880 --> 00:36:03,120 Speaker 1: much this fee les like Friday. And in large part 677 00:36:03,239 --> 00:36:08,160 Speaker 1: that's due to the involvement of people who were who 678 00:36:08,200 --> 00:36:11,080 Speaker 1: were part of the Friday the Thirteenth film franchise as well. 679 00:36:11,160 --> 00:36:15,360 Speaker 1: You mentioned Harry man Bernini, who made the music for 680 00:36:15,680 --> 00:36:17,600 Speaker 1: Friday the Thirteenth, and he worked on the music for 681 00:36:17,640 --> 00:36:20,000 Speaker 1: the game and did the composing for the game, and 682 00:36:20,080 --> 00:36:23,400 Speaker 1: you know Sevini who did effects working on design for 683 00:36:23,440 --> 00:36:26,640 Speaker 1: the game, and of course Kane Hotter, who played Jason 684 00:36:26,719 --> 00:36:30,920 Speaker 1: Vorhees in various chapters of Friday the thirteenth doing motion 685 00:36:31,040 --> 00:36:34,040 Speaker 1: capture for the game. What was it like working with 686 00:36:34,080 --> 00:36:37,920 Speaker 1: people who actually created the stuff that you're trying to 687 00:36:38,040 --> 00:36:43,080 Speaker 1: emulate in a video game format. Yeah, I mean that 688 00:36:43,160 --> 00:36:47,480 Speaker 1: was that was amazing. I mean because I think, um, 689 00:36:47,520 --> 00:36:50,920 Speaker 1: you know, and I don't know, you know, like Mysonse, 690 00:36:50,960 --> 00:36:52,719 Speaker 1: I pe games and they kind of get a bad 691 00:36:52,719 --> 00:36:57,759 Speaker 1: rep because you know, they they don't necessarily go through 692 00:36:57,800 --> 00:37:00,520 Speaker 1: all the details. And I think that's something in that 693 00:37:00,520 --> 00:37:03,959 Speaker 1: that really brought to the table. Was you know, even 694 00:37:04,040 --> 00:37:08,319 Speaker 1: just when we shot the Kickstarter video at Sean Cunningham's house, 695 00:37:08,400 --> 00:37:10,120 Speaker 1: It's like we all got to just sit around the 696 00:37:10,160 --> 00:37:13,720 Speaker 1: table while people were doing interviews or you know or whatever, 697 00:37:13,840 --> 00:37:16,400 Speaker 1: the cameras were setting up and all that kind of stuff, 698 00:37:16,400 --> 00:37:18,759 Speaker 1: and we just got to kind of talk about, um, 699 00:37:19,400 --> 00:37:24,400 Speaker 1: you know, oh hey, so in like you know, where 700 00:37:24,480 --> 00:37:26,960 Speaker 1: did this come from? Or like what was this idea 701 00:37:27,040 --> 00:37:29,319 Speaker 1: based on? I mean, I think there's a lot more 702 00:37:29,480 --> 00:37:32,879 Speaker 1: thinking that goes into this kind of stuff. I think 703 00:37:32,920 --> 00:37:35,719 Speaker 1: where you know, I mean, these are people that these 704 00:37:35,760 --> 00:37:38,200 Speaker 1: are their stories. They kind of created them, they helped 705 00:37:38,200 --> 00:37:40,560 Speaker 1: tell these stories. They were around when it was shot. 706 00:37:40,640 --> 00:37:43,920 Speaker 1: They were next to the writers, they were next to 707 00:37:43,960 --> 00:37:46,360 Speaker 1: the actors, and you know, I think some of it 708 00:37:46,440 --> 00:37:49,400 Speaker 1: just kind of happens to just fall together naturally and 709 00:37:49,400 --> 00:37:52,560 Speaker 1: they don't you know, overtake it too much. But then, um, 710 00:37:52,600 --> 00:37:55,040 Speaker 1: you know, I think later on down the line, they 711 00:37:55,080 --> 00:37:57,399 Speaker 1: start thinking about a lot of things like, oh, so 712 00:37:57,880 --> 00:38:00,279 Speaker 1: you know, just different references to different part to the 713 00:38:00,280 --> 00:38:03,680 Speaker 1: films and if they're going to bring something back or 714 00:38:04,000 --> 00:38:06,040 Speaker 1: you know, what was the intention of making this part. 715 00:38:06,080 --> 00:38:08,719 Speaker 1: So having access to those kind of guys and and 716 00:38:08,920 --> 00:38:11,799 Speaker 1: you know, in having came for example, just tell us 717 00:38:11,840 --> 00:38:13,759 Speaker 1: like how you would get in the character and how 718 00:38:14,360 --> 00:38:17,080 Speaker 1: you know why he moved the way he did in 719 00:38:17,280 --> 00:38:20,960 Speaker 1: the films as Jason, and um, you know what his 720 00:38:21,600 --> 00:38:25,400 Speaker 1: kind of uh stint is. Jason's like brought to the 721 00:38:25,440 --> 00:38:28,040 Speaker 1: table along with him kind of knowing all the other 722 00:38:28,040 --> 00:38:31,960 Speaker 1: guys that played Jason, whether loss through convention or whatever else. Um, 723 00:38:31,960 --> 00:38:34,399 Speaker 1: he was able to kind of understand like what their 724 00:38:34,800 --> 00:38:37,480 Speaker 1: body types of like body language, so there's a lot 725 00:38:37,520 --> 00:38:40,760 Speaker 1: of details there. And just being close with those guys 726 00:38:40,760 --> 00:38:43,319 Speaker 1: and those guys just kind of living this for a 727 00:38:43,440 --> 00:38:46,800 Speaker 1: number of years, um, you know, twenty plus years or whatever. 728 00:38:46,880 --> 00:38:51,560 Speaker 1: It's they were able to, um really like they knew 729 00:38:51,600 --> 00:38:54,480 Speaker 1: a lot of a lot of the answers the questions 730 00:38:54,560 --> 00:38:57,400 Speaker 1: we had. I mean, I see, like Ronnie and West, 731 00:38:57,920 --> 00:39:00,799 Speaker 1: we're kind of the Friday thirteen Bible. I mean there 732 00:39:00,800 --> 00:39:02,920 Speaker 1: were times where they knew more than I think some 733 00:39:03,000 --> 00:39:05,520 Speaker 1: of the guys that actually worked on it or created 734 00:39:05,520 --> 00:39:09,040 Speaker 1: it did. And and I think that's why they worked 735 00:39:09,080 --> 00:39:11,600 Speaker 1: really well because they're able to throw out a lot 736 00:39:11,640 --> 00:39:13,719 Speaker 1: of that stuff when we were talking, and they kind 737 00:39:13,760 --> 00:39:17,320 Speaker 1: of got all these guys as blessing to Um really 738 00:39:17,400 --> 00:39:20,000 Speaker 1: like either fill in blanks or kind of continue moving 739 00:39:20,040 --> 00:39:23,160 Speaker 1: forward with certain things. And so I think that that's 740 00:39:23,200 --> 00:39:26,719 Speaker 1: what was really important between that relationship. But I mean 741 00:39:26,760 --> 00:39:29,839 Speaker 1: it just helped us really study the films and and 742 00:39:29,840 --> 00:39:33,560 Speaker 1: everything like that, so we're able to i don't know, 743 00:39:33,600 --> 00:39:35,640 Speaker 1: really nailed down kind of what the fuel is. Like. 744 00:39:35,680 --> 00:39:37,200 Speaker 1: I mean, there was a day when we kind of 745 00:39:37,239 --> 00:39:39,239 Speaker 1: sat around and just talked about color all day, and 746 00:39:39,480 --> 00:39:42,279 Speaker 1: I think having to be a conversation left had with 747 00:39:43,120 --> 00:39:46,120 Speaker 1: maybe as Tom Savini or or Shawan Tunningham. But at 748 00:39:46,160 --> 00:39:49,000 Speaker 1: one point Um they were just talking about like, oh, 749 00:39:49,080 --> 00:39:52,239 Speaker 1: you know, the cinematographer, like we would put you know, 750 00:39:52,360 --> 00:39:56,280 Speaker 1: this kind of paint on the walls to indicate certain things, 751 00:39:56,320 --> 00:39:59,480 Speaker 1: and I think it just really translated well into the 752 00:39:59,520 --> 00:40:01,799 Speaker 1: game as we were just kind of talk about how 753 00:40:01,840 --> 00:40:04,040 Speaker 1: they shot it, how they filmed it, you know, what 754 00:40:04,160 --> 00:40:05,920 Speaker 1: kind of film it was shot on, Like how we 755 00:40:05,960 --> 00:40:09,200 Speaker 1: would get that kind of effect and really go for 756 00:40:09,719 --> 00:40:12,400 Speaker 1: the cinematic look and feel. But I think, you know, 757 00:40:12,480 --> 00:40:15,400 Speaker 1: bringing Keen into it and bringing Hearing into it, I 758 00:40:15,400 --> 00:40:18,759 Speaker 1: mean and Tom, it really just kind of added that 759 00:40:18,880 --> 00:40:22,000 Speaker 1: extra element of Now we got the movement, we got 760 00:40:22,000 --> 00:40:25,120 Speaker 1: the feel of the mo cap, everything is coming from 761 