WEBVTT - The Silent Hill Story

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff what dot com. Hey there, everyone, and welcome to

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<v Speaker 1>tech Stuff. My name is Jonathan Strickland, and sitting across

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<v Speaker 1>from me is my brand new co host. Introduce yourself. Hi,

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<v Speaker 1>I'm Lauren voc Obam. I am the social media editor

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<v Speaker 1>here at how Stuff Works, and I'm also your new

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<v Speaker 1>co host. That's awesome. Lauren's going to be giving us

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<v Speaker 1>her perspective on technology, and we thought that for her

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<v Speaker 1>first episode we should really tackle something she's really interested in.

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<v Speaker 1>But as it turns out, we already did an episode

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<v Speaker 1>on Halo. Yeah. Fortunately, there is at least one other

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<v Speaker 1>video game that I do play. I I cannot admit

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<v Speaker 1>to being a huge crazy gamer, but but I do

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<v Speaker 1>enjoy some things like, for example, Silent Hill. Yes, now,

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<v Speaker 1>Silent Hill a famous example of a game that's in

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<v Speaker 1>the survival horror genre. And I have to be perfectly

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<v Speaker 1>honest here, I have only ever played one Silent Hill game.

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<v Speaker 1>And I had to ask Lauren which one it was

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<v Speaker 1>because I couldn't remember, and she immediately identified it as

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<v Speaker 1>Silent Hill too, And which is which is a good one?

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<v Speaker 1>It's it's one of the better ones. I hear, I

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<v Speaker 1>hear the story is really good, but I never got

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<v Speaker 1>into it far enough for the story to really unfold

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<v Speaker 1>for me because, frankly, because at the time, the the

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<v Speaker 1>gameplay was so different from everything else I was used

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<v Speaker 1>to that that I got frustrated because my brain is

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<v Speaker 1>primal and cannot grasp things like that. So it was

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<v Speaker 1>still a little bit tank like at the time. Right.

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<v Speaker 1>But but first, I guess we need to talk about

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<v Speaker 1>what survival horror is now. It's a term that really

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<v Speaker 1>was introduced by Capcom when they released the first Resident

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<v Speaker 1>Evil game back in nine. But it's not the first

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<v Speaker 1>horror based game. There's plenty, There are plenty of examples

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<v Speaker 1>of horror games, but it was the first. It was

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<v Speaker 1>kind of like, you know, you're always going to have

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<v Speaker 1>that first time someone uses a term, and as far

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<v Speaker 1>as I can tell, that was the first time people

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<v Speaker 1>had actually used that to define a genre of games.

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<v Speaker 1>And really it's kind of a sub genre. It tends

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<v Speaker 1>to fit underneath the action adventure genres, and uh, I

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<v Speaker 1>always think of adventure games like things like A Monkey

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<v Speaker 1>Island or even older games like King's Quest or Space Quest,

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<v Speaker 1>where you're it's it's more about solving puzzles and working

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<v Speaker 1>your way through a story than it is about something

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<v Speaker 1>like killing all the things. So it's not a shooter,

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<v Speaker 1>it's not, but it's also not purely a puzzle game. Yeah,

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<v Speaker 1>and and and there's certain things that that are that

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<v Speaker 1>tend to be in a survival horror game, for example,

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<v Speaker 1>I mean, first of all horror horror. Yes, so there's

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<v Speaker 1>usually some sort of supernatural, nasty icky thing that's trying

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<v Speaker 1>to eat your knee cap or multiple nasty icky things

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<v Speaker 1>trying to eat your kneecaps um. Usually there's a sense

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<v Speaker 1>of isolation, so you're playing a character that doesn't have

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<v Speaker 1>a lot of contact with other people who can help

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<v Speaker 1>him or her. You're you're dealing with that with a

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<v Speaker 1>limited inventory. Oh yes, that's a big deal, right, the

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<v Speaker 1>whole the whole idea. You have to conserve that ammunition,

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<v Speaker 1>or you have to conserve whatever items you have because

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<v Speaker 1>there's a limited numbers. So once you use it, it's

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<v Speaker 1>it's gone and you are really script Yeah, it's that's it.

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<v Speaker 1>The game. The game should essentially be over because it's

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<v Speaker 1>so hard to get through it without the resources, so

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<v Speaker 1>you can't just you know, go in blast and it's

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<v Speaker 1>not a running gun. You know. It's not only Borderlands too,

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<v Speaker 1>where where Ammo literally falls out of the sky at times.

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<v Speaker 1>Uh not no slide against Borderlins two. Love that game,

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<v Speaker 1>but it's a totally different style of game. And uh yeah,

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<v Speaker 1>so the whole idea is to create the sense of horror. So,

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<v Speaker 1>so Lauren, why don't you tell me a little bit about, uh,

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<v Speaker 1>you know, how you got into this game? All right? Well, um,

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<v Speaker 1>I was. I was in college at the time. Um

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<v Speaker 1>and que aneurism from Jonathan usually whenever I start talking

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<v Speaker 1>about how old I am, and oh it was, it

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<v Speaker 1>was about it was about one Silent until two came

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<v Speaker 1>out that I actually started playing Silent Hill one. Um,

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<v Speaker 1>Silent Hill, Uh one came out in and so I

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<v Speaker 1>was a few years behind the curve, but I had

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<v Speaker 1>I had a couple of friends who would invite me

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<v Speaker 1>over to their house and we would have these all

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<v Speaker 1>night marathons of playing Silent Hill and scaring ourselves absolutely silly.

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<v Speaker 1>Um and you know, I mean we would turn all

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<v Speaker 1>the lights out and and uh and yeah just just

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<v Speaker 1>just just go yeah, until all of us were too

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<v Speaker 1>nerve racked to pick up the controller. Nice. Yeah, that.

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<v Speaker 1>One of the things that struck me about the Silent

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<v Speaker 1>Hill series is that they took a different take on

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<v Speaker 1>survival horror than Resident Evil did well. Resident Evil was

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<v Speaker 1>still very um for for not for not being a shooter,

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<v Speaker 1>for not being a running gun there was a lot

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<v Speaker 1>of running and a lot of gunning. Um, it was

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<v Speaker 1>more action based. Um. The story was not extremely rich.

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<v Speaker 1>I mean, you know it was. It was a story,

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<v Speaker 1>but yeah, and it used a lot more jump scares,

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<v Speaker 1>that kind of scares, whereas Silent Hill was the sort

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<v Speaker 1>of creeping psychological terror, very psychological, very Freudian, very odd

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<v Speaker 1>and uh. And a lot of the influences that the

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<v Speaker 1>designers have talked about are are people like, um, Stephen

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<v Speaker 1>King's The Mist, Um, the terrific movie Jacob's Ladder, directed

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<v Speaker 1>by Adrian Lynn. It's a documentary, as were terrific documentary

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<v Speaker 1>about Tim Robbins in the nineteen seventies. Um, and that

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<v Speaker 1>you're already heavy terrified um and uh, David Lynch, Um,

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<v Speaker 1>stuff like that. Yeah. Yeah, yeah, so things that are

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<v Speaker 1>truly unsettling. That was the The approach was to make

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<v Speaker 1>a game that that puts you out of It takes

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<v Speaker 1>you out of your your comfortable place. You know, It's

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<v Speaker 1>not just that, oh, something jumped out in me. It's

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<v Speaker 1>that something is wrong, something is seriously creepingly and it's

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<v Speaker 1>it's more akin to sort of Japanese horror in that way,

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<v Speaker 1>this idea of creating uh and a an environment in

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<v Speaker 1>a situation that increases the level of tension without necessarily

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<v Speaker 1>relying on jump scares. It's one of the reasons why

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<v Speaker 1>I really enjoyed when Japanese horror movies started to make

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<v Speaker 1>their way into American culture, The ring and Juan Ringo. Yeah. Now,

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<v Speaker 1>the problem with that, of course, was that it went

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<v Speaker 1>a little bonkers, because that's the way Hollywood is, right.

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<v Speaker 1>They find something that people identify with, and then they

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<v Speaker 1>throw everything at it, and then that then you're just

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<v Speaker 1>flooded with it. Yeah, and we can get into that

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<v Speaker 1>a little bit later too, because there are some criticisms

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<v Speaker 1>about the survival horror genre that it can get a

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<v Speaker 1>little formulaic. But that's that's a little early in our conversation. Yeah,

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<v Speaker 1>and and we are talking. I mean Silent Hill at

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<v Speaker 1>this point has put out nine games. Nine games. That

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<v Speaker 1>is so many games. That's a lot of games for

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<v Speaker 1>any game series for any series, I can't. I can't

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<v Speaker 1>what else, like Final Fantasy, how can we? Street Fighter

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<v Speaker 1>three alone has had like seventy three games just Street

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<v Speaker 1>Fighter three. Okay, that is that is to be fair.

