WEBVTT - I Feel Fntastic

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts. And how the

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<v Speaker 1>tech are yet? So I thought we would talk today

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<v Speaker 1>about the day before, and I don't mean Sunday. So

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<v Speaker 1>in twenty twenty one, an obscure game developer company called Fantastic,

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<v Speaker 1>a company that ditched the first A in Fantastic for

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<v Speaker 1>its name, launched a trailer for an upcoming video game.

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<v Speaker 1>The trailer showed third person over the shoulder scenes of

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<v Speaker 1>characters navigating desolate landscapes, flavor text on newspapers indicating the

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<v Speaker 1>deadly pandemic had spanned the world, and scenes of zombie

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<v Speaker 1>like people bearing down on the characters, and a voiceover

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<v Speaker 1>called the game an open world, multiplayer survival game. The

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<v Speaker 1>trailer claimed to feature gameplay footage as two characters scavenge

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<v Speaker 1>for supplies, receive a radio invitation to join a survivor colony,

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<v Speaker 1>and of course, fight off zombies and rogue player groups.

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<v Speaker 1>It also showed off crafting, dynamic weather events, and more.

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<v Speaker 1>Other trailers would show off players seemingly teaming up to

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<v Speaker 1>explore dynamic and interesting environments, including abandoned but still surprisingly

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<v Speaker 1>very well lit shopping malls, or another trailer showed off

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<v Speaker 1>what the outskirts of the city looked like, complete with

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<v Speaker 1>woodlands and the occasional vehicle containing a little zombie surprise

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<v Speaker 1>in it. The implication was that this was a massively

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<v Speaker 1>multiplayer online survival horror game, and it was called The

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<v Speaker 1>Day Before, and gamers took notice. In fact, at one point,

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<v Speaker 1>The Day Before ranked number one on Steam wish lists.

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<v Speaker 1>That is, if you have a Steam account, the online

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<v Speaker 1>video games store platform Steam, well, you can designate titles

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<v Speaker 1>to be on your wish list, and then that helps

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<v Speaker 1>you keep an eye on when those games come out,

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<v Speaker 1>or if they go on sale or release new content,

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<v Speaker 1>or you can just let folks know that if they

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<v Speaker 1>want to get you something, well, the games on your

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<v Speaker 1>wish list are a decent option. So anticipation was running

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<v Speaker 1>really high. It looked like The Day Before was going

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<v Speaker 1>to bring together elements found in lots of other games,

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<v Speaker 1>such as Seven Days to Die, Day, z GTA Online,

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<v Speaker 1>Escape from Tarkov, and lots more. While lots of games

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<v Speaker 1>had some elements of what appeared to already be in

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<v Speaker 1>the day before. This looked like one of those rare

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<v Speaker 1>combos that just matched a bunch of complimentary pieces together

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<v Speaker 1>to make something new, kind of like when you get

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<v Speaker 1>peanut butter on your chocolate. Jump ahead a couple of

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<v Speaker 1>years and then a few more delays. The game actually

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<v Speaker 1>came out this year, just a couple of weeks ago.

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<v Speaker 1>In fact, launched in early access through the Steam Store

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<v Speaker 1>on December seventh, twenty twenty three, and four days later, Fantastic,

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<v Speaker 1>the video game studio that made the day before, announced

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<v Speaker 1>it was shutting down, and gamers were flooding Steam with

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<v Speaker 1>overwhelmingly negative reviews for the day before. The general consensus

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<v Speaker 1>was that the game that Fantastic delivered was a far

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<v Speaker 1>cry from what it had promised. So today I thought

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<v Speaker 1>we'd talk a bit about where Fantastic came from, what

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<v Speaker 1>has happened to it, and why gamers were so upset

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<v Speaker 1>about the day before. So our story begins actually with

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<v Speaker 1>the predecessor to Fantastic. Before choosing that name, a group

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<v Speaker 1>of developers who would go on to become Fantastic, at

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<v Speaker 1>least some of them, formed a company called eight Points.

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<v Speaker 1>They started their company in Siberia, Russia. According to a

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<v Speaker 1>Kickstarter post they made more about that in a second.

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<v Speaker 1>They were quote all from different studios where many of

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<v Speaker 1>us had been working on cash games. We quickly realized

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<v Speaker 1>our passion was not with casual titles, but for deeply

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<v Speaker 1>immersive experiences end quote. Now among the members of eight

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<v Speaker 1>Points was lead developer Edward Gotoftsev, a name that is

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<v Speaker 1>going to trip me up over and over again, and

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<v Speaker 1>his brother Eisen will also be very important later on

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<v Speaker 1>in this story. So for the first project of eight Points,

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<v Speaker 1>the group decided on a quote plot driven survival co

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<v Speaker 1>op game end quote, and they called it The Wild Eight.

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<v Speaker 1>The premise was that a group of eight survivors of

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<v Speaker 1>a plane crash have to work together to survive in

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<v Speaker 1>a harsh, cold environment, not that much different from the

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<v Speaker 1>frozen tundra of Siberia, it would turn out. But plot twist,

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<v Speaker 1>one of the survivors gets tagged to be a quote

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<v Speaker 1>unquote psycho and is actively attempting to sabotage the team's efforts.

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<v Speaker 1>So there's some hidden identity elements to this game as well.

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<v Speaker 1>So the kickstary campaign laid out some interesting features. You know,

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<v Speaker 1>death was nearly certain as the environmental dangers ranged from

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<v Speaker 1>freezing to death to being attacked by wolves and bears

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<v Speaker 1>and maybe some less natural kind of critters. Characters could

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<v Speaker 1>be revived, but with the psycho element in the game,

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<v Speaker 1>there would always be the question of whether it might

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<v Speaker 1>be better if you left a character to stay dead

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<v Speaker 1>because maybe that character was the psycho. It was a

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<v Speaker 1>neat idea. The team was asking for fifty thousand dollars

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<v Speaker 1>to complete the game, noting that all of the team

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<v Speaker 1>had really sacrificed much of their own money to work

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<v Speaker 1>on this project. This was in twenty fifteen, and they

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<v Speaker 1>said they were aiming for a late twenty sixteen release.