00:40:25,120 --> 00:40:29,560 Speaker 1: the people that originally business and I like also, you know, 762 00:40:29,600 --> 00:40:32,600 Speaker 1: we didn't really mentioned this earlier, but in the game, 763 00:40:33,280 --> 00:40:37,520 Speaker 1: there are different versions of Jason Vorhees based upon the 764 00:40:37,520 --> 00:40:42,000 Speaker 1: different film films, because obviously his look changes from some 765 00:40:42,080 --> 00:40:45,160 Speaker 1: films to another. Sometimes it's a dramatic change, sometimes it's 766 00:40:45,160 --> 00:40:50,160 Speaker 1: more subtle. His preference for weapons can change, and of 767 00:40:50,200 --> 00:40:54,840 Speaker 1: course the iconic kills can change. So in the game 768 00:40:54,920 --> 00:40:58,680 Speaker 1: there are iconic kills you can you can do as 769 00:40:58,800 --> 00:41:03,280 Speaker 1: Jason against the Councils, and they depend upon which Jason 770 00:41:03,360 --> 00:41:08,120 Speaker 1: Jason you're using. Uh, my own personal favorite for reasons 771 00:41:08,280 --> 00:41:15,120 Speaker 1: of nostalgia is that you created a Friday the thirteenth, 772 00:41:15,400 --> 00:41:20,000 Speaker 1: Ney s version of Jason for the game You Get 773 00:41:20,040 --> 00:41:23,480 Speaker 1: your Purple Jason. Uh. If people are not familiar, there 774 00:41:23,560 --> 00:41:27,640 Speaker 1: was a Nintendo Entertainment System Friday the Thirteenth game that 775 00:41:27,800 --> 00:41:31,160 Speaker 1: was a very odd take on Jason Vorhees and I 776 00:41:31,239 --> 00:41:34,880 Speaker 1: love that that was a that was the character that 777 00:41:34,960 --> 00:41:40,480 Speaker 1: you could play in your game. Yeah, so it's pretty awesome. 778 00:41:40,480 --> 00:41:42,120 Speaker 1: I mean we you know, we we actually call it, 779 00:41:42,200 --> 00:41:46,440 Speaker 1: uh metro Jason. Uh yeah, but yeah, I think the uh, 780 00:41:46,880 --> 00:41:50,080 Speaker 1: you know, for all these reasons there, but but we um, yeah, 781 00:41:50,120 --> 00:41:52,680 Speaker 1: it was one that we were all like so strong 782 00:41:52,719 --> 00:41:57,160 Speaker 1: about here. Um. I think it was even early on 783 00:41:57,280 --> 00:42:00,080 Speaker 1: something we kind of did and you know, like you 784 00:42:00,120 --> 00:42:01,920 Speaker 1: get a debug format. We would have like a lot 785 00:42:01,920 --> 00:42:04,280 Speaker 1: of Purple Chases running around before we had to model 786 00:42:04,880 --> 00:42:06,640 Speaker 1: all finished and stuff. So it was only kind of 787 00:42:06,719 --> 00:42:09,279 Speaker 1: natural that we would kind of get that finished up 788 00:42:09,320 --> 00:42:11,440 Speaker 1: and release it out to the wild. But yeah, I 789 00:42:11,440 --> 00:42:15,080 Speaker 1: mean that was something as as a kid, I totally well, 790 00:42:15,120 --> 00:42:18,640 Speaker 1: I guess I don't you know, I would say I 791 00:42:18,640 --> 00:42:21,840 Speaker 1: remember it well, I don't remember the exact game, and 792 00:42:22,080 --> 00:42:24,880 Speaker 1: we kind of went back and watch YouTube videos and stuff, 793 00:42:24,920 --> 00:42:27,360 Speaker 1: but I definitely remember playing that game. And you know, 794 00:42:27,440 --> 00:42:32,440 Speaker 1: Nintendo games are always super hard day. So yeah, now 795 00:42:32,440 --> 00:42:34,760 Speaker 1: if you think, if you think winning as a counselor 796 00:42:34,840 --> 00:42:38,920 Speaker 1: is hard in Fight the Thirteenth game, play any old 797 00:42:38,960 --> 00:42:43,279 Speaker 1: school Nintendo game for five minutes and and just take 798 00:42:43,320 --> 00:42:47,600 Speaker 1: a moment to appreciate how things have changed. Um, not 799 00:42:47,680 --> 00:42:50,399 Speaker 1: that the old games weren't fun. They were, they were 800 00:42:50,440 --> 00:42:54,680 Speaker 1: just maddeningly difficult. Uh So, I've got a couple of 801 00:42:54,719 --> 00:42:58,440 Speaker 1: other more kind of goofy questions for you. One is, 802 00:42:58,440 --> 00:43:01,919 Speaker 1: is there a particular, like favorite detail that you have 803 00:43:02,360 --> 00:43:04,400 Speaker 1: of the games? I mean, obviously it's like picking your 804 00:43:04,440 --> 00:43:08,000 Speaker 1: favorite kid, but there's so much detail that goes into 805 00:43:08,200 --> 00:43:11,400 Speaker 1: this this game. Is there any particular either an Easter 806 00:43:11,520 --> 00:43:15,560 Speaker 1: egg or version of Jason or anything along those lines 807 00:43:15,600 --> 00:43:21,520 Speaker 1: that you you are particularly tickled by? Yeah? I think. 