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<v Speaker 1>But they don't have well okay, I don't want to

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<v Speaker 1>say they don't have a plot line, because thenbody would

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<v Speaker 1>send me a very angry email. But the plot line

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<v Speaker 1>is not what you played the game for in Street

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<v Speaker 1>Fight or three. That is extraordinarily true. So yeah, there

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<v Speaker 1>is definitely a plot. I mean, plot is everything. Story

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<v Speaker 1>is everything in the Silent Hill games. I mean really

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<v Speaker 1>in Silent Hill that it's all about a tail unfolding, right,

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<v Speaker 1>and there are there are a couple jump scares here

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<v Speaker 1>and there, and they are and they are delightful because

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<v Speaker 1>they're so few and far between, so they do genuinely

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<v Speaker 1>scare you. In Resident Evil, time to jump zombie jumps

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<v Speaker 1>out from around a corner. I'm like, yeah, you you've

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<v Speaker 1>conditioned yourself to okay, well, all right, there's a corner. Yeah, yeah, exactly.

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<v Speaker 1>The door. Oh gosh, I wonder what wonder which version

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<v Speaker 1>of the zombie is gonna jump at me when I

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<v Speaker 1>opened up this door? As opposed to sitting there with

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<v Speaker 1>a bunch of your friends in a completely safe environment

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<v Speaker 1>and and looking at a digital door on a digital

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<v Speaker 1>screen in Silent Hill, I'm thinking, I don't want to

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<v Speaker 1>open it. Yeah, I need, I need to open it

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<v Speaker 1>to progress in this game, and I don't want to.

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<v Speaker 1>That's pretty phenomenal. And uh, one other little bit of

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<v Speaker 1>trivia I wanted to touch upon was something that you

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<v Speaker 1>mentioned to me that I found interesting. So one of

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<v Speaker 1>the reasons Silent Hill was so scary was that you

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<v Speaker 1>couldn't see a lot. It was it was a real

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<v Speaker 1>time rendering engine that was a three D engine, and

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<v Speaker 1>this was for the PlayStation, right, for the original PlayStation,

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<v Speaker 1>and it was and it could be very scary because

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<v Speaker 1>you out of even though you're having a real time

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<v Speaker 1>three D engine, you couldn't see very far. And that's

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<v Speaker 1>because they put in a lot of fog and darkness

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<v Speaker 1>into the game to make up for the fact that

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<v Speaker 1>the engine was not very powerful. Right, the hardware the

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<v Speaker 1>game was running on could not render the graphics needed

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<v Speaker 1>to have an extensive view, So by the limitations of

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<v Speaker 1>the technology, it actually became a scarier game because you

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<v Speaker 1>couldn't see I mean leaving a lot up to your imagination. Now,

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<v Speaker 1>I could think of one documentary that benefited from a

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<v Speaker 1>similar failure of technology. We did a full episode about

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<v Speaker 1>this on an Old Tech Stuff episode. Uh. The technology

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<v Speaker 1>was named Bruce and the documentary was called Jaws. But again,

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<v Speaker 1>it's one of those things where you take something that

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<v Speaker 1>to most people you would immediately say, well, that's a limitation,

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<v Speaker 1>that's that's a drawback, and then you turn it into

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<v Speaker 1>something that is a core element of the game, and

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<v Speaker 1>it suddenly becomes an important part of how the game

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<v Speaker 1>affects the player. Yeah, by the time that they had

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<v Speaker 1>a Betterer graphics engines with all of the rest of them,

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<v Speaker 1>I mean essentially starting with Silent Hill, to which which

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<v Speaker 1>came up for the PS two, they had they had

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<v Speaker 1>the capacity to to render a whole lunch. I mean,

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<v Speaker 1>you know, not out into infinity like they do today.

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<v Speaker 1>But but you know it's it's you could they could

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<v Speaker 1>have let you see more than in front of your face.

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<v Speaker 1>And they said, and the this is an element that

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<v Speaker 1>we see added into games today that kind of sort

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<v Speaker 1>of fit into the survival horror genre. Like for example,

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<v Speaker 1>I brought up the example of Left for Dead, which

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<v Speaker 1>does not truly fit into survival horror. First of all,

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<v Speaker 1>it's more of a first person shooter than an action

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<v Speaker 1>adventure game. Second, it is a collaborative game. You can

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<v Speaker 1>play with up to three other people, so you're not

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<v Speaker 1>not as isolated. Yeah, now, now as a as a

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<v Speaker 1>small group, you're isolated because there are there are very

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<v Speaker 1>few other people that you encounter in that game, still, right,

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<v Speaker 1>And there are levels specifically in Left for Dead too.

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<v Speaker 1>There's a level where you are making your way through

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<v Speaker 1>a sugar sugarcane field or or or actually might be

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<v Speaker 1>a corn field. I can't remember, but I do remember.

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<v Speaker 1>It's like tall stalks and there's a hurricane moving through,

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<v Speaker 1>so your view is completely obscured by rain and vegetation,

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<v Speaker 1>and you can't tell when something in front of you

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<v Speaker 1>as a zombie or just another stalk of a vegetation. Yeah,

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<v Speaker 1>and it's terrifying. It's also it's also evil that they

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<v Speaker 1>put in an achievement. Talking to you guys out there,

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<v Speaker 1>you developers evil to put in an achievement where one

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<v Speaker 1>of the achievements is to make it through that level

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<v Speaker 1>without alerting a witch. When you can't see the witch,

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<v Speaker 1>you can't see them because everything's in your gun, I'm

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<v Speaker 1>never going to get the achievement. That was a tan,

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<v Speaker 1>that was a tangent. I have no idea what we

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<v Speaker 1>were talking about. Well, we're talking about we were I

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<v Speaker 1>don't think I I think I think I've heard of

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<v Speaker 1>that one. Let's talk a little bit about, uh, the

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<v Speaker 1>company that brought us Silent Hill, which is Konami and Konami.

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<v Speaker 1>It started out way back in nineteen sixty nine Japanese company. Originally,

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<v Speaker 1>Konami was a company that specialized in jukebox rental and repair. Yeah,

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<v Speaker 1>so it was based in Osaka, and that was the

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<v Speaker 1>main purpose of the business. But by nineteen seventy three

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<v Speaker 1>or so, they start are looking at the possibility of

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<v Speaker 1>developing games in By v eight, they started getting into

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<v Speaker 1>the video game market for micro computers, sort of a

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<v Speaker 1>predecessor to PCs. By nineteen seventy nine, they started to

0:12:12.559 --> 0:12:16.360
<v Speaker 1>export games to the United States and they started making

0:12:16.480 --> 0:12:19.240
<v Speaker 1>arcade games as well. Uh, and then we're gonna jump

0:12:19.240 --> 0:12:22.719
<v Speaker 1>ahead in they started developing games for a system, a

0:12:22.760 --> 0:12:25.760
<v Speaker 1>computer system called Amiga. That's a shout out to Chris,

0:12:26.400 --> 0:12:30.880
<v Speaker 1>you know who loves his Amiga. They began making games

0:12:30.920 --> 0:12:37.080
<v Speaker 1>for something called the Genesis, I don't know. Ninety three,

0:12:37.240 --> 0:12:40.080
<v Speaker 1>their headquarters moved to Tokyo. By ninety four they start

0:12:40.120 --> 0:12:44.160
<v Speaker 1>making video games for the PlayStation. They started making games

0:12:44.200 --> 0:12:47.800
<v Speaker 1>for a system that did not do so well, the

0:12:47.800 --> 0:12:51.319
<v Speaker 1>three D O, but they also made games for other

0:12:51.400 --> 0:12:54.040
<v Speaker 1>systems and as well. I gave kind of like a

0:12:54.040 --> 0:12:56.720
<v Speaker 1>compressed timeline, just a few general things, just giving an

0:12:56.720 --> 0:12:59.319
<v Speaker 1>idea of what they were into. Uh. Their corporate structure

0:12:59.520 --> 0:13:04.480
<v Speaker 1>is absolutely confusing because it's a big company with lots

0:13:04.520 --> 0:13:07.600
<v Speaker 1>of divisions, some of which are their own company, so

0:13:07.640 --> 0:13:10.840
<v Speaker 1>they's spun off operations into their own company. Almost all

0:13:10.880 --> 0:13:13.800
<v Speaker 1>of them have Konami in the name. So you've got

0:13:14.360 --> 0:13:18.960
<v Speaker 1>you've got Konami Industry Company Limited. Uh, you've got Konami

0:13:19.000 --> 0:13:23.240
<v Speaker 1>of America Incorporated, which eventually became Konami Digital Entertainment Incorporated.

0:13:24.000 --> 0:13:29.120
<v Speaker 1>You've got Konami Limited, not Konomity Konami Industry Company Limited,

0:13:29.120 --> 0:13:34.360
<v Speaker 1>but Konami Limited completely the UK. Uh, you've got Konami

0:13:34.480 --> 0:13:37.160
<v Speaker 1>g M. B H. I'm sure there's an actual word

0:13:37.200 --> 0:13:44.040
<v Speaker 1>for that. It's in German, so uh sutsch Um we've

0:13:44.080 --> 0:13:47.079
<v Speaker 1>got But now that's Konami Digital Entertainment g M. B H.

0:13:47.760 --> 0:13:51.640
<v Speaker 1>You've got Konami Kasan Company Limited, which is now Konami

0:13:51.760 --> 0:13:56.120
<v Speaker 1>Real Estate Limited, so real estate. They've also got financing,

0:13:56.160 --> 0:14:00.440
<v Speaker 1>Konami Technology Development Center. So what you're saying is they're big.