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<v Speaker 1>Backers actually on two hundred and fifty seven backers helped

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<v Speaker 1>the team meet their goal, funding the kickstarter with fifty

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<v Speaker 1>nine thousand, six hundred and forty four dollars worth of pledges. Now,

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<v Speaker 1>the team finished the game, but it took a little

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<v Speaker 1>bit longer than what they wanted, just a little bit.

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<v Speaker 1>The game actually launched an early access in February twenty seventeen,

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<v Speaker 1>so it wasn't finished yet, but it was in early access.

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<v Speaker 1>All was not well within eight points, however, there was

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<v Speaker 1>some sort of internal disagreement among the group. I have

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<v Speaker 1>never been able to see what that actually was. I

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<v Speaker 1>did a lot of digging to see if there was

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<v Speaker 1>any more detail on this, but there wasn't. But ultimately

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<v Speaker 1>there was a schism within eight Points, and so eight

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<v Speaker 1>Points sold the Wild eight to a publisher called hype

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<v Speaker 1>Train Digital, and at least some of the folks from

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<v Speaker 1>eight Points, including Edward, would leave to form a new

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<v Speaker 1>company that would become Fantastic. As for the Wild Eight,

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<v Speaker 1>that game would continue to go through development. It would

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<v Speaker 1>launch in final form in twenty nineteen, and recently hype

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<v Speaker 1>Train changed the name of the developer because it had

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<v Speaker 1>been saying Fantastic, they changed it to eight point or

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<v Speaker 1>eight Points, back to the original name of the developer

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<v Speaker 1>group because of the fallout that is going on with

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<v Speaker 1>the day before. So Edward names himself CEO of this

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<v Speaker 1>new company. His brother Eisen comes on as a co founder.

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<v Speaker 1>Both of them reportedly put in around fifty thousand dollars

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<v Speaker 1>of their own money into the company as capital. That's

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<v Speaker 1>actually in Singapore dollars, I should add, because they based

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<v Speaker 1>the company in Singapore at least in name, and a

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<v Speaker 1>Singapore dollar is worth about seventy five cents American Now.

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<v Speaker 1>According to former employees, the company didn't actually maintain a

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<v Speaker 1>physical office space. They did use a co op space

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<v Speaker 1>as a sort of virtual office, but they didn't really

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<v Speaker 1>maintain a real world brick and mortar office within Singapore.

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<v Speaker 1>They did produce a few actual game titles. They made

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<v Speaker 1>a first person shooter survival horror game called Dead Dozen Again,

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<v Speaker 1>with a mechanic for players to turn against each other.

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<v Speaker 1>One player would be playing a zombie like ghoul, and

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<v Speaker 1>if you succeeded in killing another player, they would then

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<v Speaker 1>become a ghoul, so it became kind of a last

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<v Speaker 1>man's standing sort of game. They made an adventure game

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<v Speaker 1>called Radiant One that showed the studio's more artistic side,

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<v Speaker 1>and they made an asymmetric multiplayer game called prop Night,

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<v Speaker 1>in which one player takes on the role of a

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<v Speaker 1>hunter killer type and all the other players attempt to

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<v Speaker 1>hide within an environment by disguising themselves as common inanimate objects,

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<v Speaker 1>and then when they are relatively safe, they tried to

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<v Speaker 1>repair some stations to allow them to escape, kind of

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<v Speaker 1>a prop hunt slash Dead by Daylight mash up here.

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<v Speaker 1>This s dollar game was made popular from a Gary's

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<v Speaker 1>mod game that was being prop Hunt that came out

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<v Speaker 1>several years earlier. In twenty twenty one, the year the

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<v Speaker 1>studio released prop Night, they also unveiled a trailer for

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<v Speaker 1>their new game. The trailer referenced it as the open world,

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<v Speaker 1>multiplayer survival game, and in this game, like I said, Appendem,

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<v Speaker 1>had wiped out most of the world's populations, leaving cities

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<v Speaker 1>empty of everyone but a few survivors and occasionally an

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<v Speaker 1>infected person who's more or less a zombie. The trailer

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<v Speaker 1>and others that would follow gave gamers the impression that

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<v Speaker 1>it was set in a persistent online world, that it

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<v Speaker 1>would bring together elements of massively multiplayer online games, survival,

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<v Speaker 1>horror games, crafting and base building games, et cetera. While

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<v Speaker 1>there was some initial skepticism about whether or not this

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<v Speaker 1>small and still relatively unknown studio could achieve this massive project,

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<v Speaker 1>some folks were actually starting to get excited, and that

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<v Speaker 1>was what was leading to more and more people adding

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<v Speaker 1>this title onto their Steam wish lists. It became the

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<v Speaker 1>number one wish listed game on the platform in October

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<v Speaker 1>twenty twenty one. Fantastic said the game would be out

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<v Speaker 1>by June twenty first, two thousand two, some more trailers

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<v Speaker 1>would come out proclaiming even more amazing features that the

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<v Speaker 1>game would have, and then the studio kind of went quiet.

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<v Speaker 1>And that was already starting to worry people, right, like

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<v Speaker 1>the hype machine was an overdrive, and then things went

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<v Speaker 1>to radio silence. When we come back, I'll talk about

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<v Speaker 1>what happened. Okay, So, as I mentioned before the break,

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<v Speaker 1>we had Fantastic going to radio silence in the months

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<v Speaker 1>leading up to what was supposed to be the release.

