WEBVTT - TechStuff Classic: The Full Motion Video Era - Home Gaming

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and the Love all Things Tech. It is a Friday,

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<v Speaker 1>so it's time for a classic episode of tech Stuff.

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<v Speaker 1>This episode originally published on August four, two thousand fourteen.

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<v Speaker 1>It is titled the Full Motion Video Era Home Gaming.

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<v Speaker 1>So last week we did a full motion video classic

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<v Speaker 1>about arcade games. This one's about home video games. If

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<v Speaker 1>you're not familiar with full motion video, these are games

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<v Speaker 1>that incorporated live action video into the games themselves, to

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<v Speaker 1>varying degrees of effectiveness and hilarity. So let's listen in

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<v Speaker 1>on this classic episode. We're not covering every single imp

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<v Speaker 1>title because oh no, certainly not they were. There were

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<v Speaker 1>definitely a lot of them, and many of them honestly

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<v Speaker 1>not worth our time, and some of them were you know,

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<v Speaker 1>kind of never really heard or seen from again, like

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<v Speaker 1>stuff that either got released but barely was was adopted

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<v Speaker 1>at all. So we're just really concentrating on the really

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<v Speaker 1>famous ones, particularly some that some of our listeners have

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<v Speaker 1>asked about, including this one from sewer Shark sewer Shark. Yes. Uh.

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<v Speaker 1>This this was for the three D O eventually a

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<v Speaker 1>CD which had come out, I believe in that was

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<v Speaker 1>what we decided. And uh, one of the earliest console

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<v Speaker 1>games to use FMV, maybe the first one. Uh. And

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<v Speaker 1>you're you're flying as a You're playing as a pilot

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<v Speaker 1>who flies a ship that flies through sewers. Uh. It's

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<v Speaker 1>set in a post apocalyptic future where everybody's moved underground,

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<v Speaker 1>but there are rumors that there are some places above

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<v Speaker 1>ground that could still be habitable, but the government is

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<v Speaker 1>very much about, you know, keeping those rumor under under check.

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<v Speaker 1>And you play a pilot who's trying to find um

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<v Speaker 1>well one, trying to fight this kind of totalitarian government

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<v Speaker 1>and to trying to get to the surface. And so

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<v Speaker 1>you had all these sequences where you were flying through

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<v Speaker 1>pipes and that was all full motion video stuff, and

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<v Speaker 1>you really uh kind of had sprites on top of

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<v Speaker 1>the video that represented monsters that you had to shoot.

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<v Speaker 1>So it's so in a way it was kind of

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<v Speaker 1>similar to that previous game where you had the vector

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<v Speaker 1>graphics crosshairs on top of the yeah, cobra command, So

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<v Speaker 1>it's similar to that in that sense, except this time

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<v Speaker 1>they were sprites, not vector graphics and yep, and you

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<v Speaker 1>also had lots of full motion video with your your

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<v Speaker 1>your compatriots as well as the villain, and they were

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<v Speaker 1>all ridiculous, over the top hammy actors kind of kind

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<v Speaker 1>of awesome. Yeah, we're both actually big fans at that

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<v Speaker 1>school of acting, I think. Yeah, I mean, if it's

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<v Speaker 1>if it's done knowingly, it can be it can be

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<v Speaker 1>a real blast, but even unknowingly it can be kind

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<v Speaker 1>of a sort of a charming train wreck. Yes, yes, oh,

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<v Speaker 1>I mean, and so much so that Sega decided to

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<v Speaker 1>ship it along with their Sega CD system. Yeah. So

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<v Speaker 1>this was one of those games that actually was pretty popular,

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<v Speaker 1>only in the sense that people who bought the Sega

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<v Speaker 1>c D system also got a copy of Sewer Shark.

