1 00:00:02,400 --> 00:00:05,400 Speaker 1: Get in touch with technology with tech Stuff from how 2 00:00:05,440 --> 00:00:13,640 Speaker 1: stuff what dot com. Hey there, everyone, and welcome to 3 00:00:13,800 --> 00:00:16,720 Speaker 1: tech Stuff. My name is Jonathan Strickland, and sitting across 4 00:00:16,720 --> 00:00:19,720 Speaker 1: from me is my brand new co host. Introduce yourself. Hi, 5 00:00:19,800 --> 00:00:22,280 Speaker 1: I'm Lauren voc Obam. I am the social media editor 6 00:00:22,360 --> 00:00:25,120 Speaker 1: here at how Stuff Works, and I'm also your new 7 00:00:25,200 --> 00:00:28,400 Speaker 1: co host. That's awesome. Lauren's going to be giving us 8 00:00:28,440 --> 00:00:31,640 Speaker 1: her perspective on technology, and we thought that for her 9 00:00:31,680 --> 00:00:35,120 Speaker 1: first episode we should really tackle something she's really interested in. 10 00:00:35,440 --> 00:00:38,320 Speaker 1: But as it turns out, we already did an episode 11 00:00:38,320 --> 00:00:41,639 Speaker 1: on Halo. Yeah. Fortunately, there is at least one other 12 00:00:41,760 --> 00:00:44,360 Speaker 1: video game that I do play. I I cannot admit 13 00:00:44,400 --> 00:00:47,360 Speaker 1: to being a huge crazy gamer, but but I do 14 00:00:47,560 --> 00:00:51,320 Speaker 1: enjoy some things like, for example, Silent Hill. Yes, now, 15 00:00:51,640 --> 00:00:55,360 Speaker 1: Silent Hill a famous example of a game that's in 16 00:00:55,400 --> 00:00:59,279 Speaker 1: the survival horror genre. And I have to be perfectly 17 00:00:59,320 --> 00:01:02,960 Speaker 1: honest here, I have only ever played one Silent Hill game. 18 00:01:03,280 --> 00:01:05,360 Speaker 1: And I had to ask Lauren which one it was 19 00:01:05,440 --> 00:01:08,680 Speaker 1: because I couldn't remember, and she immediately identified it as 20 00:01:08,720 --> 00:01:11,720 Speaker 1: Silent Hill too, And which is which is a good one? 21 00:01:11,760 --> 00:01:13,640 Speaker 1: It's it's one of the better ones. I hear, I 22 00:01:13,720 --> 00:01:15,560 Speaker 1: hear the story is really good, but I never got 23 00:01:15,600 --> 00:01:18,200 Speaker 1: into it far enough for the story to really unfold 24 00:01:18,280 --> 00:01:22,319 Speaker 1: for me because, frankly, because at the time, the the 25 00:01:22,440 --> 00:01:25,240 Speaker 1: gameplay was so different from everything else I was used 26 00:01:25,280 --> 00:01:29,039 Speaker 1: to that that I got frustrated because my brain is 27 00:01:29,160 --> 00:01:32,640 Speaker 1: primal and cannot grasp things like that. So it was 28 00:01:32,640 --> 00:01:34,560 Speaker 1: still a little bit tank like at the time. Right. 29 00:01:34,600 --> 00:01:36,680 Speaker 1: But but first, I guess we need to talk about 30 00:01:36,680 --> 00:01:40,759 Speaker 1: what survival horror is now. It's a term that really 31 00:01:41,560 --> 00:01:46,000 Speaker 1: was introduced by Capcom when they released the first Resident 32 00:01:46,080 --> 00:01:50,320 Speaker 1: Evil game back in nine. But it's not the first 33 00:01:50,600 --> 00:01:53,480 Speaker 1: horror based game. There's plenty, There are plenty of examples 34 00:01:53,560 --> 00:01:55,800 Speaker 1: of horror games, but it was the first. It was 35 00:01:55,880 --> 00:01:57,520 Speaker 1: kind of like, you know, you're always going to have 36 00:01:57,600 --> 00:02:00,280 Speaker 1: that first time someone uses a term, and as far 37 00:02:00,280 --> 00:02:02,400 Speaker 1: as I can tell, that was the first time people 38 00:02:02,440 --> 00:02:05,240 Speaker 1: had actually used that to define a genre of games. 39 00:02:05,600 --> 00:02:07,880 Speaker 1: And really it's kind of a sub genre. It tends 40 00:02:07,920 --> 00:02:13,519 Speaker 1: to fit underneath the action adventure genres, and uh, I 41 00:02:13,560 --> 00:02:16,440 Speaker 1: always think of adventure games like things like A Monkey 42 00:02:16,480 --> 00:02:20,760 Speaker 1: Island or even older games like King's Quest or Space Quest, 43 00:02:20,800 --> 00:02:24,720 Speaker 1: where you're it's it's more about solving puzzles and working 44 00:02:24,720 --> 00:02:27,639 Speaker 1: your way through a story than it is about something 45 00:02:27,680 --> 00:02:31,960 Speaker 1: like killing all the things. So it's not a shooter, 46 00:02:32,160 --> 00:02:35,120 Speaker 1: it's not, but it's also not purely a puzzle game. Yeah, 47 00:02:35,240 --> 00:02:37,880 Speaker 1: and and and there's certain things that that are that 48 00:02:38,000 --> 00:02:40,840 Speaker 1: tend to be in a survival horror game, for example, 49 00:02:41,080 --> 00:02:44,040 Speaker 1: I mean, first of all horror horror. Yes, so there's 50 00:02:44,120 --> 00:02:48,360 Speaker 1: usually some sort of supernatural, nasty icky thing that's trying 51 00:02:48,360 --> 00:02:51,200 Speaker 1: to eat your knee cap or multiple nasty icky things 52 00:02:51,240 --> 00:02:53,880 Speaker 1: trying to eat your kneecaps um. Usually there's a sense 53 00:02:53,880 --> 00:02:57,120 Speaker 1: of isolation, so you're playing a character that doesn't have 54 00:02:57,160 --> 00:02:59,840 Speaker 1: a lot of contact with other people who can help 55 00:03:00,040 --> 00:03:02,400 Speaker 1: him or her. You're you're dealing with that with a 56 00:03:02,400 --> 00:03:05,840 Speaker 1: limited inventory. Oh yes, that's a big deal, right, the 57 00:03:05,919 --> 00:03:08,880 Speaker 1: whole the whole idea. You have to conserve that ammunition, 58 00:03:09,080 --> 00:03:11,679 Speaker 1: or you have to conserve whatever items you have because 59 00:03:12,000 --> 00:03:14,720 Speaker 1: there's a limited numbers. So once you use it, it's 60 00:03:14,840 --> 00:03:19,160 Speaker 1: it's gone and you are really script Yeah, it's that's it. 61 00:03:19,280 --> 00:03:22,440 Speaker 1: The game. The game should essentially be over because it's 62 00:03:22,480 --> 00:03:24,400 Speaker 1: so hard to get through it without the resources, so 63 00:03:24,440 --> 00:03:27,400 Speaker 1: you can't just you know, go in blast and it's 64 00:03:27,400 --> 00:03:30,919 Speaker 1: not a running gun. You know. It's not only Borderlands too, 65 00:03:31,320 --> 00:03:34,840 Speaker 1: where where Ammo literally falls out of the sky at times. 66 00:03:35,400 --> 00:03:38,800 Speaker 1: Uh not no slide against Borderlins two. Love that game, 67 00:03:39,120 --> 00:03:42,160 Speaker 1: but it's a totally different style of game. And uh yeah, 68 00:03:42,240 --> 00:03:46,280 Speaker 1: so the whole idea is to create the sense of horror. So, 69 00:03:46,280 --> 00:03:49,720 Speaker 1: so Lauren, why don't you tell me a little bit about, uh, 70 00:03:49,960 --> 00:03:53,280 Speaker 1: you know, how you got into this game? All right? Well, um, 71 00:03:53,640 --> 00:03:56,200 Speaker 1: I was. I was in college at the time. Um 72 00:03:56,440 --> 00:03:59,160 Speaker 1: and que aneurism from Jonathan usually whenever I start talking 73 00:03:59,160 --> 00:04:05,600 Speaker 1: about how old I am, and oh it was, it 74 00:04:05,640 --> 00:04:07,760 Speaker 1: was about it was about one Silent until two came 75 00:04:07,760 --> 00:04:10,320 Speaker 1: out that I actually started playing Silent Hill one. Um, 76 00:04:10,320 --> 00:04:16,159 Speaker 1: Silent Hill, Uh one came out in and so I 77 00:04:16,240 --> 00:04:18,080 Speaker 1: was a few years behind the curve, but I had 78 00:04:18,120 --> 00:04:20,279 Speaker 1: I had a couple of friends who would invite me 79 00:04:20,279 --> 00:04:21,880 Speaker 1: over to their house and we would have these all 80 00:04:22,000 --> 00:04:25,400 Speaker 1: night marathons of playing Silent Hill and scaring ourselves absolutely silly. 81 00:04:25,920 --> 00:04:28,160 Speaker 1: Um and you know, I mean we would turn all 82 00:04:28,160 --> 00:04:33,880 Speaker 1: the lights out and and uh and yeah just just 83 00:04:33,880 --> 00:04:37,719 Speaker 1: just just go yeah, until all of us were too 84 00:04:37,760 --> 00:04:41,000 Speaker 1: nerve racked to pick up the controller. Nice. Yeah, that. 85 00:04:41,120 --> 00:04:43,080 Speaker 1: One of the things that struck me about the Silent 86 00:04:43,160 --> 00:04:46,200 Speaker 1: Hill series is that they took a different take on 87 00:04:46,279 --> 00:04:49,240 Speaker 1: survival horror than Resident Evil did well. Resident Evil was 88 00:04:49,279 --> 00:04:52,640 Speaker 1: still very um for for not for not being a shooter, 89 00:04:52,680 --> 00:04:54,280 Speaker 1: for not being a running gun there was a lot 90 00:04:54,320 --> 00:04:56,080 Speaker 1: of running and a lot of gunning. Um, it was 91 00:04:56,120 --> 00:05:00,279 Speaker 1: more action based. Um. The story was not extremely rich. 92 00:05:00,400 --> 00:05:02,720 Speaker 1: I mean, you know it was. It was a story, 93 00:05:03,000 --> 00:05:05,160 Speaker 1: but yeah, and it used a lot more jump scares, 94 00:05:05,320 --> 00:05:07,880 Speaker 1: that kind of scares, whereas Silent Hill was the sort 95 00:05:07,920 --> 00:05:14,040 Speaker 1: of creeping psychological terror, very psychological, very Freudian, very odd 96 00:05:14,279 --> 00:05:17,400 Speaker 1: and uh. And a lot of the influences that the 97 00:05:17,480 --> 00:05:20,520 Speaker 1: designers have talked about are are people like, um, Stephen 98 00:05:20,560 --> 00:05:24,680 Speaker 1: King's The Mist, Um, the terrific movie Jacob's Ladder, directed 99 00:05:24,720 --> 00:05:31,080 Speaker 1: by Adrian Lynn. It's a documentary, as were terrific documentary 100 00:05:31,080 --> 00:05:34,279 Speaker 1: about Tim Robbins in the nineteen seventies. Um, and that 101 00:05:34,400 --> 00:05:41,760 Speaker 1: you're already heavy terrified um and uh, David Lynch, Um, 102 00:05:41,920 --> 00:05:45,039 Speaker 1: stuff like that. Yeah. Yeah, yeah, so things that are 103 00:05:45,120 --> 00:05:48,280 Speaker 1: truly unsettling. That was the The approach was to make 104 00:05:48,360 --> 00:05:52,039 Speaker 1: a game that that puts you out of It takes 105 00:05:52,040 --> 00:05:54,400 Speaker 1: you out of your your comfortable place. You know, It's 106 00:05:54,440 --> 00:05:56,600 Speaker 1: not just that, oh, something jumped out in me. It's 107 00:05:56,600 --> 00:06:01,120 Speaker 1: that something is wrong, something is seriously creepingly and it's 108 00:06:01,160 --> 00:06:03,920 Speaker 1: it's more akin to sort of Japanese horror in that way, 109 00:06:04,000 --> 00:06:08,080 Speaker 1: this idea of creating uh and a an environment in 110 00:06:08,080 --> 00:06:12,720 Speaker 1: a situation that increases the level of tension without necessarily 111 00:06:12,760 --> 00:06:15,280 Speaker 1: relying on jump scares. It's one of the reasons why 112 00:06:15,440 --> 00:06:18,640 Speaker 1: I really enjoyed when Japanese horror movies started to make 113 00:06:18,680 --> 00:06:25,360 Speaker 1: their way into American culture, The ring and Juan Ringo. Yeah. Now, 114 00:06:25,400 --> 00:06:27,400 Speaker 1: the problem with that, of course, was that it went 115 00:06:27,440 --> 00:06:30,080 Speaker 1: a little bonkers, because that's the way Hollywood is, right. 116 00:06:30,120 --> 00:06:33,200 Speaker 1: They find something that people identify with, and then they 117 00:06:33,200 --> 00:06:35,479 Speaker 1: throw everything at it, and then that then you're just 118 00:06:35,560 --> 00:06:39,720 Speaker 1: flooded with it. Yeah, and we can get into that 119 00:06:40,360 --> 00:06:42,720 Speaker 1: a little bit later too, because there are some criticisms 120 00:06:42,760 --> 00:06:47,599 Speaker 1: about the survival horror genre that it can get a 121 00:06:47,640 --> 00:06:52,040 Speaker 1: little formulaic. But that's that's a little early in our conversation. Yeah, 122 00:06:52,000 --> 00:06:53,840 Speaker 1: and and we are talking. I mean Silent Hill at 123 00:06:53,839 --> 00:06:56,320 Speaker 1: this point has put out nine games. Nine games. That 124 00:06:56,440 --> 00:06:58,000 Speaker 1: is so many games. That's a lot of games for 125 00:06:58,040 --> 00:07:00,560 Speaker 1: any game series for any series, I can't. I can't 126 00:07:00,720 --> 00:07:03,640 Speaker 1: what else, like Final Fantasy, how can we? Street Fighter 127 00:07:03,720 --> 00:07:06,960 Speaker 1: three alone has had like seventy three games just Street 128 00:07:06,960 --> 00:07:09,960 Speaker 1: Fighter three. Okay, that is that is to be fair. 129 00:07:10,240 --> 00:07:11,840 Speaker 1: But they don't have well okay, I don't want to 130 00:07:11,840 --> 00:07:13,920 Speaker 1: say they don't have a plot line, because thenbody would 131 00:07:13,920 --> 00:07:17,280 Speaker 1: send me a very angry email. But the plot line 132 00:07:17,840 --> 00:07:20,080 Speaker 1: is not what you played the game for in Street 133 00:07:20,080 --> 00:07:24,080 Speaker 1: Fight or three. That is extraordinarily true. So yeah, there 134 00:07:24,240 --> 00:07:27,520 Speaker 1: is definitely a plot. I mean, plot is everything. Story 135 00:07:27,640 --> 00:07:30,200 Speaker 1: is everything in the Silent Hill games. I mean really 136 00:07:30,480 --> 00:07:34,360 Speaker 1: in Silent Hill that it's all about a tail unfolding, right, 137 00:07:34,400 --> 00:07:36,160 Speaker 1: and there are there are a couple jump scares here 138 00:07:36,160 --> 00:07:38,520 Speaker 1: and there, and they are and they are delightful because 139 00:07:38,560 --> 00:07:41,440 Speaker 1: they're so few and far between, so they do genuinely 140 00:07:41,480 --> 00:07:45,800 Speaker 1: scare you. In Resident Evil, time to jump zombie jumps 141 00:07:45,800 --> 00:07:48,640 Speaker 1: out from around a corner. I'm like, yeah, you you've 142 00:07:48,680 --> 00:07:52,840 Speaker 1: conditioned yourself to okay, well, all right, there's a corner. Yeah, yeah, exactly. 143 00:07:53,280 --> 00:07:56,280 Speaker 1: The door. Oh gosh, I wonder what wonder which version 144 00:07:56,280 --> 00:07:57,880 Speaker 1: of the zombie is gonna jump at me when I 145 00:07:57,880 --> 00:07:59,840 Speaker 1: opened up this door? As opposed to sitting there with 146 00:08:00,000 --> 00:08:02,640 Speaker 1: a bunch of your friends in a completely safe environment 147 00:08:02,840 --> 00:08:05,200 Speaker 1: and and looking at a digital door on a digital 148 00:08:05,240 --> 00:08:07,880 Speaker 1: screen in Silent Hill, I'm thinking, I don't want to 149 00:08:07,920 --> 00:08:10,480 Speaker 1: open it. Yeah, I need, I need to open it 150 00:08:10,520 --> 00:08:12,480 Speaker 1: to progress in this game, and I don't want to. 151 00:08:12,640 --> 00:08:16,080 Speaker 1: That's pretty phenomenal. And uh, one other little bit of 152 00:08:16,120 --> 00:08:18,880 Speaker 1: trivia I wanted to touch upon was something that you 153 00:08:19,000 --> 00:08:22,400 Speaker 1: mentioned to me that I found interesting. So one of 154 00:08:22,400 --> 00:08:25,160 Speaker 1: the reasons Silent Hill was so scary was that you 155 00:08:25,200 --> 00:08:27,520 Speaker 1: couldn't see a lot. It was it was a real 156 00:08:27,680 --> 00:08:30,640 Speaker 1: time rendering engine that was a three D engine, and 157 00:08:30,680 --> 00:08:33,640 Speaker 1: this was for the PlayStation, right, for the original PlayStation, 158 00:08:34,120 --> 00:08:37,320 Speaker 1: and it was and it could be very scary because 159 00:08:37,360 --> 00:08:39,320 Speaker 1: you out of even though you're having a real time 160 00:08:39,320 --> 00:08:42,920 Speaker 1: three D engine, you couldn't see very far. And that's 161 00:08:42,960 --> 00:08:45,560 Speaker 1: because they put in a lot of fog and darkness 162 00:08:45,559 --> 00:08:47,240 Speaker 1: into the game to make up for the fact that 163 00:08:47,280 --> 00:08:50,800 Speaker 1: the engine was not very powerful. Right, the hardware the 164 00:08:50,800 --> 00:08:54,680 Speaker 1: game was running on could not render the graphics needed 165 00:08:54,720 --> 00:08:59,280 Speaker 1: to have an extensive view, So by the limitations of 166 00:08:59,280 --> 00:09:02,960 Speaker 1: the technology, it actually became a scarier game because you 167 00:09:03,040 --> 00:09:06,360 Speaker 1: couldn't see I mean leaving a lot up to your imagination. Now, 168 00:09:06,360 --> 00:09:10,400 Speaker 1: I could think of one documentary that benefited from a 169 00:09:10,480 --> 00:09:14,040 Speaker 1: similar failure of technology. We did a full episode about 170 00:09:14,040 --> 00:09:17,920 Speaker 1: this on an Old Tech Stuff episode. Uh. The technology 171 00:09:18,040 --> 00:09:22,880 Speaker 1: was named Bruce and the documentary was called Jaws. But again, 172 00:09:23,400 --> 00:09:25,480 Speaker 1: it's one of those things where you take something that 173 00:09:26,360 --> 00:09:29,520 Speaker 1: to most people you would immediately say, well, that's a limitation, 174 00:09:29,600 --> 00:09:32,240 Speaker 1: that's that's a drawback, and then you turn it into 175 00:09:32,280 --> 00:09:34,760 Speaker 1: something that is a core element of the game, and 176 00:09:34,800 --> 00:09:38,280 Speaker 1: it suddenly becomes an important part of how the game 177 00:09:38,320 --> 00:09:40,360 Speaker 1: affects the player. Yeah, by the time that they had 178 00:09:40,400 --> 00:09:42,760 Speaker 1: a Betterer graphics engines with all of the rest of them, 179 00:09:42,760 --> 00:09:45,080 Speaker 1: I mean essentially starting with Silent Hill, to which which 180 00:09:45,080 --> 00:09:47,400 Speaker 1: came up for the PS two, they had they had 181 00:09:47,400 --> 00:09:50,240 Speaker 1: the capacity to to render a whole lunch. I mean, 182 00:09:50,280 --> 00:09:52,280 Speaker 1: you know, not out into infinity like they do today. 