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<v Speaker 1>But in May twenty twenty two, which was just a

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<v Speaker 1>month before it was supposed to come out. Remember, originally

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<v Speaker 1>the publication date was supposed to be June twenty first,

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<v Speaker 1>twenty twenty two, May twenty twenty two, Fantastic issues a

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<v Speaker 1>statement saying the game would be delayed by at least

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<v Speaker 1>eight months. The reason for the del according to the company,

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<v Speaker 1>was that the team decided on using a different game engine.

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<v Speaker 1>And yeah, that would definitely set you back a lot,

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<v Speaker 1>asked the folks who worked on Duke Nukem Forever, another

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<v Speaker 1>game that was in development for ages. So the move

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<v Speaker 1>to a new engine struck more than a few people

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<v Speaker 1>as a questionable decision. It's not like you can just

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<v Speaker 1>lift all your assets that you built for your starting

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<v Speaker 1>game engine and then just port them to another one seamlessly.

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<v Speaker 1>So this is where some folks were really starting to

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<v Speaker 1>smell or aunt. Then we got another big reveal, one

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<v Speaker 1>that I think would have totally made me rage out

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<v Speaker 1>had I been following this story at the time. In

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<v Speaker 1>June twenty twenty two, around the time that it was

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<v Speaker 1>originally supposed to launch, word got out that Fantastic depends

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<v Speaker 1>at least in part on volunteer labor. So they had

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<v Speaker 1>a distinction between full time volunteers whom they say they

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<v Speaker 1>were paid, which to just sounds like an employee, and

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<v Speaker 1>part time volunteers who were not people who would work

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<v Speaker 1>without being paid for it. They might receive some other

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<v Speaker 1>form of compensation. The company appeared to be targeting fans

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<v Speaker 1>who had some developer skills to work with them in

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<v Speaker 1>return for stuff like game codes for example. So yeah,

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<v Speaker 1>you wouldn't need to buy a copy of the game.

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<v Speaker 1>You just have to work on developing the game for free,

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<v Speaker 1>and then you get hooked up. Others might do work

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<v Speaker 1>for exposure. This is where I remind you you cannot

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<v Speaker 1>make a living from exposure, but you sure can die

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<v Speaker 1>from it. Fantastic later said that volunteers weren't responsible for

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<v Speaker 1>coding or anything like that. Instead, they were doing other

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<v Speaker 1>jobs like community management or working on localization, you know

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<v Speaker 1>where you're trying to craft the game so that it

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<v Speaker 1>is understandable and playable for people in different regions of

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<v Speaker 1>the world. Meanwhile, more delays were around the corner. In

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<v Speaker 1>January twenty twenty three, Fantastic announced that there was an issue.

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<v Speaker 1>Apparently a calendar app also called the day before, objected

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<v Speaker 1>to the video games title, and so the companies needed

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<v Speaker 1>to work out a solution. The release date was moved

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<v Speaker 1>from March first, twenty twenty three, to November tenth. It

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<v Speaker 1>would actually release into early access on December seventh. Now,

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<v Speaker 1>the two brothers told IGN that the IP dispute was

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<v Speaker 1>just a complication and that the studio had actually already

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<v Speaker 1>decided to delay the game. So this seemed to contradict

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<v Speaker 1>what they had just said, and the dispute apparently just

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<v Speaker 1>coincided with the company's plan to announce the delay. So

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<v Speaker 1>again it appeared that there was some contradictions in communications

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<v Speaker 1>to the public, and that was exacerbating concerns about the

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<v Speaker 1>game at this point. Now there's another party involved in

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<v Speaker 1>this that we have to talk about. There is a

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<v Speaker 1>video game publisher called Mytona. Like Fantastics predecessor, Mytona is

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<v Speaker 1>a company that's from Siberia, Russia. Also, coincidentally, it was

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<v Speaker 1>co founded by brothers, different set of brothers. These are

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<v Speaker 1>twin brothers who co founded my Tona. Apparently my Tona

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<v Speaker 1>had invested in development of the Day Before. This is

0:14:10.320 --> 0:14:13.760
<v Speaker 1>not unusual, you know, publishers will invest money to help

0:14:13.840 --> 0:14:16.880
<v Speaker 1>fund the creation or development of a game. But I

0:14:16.960 --> 0:14:20.360
<v Speaker 1>bet these days that my Tona really wishes it hadn't

0:14:20.560 --> 0:14:25.640
<v Speaker 1>done that. Anyway, the repeated delays were making gamers increasingly uneasy.

0:14:25.920 --> 0:14:28.160
<v Speaker 1>Some had been referring to the Day Before as a

0:14:28.200 --> 0:14:31.280
<v Speaker 1>scam for a few months at this point. That was

0:14:31.280 --> 0:14:34.200
<v Speaker 1>an accusation that the brothers denied. They also said that

0:14:34.280 --> 0:14:37.240
<v Speaker 1>it wasn't just an asset flip. That's when you get

0:14:37.240 --> 0:14:39.560
<v Speaker 1>a bunch of pre existing assets and then you just

0:14:39.600 --> 0:14:42.760
<v Speaker 1>sort of cobbled together a game from them. The brothers

0:14:42.760 --> 0:14:44.960
<v Speaker 1>were saying, no, that's not you don't understand how much

0:14:45.000 --> 0:14:47.360
<v Speaker 1>work is being done on this title. That is not

0:14:47.400 --> 0:14:50.320
<v Speaker 1>an accurate portrayal of what this is. An official statement

0:14:50.360 --> 0:14:53.200
<v Speaker 1>from Fantastic said the game had been development for four years.