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<v Speaker 1>A listeners DJ and Daniel, both on Facebook asked us

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<v Speaker 1>to mention this one. Yeah, so thanks very thanks for

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<v Speaker 1>reading in guys. Now here's another game that I played

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<v Speaker 1>a little bit, The Seventh Guest, which was a kind

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<v Speaker 1>of a mystery game. It had a lot of puzzles

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<v Speaker 1>that were sort of missed like in nature, like, uh

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<v Speaker 1>I remember one specific puzzle you're you are presented with

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<v Speaker 1>a cake, and the cake has tombstones and skulls on it,

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<v Speaker 1>and some pieces of the cake don't have either tombstones

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<v Speaker 1>or skulls. And you have to remove five pieces of

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<v Speaker 1>cake at a time. They have to be consecutive, they

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<v Speaker 1>had to touch each other, and each time you remove them,

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<v Speaker 1>you have to have two tombstones, two skulls, and one

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<v Speaker 1>piece of plain cake. So you had to figure out

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<v Speaker 1>exactly how did you remove those so that you would

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<v Speaker 1>get all the cake removed, you wouldn't be stuck. It's

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<v Speaker 1>kind of like those puzzles you would see where you'd

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<v Speaker 1>have you know, uh, like in a do you know

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<v Speaker 1>what you're just shaking your head over now, I'm just

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<v Speaker 1>I'm just that sounds like the worst puzzle ever. I

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<v Speaker 1>that that sounds like the kind of puzzle that I

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<v Speaker 1>happened upon sometimes in video games and just go maybe

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<v Speaker 1>I would like to go read a book. I I

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<v Speaker 1>think of the puzzles that you would find in Uh,

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<v Speaker 1>this is gonna be a regional reference for some of

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<v Speaker 1>you guys out there. A cracker barrel, Yeah, that sort

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<v Speaker 1>of thing. Yeah, the little wooden triangle where you have

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<v Speaker 1>the pegs and you have to try and make the

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<v Speaker 1>pegs jump each other until you're only left with one peg. Yeah,

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<v Speaker 1>it's kind of like that. They had other puzzles to

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<v Speaker 1>not just that one, but they also had all these

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<v Speaker 1>live video segments where there were other it was supposed

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<v Speaker 1>to be people who had attended a party at h

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<v Speaker 1>this house years ago, and you are incounter ring the remnants.

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<v Speaker 1>They're they're kind of psychological imprints. Okay. Yeah, so sort

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<v Speaker 1>of like a murder mystery dinner party, except everyone is

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<v Speaker 1>already dead. Yeah, and you're you're the one solving the mystery.

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<v Speaker 1>Um and and the acting was pretty pretty spectacularly awful.

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<v Speaker 1>If you have ever attended a like cringe worthy murder

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<v Speaker 1>mystery dinner theater type thing, that's what this was in

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<v Speaker 1>video game form. Uh. Still kind of charming, but definitely

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<v Speaker 1>I'll show you some video after this podcast is over

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<v Speaker 1>so you can appreciate it. But well, we'll try to.

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<v Speaker 1>We'll try, by the way, to put video of as

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<v Speaker 1>many of these as we can up on social media.

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<v Speaker 1>The ones that are the ones that are socially acceptable.

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<v Speaker 1>They sound they sound very charming. Yeah, this this next

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<v Speaker 1>one not so much night trash. This one was also

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<v Speaker 1>mentioned by a couple of our listeners on Facebook, Paul

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<v Speaker 1>and Daniel, thank you guys for writing in about this one.

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<v Speaker 1>It was it was a multi platform game. It was

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<v Speaker 1>big enough that it was all over the places on Sega, C, D, three, D, O,

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<v Speaker 1>Mac and PC. And it was a survival horror title,

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<v Speaker 1>right yep. And it got got some attention from a

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<v Speaker 1>little group called the United States Government. So this is

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<v Speaker 1>right around the time when the US government was starting

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<v Speaker 1>to get concerned about video games and the content inside them. Yeah,

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<v Speaker 1>and what they were doing to our children. Um, which

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<v Speaker 1>I I just dramatically overstated, because I think that it's

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<v Speaker 1>a very dramatic overstatement that yeah, okay, I do believe