808 00:43:21,560 --> 00:43:25,040 Speaker 1: I mean it was cool with the savine Jason, just 809 00:43:25,080 --> 00:43:28,960 Speaker 1: seeing how popular that became and how everyone really wanted 810 00:43:29,120 --> 00:43:32,120 Speaker 1: that case. And I thought it was cool to watch them, 811 00:43:32,160 --> 00:43:35,640 Speaker 1: you know, to watch Tom and like create that new 812 00:43:36,280 --> 00:43:38,719 Speaker 1: Jason right like it's like, oh wow, we're kind of 813 00:43:38,800 --> 00:43:41,799 Speaker 1: adding on to that. I think the same for the 814 00:43:41,840 --> 00:43:45,919 Speaker 1: Famili tapes as well. I mean that was something, um 815 00:43:45,960 --> 00:43:49,000 Speaker 1: that that was really interesting because it kind of brought 816 00:43:49,040 --> 00:43:53,000 Speaker 1: in a whole new story of of what happened kind 817 00:43:53,000 --> 00:43:55,399 Speaker 1: of previously. Um, I won't give it away too much 818 00:43:55,400 --> 00:43:57,839 Speaker 1: in case people haven't listened to all or collected all 819 00:43:57,880 --> 00:44:01,200 Speaker 1: of them, but but it it was the new elements 820 00:44:01,200 --> 00:44:02,719 Speaker 1: of the story. I mean, I don't know. I was 821 00:44:02,800 --> 00:44:05,000 Speaker 1: really tied to the audio of the game because that's 822 00:44:05,080 --> 00:44:06,960 Speaker 1: kind of what I worked on a lot. Like I'm 823 00:44:07,000 --> 00:44:10,160 Speaker 1: a programmer as well, so I wrote a lot of 824 00:44:10,160 --> 00:44:12,359 Speaker 1: like the music systems and stuff like that. So that's 825 00:44:12,360 --> 00:44:15,120 Speaker 1: just kind of the area that I was always in. 826 00:44:15,200 --> 00:44:16,920 Speaker 1: But I don't know, the kills are really cool to 827 00:44:16,960 --> 00:44:21,000 Speaker 1: see come along and just don't It's it's tricky. I 828 00:44:21,040 --> 00:44:23,359 Speaker 1: don't know if I could kind of pick one one 829 00:44:23,480 --> 00:44:25,840 Speaker 1: detail because there was a lot of attention to detail. 830 00:44:25,880 --> 00:44:29,040 Speaker 1: I think winning um came into the you know, came 831 00:44:29,080 --> 00:44:31,600 Speaker 1: into making this game, and and that was something that 832 00:44:31,840 --> 00:44:34,080 Speaker 1: that Gun did a really good job bringing to the table. 833 00:44:34,239 --> 00:44:37,240 Speaker 1: There had to be all the little details because they knew, 834 00:44:37,880 --> 00:44:41,400 Speaker 1: you know, they neither be a vocal community with the 835 00:44:41,400 --> 00:44:43,960 Speaker 1: Friight third team community, and if we didn't do it right, 836 00:44:44,000 --> 00:44:46,040 Speaker 1: I mean, I think we would have to run the 837 00:44:46,040 --> 00:44:49,399 Speaker 1: other dittrection right so so they really to hit all 838 00:44:49,440 --> 00:44:51,319 Speaker 1: of that on the head. And there was a lot 839 00:44:51,320 --> 00:44:53,800 Speaker 1: of times where it's be like even just a scratch 840 00:44:53,840 --> 00:44:55,480 Speaker 1: on the mask, where it's like, oh, no one's going 841 00:44:55,560 --> 00:44:58,719 Speaker 1: to see this, but you know, sure enough we would 842 00:44:58,719 --> 00:45:00,719 Speaker 1: put it on there. We would think, oh, maybe we're 843 00:45:00,719 --> 00:45:02,640 Speaker 1: wasting our time, and do we really need to go 844 00:45:02,719 --> 00:45:05,640 Speaker 1: back and try to add this extra detail that we 845 00:45:05,719 --> 00:45:09,279 Speaker 1: might have missed or something. And you know, when