0:14:53.840 --> 0:14:57.880
<v Speaker 1>That's something that some people began to question because again,

0:14:58.000 --> 0:15:00.960
<v Speaker 1>a lot of what the trailers were showing were things

0:15:01.160 --> 0:15:04.160
<v Speaker 1>that look like assets that had been built for the

0:15:04.240 --> 0:15:07.440
<v Speaker 1>Unreal Engine but hadn't existed for more than a year

0:15:07.480 --> 0:15:10.280
<v Speaker 1>and a half or so. So there were questions about

0:15:10.280 --> 0:15:12.240
<v Speaker 1>how could this game have been in development that long

0:15:12.280 --> 0:15:15.280
<v Speaker 1>when the stuff that you're showing off hasn't even existed

0:15:15.600 --> 0:15:18.160
<v Speaker 1>for four years. Now, at this stage, some gamers were

0:15:18.160 --> 0:15:20.360
<v Speaker 1>taking a closer look at the stuff Fantastic put out

0:15:20.400 --> 0:15:23.760
<v Speaker 1>in trailers. They did point out similarities between the game

0:15:23.800 --> 0:15:26.240
<v Speaker 1>and various asset packs that are up for purchase as

0:15:26.280 --> 0:15:29.240
<v Speaker 1>part of the Unreal Engine. And I've talked a bit

0:15:29.280 --> 0:15:31.680
<v Speaker 1>about asset packs. Let me explain what those are. This

0:15:31.800 --> 0:15:35.000
<v Speaker 1>is stuff that has already been built on top of

0:15:35.000 --> 0:15:38.720
<v Speaker 1>a game engine. Some developers have already created these assets

0:15:39.200 --> 0:15:42.320
<v Speaker 1>that you can purchase and then incorporate into your own project.

0:15:43.040 --> 0:15:47.440
<v Speaker 1>And these aren't necessarily just visual assets. A lot of

0:15:47.440 --> 0:15:49.240
<v Speaker 1>them are a lot of them are things that are

0:15:49.480 --> 0:15:52.280
<v Speaker 1>you know, like objects or structures that have both the

0:15:52.360 --> 0:15:56.200
<v Speaker 1>visual element and the geometry right, like a house with

0:15:56.280 --> 0:16:00.560
<v Speaker 1>multiple floors, you have to program all that in well packs,

0:16:00.600 --> 0:16:03.680
<v Speaker 1>you could purchase these things and incorporate them into your

0:16:03.760 --> 0:16:06.480
<v Speaker 1>game and with some tweaking, make it all work. It's

0:16:06.560 --> 0:16:09.320
<v Speaker 1>not like it's plug and play. It's not that simple. Actually,

0:16:09.320 --> 0:16:10.920
<v Speaker 1>it does require quite a bit of work to get

0:16:11.560 --> 0:16:14.480
<v Speaker 1>an asset to work within the world of your game,

0:16:14.880 --> 0:16:18.440
<v Speaker 1>so I don't want to dismiss that. But it also

0:16:18.640 --> 0:16:21.720
<v Speaker 1>means that you don't have to do everything from scratch, right,

0:16:21.760 --> 0:16:24.280
<v Speaker 1>You don't have to build every single element in your

0:16:24.360 --> 0:16:27.800
<v Speaker 1>game by hand, because you can actually purchase stuff that's

0:16:27.840 --> 0:16:31.920
<v Speaker 1>already been made, and that can really help. However, some

0:16:32.040 --> 0:16:35.200
<v Speaker 1>gamers also began to say that the Day Before was

0:16:35.240 --> 0:16:39.720
<v Speaker 1>going beyond this and actually copying not just assets, but

0:16:39.800 --> 0:16:43.440
<v Speaker 1>like existing game trailers in order to make their own trailers.

0:16:43.680 --> 0:16:46.760
<v Speaker 1>They said that there were elements in game trailers for

0:16:46.800 --> 0:16:50.800
<v Speaker 1>the Day Before that were directly lifting from a trailer

0:16:50.840 --> 0:16:53.920
<v Speaker 1>for Grand Theft, Auto five or Call of Duty, Black

0:16:53.920 --> 0:16:57.440
<v Speaker 1>Ops Cold War. So those questions were starting to get

0:16:58.080 --> 0:17:01.360
<v Speaker 1>more heated as well were really starting to look grim.

0:17:01.760 --> 0:17:05.439
<v Speaker 1>But on December seventh, twenty twenty three, Fantastic did release

0:17:05.520 --> 0:17:08.800
<v Speaker 1>the day before in early access for thirty nine dollars

0:17:09.000 --> 0:17:11.639
<v Speaker 1>and sold around two hundred thousand copies of it, with

0:17:11.720 --> 0:17:14.800
<v Speaker 1>a statement saying that the studio hoped to emerge from

0:17:14.840 --> 0:17:17.840
<v Speaker 1>early access within six to eight months to be a

0:17:17.840 --> 0:17:21.560
<v Speaker 1>fully released game, whereupon it would cost forty nine dollars,

0:17:21.680 --> 0:17:24.240
<v Speaker 1>so you know, buying an early access safety ten bucks.

0:17:24.720 --> 0:17:27.680
<v Speaker 1>And it turns out none of that would be relevant.

0:17:27.800 --> 0:17:29.960
<v Speaker 1>It was all moot. It would never get the chance

0:17:30.040 --> 0:17:34.960
<v Speaker 1>to go to full release because right away gamers began

0:17:35.080 --> 0:17:40.520
<v Speaker 1>to film their gameplay sessions and compare their sessions against

0:17:40.800 --> 0:17:45.080
<v Speaker 1>the trailers to show the disparity between the actual experience

0:17:45.080 --> 0:17:48.240
<v Speaker 1>of playing the game versus the game that was being

0:17:48.280 --> 0:17:50.679
<v Speaker 1>showed off in trailers for a couple of years at

0:17:50.680 --> 0:17:55.280
<v Speaker 1>that point. They also complained that it was really hard

0:17:55.320 --> 0:17:58.400
<v Speaker 1>to get a gaming session going because the servers could

0:17:58.400 --> 0:18:02.400
<v Speaker 1>only hold around a one hundred people per server, and

0:18:03.440 --> 0:18:05.639
<v Speaker 1>they filled up really fast. I mean, you sold two

0:18:05.720 --> 0:18:09.360
<v Speaker 1>hundred thousand copies super fast, so that requires a lot

0:18:09.400 --> 0:18:14.480
<v Speaker 1>of servers for you to be able to actually facilitate gameplay.