0:14:00.480 --> 0:14:04.320
<v Speaker 1>They're big. They are not just a game company. They've

0:14:04.320 --> 0:14:06.840
<v Speaker 1>got a lot of other things going on. So it's

0:14:07.520 --> 0:14:11.520
<v Speaker 1>it's a huge, complicated company, and it's got a lot

0:14:11.559 --> 0:14:15.120
<v Speaker 1>of different divisions, some of which have you know, blossomed

0:14:15.160 --> 0:14:17.920
<v Speaker 1>and then later folded over heres because the video game

0:14:17.960 --> 0:14:22.720
<v Speaker 1>industry in particular has had some rough cycles occasionally here

0:14:22.760 --> 0:14:26.560
<v Speaker 1>there have been some times where the arcade industry, for example,

0:14:26.840 --> 0:14:29.760
<v Speaker 1>has really suffered. I mean, you know, it's just there's

0:14:29.800 --> 0:14:32.480
<v Speaker 1>not a whole lot of money in developing arcade games anymore,

0:14:32.640 --> 0:14:36.800
<v Speaker 1>although Konami did create one of the most popular arcade

0:14:36.800 --> 0:14:39.840
<v Speaker 1>games of all time. I am talking, of course, of

0:14:39.920 --> 0:14:44.320
<v Speaker 1>Dance Dance Revolution. Actually actually that ties into one of

0:14:44.320 --> 0:14:47.440
<v Speaker 1>my random notes about Silent Hill, because one of the

0:14:47.480 --> 0:14:49.360
<v Speaker 1>best parts I think about Silent Hill, and this is

0:14:49.360 --> 0:14:52.280
<v Speaker 1>going back to our conversation about the atmosphere of the games,

0:14:52.360 --> 0:14:56.600
<v Speaker 1>is the music. Um the sound designer and composer for

0:14:57.240 --> 0:15:00.800
<v Speaker 1>most of the series has been u A. Gentleman named

0:15:00.920 --> 0:15:06.200
<v Speaker 1>Akira Yamaka, and he does just really gorgeous, melodic, creepy

0:15:06.240 --> 0:15:09.120
<v Speaker 1>work for it um and one of those tracks was

0:15:09.160 --> 0:15:11.680
<v Speaker 1>featured on a version of D D R. Well, Lauren,

0:15:11.760 --> 0:15:13.080
<v Speaker 1>one of the things I really wanted to talk to

0:15:13.120 --> 0:15:15.160
<v Speaker 1>you about was kind of the emotional impact, and you

0:15:15.200 --> 0:15:17.520
<v Speaker 1>were sort of alluding to that with the music and

0:15:17.640 --> 0:15:20.800
<v Speaker 1>creating this creepy vibe and and also the graphics creating

0:15:20.800 --> 0:15:22.640
<v Speaker 1>the creepy vibe. But you said that there were some

0:15:22.680 --> 0:15:24.160
<v Speaker 1>other things you wanted to chat about as far as

0:15:24.240 --> 0:15:27.880
<v Speaker 1>the feel of the games, and uh, it seemed to

0:15:27.880 --> 0:15:30.000
<v Speaker 1>me like you had a lot to say about these games.

0:15:30.120 --> 0:15:33.240
<v Speaker 1>And because again I've only played one and only just

0:15:33.360 --> 0:15:36.040
<v Speaker 1>the beginning of it, I really don't have that experience.

0:15:36.040 --> 0:15:38.200
<v Speaker 1>But I'm really curious to hear your input and why

0:15:38.320 --> 0:15:40.680
<v Speaker 1>you picked this as the topic. Yeah, okay, well, so

0:15:40.760 --> 0:15:42.360
<v Speaker 1>let me let me fill you in a little bit

0:15:42.400 --> 0:15:44.680
<v Speaker 1>on what Silent Hill is about. For for all of

0:15:44.680 --> 0:15:47.640
<v Speaker 1>you who have never played any Silent Hill games, um

0:15:47.840 --> 0:15:50.600
<v Speaker 1>n G. Spoiler alert. Um. For those of you who have,

0:15:50.720 --> 0:15:52.560
<v Speaker 1>you're going to be very bored for about three minutes.

0:15:52.760 --> 0:15:55.840
<v Speaker 1>So where it's something for everyone, and what you're saying, yes,

0:15:57.840 --> 0:16:00.640
<v Speaker 1>we've got negative points for everybody here at except that's

0:16:00.680 --> 0:16:04.280
<v Speaker 1>pretty much how we roll perfectly. You're fitting in well

0:16:04.360 --> 0:16:09.160
<v Speaker 1>so far. But um, now, the Silent Hill series is

0:16:09.160 --> 0:16:11.680
<v Speaker 1>is set in a town called Silent Hill, and and

0:16:11.680 --> 0:16:14.720
<v Speaker 1>and a small American town. Um that looks strangely like

0:16:14.760 --> 0:16:17.840
<v Speaker 1>a small Japanese town most of the time. Um and

0:16:18.040 --> 0:16:21.400
<v Speaker 1>it's uh. In the first game, you are, your player

0:16:21.480 --> 0:16:24.720
<v Speaker 1>character is a man named Harry Mason who is searching

0:16:24.760 --> 0:16:27.440
<v Speaker 1>for his daughter who he has lost. Adopted daughter, his

0:16:28.320 --> 0:16:31.359
<v Speaker 1>adopted daughter. Yes, this this comes in. This is extremely

0:16:31.680 --> 0:16:37.480
<v Speaker 1>important later on. Then her name is like Cheryl or

0:16:37.520 --> 0:16:40.440
<v Speaker 1>something like that. Her name is Cheryl. Yes that that that,

0:16:40.680 --> 0:16:43.280
<v Speaker 1>by the way, literally the extent of my knowledge of

0:16:43.280 --> 0:16:47.120
<v Speaker 1>Silent Hill excellence. It's all me from here on out.

0:16:47.600 --> 0:16:53.280
<v Speaker 1>And um ah, sorry, I'm literally leaning back from the microphone,

0:16:53.280 --> 0:16:56.240
<v Speaker 1>which Lauren is laughing about because I never do, because

0:16:56.240 --> 0:16:58.120
<v Speaker 1>he has literally never done that, I think in the

0:16:58.280 --> 0:17:03.760
<v Speaker 1>entire history of podcast. Pretty much like usually I have

0:17:03.840 --> 0:17:07.639
<v Speaker 1>to have fright to get a word and at edgewise. Um,

0:17:07.760 --> 0:17:11.680
<v Speaker 1>that's okay, I'll still make jokes. No, So, so you're

0:17:11.720 --> 0:17:13.879
<v Speaker 1>you're you're playing, you're playing this father named Harry Mason,

0:17:13.920 --> 0:17:17.199
<v Speaker 1>who is desperately searching for his daughter who's lost in

0:17:17.240 --> 0:17:21.200
<v Speaker 1>this terrifying, creepy town that just seems wrong. Um uh,

0:17:21.359 --> 0:17:24.919
<v Speaker 1>it's filled with fog, it seems to be abandoned. Um

0:17:24.920 --> 0:17:29.880
<v Speaker 1>other than one or two people, some skinless dogs and uh,

0:17:29.960 --> 0:17:34.159
<v Speaker 1>undead babies, you know, the usual. Um and and so

0:17:34.240 --> 0:17:36.639
<v Speaker 1>he and he is he is perhaps understandably upset. But

0:17:36.680 --> 0:17:38.240
<v Speaker 1>I when I was first playing the Games, I was

0:17:38.240 --> 0:17:39.760
<v Speaker 1>first of all struck by the fact that it was

0:17:39.840 --> 0:17:42.959
<v Speaker 1>a father looking for his daughter. I thought, in comparison,

0:17:43.080 --> 0:17:47.480
<v Speaker 1>especially to American storytelling, it was really kind of revolutionary

0:17:47.520 --> 0:17:50.320
<v Speaker 1>to watch a a father being upset about the loss

0:17:50.320 --> 0:17:52.080
<v Speaker 1>of his child. I thought that if it had been

0:17:52.119 --> 0:17:55.160
<v Speaker 1>done in America, it probably would have been a mother instead.

0:17:55.440 --> 0:17:57.640
<v Speaker 1>And in fact, when the Silent Hill movie came out

0:17:58.080 --> 0:18:02.120
<v Speaker 1>in whenever it came out, it was, they did change

0:18:02.119 --> 0:18:05.439
<v Speaker 1>it to a mother. And you know, and not that

0:18:05.560 --> 0:18:07.439
<v Speaker 1>you know, not not that women have no place in

0:18:07.480 --> 0:18:09.480
<v Speaker 1>the media, certainly that I just thought that it was

0:18:09.480 --> 0:18:11.320
<v Speaker 1>a more interesting choice to have it be a father, right,

0:18:11.400 --> 0:18:14.160
<v Speaker 1>And you said you liked the first thirty five minutes

0:18:14.200 --> 0:18:16.280
<v Speaker 1>of that movie, and then you didn't like it. I

0:18:16.280 --> 0:18:18.520
<v Speaker 1>get very angry at that movie. But that's that is

0:18:18.560 --> 0:18:21.400
<v Speaker 1>an entire that actually fits in more with our more

0:18:21.440 --> 0:18:24.159
<v Speaker 1>with some of the discussion later because because because I

0:18:24.200 --> 0:18:27.080
<v Speaker 1>have to admit that I've only played the first three

0:18:27.119 --> 0:18:32.320
<v Speaker 1>and a half Silent Hill games, um or or I've

0:18:32.359 --> 0:18:35.720
<v Speaker 1>probably played about four total. But but but the first

0:18:35.840 --> 0:18:38.720
<v Speaker 1>three to completion and then Silent Hill four The Room

0:18:38.760 --> 0:18:41.399
<v Speaker 1>and Silent Hill Homecoming are the only two titles that

0:18:41.400 --> 0:18:43.400
<v Speaker 1>I've picked up, and I didn't enjoy those nearly as much.