183 00:09:52,320 --> 00:09:54,760 Speaker 1: But but you know it's it's you could they could 184 00:09:54,760 --> 00:09:57,000 Speaker 1: have let you see more than in front of your face. 185 00:09:57,040 --> 00:10:00,760 Speaker 1: And they said, and the this is an element that 186 00:10:00,800 --> 00:10:05,240 Speaker 1: we see added into games today that kind of sort 187 00:10:05,280 --> 00:10:08,400 Speaker 1: of fit into the survival horror genre. Like for example, 188 00:10:08,679 --> 00:10:10,680 Speaker 1: I brought up the example of Left for Dead, which 189 00:10:10,679 --> 00:10:13,240 Speaker 1: does not truly fit into survival horror. First of all, 190 00:10:13,480 --> 00:10:15,600 Speaker 1: it's more of a first person shooter than an action 191 00:10:15,640 --> 00:10:18,880 Speaker 1: adventure game. Second, it is a collaborative game. You can 192 00:10:18,880 --> 00:10:21,160 Speaker 1: play with up to three other people, so you're not 193 00:10:21,160 --> 00:10:25,000 Speaker 1: not as isolated. Yeah, now, now as a as a 194 00:10:25,040 --> 00:10:27,360 Speaker 1: small group, you're isolated because there are there are very 195 00:10:27,400 --> 00:10:31,360 Speaker 1: few other people that you encounter in that game, still, right, 196 00:10:31,800 --> 00:10:34,840 Speaker 1: And there are levels specifically in Left for Dead too. 197 00:10:34,840 --> 00:10:37,079 Speaker 1: There's a level where you are making your way through 198 00:10:37,760 --> 00:10:41,839 Speaker 1: a sugar sugarcane field or or or actually might be 199 00:10:41,920 --> 00:10:43,640 Speaker 1: a corn field. I can't remember, but I do remember. 200 00:10:43,640 --> 00:10:47,040 Speaker 1: It's like tall stalks and there's a hurricane moving through, 201 00:10:47,760 --> 00:10:52,040 Speaker 1: so your view is completely obscured by rain and vegetation, 202 00:10:52,600 --> 00:10:54,800 Speaker 1: and you can't tell when something in front of you 203 00:10:54,840 --> 00:10:58,720 Speaker 1: as a zombie or just another stalk of a vegetation. Yeah, 204 00:10:59,000 --> 00:11:03,199 Speaker 1: and it's terrifying. It's also it's also evil that they 205 00:11:03,240 --> 00:11:06,760 Speaker 1: put in an achievement. Talking to you guys out there, 206 00:11:06,800 --> 00:11:09,839 Speaker 1: you developers evil to put in an achievement where one 207 00:11:09,880 --> 00:11:11,920 Speaker 1: of the achievements is to make it through that level 208 00:11:12,000 --> 00:11:15,000 Speaker 1: without alerting a witch. When you can't see the witch, 209 00:11:15,880 --> 00:11:20,839 Speaker 1: you can't see them because everything's in your gun, I'm 210 00:11:20,920 --> 00:11:23,640 Speaker 1: never going to get the achievement. That was a tan, 211 00:11:24,679 --> 00:11:28,000 Speaker 1: that was a tangent. I have no idea what we 212 00:11:28,000 --> 00:11:32,199 Speaker 1: were talking about. Well, we're talking about we were I 213 00:11:32,480 --> 00:11:34,520 Speaker 1: don't think I I think I think I've heard of 214 00:11:34,559 --> 00:11:37,320 Speaker 1: that one. Let's talk a little bit about, uh, the 215 00:11:37,400 --> 00:11:41,240 Speaker 1: company that brought us Silent Hill, which is Konami and Konami. 216 00:11:41,920 --> 00:11:46,680 Speaker 1: It started out way back in nineteen sixty nine Japanese company. Originally, 217 00:11:46,760 --> 00:11:52,439 Speaker 1: Konami was a company that specialized in jukebox rental and repair. Yeah, 218 00:11:52,840 --> 00:11:56,120 Speaker 1: so it was based in Osaka, and that was the 219 00:11:56,160 --> 00:11:59,040 Speaker 1: main purpose of the business. But by nineteen seventy three 220 00:11:59,120 --> 00:12:01,160 Speaker 1: or so, they start are looking at the possibility of 221 00:12:01,160 --> 00:12:03,880 Speaker 1: developing games in By v eight, they started getting into 222 00:12:03,920 --> 00:12:08,080 Speaker 1: the video game market for micro computers, sort of a 223 00:12:08,080 --> 00:12:12,360 Speaker 1: predecessor to PCs. By nineteen seventy nine, they started to 224 00:12:12,559 --> 00:12:16,360 Speaker 1: export games to the United States and they started making 225 00:12:16,480 --> 00:12:19,240 Speaker 1: arcade games as well. Uh, and then we're gonna jump 226 00:12:19,240 --> 00:12:22,719 Speaker 1: ahead in they started developing games for a system, a 227 00:12:22,760 --> 00:12:25,760 Speaker 1: computer system called Amiga. That's a shout out to Chris, 228 00:12:26,400 --> 00:12:30,880 Speaker 1: you know who loves his Amiga. They began making games 229 00:12:30,920 --> 00:12:37,080 Speaker 1: for something called the Genesis, I don't know. Ninety three, 230 00:12:37,240 --> 00:12:40,080 Speaker 1: their headquarters moved to Tokyo. By ninety four they start 231 00:12:40,120 --> 00:12:44,160 Speaker 1: making video games for the PlayStation. They started making games 232 00:12:44,200 --> 00:12:47,800 Speaker 1: for a system that did not do so well, the 233 00:12:47,800 --> 00:12:51,319 Speaker 1: three D O, but they also made games for other 234 00:12:51,400 --> 00:12:54,040 Speaker 1: systems and as well. I gave kind of like a 235 00:12:54,040 --> 00:12:56,720 Speaker 1: compressed timeline, just a few general things, just giving an 236 00:12:56,720 --> 00:12:59,319 Speaker 1: idea of what they were into. Uh. Their corporate structure 237 00:12:59,520 --> 00:13:04,480 Speaker 1: is absolutely confusing because it's a big company with lots 238 00:13:04,520 --> 00:13:07,600 Speaker 1: of divisions, some of which are their own company, so 239 00:13:07,640 --> 00:13:10,840 Speaker 1: they's spun off operations into their own company. Almost all 240 00:13:10,880 --> 00:13:13,800 Speaker 1: of them have Konami in the name. So you've got 241 00:13:14,360 --> 00:13:18,960 Speaker 1: you've got Konami Industry Company Limited. Uh, you've got Konami 242 00:13:19,000 --> 00:13:23,240 Speaker 1: of America Incorporated, which eventually became Konami Digital Entertainment Incorporated. 243 00:13:24,000 --> 00:13:29,120 Speaker 1: You've got Konami Limited, not Konomity Konami Industry Company Limited, 244 00:13:29,120 --> 00:13:34,360 Speaker 1: but Konami Limited completely the UK. Uh, you've got Konami 245 00:13:34,480 --> 00:13:37,160 Speaker 1: g M. B H. I'm sure there's an actual word 246 00:13:37,200 --> 00:13:44,040 Speaker 1: for that. It's in German, so uh sutsch Um we've 247 00:13:44,080 --> 00:13:47,079 Speaker 1: got But now that's Konami Digital Entertainment g M. B H. 248 00:13:47,760 --> 00:13:51,640 Speaker 1: You've got Konami Kasan Company Limited, which is now Konami 249 00:13:51,760 --> 00:13:56,120 Speaker 1: Real Estate Limited, so real estate. They've also got financing, 250 00:13:56,160 --> 00:14:00,440 Speaker 1: Konami Technology Development Center. So what you're saying is they're big. 251 00:14:00,480 --> 00:14:04,320 Speaker 1: They're big. They are not just a game company. They've 252 00:14:04,320 --> 00:14:06,840 Speaker 1: got a lot of other things going on. So it's 253 00:14:07,520 --> 00:14:11,520 Speaker 1: it's a huge, complicated company, and it's got a lot 254 00:14:11,559 --> 00:14:15,120 Speaker 1: of different divisions, some of which have you know, blossomed 255 00:14:15,160 --> 00:14:17,920 Speaker 1: and then later folded over heres because the video game 256 00:14:17,960 --> 00:14:22,720 Speaker 1: industry in particular has had some rough cycles occasionally here 257 00:14:22,760 --> 00:14:26,560 Speaker 1: there have been some times where the arcade industry, for example, 258 00:14:26,840 --> 00:14:29,760 Speaker 1: has really suffered. I mean, you know, it's just there's 259 00:14:29,800 --> 00:14:32,480 Speaker 1: not a whole lot of money in developing arcade games anymore, 260 00:14:32,640 --> 00:14:36,800 Speaker 1: although Konami did create one of the most popular arcade 261 00:14:36,800 --> 00:14:39,840 Speaker 1: games of all time. I am talking, of course, of 262 00:14:39,920 --> 00:14:44,320 Speaker 1: Dance Dance Revolution. Actually actually that ties into one of 263 00:14:44,320 --> 00:14:47,440 Speaker 1: my random notes about Silent Hill, because one of the 264 00:14:47,480 --> 00:14:49,360 Speaker 1: best parts I think about Silent Hill, and this is 265 00:14:49,360 --> 00:14:52,280 Speaker 1: going back to our conversation about the atmosphere of the games, 266 00:14:52,360 --> 00:14:56,600 Speaker 1: is the music. Um the sound designer and composer for 267 00:14:57,240 --> 00:15:00,800 Speaker 1: most of the series has been u A. Gentleman named 268 00:15:00,920 --> 00:15:06,200 Speaker 1: Akira Yamaka, and he does just really gorgeous, melodic, creepy 269 00:15:06,240 --> 00:15:09,120 Speaker 1: work for it um and one of those tracks was 270 00:15:09,160 --> 00:15:11,680 Speaker 1: featured on a version of D D R. Well, Lauren, 271 00:15:11,760 --> 00:15:13,080 Speaker 1: one of the things I really wanted to talk to 272 00:15:13,120 --> 00:15:15,160 Speaker 1: you about was kind of the emotional impact, and you 273 00:15:15,200 --> 00:15:17,520 Speaker 1: were sort of alluding to that with the music and 274 00:15:17,640 --> 00:15:20,800 Speaker 1: creating this creepy vibe and and also the graphics creating 275 00:15:20,800 --> 00:15:22,640 Speaker 1: the creepy vibe. But you said that there were some 276 00:15:22,680 --> 00:15:24,160 Speaker 1: other things you wanted to chat about as far as 277 00:15:24,240 --> 00:15:27,880 Speaker 1: the feel of the games, and uh, it seemed to 278 00:15:27,880 --> 00:15:30,000 Speaker 1: me like you had a lot to say about these games. 279 00:15:30,120 --> 00:15:33,240 Speaker 1: And because again I've only played one and only just 280 00:15:33,360 --> 00:15:36,040 Speaker 1: the beginning of it, I really don't have that experience. 