0:18:14.560 --> 0:18:19.320
<v Speaker 1>Then you had the really problematic issue where gamers found

0:18:19.359 --> 0:18:23.320
<v Speaker 1>out that the day before was not an MMO survival

0:18:23.359 --> 0:18:27.679
<v Speaker 1>horror game at all. Instead, it really belonged to a

0:18:27.680 --> 0:18:32.080
<v Speaker 1>different kind of genre called an extraction shooter. So in

0:18:32.280 --> 0:18:37.720
<v Speaker 1>an extraction shooter, gamers enter into an online map and

0:18:38.280 --> 0:18:40.480
<v Speaker 1>they're only in it for a certain amount of time.

0:18:41.200 --> 0:18:43.600
<v Speaker 1>And while they're in this online map, they do their

0:18:43.600 --> 0:18:47.800
<v Speaker 1>best to collect resources and to complete certain objectives, and

0:18:47.840 --> 0:18:49.879
<v Speaker 1>then they need to make their way to an extraction

0:18:50.040 --> 0:18:53.080
<v Speaker 1>point before their time runs out or they lose everything

0:18:53.080 --> 0:18:57.600
<v Speaker 1>that they gained in that session. But there's no persistent world, right,

0:18:58.000 --> 0:19:00.800
<v Speaker 1>It's not like you can leave a bit building or

0:19:01.040 --> 0:19:03.360
<v Speaker 1>hide a stash into building and then come back three

0:19:03.480 --> 0:19:05.639
<v Speaker 1>days later and get that stash. You can't do that.

0:19:06.280 --> 0:19:09.679
<v Speaker 1>There's also no elements of role playing games in the

0:19:09.800 --> 0:19:14.040
<v Speaker 1>Day Before either, so gamers felt like they had been bamboozled.

0:19:14.040 --> 0:19:16.280
<v Speaker 1>They said, this is not the same game that was

0:19:16.359 --> 0:19:19.879
<v Speaker 1>being sold to us. Later, an anonymous former developer for

0:19:20.000 --> 0:19:23.440
<v Speaker 1>Fantastic told Eurogamer that not only was The Day Before

0:19:23.680 --> 0:19:26.840
<v Speaker 1>not an MMO, but that there had never been a

0:19:26.880 --> 0:19:29.840
<v Speaker 1>plan to make it an MMO in the first place,

0:19:29.840 --> 0:19:34.159
<v Speaker 1>that that was clearly beyond their abilities, and that it

0:19:34.240 --> 0:19:39.040
<v Speaker 1>should never have been marketed as an MMO. The game

0:19:39.280 --> 0:19:41.640
<v Speaker 1>would be played on servers. Like I said, they could

0:19:41.640 --> 0:19:44.919
<v Speaker 1>support like one hundred people, way too small for a

0:19:44.960 --> 0:19:50.560
<v Speaker 1>classic MMO, and without role playing or in game plans

0:19:50.960 --> 0:19:54.480
<v Speaker 1>or raids or anything like that, it just didn't meet

0:19:54.520 --> 0:19:58.040
<v Speaker 1>the definition. The game that was being marketed was just

0:19:58.200 --> 0:20:01.439
<v Speaker 1>not the same one that was actually development. And this

0:20:01.560 --> 0:20:04.720
<v Speaker 1>former dev also said that when team members would bring

0:20:04.800 --> 0:20:09.040
<v Speaker 1>up concerns to the brothers and say, hey, you know,

0:20:09.560 --> 0:20:12.280
<v Speaker 1>we're misleading people, this is not the same sort of

0:20:12.320 --> 0:20:16.560
<v Speaker 1>game that we're actually making, they were often ignored, or worse,

0:20:16.600 --> 0:20:20.119
<v Speaker 1>they were moved off the project. The former developer also

0:20:20.200 --> 0:20:23.600
<v Speaker 1>claimed that the brothers frequently changed their minds as to

0:20:23.640 --> 0:20:27.199
<v Speaker 1>what should be in the game, and this contributed significantly

0:20:27.240 --> 0:20:30.520
<v Speaker 1>to production delays because you would be working to add

0:20:30.560 --> 0:20:35.480
<v Speaker 1>features in or take features out, or change direction, and obviously,

0:20:36.280 --> 0:20:39.600
<v Speaker 1>without a unified approach to the direction of a game,

0:20:39.880 --> 0:20:43.520
<v Speaker 1>you're not going to have a smooth development process. Okay,

0:20:43.760 --> 0:20:46.920
<v Speaker 1>still got a little bit left to say about what

0:20:47.040 --> 0:20:49.600
<v Speaker 1>went on with the day before. Before I get to that,

0:20:50.040 --> 0:21:03.520
<v Speaker 1>Let's take another quick break, all right. As I said,

0:21:03.840 --> 0:21:08.120
<v Speaker 1>this former developer with Fantastic was saying that there never

0:21:08.200 --> 0:21:10.960
<v Speaker 1>had been plans to make this game an MMO, something

0:21:10.960 --> 0:21:15.080
<v Speaker 1>that really shouldn't come as a surprise based upon what

0:21:15.400 --> 0:21:19.280
<v Speaker 1>was released, but it really shows the difference between the

0:21:19.320 --> 0:21:23.560
<v Speaker 1>marketing and the development. Meanwhile, gamers were flooding Steam with

0:21:23.600 --> 0:21:28.480
<v Speaker 1>more negative reviews. The game wasn't really stable. Servers were

0:21:28.480 --> 0:21:31.600
<v Speaker 1>filling up so quickly that players were often left waiting

0:21:31.640 --> 0:21:36.560
<v Speaker 1>for ages for a session availability, only to feel disappointed

0:21:36.560 --> 0:21:38.520
<v Speaker 1>once they actually were able to connect to a session.