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<v Speaker 1>in the rating system. And this is actually one of

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<v Speaker 1>the games that helped create the ratiostom in a roundabout way,

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<v Speaker 1>because people started saying, hey, uh, there's some slightly scandalous

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<v Speaker 1>content on this. You're just selling it to any kid

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<v Speaker 1>who walks in. That's kind of weird use, you know,

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<v Speaker 1>Mortal Kombat and Doom and stuff. We're Doom, Mortal Kombat

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<v Speaker 1>and Night Trap. We're held up as examples of the

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<v Speaker 1>won't someone please think of the children. We've got more

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<v Speaker 1>to say about f MV games in the home gaming world.

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<v Speaker 1>But first let's take a quick break. So here's the thing. Uh,

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<v Speaker 1>they the video game industry elected to create the s

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<v Speaker 1>r B rating system because it meant that it kept

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<v Speaker 1>the government out of doing it for them, because that

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<v Speaker 1>was essentially what the government said was, you need to

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<v Speaker 1>create a waiting or we will And they're like, well, whoa,

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<v Speaker 1>we will totally do that because we don't want to

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<v Speaker 1>have too much regulation in our industry because that hurts innovation,

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<v Speaker 1>it hurts the developers. So here's the question. What exactly

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<v Speaker 1>was going on with this game to make it so scandalous. Well,

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<v Speaker 1>it was kind of creepy, you. Uh. The basis of

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<v Speaker 1>the game was that there were these monsters called Augers

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<v Speaker 1>that are kind of like vampires, right, and you are

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<v Speaker 1>trying to capture them, and you're you're trying to view

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<v Speaker 1>them remotely and secretly by using hidden cameras that are

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<v Speaker 1>placed throughout a house. Coincidentally, that house is also playing

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<v Speaker 1>host to a slumber party of young ladies, so a

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<v Speaker 1>lot of the video involves you looking in on rooms

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<v Speaker 1>that young ladies are in. There was no nudity in

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<v Speaker 1>this game, by the way, the way it sounds like.

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<v Speaker 1>It sounds like it it got really pretty like Porky's

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<v Speaker 1>esque really quickly. It wasn't. It wasn't that it didn't

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<v Speaker 1>go that far. So there's no nudity in the game.

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<v Speaker 1>But there were moments where you know, clearly it was

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<v Speaker 1>trying to appeal to a more base level in people's nature.

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<v Speaker 1>It was it was sexualized, and some parents realized that

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<v Speaker 1>their kids had it, and then they had not really

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<v Speaker 1>signed off on it. The yeah, I heard one of

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<v Speaker 1>the game developers, uh defend this game by saying, look,

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<v Speaker 1>you you're trying to save people here, that it's the

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<v Speaker 1>option of the game is to after the bad guys,

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<v Speaker 1>not to peep on people, and that you think, yeah,

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<v Speaker 1>but the game mechanic is pretty much feeing on people.

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<v Speaker 1>So I mean, I don't know how much you can

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<v Speaker 1>defend it. But again, it wasn't like the most It

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<v Speaker 1>seems tame in comparison now, especially when you look at

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<v Speaker 1>the content that's in some games. You also have to

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<v Speaker 1>keep in mind that by we're talking about folks who

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<v Speaker 1>had been growing up with video games since the late

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<v Speaker 1>seventies early eighties, and this is something we've seen in

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<v Speaker 1>the industry overall, as gamers have aged, the content inside

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<v Speaker 1>games has become more and more quote unquote mature. So yeah,

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<v Speaker 1>and it makes sense because these are the people who

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<v Speaker 1>are remaining customers of video games even as they get older.

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<v Speaker 1>So I think that was also what we were seeing

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<v Speaker 1>by by nine three, we're talking about a lot of

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<v Speaker 1>people who were in their teenage years who had grown

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<v Speaker 1>up playing video games like you know me, although at

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<v Speaker 1>this point I was only going to be a teenager

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<v Speaker 1>for a very short time. But there were some decidedly

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<v Speaker 1>squeaky clean video games that included f m V out

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<v Speaker 1>around that time. But let us not forget about missed

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<v Speaker 1>a very popular game. It's incredibly popular game. It was

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<v Speaker 1>the best selling PC game for nine years running. Um.