281 00:15:36,040 --> 00:15:38,200 Speaker 1: But I'm really curious to hear your input and why 282 00:15:38,320 --> 00:15:40,680 Speaker 1: you picked this as the topic. Yeah, okay, well, so 283 00:15:40,760 --> 00:15:42,360 Speaker 1: let me let me fill you in a little bit 284 00:15:42,400 --> 00:15:44,680 Speaker 1: on what Silent Hill is about. For for all of 285 00:15:44,680 --> 00:15:47,640 Speaker 1: you who have never played any Silent Hill games, um 286 00:15:47,840 --> 00:15:50,600 Speaker 1: n G. Spoiler alert. Um. For those of you who have, 287 00:15:50,720 --> 00:15:52,560 Speaker 1: you're going to be very bored for about three minutes. 288 00:15:52,760 --> 00:15:55,840 Speaker 1: So where it's something for everyone, and what you're saying, yes, 289 00:15:57,840 --> 00:16:00,640 Speaker 1: we've got negative points for everybody here at except that's 290 00:16:00,680 --> 00:16:04,280 Speaker 1: pretty much how we roll perfectly. You're fitting in well 291 00:16:04,360 --> 00:16:09,160 Speaker 1: so far. But um, now, the Silent Hill series is 292 00:16:09,160 --> 00:16:11,680 Speaker 1: is set in a town called Silent Hill, and and 293 00:16:11,680 --> 00:16:14,720 Speaker 1: and a small American town. Um that looks strangely like 294 00:16:14,760 --> 00:16:17,840 Speaker 1: a small Japanese town most of the time. Um and 295 00:16:18,040 --> 00:16:21,400 Speaker 1: it's uh. In the first game, you are, your player 296 00:16:21,480 --> 00:16:24,720 Speaker 1: character is a man named Harry Mason who is searching 297 00:16:24,760 --> 00:16:27,440 Speaker 1: for his daughter who he has lost. Adopted daughter, his 298 00:16:28,320 --> 00:16:31,359 Speaker 1: adopted daughter. Yes, this this comes in. This is extremely 299 00:16:31,680 --> 00:16:37,480 Speaker 1: important later on. Then her name is like Cheryl or 300 00:16:37,520 --> 00:16:40,440 Speaker 1: something like that. Her name is Cheryl. Yes that that that, 301 00:16:40,680 --> 00:16:43,280 Speaker 1: by the way, literally the extent of my knowledge of 302 00:16:43,280 --> 00:16:47,120 Speaker 1: Silent Hill excellence. It's all me from here on out. 303 00:16:47,600 --> 00:16:53,280 Speaker 1: And um ah, sorry, I'm literally leaning back from the microphone, 304 00:16:53,280 --> 00:16:56,240 Speaker 1: which Lauren is laughing about because I never do, because 305 00:16:56,240 --> 00:16:58,120 Speaker 1: he has literally never done that, I think in the 306 00:16:58,280 --> 00:17:03,760 Speaker 1: entire history of podcast. Pretty much like usually I have 307 00:17:03,840 --> 00:17:07,639 Speaker 1: to have fright to get a word and at edgewise. Um, 308 00:17:07,760 --> 00:17:11,680 Speaker 1: that's okay, I'll still make jokes. No, So, so you're 309 00:17:11,720 --> 00:17:13,879 Speaker 1: you're you're playing, you're playing this father named Harry Mason, 310 00:17:13,920 --> 00:17:17,199 Speaker 1: who is desperately searching for his daughter who's lost in 311 00:17:17,240 --> 00:17:21,200 Speaker 1: this terrifying, creepy town that just seems wrong. Um uh, 312 00:17:21,359 --> 00:17:24,919 Speaker 1: it's filled with fog, it seems to be abandoned. Um 313 00:17:24,920 --> 00:17:29,880 Speaker 1: other than one or two people, some skinless dogs and uh, 314 00:17:29,960 --> 00:17:34,159 Speaker 1: undead babies, you know, the usual. Um and and so 315 00:17:34,240 --> 00:17:36,639 Speaker 1: he and he is he is perhaps understandably upset. But 316 00:17:36,680 --> 00:17:38,240 Speaker 1: I when I was first playing the Games, I was 317 00:17:38,240 --> 00:17:39,760 Speaker 1: first of all struck by the fact that it was 318 00:17:39,840 --> 00:17:42,959 Speaker 1: a father looking for his daughter. I thought, in comparison, 319 00:17:43,080 --> 00:17:47,480 Speaker 1: especially to American storytelling, it was really kind of revolutionary 320 00:17:47,520 --> 00:17:50,320 Speaker 1: to watch a a father being upset about the loss 321 00:17:50,320 --> 00:17:52,080 Speaker 1: of his child. I thought that if it had been 322 00:17:52,119 --> 00:17:55,160 Speaker 1: done in America, it probably would have been a mother instead. 323 00:17:55,440 --> 00:17:57,640 Speaker 1: And in fact, when the Silent Hill movie came out 324 00:17:58,080 --> 00:18:02,120 Speaker 1: in whenever it came out, it was, they did change 325 00:18:02,119 --> 00:18:05,439 Speaker 1: it to a mother. And you know, and not that 326 00:18:05,560 --> 00:18:07,439 Speaker 1: you know, not not that women have no place in 327 00:18:07,480 --> 00:18:09,480 Speaker 1: the media, certainly that I just thought that it was 328 00:18:09,480 --> 00:18:11,320 Speaker 1: a more interesting choice to have it be a father, right, 329 00:18:11,400 --> 00:18:14,160 Speaker 1: And you said you liked the first thirty five minutes 330 00:18:14,200 --> 00:18:16,280 Speaker 1: of that movie, and then you didn't like it. I 331 00:18:16,280 --> 00:18:18,520 Speaker 1: get very angry at that movie. But that's that is 332 00:18:18,560 --> 00:18:21,400 Speaker 1: an entire that actually fits in more with our more 333 00:18:21,440 --> 00:18:24,159 Speaker 1: with some of the discussion later because because because I 334 00:18:24,200 --> 00:18:27,080 Speaker 1: have to admit that I've only played the first three 335 00:18:27,119 --> 00:18:32,320 Speaker 1: and a half Silent Hill games, um or or I've 336 00:18:32,359 --> 00:18:35,720 Speaker 1: probably played about four total. But but but the first 337 00:18:35,840 --> 00:18:38,720 Speaker 1: three to completion and then Silent Hill four The Room 338 00:18:38,760 --> 00:18:41,399 Speaker 1: and Silent Hill Homecoming are the only two titles that 339 00:18:41,400 --> 00:18:43,400 Speaker 1: I've picked up, and I didn't enjoy those nearly as much. 340 00:18:43,840 --> 00:18:45,719 Speaker 1: Um But but we can, we can get into all 341 00:18:45,720 --> 00:18:48,480 Speaker 1: of that later. So so so the story follows Harry Mason. 342 00:18:48,680 --> 00:18:51,800 Speaker 1: It turns out, like you do, that his daughter Cheryl 343 00:18:52,080 --> 00:18:57,399 Speaker 1: is the uh soul divided reincarnation of a little girl 344 00:18:57,560 --> 00:19:02,240 Speaker 1: whose mother used her to read is a demon that 345 00:19:03,240 --> 00:19:08,000 Speaker 1: I almost follow that, Okay, okay, alright, So so she 346 00:19:08,240 --> 00:19:13,360 Speaker 1: was the focal point for of truly evil summoning evil summoning. Well, 347 00:19:13,800 --> 00:19:17,639 Speaker 1: to be fair, the purpose of the summoning was supposed 348 00:19:17,640 --> 00:19:22,920 Speaker 1: to bring um piece piece and goodwill, right, because another 349 00:19:22,960 --> 00:19:26,760 Speaker 1: thing we should point out is that Asian mythology and 350 00:19:26,840 --> 00:19:30,359 Speaker 1: the idea of demons and ghosts can differ quite a 351 00:19:30,359 --> 00:19:33,919 Speaker 1: bit from the Western versions of these things as well. Absolutely, 352 00:19:33,960 --> 00:19:36,600 Speaker 1: and actually strangely, some of the mythology in these games 353 00:19:36,800 --> 00:19:40,359 Speaker 1: seems to have been based on Judh Kabala. Oh interesting 354 00:19:40,440 --> 00:19:44,200 Speaker 1: ye so, but but with also those those pop culture 355 00:19:44,200 --> 00:19:47,160 Speaker 1: references to Stephen King and other stuff, I mean, and 356 00:19:47,160 --> 00:19:49,360 Speaker 1: and some of those references are very clear throughout the games. 357 00:19:49,359 --> 00:19:52,040 Speaker 1: You've got the street name streets are named after Richard 358 00:19:52,080 --> 00:19:55,159 Speaker 1: Matheson and Richard Bachman, which is Stephen King's early pen 359 00:19:55,320 --> 00:19:59,840 Speaker 1: name is alter Ego, the one who wrote things like 360 00:20:00,040 --> 00:20:04,000 Speaker 1: in her Yes, um there's there's a reference to the 361 00:20:04,040 --> 00:20:06,439 Speaker 1: Midwich Cuckoos, which of course became Village of the Damned 362 00:20:06,440 --> 00:20:10,480 Speaker 1: in film Ray Bradbury stuff like that. Um so so 363 00:20:10,520 --> 00:20:13,640 Speaker 1: there's there's there's a lot of great history inserted into 364 00:20:13,680 --> 00:20:16,000 Speaker 1: those games. And you know, that's that's the that's the 365 00:20:16,119 --> 00:20:20,560 Speaker 1: nutshell um of of the first game. I don't want 366 00:20:20,600 --> 00:20:23,119 Speaker 1: to get too detailed about it because then I'm just 367 00:20:23,160 --> 00:20:26,199 Speaker 1: going to be explaining how he runs through various different 368 00:20:26,240 --> 00:20:29,440 Speaker 1: creepy scenarios and that they're creepy. Well to me, what's 369 00:20:29,440 --> 00:20:31,640 Speaker 1: also interesting, Like you were saying, it's a father searching 370 00:20:31,760 --> 00:20:34,919 Speaker 1: for a daughter, and we've seen other games since then 371 00:20:35,040 --> 00:20:37,040 Speaker 1: kind of tap into that same thing I'm thinking of. 372 00:20:37,160 --> 00:20:40,080 Speaker 1: Like the Dead Rising To game has a very has 373 00:20:40,080 --> 00:20:43,200 Speaker 1: a very solar which again not so much