0:21:39.320 --> 0:21:41.880
<v Speaker 1>And this is part of what made the story so notable,

0:21:41.920 --> 0:21:44.320
<v Speaker 1>because it went from being one of the most highly

0:21:44.359 --> 0:21:50.040
<v Speaker 1>anticipated titles on Steam to one almost universally reviled by

0:21:50.040 --> 0:21:53.360
<v Speaker 1>the player base that had purchased the title. That made

0:21:53.359 --> 0:21:57.480
<v Speaker 1>it really interesting, It was probably not so interesting to Fantastic,

0:21:57.800 --> 0:22:01.919
<v Speaker 1>which attempted to go into damage control mode again. They

0:22:02.119 --> 0:22:06.439
<v Speaker 1>made denials of being an asset flip. They said that

0:22:07.040 --> 0:22:10.440
<v Speaker 1>they'd been working on the title for four years. They

0:22:11.440 --> 0:22:15.040
<v Speaker 1>made kind of a half hearted apology for the marketing,

0:22:15.119 --> 0:22:19.040
<v Speaker 1>saying that maybe the game hadn't been marketed properly. There

0:22:19.080 --> 0:22:22.359
<v Speaker 1>should have been no maybe there, but these measures clearly

0:22:22.400 --> 0:22:29.640
<v Speaker 1>weren't working. They were not modifying the game community at all. Shockingly,

0:22:30.520 --> 0:22:35.480
<v Speaker 1>four days after launching the game into early access, Fantastic

0:22:35.480 --> 0:22:39.359
<v Speaker 1>announced that the company was shutting down because the game

0:22:39.520 --> 0:22:44.480
<v Speaker 1>was not financially successful. Now, this also raised eyebrows because

0:22:45.400 --> 0:22:47.880
<v Speaker 1>it had sold two hundred thousand copies in early access,

0:22:47.920 --> 0:22:51.480
<v Speaker 1>and yes, a lot of people were already requesting refunds.

0:22:52.119 --> 0:22:56.160
<v Speaker 1>But there'd been lots of games that had really rocky launches.

0:22:56.480 --> 0:22:59.680
<v Speaker 1>A Cyberpunk twenty seventy seven springs to mind. That game

0:23:00.560 --> 0:23:05.159
<v Speaker 1>had a terrible launch. There were so many people pointing

0:23:05.160 --> 0:23:09.360
<v Speaker 1>out flaws in the game, and yet the teams behind

0:23:09.400 --> 0:23:13.200
<v Speaker 1>those games would rally and they would address the issue.

0:23:13.680 --> 0:23:17.520
<v Speaker 1>And with Cyberpunk, it became an incredible turnaround. I mean,

0:23:17.560 --> 0:23:20.119
<v Speaker 1>if you've heard about the DLC that came out earlier

0:23:20.160 --> 0:23:25.639
<v Speaker 1>this year, that turned Cyberpunk from a joke where people

0:23:25.720 --> 0:23:30.160
<v Speaker 1>just dismissed the game entirely, saying it's JANKI it turned

0:23:30.160 --> 0:23:34.199
<v Speaker 1>it into a Game of the Year contender, right. That

0:23:34.320 --> 0:23:38.520
<v Speaker 1>is phenomenal. That's incredible dedication in your developer team, and

0:23:38.560 --> 0:23:41.639
<v Speaker 1>it shows what can happen if you really do take

0:23:41.840 --> 0:23:46.200
<v Speaker 1>the incoming criticisms to heart and try to address them.

0:23:46.920 --> 0:23:50.800
<v Speaker 1>But Fantastic would never get that chance. The company focused

0:23:50.800 --> 0:23:54.960
<v Speaker 1>instead on wiping out its online presence, including its YouTube channel,

0:23:55.880 --> 0:24:01.240
<v Speaker 1>its founder's Twitter feed, like it's on website, pretty much

0:24:01.760 --> 0:24:09.399
<v Speaker 1>its entire online existence. Fantastic deleted Mytona. The publisher said

0:24:09.480 --> 0:24:13.040
<v Speaker 1>it will honor refunds for all players who bought the game.

0:24:13.520 --> 0:24:15.959
<v Speaker 1>If you buy a game on Steam, you can request

0:24:16.000 --> 0:24:18.399
<v Speaker 1>a refund, but only if you've not played the game

0:24:18.800 --> 0:24:21.600
<v Speaker 1>for too long. Two hours is the cutoff here. The

0:24:21.680 --> 0:24:23.800
<v Speaker 1>idea is that if you play a game for like

0:24:23.960 --> 0:24:26.560
<v Speaker 1>forty hours and then you ask for a refund, what

0:24:26.600 --> 0:24:28.520
<v Speaker 1>you're doing is you're trying to scam the store and

0:24:28.560 --> 0:24:30.520
<v Speaker 1>get your money back for a game that you have

0:24:30.680 --> 0:24:33.960
<v Speaker 1>thoroughly played. But if you bought a game, you booted

0:24:34.000 --> 0:24:36.000
<v Speaker 1>it up and within an hour or so you realize

0:24:36.040 --> 0:24:40.320
<v Speaker 1>you made a huge mistake, to quote arrested development, you