0:18:43.840 --> 0:18:45.719
<v Speaker 1>Um But but we can, we can get into all

0:18:45.720 --> 0:18:48.480
<v Speaker 1>of that later. So so so the story follows Harry Mason.

0:18:48.680 --> 0:18:51.800
<v Speaker 1>It turns out, like you do, that his daughter Cheryl

0:18:52.080 --> 0:18:57.399
<v Speaker 1>is the uh soul divided reincarnation of a little girl

0:18:57.560 --> 0:19:02.240
<v Speaker 1>whose mother used her to read is a demon that

0:19:03.240 --> 0:19:08.000
<v Speaker 1>I almost follow that, Okay, okay, alright, So so she

0:19:08.240 --> 0:19:13.360
<v Speaker 1>was the focal point for of truly evil summoning evil summoning. Well,

0:19:13.800 --> 0:19:17.639
<v Speaker 1>to be fair, the purpose of the summoning was supposed

0:19:17.640 --> 0:19:22.920
<v Speaker 1>to bring um piece piece and goodwill, right, because another

0:19:22.960 --> 0:19:26.760
<v Speaker 1>thing we should point out is that Asian mythology and

0:19:26.840 --> 0:19:30.359
<v Speaker 1>the idea of demons and ghosts can differ quite a

0:19:30.359 --> 0:19:33.919
<v Speaker 1>bit from the Western versions of these things as well. Absolutely,

0:19:33.960 --> 0:19:36.600
<v Speaker 1>and actually strangely, some of the mythology in these games

0:19:36.800 --> 0:19:40.359
<v Speaker 1>seems to have been based on Judh Kabala. Oh interesting

0:19:40.440 --> 0:19:44.200
<v Speaker 1>ye so, but but with also those those pop culture

0:19:44.200 --> 0:19:47.160
<v Speaker 1>references to Stephen King and other stuff, I mean, and

0:19:47.160 --> 0:19:49.360
<v Speaker 1>and some of those references are very clear throughout the games.

0:19:49.359 --> 0:19:52.040
<v Speaker 1>You've got the street name streets are named after Richard

0:19:52.080 --> 0:19:55.159
<v Speaker 1>Matheson and Richard Bachman, which is Stephen King's early pen

0:19:55.320 --> 0:19:59.840
<v Speaker 1>name is alter Ego, the one who wrote things like

0:20:00.040 --> 0:20:04.000
<v Speaker 1>in her Yes, um there's there's a reference to the

0:20:04.040 --> 0:20:06.439
<v Speaker 1>Midwich Cuckoos, which of course became Village of the Damned

0:20:06.440 --> 0:20:10.480
<v Speaker 1>in film Ray Bradbury stuff like that. Um so so

0:20:10.520 --> 0:20:13.640
<v Speaker 1>there's there's there's a lot of great history inserted into

0:20:13.680 --> 0:20:16.000
<v Speaker 1>those games. And you know, that's that's the that's the

0:20:16.119 --> 0:20:20.560
<v Speaker 1>nutshell um of of the first game. I don't want

0:20:20.600 --> 0:20:23.119
<v Speaker 1>to get too detailed about it because then I'm just

0:20:23.160 --> 0:20:26.199
<v Speaker 1>going to be explaining how he runs through various different

0:20:26.240 --> 0:20:29.440
<v Speaker 1>creepy scenarios and that they're creepy. Well to me, what's

0:20:29.440 --> 0:20:31.640
<v Speaker 1>also interesting, Like you were saying, it's a father searching

0:20:31.760 --> 0:20:34.919
<v Speaker 1>for a daughter, and we've seen other games since then

0:20:35.040 --> 0:20:37.040
<v Speaker 1>kind of tap into that same thing I'm thinking of.

0:20:37.160 --> 0:20:40.080
<v Speaker 1>Like the Dead Rising To game has a very has

0:20:40.080 --> 0:20:43.200
<v Speaker 1>a very solar which again not so much a survival

0:20:43.240 --> 0:20:45.199
<v Speaker 1>horror it is in the sense that some of the

0:20:45.200 --> 0:20:48.240
<v Speaker 1>themes are very similar. But again, he it's a father

0:20:48.320 --> 0:20:51.360
<v Speaker 1>who's trying to protect his daughter by getting her medicine

0:20:51.359 --> 0:20:54.479
<v Speaker 1>to keep her from transforming into a zombie. Um spoiler

0:20:54.520 --> 0:20:56.320
<v Speaker 1>alert if you've never played Dead Rising Too. But that

0:20:56.400 --> 0:20:59.640
<v Speaker 1>game is old, so come on, um, but I mean,

0:21:00.040 --> 0:21:01.960
<v Speaker 1>but that happens at the very beginning of the game.

0:21:02.000 --> 0:21:03.679
<v Speaker 1>It's not it's not like a spoiler at the end

0:21:03.760 --> 0:21:05.920
<v Speaker 1>or anything. That's the very beginning. It's it's established that

0:21:06.000 --> 0:21:09.160
<v Speaker 1>you your purpose is to keep getting mess and until

0:21:09.200 --> 0:21:11.639
<v Speaker 1>you guys get rescued, so that way it keeps your

0:21:11.680 --> 0:21:17.359
<v Speaker 1>daughter alive. Also, the recent Walking Dead episodic games have

0:21:17.760 --> 0:21:22.480
<v Speaker 1>a character who acts at like a father figure to

0:21:22.720 --> 0:21:25.520
<v Speaker 1>a little girl. He's not the girl's father. He's actually

0:21:26.119 --> 0:21:29.919
<v Speaker 1>uh escaped con is probably the wrong term. He was.

0:21:30.160 --> 0:21:33.359
<v Speaker 1>He was a man being escorted to prison when the

0:21:33.440 --> 0:21:36.840
<v Speaker 1>zombies happened, and then a car crash later, he's no

0:21:36.880 --> 0:21:40.320
<v Speaker 1>longer in the cop car and he's trying to survive,

0:21:40.680 --> 0:21:42.879
<v Speaker 1>so it's not like he's an escape con but he

0:21:43.000 --> 0:21:45.520
<v Speaker 1>ends up being the protector of this girl, and the

0:21:45.560 --> 0:21:49.639
<v Speaker 1>storyline unfolds with him really taking on that role. So

0:21:49.720 --> 0:21:52.399
<v Speaker 1>it's interesting to me because it seems to me like

0:21:52.480 --> 0:21:57.240
<v Speaker 1>this first Silent Hill game kind of created that that model,

0:21:57.760 --> 0:22:00.639
<v Speaker 1>and other games have sort of followed saying, this is

0:22:00.680 --> 0:22:04.240
<v Speaker 1>an interesting dynamic and it's one worth exploring, and it's

0:22:04.480 --> 0:22:08.520
<v Speaker 1>rich for its storytelling potential. Sure, And also I think

0:22:08.560 --> 0:22:11.760
<v Speaker 1>it's a little bit less insulting to have if you're

0:22:11.760 --> 0:22:14.520
<v Speaker 1>going to have to go rescue someone in a game.

0:22:14.680 --> 0:22:16.359
<v Speaker 1>I think it's a little bit less insulting for it

0:22:16.400 --> 0:22:18.840
<v Speaker 1>to be a child as opposed to a full grown woman. Yes.

0:22:19.480 --> 0:22:23.120
<v Speaker 1>In Resident Evil, for yeah, it's one of the most

0:22:23.200 --> 0:22:27.000
<v Speaker 1>useless characters to follow you around, and you you never

0:22:27.040 --> 0:22:29.600
<v Speaker 1>you never have someone intelligent or useful following you or

0:22:29.720 --> 0:22:32.800
<v Speaker 1>well that's usually other than like the arbiter, but that's

0:22:32.880 --> 0:22:34.679
<v Speaker 1>but that's a separate issue. It's usually the fault of

0:22:34.680 --> 0:22:38.120
<v Speaker 1>the AI. Yes, necessarily the fault of the character, but

0:22:38.640 --> 0:22:42.440
<v Speaker 1>Resident eval for it's both. It turns out spoiler alert

0:22:42.480 --> 0:22:44.879
<v Speaker 1>for that too. I once played No, I'm sorry it

0:22:44.920 --> 0:22:46.800
<v Speaker 1>was Resident Eval five. I got to play on the

0:22:46.920 --> 0:22:50.879
<v Speaker 1>side of the hard rock casino and ces that's interesting

0:22:50.920 --> 0:22:55.040
<v Speaker 1>to play survival horror when it's projected seventy seven stories high. Yeah,

0:22:55.119 --> 0:22:57.600
<v Speaker 1>I'm not sure how I feel about that. It was awesome.