a survival 374 00:20:43,240 --> 00:20:45,199 Speaker 1: horror it is in the sense that some of the 375 00:20:45,200 --> 00:20:48,240 Speaker 1: themes are very similar. But again, he it's a father 376 00:20:48,320 --> 00:20:51,360 Speaker 1: who's trying to protect his daughter by getting her medicine 377 00:20:51,359 --> 00:20:54,479 Speaker 1: to keep her from transforming into a zombie. Um spoiler 378 00:20:54,520 --> 00:20:56,320 Speaker 1: alert if you've never played Dead Rising Too. But that 379 00:20:56,400 --> 00:20:59,640 Speaker 1: game is old, so come on, um, but I mean, 380 00:21:00,040 --> 00:21:01,960 Speaker 1: but that happens at the very beginning of the game. 381 00:21:02,000 --> 00:21:03,679 Speaker 1: It's not it's not like a spoiler at the end 382 00:21:03,760 --> 00:21:05,920 Speaker 1: or anything. That's the very beginning. It's it's established that 383 00:21:06,000 --> 00:21:09,160 Speaker 1: you your purpose is to keep getting mess and until 384 00:21:09,200 --> 00:21:11,639 Speaker 1: you guys get rescued, so that way it keeps your 385 00:21:11,680 --> 00:21:17,359 Speaker 1: daughter alive. Also, the recent Walking Dead episodic games have 386 00:21:17,760 --> 00:21:22,480 Speaker 1: a character who acts at like a father figure to 387 00:21:22,720 --> 00:21:25,520 Speaker 1: a little girl. He's not the girl's father. He's actually 388 00:21:26,119 --> 00:21:29,919 Speaker 1: uh escaped con is probably the wrong term. He was. 389 00:21:30,160 --> 00:21:33,359 Speaker 1: He was a man being escorted to prison when the 390 00:21:33,440 --> 00:21:36,840 Speaker 1: zombies happened, and then a car crash later, he's no 391 00:21:36,880 --> 00:21:40,320 Speaker 1: longer in the cop car and he's trying to survive, 392 00:21:40,680 --> 00:21:42,879 Speaker 1: so it's not like he's an escape con but he 393 00:21:43,000 --> 00:21:45,520 Speaker 1: ends up being the protector of this girl, and the 394 00:21:45,560 --> 00:21:49,639 Speaker 1: storyline unfolds with him really taking on that role. So 395 00:21:49,720 --> 00:21:52,399 Speaker 1: it's interesting to me because it seems to me like 396 00:21:52,480 --> 00:21:57,240 Speaker 1: this first Silent Hill game kind of created that that model, 397 00:21:57,760 --> 00:22:00,639 Speaker 1: and other games have sort of followed saying, this is 398 00:22:00,680 --> 00:22:04,240 Speaker 1: an interesting dynamic and it's one worth exploring, and it's 399 00:22:04,480 --> 00:22:08,520 Speaker 1: rich for its storytelling potential. Sure, And also I think 400 00:22:08,560 --> 00:22:11,760 Speaker 1: it's a little bit less insulting to have if you're 401 00:22:11,760 --> 00:22:14,520 Speaker 1: going to have to go rescue someone in a game. 402 00:22:14,680 --> 00:22:16,359 Speaker 1: I think it's a little bit less insulting for it 403 00:22:16,400 --> 00:22:18,840 Speaker 1: to be a child as opposed to a full grown woman. Yes. 404 00:22:19,480 --> 00:22:23,120 Speaker 1: In Resident Evil, for yeah, it's one of the most 405 00:22:23,200 --> 00:22:27,000 Speaker 1: useless characters to follow you around, and you you never 406 00:22:27,040 --> 00:22:29,600 Speaker 1: you never have someone intelligent or useful following you or 407 00:22:29,720 --> 00:22:32,800 Speaker 1: well that's usually other than like the arbiter, but that's 408 00:22:32,880 --> 00:22:34,679 Speaker 1: but that's a separate issue. It's usually the fault of 409 00:22:34,680 --> 00:22:38,120 Speaker 1: the AI. Yes, necessarily the fault of the character, but 410 00:22:38,640 --> 00:22:42,440 Speaker 1: Resident eval for it's both. It turns out spoiler alert 411 00:22:42,480 --> 00:22:44,879 Speaker 1: for that too. I once played No, I'm sorry it 412 00:22:44,920 --> 00:22:46,800 Speaker 1: was Resident Eval five. I got to play on the 413 00:22:46,920 --> 00:22:50,879 Speaker 1: side of the hard rock casino and ces that's interesting 414 00:22:50,920 --> 00:22:55,040 Speaker 1: to play survival horror when it's projected seventy seven stories high. Yeah, 415 00:22:55,119 --> 00:22:57,600 Speaker 1: I'm not sure how I feel about that. It was awesome. 416 00:22:58,160 --> 00:23:01,240 Speaker 1: It's a little chilly, but it was awesome. It was 417 00:23:01,280 --> 00:23:03,520 Speaker 1: a capcom thing at c S and I had a 418 00:23:03,520 --> 00:23:05,680 Speaker 1: great time, and I'm not gonna brooke any discussion on 419 00:23:05,720 --> 00:23:09,920 Speaker 1: the matter. Good good for you, but no, the Silent 420 00:23:10,000 --> 00:23:12,720 Speaker 1: Hill really started to set some interesting trends, and that 421 00:23:12,720 --> 00:23:15,320 Speaker 1: that the survival horror games that came before we're not 422 00:23:15,440 --> 00:23:19,000 Speaker 1: as necessarily as deeply story driven as Silent Hill was 423 00:23:19,480 --> 00:23:23,080 Speaker 1: and so right, or or as atmospheric. That's another good point. 424 00:23:23,320 --> 00:23:27,320 Speaker 1: And in fact, before we really get into the deep 425 00:23:27,440 --> 00:23:32,000 Speaker 1: level of you know, discussion kind of where you're deconstructing 426 00:23:32,040 --> 00:23:35,200 Speaker 1: things and getting angry because I can't wait to see 427 00:23:35,240 --> 00:23:38,440 Speaker 1: Lauren angry because I'm usually the angry one on this show. 428 00:23:38,680 --> 00:23:41,080 Speaker 1: And guess what, guys, I'm not always going to be 429 00:23:41,119 --> 00:23:44,000 Speaker 1: the angry one now, isn't it awesome? Someone else is 430 00:23:44,000 --> 00:23:46,359 Speaker 1: gonna be angry too. Sometimes I'm going to be the 431 00:23:46,400 --> 00:23:51,720 Speaker 1: one hiding super party. Uh So, Yeah, here, here's some 432 00:23:51,800 --> 00:23:54,320 Speaker 1: other games that came out, just to kind of give 433 00:23:54,320 --> 00:23:58,560 Speaker 1: you a comparison, uh with this this sort of revolutionary story. 434 00:23:59,560 --> 00:24:02,120 Speaker 1: So in ninety nine, that was also when we got 435 00:24:02,119 --> 00:24:05,080 Speaker 1: things like Ashron's Call, which was an online role playing game. 436 00:24:05,119 --> 00:24:08,159 Speaker 1: One of the early ones, Balter's Gate. Tales of the 437 00:24:08,200 --> 00:24:12,359 Speaker 1: Sword Coast came out that year. Uh. Cabella's big game 438 00:24:12,440 --> 00:24:18,359 Speaker 1: Hunter three, Cricket Cricket. The Cabella series has kind of 439 00:24:18,359 --> 00:24:20,879 Speaker 1: an interesting reputation online if you're not familiar with it. 440 00:24:20,960 --> 00:24:23,720 Speaker 1: Kesslvania for Ninteno sixty four, it came out that year. 441 00:24:24,520 --> 00:24:28,640 Speaker 1: Crazy Taxi. I have that for my Dreamcast. I still 442 00:24:28,680 --> 00:24:33,600 Speaker 1: have a Dreamcast Dead or Alive two. Classy, classy game 443 00:24:34,320 --> 00:24:38,000 Speaker 1: Donkey Kong sixty four Grand Theft Auto two that was 444 00:24:38,359 --> 00:24:41,359 Speaker 1: back when it was a top down game. It's not 445 00:24:41,400 --> 00:24:45,000 Speaker 1: a first person view or third person view. I think 446 00:24:45,000 --> 00:24:46,600 Speaker 1: the first person because it's when you're in the car, 447 00:24:46,680 --> 00:24:48,720 Speaker 1: but yeah, third person and you don't know, you can 448 00:24:48,760 --> 00:24:50,479 Speaker 1: also do a third person in the car too, right, 449 00:24:50,880 --> 00:24:54,879 Speaker 1: Not everyone plays first person like I do. Um India 450 00:24:55,000 --> 00:24:56,960 Speaker 1: Jones The Infernal Machine, which is a good example of 451 00:24:56,960 --> 00:24:59,040 Speaker 1: an adventure game that does not have a horror theme, 452 00:24:59,119 --> 00:25:03,160 Speaker 1: but it also had that sort of puzzle solving mechanic 453 00:25:03,320 --> 00:25:07,120 Speaker 1: that is very important in survival horror. UH, Planescape Torment, 454 00:25:07,320 --> 00:25:09,879 Speaker 1: which was a D and D game that got a 455 00:25:09,880 --> 00:25:13,720 Speaker 1: lot of fans. UM Quake three Arena if you want 456 00:25:13,760 --> 00:25:18,080 Speaker 1: that first person shooter experience, Residentval three Nemesis came out 457 00:25:18,200 --> 00:25:21,600 Speaker 1: that year. UH, SimCity three thousand came out that year. 458 00:25:22,400 --> 00:25:26,600 Speaker 1: Ultima nine Ascension, the only ultimate game I have never played, 459 00:25:27,240 --> 00:25:31,280 Speaker 1: UH came out that year, and UH, the greatest video 460 00:25:31,400 --> 00:25:33,760 Speaker 1: game to ever come out on the N sixty four 461 00:25:33,840 --> 00:25:35,800 Speaker 1: came out that year, and it is not Golden I 462 00:25:37,040 --> 00:25:39,840 Speaker 1: what what is it? Jonathan w w F WrestleMania two 463 00:25:39,840 --> 00:25:43,520 Speaker 1: thousand and I am not joking, Jonathan. I'm sure that 464 00:25:43,560 --> 00:25:46,080 Speaker 1: you guys noticed, but Jonathan might be a little bit 465 00:25:46,119 --> 00:25:49,919 Speaker 1: excited sometimes about wrestling. WWF. Wrestle Mania two thousand is 466 00:25:49,960 --> 00:25:52,440 Speaker 1: one of my favorite video games of all time, bar none. 467 00:25:52,520 --> 00:25:55,360 Speaker 1: I even think it's better than No Mercy, which came 468 00:25:55,400 --> 00:25:59,080 Speaker 1: out the following year. Strong words, strong words, indeed, I've 469 00:25:59,160 --> 00:26:03,240 Speaker 1: never played. I'll bring it in excellent, and you're going 470 00:26:03,320 --> 00:26:05,479 Speaker 1: to create your own wrestler and it's gonna look like 471 00:26:05,520 --> 00:26:07,320 Speaker 1: you because I've already got one that looks like me. 472 00:26:08,640 --> 00:26:12,960 Speaker 1: I'm not not sure if that's actually a true in 473 00:26:13,000 --> 00:26:15,639 Speaker 1: the game, but that's because it's based on a character 474 00:26:15,680 --> 00:26:17,920 Speaker 1: I played on stage. It's not the way I normally dress. 