0:24:40.359 --> 0:24:43.160
<v Speaker 1>can get your money back. But a lot of players

0:24:43.160 --> 0:24:46.199
<v Speaker 1>were in that post two hour group, right, and that

0:24:46.280 --> 0:24:48.719
<v Speaker 1>was largely because of those server issues. It's not like

0:24:49.280 --> 0:24:52.639
<v Speaker 1>they were actively playing the game. The game was running

0:24:52.640 --> 0:24:54.160
<v Speaker 1>and they were trying to play it, but they were

0:24:54.200 --> 0:24:57.679
<v Speaker 1>having trouble connecting to sessions, and so by the time

0:24:57.720 --> 0:25:00.199
<v Speaker 1>they're able to request for a refund, they've already got

0:25:00.280 --> 0:25:03.640
<v Speaker 1>more than two hours of quote unquote game time and

0:25:03.680 --> 0:25:05.359
<v Speaker 1>they would be left out in the cold. But my

0:25:05.480 --> 0:25:08.600
<v Speaker 1>Tona appeared to say that this will not be the case,

0:25:08.600 --> 0:25:12.280
<v Speaker 1>that they will honor all refunds by that time, by

0:25:12.320 --> 0:25:15.800
<v Speaker 1>the time Fantastic was shutting down, nearly half of all

0:25:15.840 --> 0:25:17.960
<v Speaker 1>the people who had bought the day before in early

0:25:18.000 --> 0:25:24.280
<v Speaker 1>Access had already requested a refund. That's terrible. Now, some

0:25:24.400 --> 0:25:27.119
<v Speaker 1>gamers accused the Brothers of trying to take the money

0:25:27.119 --> 0:25:29.160
<v Speaker 1>and run, that the whole thing was a scam from

0:25:29.200 --> 0:25:32.520
<v Speaker 1>top to bottom, that it was never anything more than that.

0:25:33.359 --> 0:25:36.360
<v Speaker 1>I don't have any hard evidence one way or the other,

0:25:36.520 --> 0:25:40.320
<v Speaker 1>but here is my take. I doubt that this was

0:25:40.440 --> 0:25:44.680
<v Speaker 1>an intentional scam. I just don't think it makes much

0:25:44.720 --> 0:25:46.720
<v Speaker 1>sense to be an intentional scam. I think a lot

0:25:46.760 --> 0:25:50.879
<v Speaker 1>of scummy stuff happened, right. I think there were a

0:25:50.960 --> 0:25:56.160
<v Speaker 1>lot of really bad decisions, and those include unpaid labor

0:25:56.280 --> 0:25:58.680
<v Speaker 1>being at the top. I think that's the worst decision,

0:25:59.640 --> 0:26:02.920
<v Speaker 1>But mismarketing the game is another clear one. So yes,

0:26:03.240 --> 0:26:06.800
<v Speaker 1>there were definitely bad decisions that were being done, some

0:26:06.880 --> 0:26:09.200
<v Speaker 1>shady stuff that was going on, But I don't think

0:26:09.240 --> 0:26:12.800
<v Speaker 1>that the ultimate desire was to run a scam. For

0:26:12.840 --> 0:26:16.480
<v Speaker 1>one thing, Steam doesn't pay developers in real time, right.

0:26:16.720 --> 0:26:18.600
<v Speaker 1>If you go on Steam and you buy a copy

0:26:18.680 --> 0:26:21.080
<v Speaker 1>of a game, it's not like Steam then cuts a

0:26:21.200 --> 0:26:24.920
<v Speaker 1>check for the developer and sends it on right then

0:26:24.960 --> 0:26:27.080
<v Speaker 1>and there. In fact, most of the time, we're talking

0:26:27.080 --> 0:26:30.719
<v Speaker 1>about a pretty significant delay, like a delay of a

0:26:30.760 --> 0:26:35.800
<v Speaker 1>month or two between when Steam receives you know, revenue

0:26:35.840 --> 0:26:39.680
<v Speaker 1>from purchases and when it sends that along to the developer.

0:26:40.080 --> 0:26:43.240
<v Speaker 1>So when you've got a delay that's a month or two,

0:26:43.760 --> 0:26:45.840
<v Speaker 1>then you know you can't You're not going to make

0:26:45.840 --> 0:26:49.040
<v Speaker 1>any money by launching a game and then shutting down

0:26:49.119 --> 0:26:52.159
<v Speaker 1>within less than a week. That's just not going to

0:26:52.520 --> 0:26:56.760
<v Speaker 1>work on that sort of time frame. So it's not

0:26:56.800 --> 0:26:59.320
<v Speaker 1>like the Brothers took the money from those two hundred

0:26:59.359 --> 0:27:03.760
<v Speaker 1>thousand initial sales and then said Cus suckers and ran

0:27:03.840 --> 0:27:08.879
<v Speaker 1>off to Cabo or something. That's just not realistic. Instead,

0:27:09.400 --> 0:27:11.760
<v Speaker 1>I think this was a case of a studio tackling

0:27:11.800 --> 0:27:16.280
<v Speaker 1>a project that was just beyond their capability. They overpromised

0:27:16.640 --> 0:27:20.920
<v Speaker 1>and they underdelivered. They did appear to use pre build assets, right,

0:27:21.119 --> 0:27:23.640
<v Speaker 1>but a lot of games do that, and it would

0:27:23.680 --> 0:27:27.800
<v Speaker 1>be unrealistic to expect a small independent developer studio to

0:27:27.880 --> 0:27:30.640
<v Speaker 1>build everything from the ground up in just a couple

0:27:30.640 --> 0:27:33.600
<v Speaker 1>of years. That's just impossible if you look at some

0:27:33.640 --> 0:27:35.800
<v Speaker 1>of the big Triple A titles out there, which obviously