0:22:58.160 --> 0:23:01.240
<v Speaker 1>It's a little chilly, but it was awesome. It was

0:23:01.280 --> 0:23:03.520
<v Speaker 1>a capcom thing at c S and I had a

0:23:03.520 --> 0:23:05.680
<v Speaker 1>great time, and I'm not gonna brooke any discussion on

0:23:05.720 --> 0:23:09.920
<v Speaker 1>the matter. Good good for you, but no, the Silent

0:23:10.000 --> 0:23:12.720
<v Speaker 1>Hill really started to set some interesting trends, and that

0:23:12.720 --> 0:23:15.320
<v Speaker 1>that the survival horror games that came before we're not

0:23:15.440 --> 0:23:19.000
<v Speaker 1>as necessarily as deeply story driven as Silent Hill was

0:23:19.480 --> 0:23:23.080
<v Speaker 1>and so right, or or as atmospheric. That's another good point.

0:23:23.320 --> 0:23:27.320
<v Speaker 1>And in fact, before we really get into the deep

0:23:27.440 --> 0:23:32.000
<v Speaker 1>level of you know, discussion kind of where you're deconstructing

0:23:32.040 --> 0:23:35.200
<v Speaker 1>things and getting angry because I can't wait to see

0:23:35.240 --> 0:23:38.440
<v Speaker 1>Lauren angry because I'm usually the angry one on this show.

0:23:38.680 --> 0:23:41.080
<v Speaker 1>And guess what, guys, I'm not always going to be

0:23:41.119 --> 0:23:44.000
<v Speaker 1>the angry one now, isn't it awesome? Someone else is

0:23:44.000 --> 0:23:46.359
<v Speaker 1>gonna be angry too. Sometimes I'm going to be the

0:23:46.400 --> 0:23:51.720
<v Speaker 1>one hiding super party. Uh So, Yeah, here, here's some

0:23:51.800 --> 0:23:54.320
<v Speaker 1>other games that came out, just to kind of give

0:23:54.320 --> 0:23:58.560
<v Speaker 1>you a comparison, uh with this this sort of revolutionary story.

0:23:59.560 --> 0:24:02.120
<v Speaker 1>So in ninety nine, that was also when we got

0:24:02.119 --> 0:24:05.080
<v Speaker 1>things like Ashron's Call, which was an online role playing game.

0:24:05.119 --> 0:24:08.159
<v Speaker 1>One of the early ones, Balter's Gate. Tales of the

0:24:08.200 --> 0:24:12.359
<v Speaker 1>Sword Coast came out that year. Uh. Cabella's big game

0:24:12.440 --> 0:24:18.359
<v Speaker 1>Hunter three, Cricket Cricket. The Cabella series has kind of

0:24:18.359 --> 0:24:20.879
<v Speaker 1>an interesting reputation online if you're not familiar with it.

0:24:20.960 --> 0:24:23.720
<v Speaker 1>Kesslvania for Ninteno sixty four, it came out that year.

0:24:24.520 --> 0:24:28.640
<v Speaker 1>Crazy Taxi. I have that for my Dreamcast. I still

0:24:28.680 --> 0:24:33.600
<v Speaker 1>have a Dreamcast Dead or Alive two. Classy, classy game

0:24:34.320 --> 0:24:38.000
<v Speaker 1>Donkey Kong sixty four Grand Theft Auto two that was

0:24:38.359 --> 0:24:41.359
<v Speaker 1>back when it was a top down game. It's not

0:24:41.400 --> 0:24:45.000
<v Speaker 1>a first person view or third person view. I think

0:24:45.000 --> 0:24:46.600
<v Speaker 1>the first person because it's when you're in the car,

0:24:46.680 --> 0:24:48.720
<v Speaker 1>but yeah, third person and you don't know, you can

0:24:48.760 --> 0:24:50.479
<v Speaker 1>also do a third person in the car too, right,

0:24:50.880 --> 0:24:54.879
<v Speaker 1>Not everyone plays first person like I do. Um India

0:24:55.000 --> 0:24:56.960
<v Speaker 1>Jones The Infernal Machine, which is a good example of

0:24:56.960 --> 0:24:59.040
<v Speaker 1>an adventure game that does not have a horror theme,

0:24:59.119 --> 0:25:03.160
<v Speaker 1>but it also had that sort of puzzle solving mechanic

0:25:03.320 --> 0:25:07.120
<v Speaker 1>that is very important in survival horror. UH, Planescape Torment,

0:25:07.320 --> 0:25:09.879
<v Speaker 1>which was a D and D game that got a

0:25:09.880 --> 0:25:13.720
<v Speaker 1>lot of fans. UM Quake three Arena if you want

0:25:13.760 --> 0:25:18.080
<v Speaker 1>that first person shooter experience, Residentval three Nemesis came out

0:25:18.200 --> 0:25:21.600
<v Speaker 1>that year. UH, SimCity three thousand came out that year.

0:25:22.400 --> 0:25:26.600
<v Speaker 1>Ultima nine Ascension, the only ultimate game I have never played,

0:25:27.240 --> 0:25:31.280
<v Speaker 1>UH came out that year, and UH, the greatest video

0:25:31.400 --> 0:25:33.760
<v Speaker 1>game to ever come out on the N sixty four

0:25:33.840 --> 0:25:35.800
<v Speaker 1>came out that year, and it is not Golden I

0:25:37.040 --> 0:25:39.840
<v Speaker 1>what what is it? Jonathan w w F WrestleMania two

0:25:39.840 --> 0:25:43.520
<v Speaker 1>thousand and I am not joking, Jonathan. I'm sure that

0:25:43.560 --> 0:25:46.080
<v Speaker 1>you guys noticed, but Jonathan might be a little bit

0:25:46.119 --> 0:25:49.919
<v Speaker 1>excited sometimes about wrestling. WWF. Wrestle Mania two thousand is

0:25:49.960 --> 0:25:52.440
<v Speaker 1>one of my favorite video games of all time, bar none.

0:25:52.520 --> 0:25:55.360
<v Speaker 1>I even think it's better than No Mercy, which came

0:25:55.400 --> 0:25:59.080
<v Speaker 1>out the following year. Strong words, strong words, indeed, I've

0:25:59.160 --> 0:26:03.240
<v Speaker 1>never played. I'll bring it in excellent, and you're going

0:26:03.320 --> 0:26:05.479
<v Speaker 1>to create your own wrestler and it's gonna look like

0:26:05.520 --> 0:26:07.320
<v Speaker 1>you because I've already got one that looks like me.

0:26:08.640 --> 0:26:12.960
<v Speaker 1>I'm not not sure if that's actually a true in

0:26:13.000 --> 0:26:15.639
<v Speaker 1>the game, but that's because it's based on a character

0:26:15.680 --> 0:26:17.920
<v Speaker 1>I played on stage. It's not the way I normally dress.

0:26:18.880 --> 0:26:25.199
<v Speaker 1>I mean, today's an exception. Anyway. That's an example of

0:26:25.200 --> 0:26:26.760
<v Speaker 1>the type of games that were coming out the same

0:26:26.840 --> 0:26:29.239
<v Speaker 1>year that Silent Hill did. So Silent Hill really was

0:26:29.640 --> 0:26:32.280
<v Speaker 1>very different because all the very different and that's the

0:26:32.320 --> 0:26:34.720
<v Speaker 1>main reason why I had I kind of assembled that list,

0:26:34.720 --> 0:26:36.960
<v Speaker 1>and that, of course is just a tiny, tiny sample

0:26:37.040 --> 0:26:40.760
<v Speaker 1>of all the hundreds of games that came out. Gaming

0:26:40.800 --> 0:26:44.560
<v Speaker 1>industry was a thing. It turns out, you know, there

0:26:44.560 --> 0:26:46.440
<v Speaker 1>were quite a few consoles on the market, and then

0:26:46.480 --> 0:26:50.119
<v Speaker 1>more we're coming out shortly thereafter. Because let's remember this

0:26:50.200 --> 0:26:53.360
<v Speaker 1>is the PlayStation one era, this is before Xbox. Yeah,

0:26:53.359 --> 0:26:55.639
<v Speaker 1>because it was only in two thousand one, September of

0:26:55.640 --> 0:26:57.280
<v Speaker 1>two thousand one that Silent Hill two came out for

0:26:57.280 --> 0:27:01.080
<v Speaker 1>the PS two and um uh and yeah, yeah, that

0:27:01.080 --> 0:27:03.679
<v Speaker 1>that game. That game built up off of the Silent

0:27:03.720 --> 0:27:05.920
<v Speaker 1>Hill one story in a way that was not necessarily

0:27:05.960 --> 0:27:08.560
<v Speaker 1>connected to the first story. None of the same characters

0:27:08.560 --> 0:27:11.600
<v Speaker 1>showed up aside from some of the some of the

0:27:11.720 --> 0:27:15.119
<v Speaker 1>villain monsters. Um But but what what they did with

0:27:15.160 --> 0:27:17.200
<v Speaker 1>the story is what I really find fascinating about the

0:27:17.200 --> 0:27:19.440
<v Speaker 1>Silent Hill series, and I think why it has endured

0:27:19.480 --> 0:27:23.040
<v Speaker 1>as much as it has because what they did is, um,

0:27:23.080 --> 0:27:25.760
<v Speaker 1>they took they took this concept of this town that

0:27:25.840 --> 0:27:30.680
<v Speaker 1>has been that has been psychically messed around really hard,

0:27:31.280 --> 0:27:36.000
<v Speaker 1>and and they extended that so that any other any