475 00:26:18,880 --> 00:26:25,199 Speaker 1: I mean, today's an exception. Anyway. That's an example of 476 00:26:25,200 --> 00:26:26,760 Speaker 1: the type of games that were coming out the same 477 00:26:26,840 --> 00:26:29,239 Speaker 1: year that Silent Hill did. So Silent Hill really was 478 00:26:29,640 --> 00:26:32,280 Speaker 1: very different because all the very different and that's the 479 00:26:32,320 --> 00:26:34,720 Speaker 1: main reason why I had I kind of assembled that list, 480 00:26:34,720 --> 00:26:36,960 Speaker 1: and that, of course is just a tiny, tiny sample 481 00:26:37,040 --> 00:26:40,760 Speaker 1: of all the hundreds of games that came out. Gaming 482 00:26:40,800 --> 00:26:44,560 Speaker 1: industry was a thing. It turns out, you know, there 483 00:26:44,560 --> 00:26:46,440 Speaker 1: were quite a few consoles on the market, and then 484 00:26:46,480 --> 00:26:50,119 Speaker 1: more we're coming out shortly thereafter. Because let's remember this 485 00:26:50,200 --> 00:26:53,360 Speaker 1: is the PlayStation one era, this is before Xbox. Yeah, 486 00:26:53,359 --> 00:26:55,639 Speaker 1: because it was only in two thousand one, September of 487 00:26:55,640 --> 00:26:57,280 Speaker 1: two thousand one that Silent Hill two came out for 488 00:26:57,280 --> 00:27:01,080 Speaker 1: the PS two and um uh and yeah, yeah, that 489 00:27:01,080 --> 00:27:03,679 Speaker 1: that game. That game built up off of the Silent 490 00:27:03,720 --> 00:27:05,920 Speaker 1: Hill one story in a way that was not necessarily 491 00:27:05,960 --> 00:27:08,560 Speaker 1: connected to the first story. None of the same characters 492 00:27:08,560 --> 00:27:11,600 Speaker 1: showed up aside from some of the some of the 493 00:27:11,720 --> 00:27:15,119 Speaker 1: villain monsters. Um But but what what they did with 494 00:27:15,160 --> 00:27:17,200 Speaker 1: the story is what I really find fascinating about the 495 00:27:17,200 --> 00:27:19,440 Speaker 1: Silent Hill series, and I think why it has endured 496 00:27:19,480 --> 00:27:23,040 Speaker 1: as much as it has because what they did is, um, 497 00:27:23,080 --> 00:27:25,760 Speaker 1: they took they took this concept of this town that 498 00:27:25,840 --> 00:27:30,680 Speaker 1: has been that has been psychically messed around really hard, 499 00:27:31,280 --> 00:27:36,000 Speaker 1: and and they extended that so that any other any 500 00:27:36,040 --> 00:27:38,399 Speaker 1: other person who has had dealings with this town, the 501 00:27:38,400 --> 00:27:42,200 Speaker 1: town feeds off of any any psychic badness going on 502 00:27:42,640 --> 00:27:47,360 Speaker 1: with them. So damaged characters feed this thing. Damaged characters 503 00:27:47,400 --> 00:27:51,280 Speaker 1: feed this thing, and and it draws them in and 504 00:27:51,359 --> 00:27:54,720 Speaker 1: by their presence they changed the town, or they change 505 00:27:54,760 --> 00:27:56,560 Speaker 1: their own perception of the reality in the town. It's 506 00:27:56,560 --> 00:27:58,119 Speaker 1: a little bit it's a little bit shaky about how 507 00:27:58,119 --> 00:28:01,760 Speaker 1: that works, um but but no, it's fascinating because because 508 00:28:01,760 --> 00:28:04,600 Speaker 1: it means that that anyone who has had any kind 509 00:28:04,600 --> 00:28:07,000 Speaker 1: of contact with Silent Hill and then done something completely 510 00:28:07,080 --> 00:28:12,520 Speaker 1: terrible like people do, winds up being drawn back into 511 00:28:12,520 --> 00:28:15,200 Speaker 1: this town and going through their own extremely personal version 512 00:28:15,200 --> 00:28:19,160 Speaker 1: of hell, and and that that's awful. I don't want 513 00:28:19,160 --> 00:28:20,520 Speaker 1: that to happen to me, but I sure do you 514 00:28:20,560 --> 00:28:22,280 Speaker 1: want to play a video game about that that that 515 00:28:22,359 --> 00:28:25,560 Speaker 1: is emotionally fascinating. It's a it's a it's a definitely 516 00:28:25,560 --> 00:28:29,679 Speaker 1: interesting take on a story. Now there were things that 517 00:28:29,760 --> 00:28:33,680 Speaker 1: made you angry, there were there There ended up being 518 00:28:33,720 --> 00:28:38,680 Speaker 1: things that made me angry in this video game series. UM. 519 00:28:38,720 --> 00:28:43,280 Speaker 1: Eventually UM. A group of Konami employees called Team Silent 520 00:28:43,880 --> 00:28:46,640 Speaker 1: worked on the first four games. This was an internal 521 00:28:46,680 --> 00:28:52,640 Speaker 1: development team working directly underneath Konami. So Konami is developing 522 00:28:52,640 --> 00:28:55,920 Speaker 1: and publishing a game that was completely made in house, right. 523 00:28:56,160 --> 00:28:58,320 Speaker 1: It was kind of a pet project, especially after the 524 00:28:58,480 --> 00:29:01,560 Speaker 1: enormous success of the first game game UM. They had 525 00:29:01,600 --> 00:29:04,320 Speaker 1: an entire fifty people working on the second one, UM. 526 00:29:04,440 --> 00:29:06,520 Speaker 1: I think it dropped down to maybe forty for the 527 00:29:06,680 --> 00:29:08,720 Speaker 1: for the third and fourth ones. The third and fourth 528 00:29:08,720 --> 00:29:13,720 Speaker 1: ones were actually developed nearly simultaneously within Konami. UM. Silent 529 00:29:13,800 --> 00:29:16,840 Speaker 1: Hill three was a direct sequel to Silent Hill. Actually 530 00:29:16,880 --> 00:29:20,640 Speaker 1: it picked up again with Harry Mason's character or his 531 00:29:20,760 --> 00:29:25,680 Speaker 1: daughter actually spoiler alert UM. But as Silent Hill for 532 00:29:25,880 --> 00:29:30,120 Speaker 1: the room was built to be more of a shooter, 533 00:29:30,160 --> 00:29:32,560 Speaker 1: more of an action oriented game with still some of 534 00:29:32,600 --> 00:29:36,880 Speaker 1: the puzzle aspects and still set with the creepy atmosphere, 535 00:29:37,360 --> 00:29:40,239 Speaker 1: but it was intended to be more action packed, and 536 00:29:40,320 --> 00:29:43,600 Speaker 1: for me, honestly, that's why it failed. Um, which is 537 00:29:43,640 --> 00:29:47,680 Speaker 1: interesting because the Resident Evil series took a very similar approach, 538 00:29:47,760 --> 00:29:50,680 Speaker 1: like it changed to be a little bit, it got 539 00:29:50,720 --> 00:29:54,160 Speaker 1: increasingly more action oriented. But I think it actually managed 540 00:29:54,200 --> 00:29:57,800 Speaker 1: to find an audience, like a larger audience that way, 541 00:29:57,960 --> 00:30:00,280 Speaker 1: like people who had never thought of playing the other 542 00:30:00,320 --> 00:30:02,600 Speaker 1: games because because the play style didn't appeal to them. 543 00:30:02,960 --> 00:30:06,520 Speaker 1: But I can see how the elements that truly defined 544 00:30:06,560 --> 00:30:09,160 Speaker 1: the series early on, by getting away from that could 545 00:30:09,280 --> 00:30:13,920 Speaker 1: could potentially lose fans, all right, And it's not I mean, 546 00:30:14,320 --> 00:30:16,080 Speaker 1: you know, I'll admit I'm the kind of person who 547 00:30:16,200 --> 00:30:19,320 Speaker 1: enjoys Missed, but I'm also the kind of person who 548 00:30:19,400 --> 00:30:21,920 Speaker 1: enjoys Halo. So it's not, you know, it's it's not 549 00:30:21,960 --> 00:30:23,800 Speaker 1: that I was just looking for a puzzle experience and 550 00:30:23,800 --> 00:30:25,600 Speaker 1: then I was upset that I had to shoot things. 