0:27:35.880 --> 0:27:40.159
<v Speaker 1>are built on a much larger scale. Granted, but these

0:27:40.480 --> 0:27:43.560
<v Speaker 1>are companies that spend the better part of the decade

0:27:44.080 --> 0:27:48.639
<v Speaker 1>developing some of their big titles. So I don't think

0:27:48.840 --> 0:27:51.600
<v Speaker 1>it would have been fair to expect a small studio

0:27:51.680 --> 0:27:55.880
<v Speaker 1>to release an ambitious project like this in a year

0:27:56.000 --> 0:28:00.760
<v Speaker 1>or two and not make use of pregenerating assets. I

0:28:00.800 --> 0:28:03.280
<v Speaker 1>just don't think that was possible. I don't think that

0:28:03.320 --> 0:28:06.560
<v Speaker 1>the assets were incorporated very well. I think that the

0:28:07.080 --> 0:28:10.120
<v Speaker 1>gap between what was shown in trailers and what people

0:28:10.160 --> 0:28:13.040
<v Speaker 1>could actually experience when they played the game was way

0:28:13.040 --> 0:28:15.119
<v Speaker 1>too big. I mean, you can watch videos of people

0:28:15.119 --> 0:28:18.760
<v Speaker 1>doing side by side comparisons where the environments don't look

0:28:18.880 --> 0:28:22.600
<v Speaker 1>nearly as good. The lighting is not at all impressive

0:28:22.640 --> 0:28:27.560
<v Speaker 1>compared to the trailers. That's far less occupied by both

0:28:27.640 --> 0:28:31.080
<v Speaker 1>zombies and player characters, so you can run through an

0:28:31.200 --> 0:28:35.840
<v Speaker 1>entire region and not see anyone hardly the same sort

0:28:35.880 --> 0:28:39.120
<v Speaker 1>of high tension kind of experience that the trailers were

0:28:39.520 --> 0:28:44.600
<v Speaker 1>giving off. So that certainly was an issue. And also

0:28:44.640 --> 0:28:47.040
<v Speaker 1>I think, you know, the studio heads changing their minds

0:28:47.040 --> 0:28:49.600
<v Speaker 1>over what needed to be in the game versus not

0:28:49.720 --> 0:28:53.280
<v Speaker 1>in the game. That was a really huge blow to

0:28:53.440 --> 0:28:58.040
<v Speaker 1>the company as well. And yeah, I think they were

0:28:58.080 --> 0:29:00.000
<v Speaker 1>just kind of hoping they could do the fake it

0:29:00.040 --> 0:29:03.360
<v Speaker 1>until you make it philosophy and that eventually things would

0:29:03.400 --> 0:29:08.000
<v Speaker 1>shake out okay, But it didn't. So I think it

0:29:08.200 --> 0:29:12.960
<v Speaker 1>was a project that was mired with terrible decisions. But

0:29:13.080 --> 0:29:16.240
<v Speaker 1>I don't think it was an intentional scam. If it

0:29:16.280 --> 0:29:18.440
<v Speaker 1>in fact was an intentional scam, if that was the

0:29:18.440 --> 0:29:21.120
<v Speaker 1>plan all along, and maybe the brothers just wanted to

0:29:21.480 --> 0:29:26.800
<v Speaker 1>take my Tona's investment into the game and attempt to

0:29:26.880 --> 0:29:29.600
<v Speaker 1>keep as much of that money as possible. Maybe that's

0:29:29.640 --> 0:29:31.560
<v Speaker 1>the case. Maybe that was the case all along. Maybe

0:29:31.560 --> 0:29:34.200
<v Speaker 1>they were just like, let's take the publisher money and run.

0:29:34.560 --> 0:29:36.520
<v Speaker 1>But they didn't do that right away. They stuck around

0:29:36.960 --> 0:29:38.880
<v Speaker 1>and they actually put out a game. It's not like

0:29:38.920 --> 0:29:42.080
<v Speaker 1>the game got canceled, which I would think would be

0:29:42.120 --> 0:29:46.440
<v Speaker 1>more likely if you were trying to scam the publisher. Also,

0:29:46.480 --> 0:29:51.480
<v Speaker 1>with both of those companies having their origins from Siberia,

0:29:51.920 --> 0:29:56.840
<v Speaker 1>I would say that it'd be real risky to pull

0:29:56.880 --> 0:30:00.560
<v Speaker 1>those kind of shenanigans on purpose. So I again I

0:30:00.600 --> 0:30:05.040
<v Speaker 1>think the old adage of you should never attribute something

0:30:05.080 --> 0:30:08.600
<v Speaker 1>to maliciousness when it could go to just incompetence. I'm

0:30:08.600 --> 0:30:11.480
<v Speaker 1>more willing to believe in competence in this case coupled

0:30:11.520 --> 0:30:15.680
<v Speaker 1>with some shady business practices. But yeah, that's my take.

0:30:16.080 --> 0:30:18.280
<v Speaker 1>I don't know anything for sure, but this was a

0:30:18.280 --> 0:30:21.160
<v Speaker 1>really fascinating story that unfolded over the last couple of weeks,

0:30:21.320 --> 0:30:23.680
<v Speaker 1>so I wanted to do an episode about it, and

0:30:23.920 --> 0:30:27.240
<v Speaker 1>I hope that you found it interesting. I also hope

0:30:27.600 --> 0:30:30.160
<v Speaker 1>you are all well, and I will talk to you

0:30:30.240 --> 0:30:40.600
<v Speaker 1>again really soon. Tech Stuff is an iHeartRadio production. For

0:30:40.680 --> 0:30:45.560
<v Speaker 1>more podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts,

0:30:45.640 --> 0:30:50.960
<v Speaker 1>or wherever you listen to your favorite shows.