when 846 00:45:09,320 --> 00:45:11,919 Speaker 1: that stuff came out, I mean it was analyzed under 847 00:45:11,920 --> 00:45:14,319 Speaker 1: a microscope, so we're kind of like, oh, you know, 848 00:45:14,640 --> 00:45:17,360 Speaker 1: thank god we put that in there. Um, because the 849 00:45:17,400 --> 00:45:22,120 Speaker 1: community noticed things like that, they noticed imperfection. There's there's 850 00:45:22,160 --> 00:45:24,160 Speaker 1: a lot of like imperfections when it kind of comes 851 00:45:24,160 --> 00:45:26,680 Speaker 1: to the mask and even just like the eyeholes for 852 00:45:26,840 --> 00:45:30,279 Speaker 1: dimple or not symmetrical and kind of getting those right 853 00:45:30,400 --> 00:45:33,120 Speaker 1: and just all the angles of that in the shape 854 00:45:33,120 --> 00:45:36,240 Speaker 1: of them. I mean, there was details down to that level, 855 00:45:36,719 --> 00:45:39,279 Speaker 1: and it all went totally noticed by the community. So 856 00:45:39,320 --> 00:45:42,840 Speaker 1: I think those were kind of for me probably the 857 00:45:42,840 --> 00:45:45,160 Speaker 1: the touches that I felt in the game that just 858 00:45:45,400 --> 00:45:48,960 Speaker 1: went a really long way. That works special. Well. My 859 00:45:49,160 --> 00:45:53,760 Speaker 1: last question for you is what is your favorite film 860 00:45:53,760 --> 00:45:59,959 Speaker 1: in the Fright of thirteen franchise. Wow, I know, tough one, right, Yeah, 861 00:46:00,320 --> 00:46:04,000 Speaker 1: it is. It is a tough one. I mean it's 862 00:46:05,080 --> 00:46:08,279 Speaker 1: like I think when you know, when personally I went 863 00:46:08,320 --> 00:46:10,520 Speaker 1: back to kind of revisit the films when we started 864 00:46:10,560 --> 00:46:14,360 Speaker 1: this game, it's like I totally forgot probably as the 865 00:46:14,600 --> 00:46:16,759 Speaker 1: original Friday and thirteen. So I think that one was 866 00:46:16,840 --> 00:46:19,480 Speaker 1: kind of special because you know, I think growing up 867 00:46:19,480 --> 00:46:21,600 Speaker 1: as a kid, like, you know, we were watching them all, 868 00:46:21,640 --> 00:46:24,320 Speaker 1: but they just all kind of playing together, and you 869 00:46:24,360 --> 00:46:27,440 Speaker 1: always remember like the hockey mask, right, I think you know, 870 00:46:27,560 --> 00:46:33,120 Speaker 1: seeing uh, seeing Sackhead and seeing um, you know, kind 871 00:46:33,120 --> 00:46:37,080 Speaker 1: of Pamela originally being the Killers. I think that was 872 00:46:37,880 --> 00:46:41,279 Speaker 1: that was probably more interesting to me. But I don't know, 873 00:46:41,320 --> 00:46:46,719 Speaker 1: I think I still really like Part three, probably just 874 00:46:46,800 --> 00:46:50,120 Speaker 1: kind of when and everything started shaping up a little more. Maybe. 875 00:46:50,160 --> 00:46:55,280 Speaker 1: So I don't know, it's you know, there's it's definitely 876 00:46:55,320 --> 00:46:57,839 Speaker 1: like something you really love and then some that you're like, 877 00:46:57,880 --> 00:47:00,360 Speaker 1: I don't think good, but you know, I don't know 878 00:47:00,360 --> 00:47:05,120 Speaker 1: what about I mean, okay, so you're gonna laugh. It's 879 00:47:05,239 --> 00:47:09,760 Speaker 1: legitimately my favorite. I like Jason X. I love Jason 880 00:47:09,760 --> 00:47:16,680 Speaker 1: and Space. It is. It is unapologetically ridiculous, but I 881 00:47:17,120 --> 00:47:22,520 Speaker 1: it's kind of celebrating in that, and I find joy there. Um. 882 00:47:22,080 --> 00:47:26,440 Speaker 1: I'm a big horror fan, so I love watching these two. 883 00:47:26,480 --> 00:47:29,520 Speaker 1: And you know, there have been times where the entire 884 00:47:29,600 --> 00:47:33,319 Speaker 1: series has been available for streaming and I would find 885 00:47:33,360 --> 00:47:35,279 Speaker 1: a day and I'd say, all right, today, I'm gonna 886 00:47:35,280 --> 00:47:38,000 Speaker 1: work through parts one through three, and tomorrow it's gonna 887 00:47:38,000 --> 00:47:39,960 Speaker 1: be four through six, and I would just, you know, 888 00:47:40,000 --> 00:47:46,880 Speaker 1: I just binge because I really like the filmmaking approach. 