551 00:30:25,960 --> 00:30:28,680 Speaker 1: So you people who have never played the game Missed 552 00:30:29,120 --> 00:30:30,760 Speaker 1: because there may be a few of you young guns 553 00:30:30,760 --> 00:30:33,400 Speaker 1: out there, Oh dear, I had never even thought of about. Yeah, 554 00:30:33,600 --> 00:30:36,560 Speaker 1: I'm getting the inneurism vain that John hits me all 555 00:30:36,600 --> 00:30:41,280 Speaker 1: the time. But No Missed. Missed was a a a 556 00:30:41,280 --> 00:30:44,440 Speaker 1: puzzle game essentially, but it was done and there was 557 00:30:44,480 --> 00:30:48,880 Speaker 1: an over arching story that the puzzles all fit into. 558 00:30:49,280 --> 00:30:51,680 Speaker 1: You could argue whether or not the story made any sense, 559 00:30:51,760 --> 00:30:54,320 Speaker 1: or if the narrative was worth the effort of solving 560 00:30:54,320 --> 00:30:56,880 Speaker 1: these puzzles, some of which were seemed to have no 561 00:30:56,920 --> 00:30:58,360 Speaker 1: sense of logic to them. It was just one of 562 00:30:58,400 --> 00:31:02,240 Speaker 1: those things where click things until off happens. Um. But 563 00:31:02,520 --> 00:31:05,680 Speaker 1: you know there was there were logical underpinnings to most, 564 00:31:05,880 --> 00:31:08,840 Speaker 1: if not all, the puzzles. Sometimes that was just just 565 00:31:09,320 --> 00:31:12,120 Speaker 1: hidden enough from the player to not be obvious. But 566 00:31:12,520 --> 00:31:15,280 Speaker 1: that was that was a That was all you did 567 00:31:15,280 --> 00:31:17,720 Speaker 1: in that game was solve puzzles. So I was just 568 00:31:17,760 --> 00:31:19,840 Speaker 1: saying that so that way you could our listeners who 569 00:31:19,880 --> 00:31:22,959 Speaker 1: are unfamiliar with it, but probably no Halo would be 570 00:31:23,200 --> 00:31:26,120 Speaker 1: to have some kind of frame of reference. Yes, thank you, Jonathan. 571 00:31:27,440 --> 00:31:30,520 Speaker 1: That's the only reason I'm here. After after Silent Hillford 572 00:31:30,560 --> 00:31:34,320 Speaker 1: came out, UM they started, Konami started UH shipping the 573 00:31:34,360 --> 00:31:37,560 Speaker 1: title out to various other studios. UM Climax Studios has 574 00:31:37,600 --> 00:31:41,800 Speaker 1: worked on it, um other stuff. Double Helix Vatter Games 575 00:31:41,840 --> 00:31:46,160 Speaker 1: did the most recent one I think and uh so yeah, 576 00:31:46,400 --> 00:31:49,200 Speaker 1: these these these are all American and I think batter's 577 00:31:49,200 --> 00:31:51,560 Speaker 1: at check company. Actually, Okay, so you've got you've got 578 00:31:51,640 --> 00:31:55,760 Speaker 1: companies that are not that are trying to preserve the 579 00:31:55,760 --> 00:31:59,120 Speaker 1: feeling of Silent Hill, but are not necessarily as invested 580 00:31:59,200 --> 00:32:02,080 Speaker 1: in it as the team that originally developed it. It's hard. 581 00:32:02,120 --> 00:32:04,120 Speaker 1: It's hard when it's not your baby to take quite 582 00:32:04,120 --> 00:32:06,280 Speaker 1: as good care of it. I think it can be 583 00:32:06,320 --> 00:32:08,400 Speaker 1: a challenge. I mean, I'm sure that three four three 584 00:32:08,400 --> 00:32:11,920 Speaker 1: Studios has that same sort of the burden of responsibility 585 00:32:12,040 --> 00:32:15,600 Speaker 1: to be good stewards of the Halo franchise. But it's 586 00:32:15,600 --> 00:32:17,560 Speaker 1: still not it's still not yours, and you're going to 587 00:32:17,600 --> 00:32:20,120 Speaker 1: want to do slightly different things with it. Um you know, 588 00:32:20,160 --> 00:32:23,200 Speaker 1: it's it's it's like Willy Wonka wanting to recruit Charlie 589 00:32:23,200 --> 00:32:25,360 Speaker 1: and not a grown up because he can mold Charlie 590 00:32:25,440 --> 00:32:28,800 Speaker 1: to do his will. Another excellent documentary, yes, the first 591 00:32:28,800 --> 00:32:36,080 Speaker 1: one in name, starring Gene Wilder. But but yeah, and 592 00:32:36,080 --> 00:32:38,120 Speaker 1: and so so they and and and these people have 593 00:32:38,200 --> 00:32:40,000 Speaker 1: all loved the series of games. I've read a lot 594 00:32:40,000 --> 00:32:42,160 Speaker 1: of interviews with all of the creators, and and they 595 00:32:42,160 --> 00:32:44,280 Speaker 1: are so passionate about it, and I love hearing that. 596 00:32:44,560 --> 00:32:47,080 Speaker 1: Except for the part where I feel like they took 597 00:32:47,080 --> 00:32:50,040 Speaker 1: more after held for the Room, most of the sequels 598 00:32:50,040 --> 00:32:54,400 Speaker 1: have been more actionally and um less puzzly. I get 599 00:32:54,400 --> 00:32:56,120 Speaker 1: a little bit frustrated when I just want to get 600 00:32:56,120 --> 00:32:57,880 Speaker 1: to the next point in the story and there are 601 00:32:57,920 --> 00:32:59,600 Speaker 1: so many things to shoot and I can't just run 602 00:32:59,680 --> 00:33:05,480 Speaker 1: away from them. Um uh. And and also there they 603 00:33:05,560 --> 00:33:09,040 Speaker 1: increased the level of violence. Um. Partially it was just 604 00:33:09,160 --> 00:33:12,600 Speaker 1: a graphics rendering issue, I think, because as graphics have improved, 605 00:33:13,040 --> 00:33:16,440 Speaker 1: you can you can really see the knife strokes and wow, 606 00:33:16,480 --> 00:33:20,280 Speaker 1: you can really see how the bone brew. No, but 607 00:33:20,360 --> 00:33:22,320 Speaker 1: you can and and I'm kind of and I mean, 608 00:33:22,360 --> 00:33:25,000 Speaker 1: I'm not I'm not necessarily squeamish. Some of my favorite 609 00:33:25,000 --> 00:33:29,000 Speaker 1: horror films are things like hell Raiser or Slither. I 610 00:33:29,000 --> 00:33:31,840 Speaker 1: I loved not known for going easy on the gore. 611 00:33:32,040 --> 00:33:34,680 Speaker 1: I love a good schlock flick, but that's not necessarily 612 00:33:34,720 --> 00:33:37,239 Speaker 1: what I'm looking for Silent Hill. And and like like 613 00:33:37,360 --> 00:33:39,760 Speaker 1: many nerds, I do get a little bit protective about 614 00:33:39,800 --> 00:33:43,720 Speaker 1: the media that I consume. And I'm sorry, oh no, no, no, 615 00:33:43,800 --> 00:33:46,080 Speaker 1: I was just gonna say it very much reminds me 616 00:33:46,320 --> 00:33:51,200 Speaker 1: of how Boris Karloff used to criticize the horror movie 617 00:33:51,240 --> 00:33:53,480 Speaker 1: industry because he said that the movies he made, he 618 00:33:53,560 --> 00:33:56,720 Speaker 1: liked to think of them as terror pictures, like the 619 00:33:56,760 --> 00:33:59,840 Speaker 1: idea was that they inspire terror, the sense of any 620 00:34:00,200 --> 00:34:04,440 Speaker 1: and fear, whereas horror movies were more about shocking you 621 00:34:04,560 --> 00:34:07,360 Speaker 1: and grossing you out. And it's two different things. It's 622 00:34:07,400 --> 00:34:10,000 Speaker 1: the same reason why again, I really like the Japanese 623 00:34:10,000 --> 00:34:13,320 Speaker 1: horror because it was something that could increase that tension 624 00:34:13,360 --> 00:34:17,280 Speaker 1: and terror, same way that I like some nineties seventies 625 00:34:17,280 --> 00:34:20,600 Speaker 1: and early eighties horror movies that were that because of 626 00:34:20,600 --> 00:34:23,440 Speaker 1: a lack of budget, they had to use other tricks 627 00:34:23,480 --> 00:34:27,759 Speaker 1: in order to really get you uneasy, And to me, 628 00:34:28,000 --> 00:34:30,560 Speaker 1: those are really effective. And if you have like a 629 00:34:30,640 --> 00:34:34,440 Speaker 1: huge budget and it's all about people exploding into it's 630 00:34:34,440 --> 00:34:38,080 Speaker 1: a blood, then after how can fit After like the 631 00:34:38,080 --> 00:34:40,399 Speaker 1: third or fourth time, you're like, okay, you know it's 632 00:34:41,440 --> 00:34:44,200 Speaker 1: I mean, I hate to bring up I love Samuraimi's work, 633 00:34:44,280 --> 00:34:47,919 Speaker 1: don't get me wrong, but but evil dead, I mean 634 00:34:48,200 --> 00:34:50,919 Speaker 1: evil dead. You eventually are like, all right, how many 635 00:34:50,920 --> 00:34:53,000 Speaker 1: times am I going to see them? Have to try 636 00:34:53,040 --> 00:34:57,040 Speaker 1: and chop up this possessed person, you know, before it 637 00:34:57,040 --> 00:35:00,480 Speaker 1: gets a little bit, a little bit old, We're just funny, 638 00:35:00,080 --> 00:35:04,040 Speaker 1: it becomes not terrifying, right, which is why Evil Dead too. 639 00:35:04,080 --> 00:35:08,080 Speaker 1: And and then Army of Darkness took a more comedic 640 00:35:08,320 --> 00:35:11,560 Speaker 1: approach to the material because people were finding a movie 641 00:35:11,560 --> 00:35:15,839 Speaker 1: that was not intended to be comedic, in fact extremely funny. Yes, 642 00:35:16,320 --> 00:35:21,200 Speaker 1: sorry anyway, Uh yeah, so so the style of the 643 00:35:21,239 --> 00:35:24,120 Speaker 1: game changed. Yeah, the style of the game changed. And um, 644 00:35:24,239 --> 00:35:26,640 Speaker 1: and and there was the point at which I really 645 00:35:26,640 --> 00:35:28,759 Speaker 1: stopped playing Silent Hill. Was was at the end of 646 00:35:28,800 --> 00:35:33,160 Speaker 1: Silent Hill Homecoming. Um, your your final boss fight against 647 00:35:33,160 --> 00:35:36,719 Speaker 1: spoilers everywhere, apologies guides. Um, your final boss fight is 648 00:35:36,760 --> 00:35:42,799 Speaker 1: against this Freudian monsters representation of your pregnant mother, um 649 00:35:42,840 --> 00:35:45,720 Speaker 1: as a spider and you have to slash her pregnant 650 00:35:45,760 --> 00:35:49,120 Speaker 1: belly and she vomits on you. And that that is 651 00:35:49,160 --> 00:35:51,720 Speaker 1: the point at which I was like, I'm out, I'm 652 00:35:51,760 --> 00:35:56,200 Speaker 1: I'm basically done with this. I'm not okay with this anymore. 