0:27:36.040 --> 0:27:38.399
<v Speaker 1>other person who has had dealings with this town, the

0:27:38.400 --> 0:27:42.200
<v Speaker 1>town feeds off of any any psychic badness going on

0:27:42.640 --> 0:27:47.360
<v Speaker 1>with them. So damaged characters feed this thing. Damaged characters

0:27:47.400 --> 0:27:51.280
<v Speaker 1>feed this thing, and and it draws them in and

0:27:51.359 --> 0:27:54.720
<v Speaker 1>by their presence they changed the town, or they change

0:27:54.760 --> 0:27:56.560
<v Speaker 1>their own perception of the reality in the town. It's

0:27:56.560 --> 0:27:58.119
<v Speaker 1>a little bit it's a little bit shaky about how

0:27:58.119 --> 0:28:01.760
<v Speaker 1>that works, um but but no, it's fascinating because because

0:28:01.760 --> 0:28:04.600
<v Speaker 1>it means that that anyone who has had any kind

0:28:04.600 --> 0:28:07.000
<v Speaker 1>of contact with Silent Hill and then done something completely

0:28:07.080 --> 0:28:12.520
<v Speaker 1>terrible like people do, winds up being drawn back into

0:28:12.520 --> 0:28:15.200
<v Speaker 1>this town and going through their own extremely personal version

0:28:15.200 --> 0:28:19.160
<v Speaker 1>of hell, and and that that's awful. I don't want

0:28:19.160 --> 0:28:20.520
<v Speaker 1>that to happen to me, but I sure do you

0:28:20.560 --> 0:28:22.280
<v Speaker 1>want to play a video game about that that that

0:28:22.359 --> 0:28:25.560
<v Speaker 1>is emotionally fascinating. It's a it's a it's a definitely

0:28:25.560 --> 0:28:29.679
<v Speaker 1>interesting take on a story. Now there were things that

0:28:29.760 --> 0:28:33.680
<v Speaker 1>made you angry, there were there There ended up being

0:28:33.720 --> 0:28:38.680
<v Speaker 1>things that made me angry in this video game series. UM.

0:28:38.720 --> 0:28:43.280
<v Speaker 1>Eventually UM. A group of Konami employees called Team Silent

0:28:43.880 --> 0:28:46.640
<v Speaker 1>worked on the first four games. This was an internal

0:28:46.680 --> 0:28:52.640
<v Speaker 1>development team working directly underneath Konami. So Konami is developing

0:28:52.640 --> 0:28:55.920
<v Speaker 1>and publishing a game that was completely made in house, right.

0:28:56.160 --> 0:28:58.320
<v Speaker 1>It was kind of a pet project, especially after the

0:28:58.480 --> 0:29:01.560
<v Speaker 1>enormous success of the first game game UM. They had

0:29:01.600 --> 0:29:04.320
<v Speaker 1>an entire fifty people working on the second one, UM.

0:29:04.440 --> 0:29:06.520
<v Speaker 1>I think it dropped down to maybe forty for the

0:29:06.680 --> 0:29:08.720
<v Speaker 1>for the third and fourth ones. The third and fourth

0:29:08.720 --> 0:29:13.720
<v Speaker 1>ones were actually developed nearly simultaneously within Konami. UM. Silent

0:29:13.800 --> 0:29:16.840
<v Speaker 1>Hill three was a direct sequel to Silent Hill. Actually

0:29:16.880 --> 0:29:20.640
<v Speaker 1>it picked up again with Harry Mason's character or his

0:29:20.760 --> 0:29:25.680
<v Speaker 1>daughter actually spoiler alert UM. But as Silent Hill for

0:29:25.880 --> 0:29:30.120
<v Speaker 1>the room was built to be more of a shooter,

0:29:30.160 --> 0:29:32.560
<v Speaker 1>more of an action oriented game with still some of

0:29:32.600 --> 0:29:36.880
<v Speaker 1>the puzzle aspects and still set with the creepy atmosphere,

0:29:37.360 --> 0:29:40.239
<v Speaker 1>but it was intended to be more action packed, and

0:29:40.320 --> 0:29:43.600
<v Speaker 1>for me, honestly, that's why it failed. Um, which is

0:29:43.640 --> 0:29:47.680
<v Speaker 1>interesting because the Resident Evil series took a very similar approach,

0:29:47.760 --> 0:29:50.680
<v Speaker 1>like it changed to be a little bit, it got

0:29:50.720 --> 0:29:54.160
<v Speaker 1>increasingly more action oriented. But I think it actually managed

0:29:54.200 --> 0:29:57.800
<v Speaker 1>to find an audience, like a larger audience that way,

0:29:57.960 --> 0:30:00.280
<v Speaker 1>like people who had never thought of playing the other

0:30:00.320 --> 0:30:02.600
<v Speaker 1>games because because the play style didn't appeal to them.

0:30:02.960 --> 0:30:06.520
<v Speaker 1>But I can see how the elements that truly defined

0:30:06.560 --> 0:30:09.160
<v Speaker 1>the series early on, by getting away from that could

0:30:09.280 --> 0:30:13.920
<v Speaker 1>could potentially lose fans, all right, And it's not I mean,

0:30:14.320 --> 0:30:16.080
<v Speaker 1>you know, I'll admit I'm the kind of person who

0:30:16.200 --> 0:30:19.320
<v Speaker 1>enjoys Missed, but I'm also the kind of person who

0:30:19.400 --> 0:30:21.920
<v Speaker 1>enjoys Halo. So it's not, you know, it's it's not

0:30:21.960 --> 0:30:23.800
<v Speaker 1>that I was just looking for a puzzle experience and

0:30:23.800 --> 0:30:25.600
<v Speaker 1>then I was upset that I had to shoot things.

0:30:25.960 --> 0:30:28.680
<v Speaker 1>So you people who have never played the game Missed

0:30:29.120 --> 0:30:30.760
<v Speaker 1>because there may be a few of you young guns

0:30:30.760 --> 0:30:33.400
<v Speaker 1>out there, Oh dear, I had never even thought of about. Yeah,

0:30:33.600 --> 0:30:36.560
<v Speaker 1>I'm getting the inneurism vain that John hits me all

0:30:36.600 --> 0:30:41.280
<v Speaker 1>the time. But No Missed. Missed was a a a

0:30:41.280 --> 0:30:44.440
<v Speaker 1>puzzle game essentially, but it was done and there was

0:30:44.480 --> 0:30:48.880
<v Speaker 1>an over arching story that the puzzles all fit into.

0:30:49.280 --> 0:30:51.680
<v Speaker 1>You could argue whether or not the story made any sense,

0:30:51.760 --> 0:30:54.320
<v Speaker 1>or if the narrative was worth the effort of solving

0:30:54.320 --> 0:30:56.880
<v Speaker 1>these puzzles, some of which were seemed to have no

0:30:56.920 --> 0:30:58.360
<v Speaker 1>sense of logic to them. It was just one of

0:30:58.400 --> 0:31:02.240
<v Speaker 1>those things where click things until off happens. Um. But

0:31:02.520 --> 0:31:05.680
<v Speaker 1>you know there was there were logical underpinnings to most,

0:31:05.880 --> 0:31:08.840
<v Speaker 1>if not all, the puzzles. Sometimes that was just just

0:31:09.320 --> 0:31:12.120
<v Speaker 1>hidden enough from the player to not be obvious. But

0:31:12.520 --> 0:31:15.280
<v Speaker 1>that was that was a That was all you did

0:31:15.280 --> 0:31:17.720
<v Speaker 1>in that game was solve puzzles. So I was just

0:31:17.760 --> 0:31:19.840
<v Speaker 1>saying that so that way you could our listeners who

0:31:19.880 --> 0:31:22.959
<v Speaker 1>are unfamiliar with it, but probably no Halo would be

0:31:23.200 --> 0:31:26.120
<v Speaker 1>to have some kind of frame of reference. Yes, thank you, Jonathan.

0:31:27.440 --> 0:31:30.520
<v Speaker 1>That's the only reason I'm here. After after Silent Hillford

0:31:30.560 --> 0:31:34.320
<v Speaker 1>came out, UM they started, Konami started UH shipping the

0:31:34.360 --> 0:31:37.560
<v Speaker 1>title out to various other studios. UM Climax Studios has

0:31:37.600 --> 0:31:41.800
<v Speaker 1>worked on it, um other stuff. Double Helix Vatter Games

0:31:41.840 --> 0:31:46.160
<v Speaker 1>did the most recent one I think and uh so yeah,

0:31:46.400 --> 0:31:49.200
<v Speaker 1>these these these are all American and I think batter's

0:31:49.200 --> 0:31:51.560
<v Speaker 1>at check company. Actually, Okay, so you've got you've got

0:31:51.640 --> 0:31:55.760
<v Speaker 1>companies that are not that are trying to preserve the

0:31:55.760 --> 0:31:59.120
<v Speaker 1>feeling of Silent Hill, but are not necessarily as invested

0:31:59.200 --> 0:32:02.080
<v Speaker 1>in it as the team that originally developed it. It's hard.