889 00:47:46,960 --> 00:47:50,760 Speaker 1: I love the effects. Uh you know, I like the 890 00:47:50,760 --> 00:47:53,879 Speaker 1: the innovation when it comes to things like how are 891 00:47:53,880 --> 00:47:55,960 Speaker 1: we going to top what we did in our last 892 00:47:56,040 --> 00:47:59,319 Speaker 1: film and not get it in a way where it 893 00:47:59,480 --> 00:48:02,520 Speaker 1: just becomes parody. Although I think you could argue Jason 894 00:48:02,520 --> 00:48:05,080 Speaker 1: Next kind of falls into that line. But that's kind 895 00:48:05,080 --> 00:48:08,200 Speaker 1: of why I like it. Um. And also, I'm friends 896 00:48:08,200 --> 00:48:11,680 Speaker 1: with a guy who for a while was working on 897 00:48:11,840 --> 00:48:16,160 Speaker 1: a scripted development that was was going to be the 898 00:48:16,200 --> 00:48:19,000 Speaker 1: next Fright the thirteenth film. It is since they've moved 899 00:48:19,000 --> 00:48:21,840 Speaker 1: on to a different writer, but for about two years 900 00:48:21,880 --> 00:48:24,440 Speaker 1: he was working on it, and to to see it 901 00:48:24,480 --> 00:48:26,719 Speaker 1: from that side was really cool. This would have been 902 00:48:26,719 --> 00:48:30,520 Speaker 1: the one after the reboot, so not the not the 903 00:48:30,520 --> 00:48:33,240 Speaker 1: Fright the Thirteenth reboot, but it would have been the 904 00:48:33,239 --> 00:48:37,840 Speaker 1: the next one. Um and uh yeah, so so chatting 905 00:48:37,840 --> 00:48:41,480 Speaker 1: with him in Atlanta, we have a ton of of 906 00:48:41,640 --> 00:48:43,759 Speaker 1: people in film, and this guy has been working in 907 00:48:43,800 --> 00:48:46,480 Speaker 1: movies for a while and so it was kind of 908 00:48:46,520 --> 00:48:51,239 Speaker 1: cool seeing it from his perspective as well. So yeah, 909 00:48:51,320 --> 00:48:53,120 Speaker 1: so I guess my favorite Friday the Thirteenth movie is 910 00:48:53,120 --> 00:48:58,080 Speaker 1: the one that was never made. Yeah. Yeah, well, you know, 911 00:48:58,200 --> 00:49:00,920 Speaker 1: hopefully hopefully one day, right, Yeah, you never know, it 912 00:49:00,920 --> 00:49:03,799 Speaker 1: may end up morphing into something else or or even yeah, 913 00:49:03,840 --> 00:49:07,120 Speaker 1: you never know. Things come around. But this has been 914 00:49:07,160 --> 00:49:10,680 Speaker 1: fascinating and I've, like I said, I've been following the 915 00:49:10,719 --> 00:49:14,319 Speaker 1: development of the game since the crowdfunding days, uh and 916 00:49:14,520 --> 00:49:17,319 Speaker 1: watching as it as it came out. And one of 917 00:49:17,360 --> 00:49:20,120 Speaker 1: the things I love about it is that it has 918 00:49:20,160 --> 00:49:25,560 Speaker 1: become a a wealth of of content for people who 919 00:49:25,600 --> 00:49:28,719 Speaker 1: live stream. It's one of those games that is frequently 920 00:49:29,280 --> 00:49:31,920 Speaker 1: being live streamed, either on YouTube or on Twitch or 921 00:49:31,960 --> 00:49:36,239 Speaker 1: other platforms, and so even if you're not ready to 922 00:49:36,360 --> 00:49:39,120 Speaker 1: jump in there just yet, you can watch as other 923 00:49:39,120 --> 00:49:42,520 Speaker 1: people play. I've watched groups who play it together and 924 00:49:42,560 --> 00:49:46,239 Speaker 1: then they'll which is great because you'll you'll get the 925 00:49:46,239 --> 00:49:49,560 Speaker 1: the conversation that goes on within the room itself if 926 00:49:49,600 --> 00:49:52,120 Speaker 1: they're all playing in the same room, as well as 927 00:49:52,160 --> 00:49:54,080 Speaker 1: the action that's going on on screen. And those are 928 00:49:54,080 --> 00:49:56,279 Speaker 1: some of my favorites because you get to especially when 929 00:49:56,320 --> 00:49:58,920 Speaker 1: people do something like they happen to pick the car 930 00:49:59,000 --> 00:50:00,719 Speaker 1: that only a lot has too seats in it, and 931 00:50:00,760 --> 00:50:05,160 Speaker 1: there's a third person there. That's always the best idea, right, 932 00:50:05,560 --> 00:50:08,239 Speaker 1: what's gonna happen? Who's gonna get left behind? And it's 933 00:50:08,239 --> 00:50:10,680 Speaker 1: fun watching a group a group of friends play it 934 00:50:10,800 --> 00:50:14,399 Speaker 1: and just you know, a group of group, a group 935 00:50:14,440 --> 00:50:16,480 Speaker 1: of good streaming friends that are kind of used to 936 00:50:17,040 --> 00:50:21,200 Speaker 1: playing and streaming together. It's there's some real special elements 937 00:50:21,239 --> 00:50:23,800 Speaker 1: you kind of see from that. It's it's pretty funny. 938 00:50:23,800 --> 00:50:27,000 Speaker 1: I mean, there's just probably hours and hours of content 939 00:50:27,080 --> 00:50:30,080 Speaker 1: that you could just watch that um that we see 940 00:50:30,080 --> 00:50:34,400 Speaker 1: and that's just I don't know, it's it's hilarious. It's awesome. Uh, 941 00:50:34,440 --> 00:50:38,200 Speaker 1: it's funny watching people get scared sometimes, and just even 942 00:50:38,239 --> 00:50:41,399 Speaker 1: just watching people that have played it for so long 943 00:50:41,440 --> 00:50:43,280 Speaker 1: and have so many hours in it and they still 944 00:50:43,320 --> 00:50:46,320 Speaker 1: have those moments of them like jumping or getting scared 945 00:50:46,360 --> 00:50:50,280 Speaker 1: you know, yeah, yeah, those those I mean, it's clearly 946 00:50:50,320 --> 00:50:52,840 Speaker 1: that hearkens back to the spirit of the films. So 947 00:50:52,880 --> 00:50:54,920 Speaker 1: when you've got that, when you can see that happen, 948 00:50:55,640 --> 00:50:58,000 Speaker 1: you could think, oh, yeah, we got that right, you 949 00:50:58,160 --> 00:51:01,120 Speaker 1: got got that right. That's actually the way you're supposed 950 00:51:01,120 --> 00:51:02,960 Speaker 1: to be. If you were watching this, you have that 951 00:51:02,960 --> 00:51:07,520 Speaker 1: that jump scare um and thankfully there's there's not like 952 00:51:07,760 --> 00:51:11,239 Speaker 1: a thousand fake jump scares with cats jumping out at 953 00:51:11,280 --> 00:51:16,520 Speaker 1: you everywhere. That's that would get old really quick. Uh well, Chuck, 954 00:51:16,680 --> 00:51:19,880 Speaker 1: thank you so much for joining the show and talking 955 00:51:19,920 --> 00:51:23,480 Speaker 1: about this. I really look forward to seeing how this 956 00:51:23,520 --> 00:51:27,120 Speaker 1: game continues as well as your future work. I'm really 957 00:51:27,280 --> 00:51:30,200 Speaker 1: curious to find out more about that further down the line. 958 00:51:30,800 --> 00:51:35,160 Speaker 1: And thank you again for joining tech Stuff. Yeah, well, 959 00:51:35,160 --> 00:51:37,120 Speaker 1: thanks for having us. It was it was great talking 960 00:51:37,120 --> 00:51:40,000 Speaker 1: to you. And uh yeah, thanks thanks for the support 961 00:51:40,000 --> 00:51:42,680 Speaker 1: and everything. All right, that was it. That was Chuck 962 00:51:42,719 --> 00:51:46,040 Speaker 1: brung Gart of Elphonic talking about Friday the thirteenth of 963 00:51:46,040 --> 00:51:49,400 Speaker 1: the game. We are so appreciative for his time and 964 00:51:49,520 --> 00:51:52,600 Speaker 1: uh and and getting to talk to him about what 965 00:51:52,640 --> 00:51:58,680 Speaker 1: this process was like. It's definitely something that I really 966 00:51:58,800 --> 00:52:01,120 Speaker 1: was interested in from the it go, and I think 967 00:52:01,239 --> 00:52:04,759 Speaker 1: it is a really fun experience. From a personal perspective, 968 00:52:05,160 --> 00:52:08,759 Speaker 1: playing Jason is a thrill. Playing a counselor is a 969 00:52:08,880 --> 00:52:11,480 Speaker 1: real challenge, and if you're playing with people who know 970 00:52:11,520 --> 00:52:15,239 Speaker 1: what they're doing, you can actually get pretty far in 971 00:52:15,280 --> 00:52:18,160 