653 00:35:57,520 --> 00:36:02,480 Speaker 1: And I and yes, that horrifying, that is completely horrifying, 654 00:36:02,480 --> 00:36:04,040 Speaker 1: But it's so horrifying that I don't want to look 655 00:36:04,080 --> 00:36:06,600 Speaker 1: at it anymore. It's not it's not fun. It's no 656 00:36:06,640 --> 00:36:09,840 Speaker 1: longer entertainment or fun. It's just it's just it's just wrong. 657 00:36:09,920 --> 00:36:12,960 Speaker 1: It's actually unsettling. It's not fun, unsettling, and so and 658 00:36:12,960 --> 00:36:14,279 Speaker 1: so that's the point at which I kind of gave 659 00:36:14,320 --> 00:36:16,280 Speaker 1: up on the series. That's that's kind of my feeling 660 00:36:16,320 --> 00:36:20,280 Speaker 1: about certain grindhouse horror movies, right where the grindhouse horror 661 00:36:20,360 --> 00:36:25,200 Speaker 1: was all about the taking exploitation to the furthest limits, 662 00:36:25,239 --> 00:36:28,520 Speaker 1: to the point where it's just truly uncomfortable to watch it. 663 00:36:28,560 --> 00:36:32,480 Speaker 1: And if you are, if you are at all entertained, 664 00:36:32,520 --> 00:36:35,800 Speaker 1: you then feel a sense of shame for feeling entertained 665 00:36:35,800 --> 00:36:38,400 Speaker 1: by what's unfolding on the streaming in front of you. 666 00:36:39,960 --> 00:36:41,839 Speaker 1: Some of the Catching me Gay's films do the same 667 00:36:41,880 --> 00:36:47,560 Speaker 1: thing for you, and um actually all of them audition audition, 668 00:36:48,239 --> 00:36:52,760 Speaker 1: and technically the Silent Hill Kids have called out the 669 00:36:52,800 --> 00:36:57,640 Speaker 1: author of the original novel of addition, um Riamrakhani, as 670 00:36:57,680 --> 00:37:01,120 Speaker 1: one of their u one of their unches. But but 671 00:37:01,200 --> 00:37:02,759 Speaker 1: at the same time, I mean, you know so so, 672 00:37:02,760 --> 00:37:04,759 Speaker 1: so that's that's all part of that, that's all in there. 673 00:37:05,040 --> 00:37:08,560 Speaker 1: And I think that the Freudian, the psychological and I 674 00:37:08,640 --> 00:37:11,120 Speaker 1: keep I do keep using the word Freudian, and that's 675 00:37:11,160 --> 00:37:14,719 Speaker 1: only because that's all I can really call it. I mean, 676 00:37:14,760 --> 00:37:16,879 Speaker 1: it's you know, I hate to go to Victorian about 677 00:37:16,880 --> 00:37:20,480 Speaker 1: things or two to armchair psychology about things, but but 678 00:37:20,600 --> 00:37:23,120 Speaker 1: it is. I mean, the themes in this game are 679 00:37:23,160 --> 00:37:27,439 Speaker 1: full of full of doppelgangers and full of uh, all 680 00:37:27,480 --> 00:37:31,120 Speaker 1: of the representations of things that have come back to 681 00:37:31,160 --> 00:37:33,319 Speaker 1: haunt you. Literally coming back to haunt you except with 682 00:37:33,400 --> 00:37:36,720 Speaker 1: knives and coming back to haunt you except with nives 683 00:37:37,960 --> 00:37:42,040 Speaker 1: reminds me of a girl I used to date. Not 684 00:37:42,160 --> 00:37:48,320 Speaker 1: a different show, not tech stuff. But Silent Hill definitely 685 00:37:48,360 --> 00:37:50,440 Speaker 1: was a very influential game. I mean we could we 686 00:37:50,440 --> 00:37:53,080 Speaker 1: can see its influences in other games that came out, 687 00:37:53,640 --> 00:37:56,880 Speaker 1: things like even games that got super wacky, like Eternal 688 00:37:56,960 --> 00:38:00,239 Speaker 1: Darkness that was the in sixty four game goes in 689 00:38:00,320 --> 00:38:02,600 Speaker 1: sixty four, right, yeah, I think it's in sixty four 690 00:38:02,800 --> 00:38:05,880 Speaker 1: where it was the game would would would mess with you, 691 00:38:05,880 --> 00:38:08,200 Speaker 1: would mess with you, like it would like it looks 692 00:38:08,200 --> 00:38:10,920 Speaker 1: like it's suddenly turned itself off, or just the volume, 693 00:38:11,200 --> 00:38:13,360 Speaker 1: just the volume it would or you'd walk into a 694 00:38:13,440 --> 00:38:15,320 Speaker 1: room and everything's upside down, or you'd walk into a 695 00:38:15,400 --> 00:38:17,879 Speaker 1: room and suddenly you are one of the monsters. You're 696 00:38:17,880 --> 00:38:20,520 Speaker 1: not you anymore. And the whole idea was that it's 697 00:38:20,640 --> 00:38:24,080 Speaker 1: it's messing with your sanity, and as your character's sanity decreases, 698 00:38:24,440 --> 00:38:26,720 Speaker 1: it began to mess with you in a meta way 699 00:38:27,320 --> 00:38:29,799 Speaker 1: so that you're like, why is my volume going on 700 00:38:29,840 --> 00:38:32,640 Speaker 1: the way down? And then you turn the volume and 701 00:38:32,680 --> 00:38:34,719 Speaker 1: then when the volume comes back to normal, it's like 702 00:38:34,760 --> 00:38:37,160 Speaker 1: ten times as loud because you've been turning the volume 703 00:38:37,160 --> 00:38:39,359 Speaker 1: and your television up and it's just been faking that 704 00:38:39,400 --> 00:38:42,520 Speaker 1: the volume has been going down. Um. But but you 705 00:38:42,560 --> 00:38:47,000 Speaker 1: could see elements of Silent Hill informing these later entries 706 00:38:47,040 --> 00:38:50,279 Speaker 1: into the survival horror genre, including ones you know, like 707 00:38:50,320 --> 00:38:53,160 Speaker 1: I said that the definition of survival horror has changed 708 00:38:53,200 --> 00:38:56,319 Speaker 1: over the years to the point now where it's kind 709 00:38:56,320 --> 00:39:00,080 Speaker 1: of just a broad, uh label that would slap on 710 00:39:00,120 --> 00:39:04,120 Speaker 1: anything that happens to fall within the horror genre. Right, 711 00:39:04,160 --> 00:39:05,960 Speaker 1: But but that's not really what the what the genre 712 00:39:06,120 --> 00:39:08,600 Speaker 1: is is about. I'm going to go ahead and say 713 00:39:08,680 --> 00:39:11,320 Speaker 1: that that's not that's not what my survival horror genre 714 00:39:11,440 --> 00:39:13,239 Speaker 1: is about. That's fine, Lauren, you just go ahead and 715 00:39:13,239 --> 00:39:16,440 Speaker 1: define it, and we're sticking with your definition. That's what 716 00:39:16,480 --> 00:39:18,800 Speaker 1: we do here at tech Stuff too. We make sweeping 717 00:39:18,840 --> 00:39:22,680 Speaker 1: generalizations and then we stand by them. But now, I mean, 718 00:39:22,719 --> 00:39:24,719 Speaker 1: even even things like BioShock, I think you can see 719 00:39:24,719 --> 00:39:27,839 Speaker 1: the influence of something like silent heilen Um just because 720 00:39:27,880 --> 00:39:31,120 Speaker 1: they're they're they're creepy, and and that is that is 721 00:39:31,120 --> 00:39:33,879 Speaker 1: their point. Yeah. So, I mean I think that gives 722 00:39:33,920 --> 00:39:36,080 Speaker 1: us a lot of insight into who you are. You like, 723 00:39:36,920 --> 00:39:43,000 Speaker 1: you like creepy things. Uh, you get irritated when they change? Yes? Um, yeah, No, 724 00:39:43,200 --> 00:39:45,200 Speaker 1: I think that's it. I'm pretty sure that's all we 725 00:39:45,239 --> 00:39:48,880 Speaker 1: need to know. But no, this, ladies and gentlemen, Uh 726 00:39:48,920 --> 00:39:52,000 Speaker 1: this She is our new co host. Lauren is going 727 00:39:52,040 --> 00:39:54,319 Speaker 1: to be joining us on this journey that we call 728 00:39:54,440 --> 00:39:57,680 Speaker 1: text Stuff, and I'm very much looking forward to it. 729 00:39:58,120 --> 00:40:03,040 Speaker 1: She and I have had multiple extensive conversations in the 730 00:40:03,120 --> 00:40:06,640 Speaker 1: office about just about everything, and it becomes pretty clear 731 00:40:06,680 --> 00:40:09,959 Speaker 1: that her snarky sense of humor and my snarky sense 732 00:40:10,000 --> 00:40:12,799 Speaker 1: of humor complement each other really well. So I'm really 733 00:40:12,800 --> 00:40:17,160 Speaker 1: looking forward to this experience of of recording podcasts with you. 734 00:40:17,239 --> 00:40:19,480 Speaker 1: I can't wait to see what else we come up with. 735 00:40:19,520 --> 00:40:22,040 Speaker 1: I've already got lists of Stuff listeners are sending in 736 00:40:22,520 --> 00:40:25,680 Speaker 1: or the topics that we should tackle, and uh, and 737 00:40:25,719 --> 00:40:27,560 Speaker 1: so I don't think we're gonna be hurting for topics 738 00:40:27,560 --> 00:40:31,080 Speaker 1: anytime soon. Excellent. And yeah, So guys, if you have 739 00:40:31,160 --> 00:40:35,480 Speaker 1: any suggestions for future episodes of tech Stuff, or you 740 00:40:35,520 --> 00:40:37,560 Speaker 1: just want to say hi to Lauren and welcome her 741 00:40:37,600 --> 00:40:40,839 Speaker 1: to the tech stuff family, I highly recommend you let 742 00:40:40,920 --> 00:40:44,239 Speaker 1: us know. Send us an email. Our address is tech 743 00:40:44,320 --> 00:40:47,719 Speaker 1: stuff at Discovery dot com, or drop us a line 744 00:40:47,719 --> 00:40:50,680 Speaker 1: on Facebook or Twitter. Are handled. There is text stuff 745 00:40:50,880 --> 00:40:53,360 Speaker 1: hs W and Lauren and I will talk to you 746 00:40:53,400 --> 00:40:57,680 Speaker 1: again really soon. For more on this and thousands of 747 00:40:57,719 --> 00:41:04,239 Speaker 1: other topics, it has to works dot com