0:32:02.120 --> 0:32:04.120
<v Speaker 1>It's hard when it's not your baby to take quite

0:32:04.120 --> 0:32:06.280
<v Speaker 1>as good care of it. I think it can be

0:32:06.320 --> 0:32:08.400
<v Speaker 1>a challenge. I mean, I'm sure that three four three

0:32:08.400 --> 0:32:11.920
<v Speaker 1>Studios has that same sort of the burden of responsibility

0:32:12.040 --> 0:32:15.600
<v Speaker 1>to be good stewards of the Halo franchise. But it's

0:32:15.600 --> 0:32:17.560
<v Speaker 1>still not it's still not yours, and you're going to

0:32:17.600 --> 0:32:20.120
<v Speaker 1>want to do slightly different things with it. Um you know,

0:32:20.160 --> 0:32:23.200
<v Speaker 1>it's it's it's like Willy Wonka wanting to recruit Charlie

0:32:23.200 --> 0:32:25.360
<v Speaker 1>and not a grown up because he can mold Charlie

0:32:25.440 --> 0:32:28.800
<v Speaker 1>to do his will. Another excellent documentary, yes, the first

0:32:28.800 --> 0:32:36.080
<v Speaker 1>one in name, starring Gene Wilder. But but yeah, and

0:32:36.080 --> 0:32:38.120
<v Speaker 1>and so so they and and and these people have

0:32:38.200 --> 0:32:40.000
<v Speaker 1>all loved the series of games. I've read a lot

0:32:40.000 --> 0:32:42.160
<v Speaker 1>of interviews with all of the creators, and and they

0:32:42.160 --> 0:32:44.280
<v Speaker 1>are so passionate about it, and I love hearing that.

0:32:44.560 --> 0:32:47.080
<v Speaker 1>Except for the part where I feel like they took

0:32:47.080 --> 0:32:50.040
<v Speaker 1>more after held for the Room, most of the sequels

0:32:50.040 --> 0:32:54.400
<v Speaker 1>have been more actionally and um less puzzly. I get

0:32:54.400 --> 0:32:56.120
<v Speaker 1>a little bit frustrated when I just want to get

0:32:56.120 --> 0:32:57.880
<v Speaker 1>to the next point in the story and there are

0:32:57.920 --> 0:32:59.600
<v Speaker 1>so many things to shoot and I can't just run

0:32:59.680 --> 0:33:05.480
<v Speaker 1>away from them. Um uh. And and also there they

0:33:05.560 --> 0:33:09.040
<v Speaker 1>increased the level of violence. Um. Partially it was just

0:33:09.160 --> 0:33:12.600
<v Speaker 1>a graphics rendering issue, I think, because as graphics have improved,

0:33:13.040 --> 0:33:16.440
<v Speaker 1>you can you can really see the knife strokes and wow,

0:33:16.480 --> 0:33:20.280
<v Speaker 1>you can really see how the bone brew. No, but

0:33:20.360 --> 0:33:22.320
<v Speaker 1>you can and and I'm kind of and I mean,

0:33:22.360 --> 0:33:25.000
<v Speaker 1>I'm not I'm not necessarily squeamish. Some of my favorite

0:33:25.000 --> 0:33:29.000
<v Speaker 1>horror films are things like hell Raiser or Slither. I

0:33:29.000 --> 0:33:31.840
<v Speaker 1>I loved not known for going easy on the gore.

0:33:32.040 --> 0:33:34.680
<v Speaker 1>I love a good schlock flick, but that's not necessarily

0:33:34.720 --> 0:33:37.239
<v Speaker 1>what I'm looking for Silent Hill. And and like like

0:33:37.360 --> 0:33:39.760
<v Speaker 1>many nerds, I do get a little bit protective about

0:33:39.800 --> 0:33:43.720
<v Speaker 1>the media that I consume. And I'm sorry, oh no, no, no,

0:33:43.800 --> 0:33:46.080
<v Speaker 1>I was just gonna say it very much reminds me

0:33:46.320 --> 0:33:51.200
<v Speaker 1>of how Boris Karloff used to criticize the horror movie

0:33:51.240 --> 0:33:53.480
<v Speaker 1>industry because he said that the movies he made, he

0:33:53.560 --> 0:33:56.720
<v Speaker 1>liked to think of them as terror pictures, like the

0:33:56.760 --> 0:33:59.840
<v Speaker 1>idea was that they inspire terror, the sense of any

0:34:00.200 --> 0:34:04.440
<v Speaker 1>and fear, whereas horror movies were more about shocking you

0:34:04.560 --> 0:34:07.360
<v Speaker 1>and grossing you out. And it's two different things. It's

0:34:07.400 --> 0:34:10.000
<v Speaker 1>the same reason why again, I really like the Japanese

0:34:10.000 --> 0:34:13.320
<v Speaker 1>horror because it was something that could increase that tension

0:34:13.360 --> 0:34:17.280
<v Speaker 1>and terror, same way that I like some nineties seventies

0:34:17.280 --> 0:34:20.600
<v Speaker 1>and early eighties horror movies that were that because of

0:34:20.600 --> 0:34:23.440
<v Speaker 1>a lack of budget, they had to use other tricks

0:34:23.480 --> 0:34:27.759
<v Speaker 1>in order to really get you uneasy, And to me,

0:34:28.000 --> 0:34:30.560
<v Speaker 1>those are really effective. And if you have like a

0:34:30.640 --> 0:34:34.440
<v Speaker 1>huge budget and it's all about people exploding into it's

0:34:34.440 --> 0:34:38.080
<v Speaker 1>a blood, then after how can fit After like the

0:34:38.080 --> 0:34:40.399
<v Speaker 1>third or fourth time, you're like, okay, you know it's

0:34:41.440 --> 0:34:44.200
<v Speaker 1>I mean, I hate to bring up I love Samuraimi's work,

0:34:44.280 --> 0:34:47.919
<v Speaker 1>don't get me wrong, but but evil dead, I mean

0:34:48.200 --> 0:34:50.919
<v Speaker 1>evil dead. You eventually are like, all right, how many

0:34:50.920 --> 0:34:53.000
<v Speaker 1>times am I going to see them? Have to try

0:34:53.040 --> 0:34:57.040
<v Speaker 1>and chop up this possessed person, you know, before it

0:34:57.040 --> 0:35:00.480
<v Speaker 1>gets a little bit, a little bit old, We're just funny,

0:35:00.080 --> 0:35:04.040
<v Speaker 1>it becomes not terrifying, right, which is why Evil Dead too.

0:35:04.080 --> 0:35:08.080
<v Speaker 1>And and then Army of Darkness took a more comedic

0:35:08.320 --> 0:35:11.560
<v Speaker 1>approach to the material because people were finding a movie

0:35:11.560 --> 0:35:15.839
<v Speaker 1>that was not intended to be comedic, in fact extremely funny. Yes,

0:35:16.320 --> 0:35:21.200
<v Speaker 1>sorry anyway, Uh yeah, so so the style of the

0:35:21.239 --> 0:35:24.120
<v Speaker 1>game changed. Yeah, the style of the game changed. And um,

0:35:24.239 --> 0:35:26.640
<v Speaker 1>and and there was the point at which I really

0:35:26.640 --> 0:35:28.759
<v Speaker 1>stopped playing Silent Hill. Was was at the end of

0:35:28.800 --> 0:35:33.160
<v Speaker 1>Silent Hill Homecoming. Um, your your final boss fight against

0:35:33.160 --> 0:35:36.719
<v Speaker 1>spoilers everywhere, apologies guides. Um, your final boss fight is

0:35:36.760 --> 0:35:42.799
<v Speaker 1>against this Freudian monsters representation of your pregnant mother, um

0:35:42.840 --> 0:35:45.720
<v Speaker 1>as a spider and you have to slash her pregnant

0:35:45.760 --> 0:35:49.120
<v Speaker 1>belly and she vomits on you. And that that is

0:35:49.160 --> 0:35:51.720
<v Speaker 1>the point at which I was like, I'm out, I'm

0:35:51.760 --> 0:35:56.200
<v Speaker 1>I'm basically done with this. I'm not okay with this anymore.

0:35:57.520 --> 0:36:02.480
<v Speaker 1>And I and yes, that horrifying, that is completely horrifying,

0:36:02.480 --> 0:36:04.040
<v Speaker 1>But it's so horrifying that I don't want to look

0:36:04.080 --> 0:36:06.600
<v Speaker 1>at it anymore. It's not it's not fun. It's no

0:36:06.640 --> 0:36:09.840
<v Speaker 1>longer entertainment or fun. It's just it's just it's just wrong.

0:36:09.920 --> 0:36:12.960
<v Speaker 1>It's actually unsettling. It's not fun, unsettling, and so and

0:36:12.960 --> 0:36:14.279
<v Speaker 1>so that's the point at which I kind of gave

0:36:14.320 --> 0:36:16.280
<v Speaker 1>up on the series. That's that's kind of my feeling

0:36:16.320 --> 0:36:20.280
<v Speaker 1>about certain grindhouse horror movies, right where the grindhouse horror

0:36:20.360 --> 0:36:25.200
<v Speaker 1>was all about the taking exploitation to the furthest limits,

0:36:25.239 --> 0:36:28.520
<v Speaker 1>to the point where it's just truly uncomfortable to watch it.

0:36:28.560 --> 0:36:32.480
<v Speaker 1>And if you are, if you are at all entertained,

0:36:32.520 --> 0:36:35.800
<v Speaker 1>you then feel a sense of shame for feeling entertained

0:36:35.800 --> 0:36:38.400
<v Speaker 1>by what's unfolding on the streaming in front of you.