Speaker 1: this game as a counselor. It is still really really 972 00:52:18,200 --> 00:52:21,959 Speaker 1: hard and you'll probably die, but there's a chance you'll 973 00:52:22,000 --> 00:52:25,200 Speaker 1: make it out. And so if you are interested in 974 00:52:25,239 --> 00:52:28,760 Speaker 1: this game, you can always go and check out YouTube 975 00:52:28,840 --> 00:52:31,080 Speaker 1: videos or or let's play so that you can kind 976 00:52:31,080 --> 00:52:32,799 Speaker 1: of get a feel for what the game is like. 977 00:52:33,200 --> 00:52:37,360 Speaker 1: It's available on PC, at PlayStation four and Xbox One, 978 00:52:37,440 --> 00:52:41,000 Speaker 1: so it's on all the big consoles right now besides 979 00:52:41,040 --> 00:52:44,359 Speaker 1: the Nintendo Switch. And you can check that out and 980 00:52:44,400 --> 00:52:46,960 Speaker 1: try it out yourself see if you have the what 981 00:52:47,080 --> 00:52:51,239 Speaker 1: it takes to be a killer Jason or a surviving counselor. 982 00:52:51,400 --> 00:52:53,960 Speaker 1: Don't go in the lake. If you're a counselor. Jason 983 00:52:54,000 --> 00:52:57,440 Speaker 1: can move wicked fast in the water. I found that 984 00:52:57,520 --> 00:53:01,040 Speaker 1: out the hard way. And if you are in a 985 00:53:01,040 --> 00:53:04,840 Speaker 1: car and you see me, let me in the car please. 986 00:53:05,239 --> 00:53:09,880 Speaker 1: I have been left behind so many times. But thanks 987 00:53:09,960 --> 00:53:12,760 Speaker 1: again to Chuck brung Garten, the team over at Illphonic 988 00:53:12,880 --> 00:53:16,160 Speaker 1: for letting us have this conversation. We really appreciate it. 989 00:53:16,200 --> 00:53:19,160 Speaker 1: We rarely get a chance to actually hear the behind 990 00:53:19,200 --> 00:53:22,360 Speaker 1: the scenes process of what it was like to create 991 00:53:22,400 --> 00:53:25,000 Speaker 1: a piece of technology and release it to the world, 992 00:53:25,440 --> 00:53:29,360 Speaker 1: and to really get an understanding of where those challenges 993 00:53:29,400 --> 00:53:31,720 Speaker 1: are and how do you overcome them, So I greatly 994 00:53:31,760 --> 00:53:34,920 Speaker 1: appreciate it. Guys, if you have any suggestions for future 995 00:53:34,960 --> 00:53:38,439 Speaker 1: episodes of tech Stuff, maybe there's a technology you really 996 00:53:38,440 --> 00:53:40,719 Speaker 1: want me to cover, or a company history that you've 997 00:53:40,760 --> 00:53:43,640 Speaker 1: always wanted to hear more about, or a person in tech, 998 00:53:43,960 --> 00:53:45,600 Speaker 1: or maybe there's just someone else you want me to 999 00:53:45,719 --> 00:53:48,719 Speaker 1: interview or have on as a guest host. I need 1000 00:53:48,760 --> 00:53:51,400 Speaker 1: to hear from you, guys. Write me an email and 1001 00:53:51,400 --> 00:53:55,240 Speaker 1: that email address is tech Stuff at how stuff works 1002 00:53:55,320 --> 00:53:58,000 Speaker 1: dot com, or you can drop me a line on 1003 00:53:58,040 --> 00:54:01,040 Speaker 1: Facebook or Twitter. The handle for the show is text 1004 00:54:01,040 --> 00:54:05,400 Speaker 1: Stuff hs W. Remember on regular episodes, not interviews, but 1005 00:54:05,480 --> 00:54:09,000 Speaker 1: regular episodes, I do stream live and you can watch 1006 00:54:09,080 --> 00:54:13,640 Speaker 1: as I record and make mistakes and cry and Ramsey 1007 00:54:13,680 --> 00:54:17,719 Speaker 1: has to comfort me until I've gotten through that emotional turmoil. 1008 00:54:18,160 --> 00:54:21,200 Speaker 1: You can see that happen. If you go to twitch 1009 00:54:21,320 --> 00:54:25,440 Speaker 1: dot tv slash tech Stuff. I record Wednesdays and Friday's. 1010 00:54:25,520 --> 00:54:27,760 Speaker 1: The schedule is right there at twitch dot tv slash 1011 00:54:27,760 --> 00:54:30,279 Speaker 1: tech Stuff. Pope to see you there, and I'll talk 1012 00:54:30,280 --> 00:54:38,359 Speaker 1: to you again really soon. For more on this and 1013 00:54:38,400 --> 00:54:50,960 Speaker 1: thousands of other topics, staff works dot com