0:36:39.960 --> 0:36:41.839
<v Speaker 1>Some of the Catching me Gay's films do the same

0:36:41.880 --> 0:36:47.560
<v Speaker 1>thing for you, and um actually all of them audition audition,

0:36:48.239 --> 0:36:52.760
<v Speaker 1>and technically the Silent Hill Kids have called out the

0:36:52.800 --> 0:36:57.640
<v Speaker 1>author of the original novel of addition, um Riamrakhani, as

0:36:57.680 --> 0:37:01.120
<v Speaker 1>one of their u one of their unches. But but

0:37:01.200 --> 0:37:02.759
<v Speaker 1>at the same time, I mean, you know so so,

0:37:02.760 --> 0:37:04.759
<v Speaker 1>so that's that's all part of that, that's all in there.

0:37:05.040 --> 0:37:08.560
<v Speaker 1>And I think that the Freudian, the psychological and I

0:37:08.640 --> 0:37:11.120
<v Speaker 1>keep I do keep using the word Freudian, and that's

0:37:11.160 --> 0:37:14.719
<v Speaker 1>only because that's all I can really call it. I mean,

0:37:14.760 --> 0:37:16.879
<v Speaker 1>it's you know, I hate to go to Victorian about

0:37:16.880 --> 0:37:20.480
<v Speaker 1>things or two to armchair psychology about things, but but

0:37:20.600 --> 0:37:23.120
<v Speaker 1>it is. I mean, the themes in this game are

0:37:23.160 --> 0:37:27.439
<v Speaker 1>full of full of doppelgangers and full of uh, all

0:37:27.480 --> 0:37:31.120
<v Speaker 1>of the representations of things that have come back to

0:37:31.160 --> 0:37:33.319
<v Speaker 1>haunt you. Literally coming back to haunt you except with

0:37:33.400 --> 0:37:36.720
<v Speaker 1>knives and coming back to haunt you except with nives

0:37:37.960 --> 0:37:42.040
<v Speaker 1>reminds me of a girl I used to date. Not

0:37:42.160 --> 0:37:48.320
<v Speaker 1>a different show, not tech stuff. But Silent Hill definitely

0:37:48.360 --> 0:37:50.440
<v Speaker 1>was a very influential game. I mean we could we

0:37:50.440 --> 0:37:53.080
<v Speaker 1>can see its influences in other games that came out,

0:37:53.640 --> 0:37:56.880
<v Speaker 1>things like even games that got super wacky, like Eternal

0:37:56.960 --> 0:38:00.239
<v Speaker 1>Darkness that was the in sixty four game goes in

0:38:00.320 --> 0:38:02.600
<v Speaker 1>sixty four, right, yeah, I think it's in sixty four

0:38:02.800 --> 0:38:05.880
<v Speaker 1>where it was the game would would would mess with you,

0:38:05.880 --> 0:38:08.200
<v Speaker 1>would mess with you, like it would like it looks

0:38:08.200 --> 0:38:10.920
<v Speaker 1>like it's suddenly turned itself off, or just the volume,

0:38:11.200 --> 0:38:13.360
<v Speaker 1>just the volume it would or you'd walk into a

0:38:13.440 --> 0:38:15.320
<v Speaker 1>room and everything's upside down, or you'd walk into a

0:38:15.400 --> 0:38:17.879
<v Speaker 1>room and suddenly you are one of the monsters. You're

0:38:17.880 --> 0:38:20.520
<v Speaker 1>not you anymore. And the whole idea was that it's

0:38:20.640 --> 0:38:24.080
<v Speaker 1>it's messing with your sanity, and as your character's sanity decreases,

0:38:24.440 --> 0:38:26.720
<v Speaker 1>it began to mess with you in a meta way

0:38:27.320 --> 0:38:29.799
<v Speaker 1>so that you're like, why is my volume going on

0:38:29.840 --> 0:38:32.640
<v Speaker 1>the way down? And then you turn the volume and

0:38:32.680 --> 0:38:34.719
<v Speaker 1>then when the volume comes back to normal, it's like

0:38:34.760 --> 0:38:37.160
<v Speaker 1>ten times as loud because you've been turning the volume

0:38:37.160 --> 0:38:39.359
<v Speaker 1>and your television up and it's just been faking that

0:38:39.400 --> 0:38:42.520
<v Speaker 1>the volume has been going down. Um. But but you

0:38:42.560 --> 0:38:47.000
<v Speaker 1>could see elements of Silent Hill informing these later entries

0:38:47.040 --> 0:38:50.279
<v Speaker 1>into the survival horror genre, including ones you know, like

0:38:50.320 --> 0:38:53.160
<v Speaker 1>I said that the definition of survival horror has changed

0:38:53.200 --> 0:38:56.319
<v Speaker 1>over the years to the point now where it's kind

0:38:56.320 --> 0:39:00.080
<v Speaker 1>of just a broad, uh label that would slap on

0:39:00.120 --> 0:39:04.120
<v Speaker 1>anything that happens to fall within the horror genre. Right,

0:39:04.160 --> 0:39:05.960
<v Speaker 1>But but that's not really what the what the genre

0:39:06.120 --> 0:39:08.600
<v Speaker 1>is is about. I'm going to go ahead and say

0:39:08.680 --> 0:39:11.320
<v Speaker 1>that that's not that's not what my survival horror genre

0:39:11.440 --> 0:39:13.239
<v Speaker 1>is about. That's fine, Lauren, you just go ahead and

0:39:13.239 --> 0:39:16.440
<v Speaker 1>define it, and we're sticking with your definition. That's what

0:39:16.480 --> 0:39:18.800
<v Speaker 1>we do here at tech Stuff too. We make sweeping

0:39:18.840 --> 0:39:22.680
<v Speaker 1>generalizations and then we stand by them. But now, I mean,

0:39:22.719 --> 0:39:24.719
<v Speaker 1>even even things like BioShock, I think you can see

0:39:24.719 --> 0:39:27.839
<v Speaker 1>the influence of something like silent heilen Um just because

0:39:27.880 --> 0:39:31.120
<v Speaker 1>they're they're they're creepy, and and that is that is

0:39:31.120 --> 0:39:33.879
<v Speaker 1>their point. Yeah. So, I mean I think that gives

0:39:33.920 --> 0:39:36.080
<v Speaker 1>us a lot of insight into who you are. You like,

0:39:36.920 --> 0:39:43.000
<v Speaker 1>you like creepy things. Uh, you get irritated when they change? Yes? Um, yeah, No,

0:39:43.200 --> 0:39:45.200
<v Speaker 1>I think that's it. I'm pretty sure that's all we

0:39:45.239 --> 0:39:48.880
<v Speaker 1>need to know. But no, this, ladies and gentlemen, Uh

0:39:48.920 --> 0:39:52.000
<v Speaker 1>this She is our new co host. Lauren is going

0:39:52.040 --> 0:39:54.319
<v Speaker 1>to be joining us on this journey that we call

0:39:54.440 --> 0:39:57.680
<v Speaker 1>text Stuff, and I'm very much looking forward to it.

0:39:58.120 --> 0:40:03.040
<v Speaker 1>She and I have had multiple extensive conversations in the

0:40:03.120 --> 0:40:06.640
<v Speaker 1>office about just about everything, and it becomes pretty clear

0:40:06.680 --> 0:40:09.959
<v Speaker 1>that her snarky sense of humor and my snarky sense

0:40:10.000 --> 0:40:12.799
<v Speaker 1>of humor complement each other really well. So I'm really

0:40:12.800 --> 0:40:17.160
<v Speaker 1>looking forward to this experience of of recording podcasts with you.

0:40:17.239 --> 0:40:19.480
<v Speaker 1>I can't wait to see what else we come up with.

0:40:19.520 --> 0:40:22.040
<v Speaker 1>I've already got lists of Stuff listeners are sending in

0:40:22.520 --> 0:40:25.680
<v Speaker 1>or the topics that we should tackle, and uh, and

0:40:25.719 --> 0:40:27.560
<v Speaker 1>so I don't think we're gonna be hurting for topics

0:40:27.560 --> 0:40:31.080
<v Speaker 1>anytime soon. Excellent. And yeah, So guys, if you have

0:40:31.160 --> 0:40:35.480
<v Speaker 1>any suggestions for future episodes of tech Stuff, or you

0:40:35.520 --> 0:40:37.560
<v Speaker 1>just want to say hi to Lauren and welcome her

0:40:37.600 --> 0:40:40.839
<v Speaker 1>to the tech stuff family, I highly recommend you let

0:40:40.920 --> 0:40:44.239
<v Speaker 1>us know. Send us an email. Our address is tech

0:40:44.320 --> 0:40:47.719
<v Speaker 1>stuff at Discovery dot com, or drop us a line

0:40:47.719 --> 0:40:50.680
<v Speaker 1>on Facebook or Twitter. Are handled. There is text stuff

0:40:50.880 --> 0:40:53.360
<v Speaker 1>hs W and Lauren and I will talk to you

0:40:53.400 --> 0:40:57.680
<v Speaker 1>again really soon. For more on this and thousands of

0:40:57.719 --> 0:41:04.239
<v Speaker 1>other topics, it has to works dot com