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<v Speaker 1>It also came out and it wasn't a a heavily

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<v Speaker 1>FMV based video game, but it did have that FMV element.

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<v Speaker 1>It had some live action video that characters would interact

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<v Speaker 1>with you through these these books that you would open

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<v Speaker 1>and and you know, it was like talking through a portal,

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<v Speaker 1>but the portal was a person person video. Yeah, um,

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<v Speaker 1>and yeah it was. It was a darling in the market.

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<v Speaker 1>It was a darling of reviewers. It is kind of

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<v Speaker 1>credited with driving personal CD ROM sales and had sequels

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<v Speaker 1>coming out for the next ten years plus. Uh. They

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<v Speaker 1>started in with Riven and continued using fm V elements

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<v Speaker 1>up through the fourth game in the series, Revelation, which

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<v Speaker 1>was released all the way out in two thousand four.

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<v Speaker 1>After two thousand four, I think that's when we started

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<v Speaker 1>seeing graphics engines improving to the point where the luster

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<v Speaker 1>was really taken off of f m V. It was

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<v Speaker 1>a lot cheaper and easier and more beautiful to create

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<v Speaker 1>animation for stuff like this. You would go with like

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<v Speaker 1>a CG type thing that was procedurally generated. This, you know,

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<v Speaker 1>depending upon the game, but you know, you could have

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<v Speaker 1>games where you would have a CG scene and your

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<v Speaker 1>character can move around and actually view it from different angles.

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<v Speaker 1>Cut scenes are still largely fm V to some extent.

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<v Speaker 1>But um but yeah, I agree that by that time

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<v Speaker 1>we were starting to see the sophistication of the game

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<v Speaker 1>engines themselves take over, where some of the less um

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<v Speaker 1>appealing aspects of FMV were no longer a concern because

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<v Speaker 1>you could you could work around it, you could do

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<v Speaker 1>something else instead. Um You Missed was also one of

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<v Speaker 1>those games that very quickly appealed to female gamers. Um

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<v Speaker 1>one of the reasons why it was so popular and

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<v Speaker 1>non gamers in general, people who wouldn't pick up normal

0:11:59.760 --> 0:12:02.439
<v Speaker 1>video games because they were perhaps too fast paced or

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<v Speaker 1>too violent, or too difficult on a learning curve kind

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<v Speaker 1>of way to get used to the controls. Missed was

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<v Speaker 1>it was a very basically controlled adventure, point and click

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<v Speaker 1>sort of thing where all you had to do was

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<v Speaker 1>was moved through an environment and solve puzzles, and it

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<v Speaker 1>was a little bit less intimidating I think for your

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<v Speaker 1>average human person. It was also really visually appealing and

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<v Speaker 1>had great sounds, great soundscape. So it was one of

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<v Speaker 1>those games where it appealed to people on a level

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<v Speaker 1>that that basic you know, standard video games didn't like

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<v Speaker 1>they weren't. It wasn't twitch based, you know, it was.

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<v Speaker 1>It could be intimidating if you ran into a puzzle

0:12:41.200 --> 0:12:43.240
<v Speaker 1>and you had literally had no idea how to even start.

0:12:43.600 --> 0:12:45.520
<v Speaker 1>There were there were a couple of puzzles and in Missed,

0:12:45.559 --> 0:12:47.840
<v Speaker 1>I did play and I do still love Missed. It's

0:12:47.920 --> 0:12:50.040
<v Speaker 1>got a very dear place in my heart. Well, the

0:12:50.040 --> 0:12:54.760
<v Speaker 1>next one has a dear place in my heart. Frankenstein

0:12:54.880 --> 0:12:57.400
<v Speaker 1>through the eyes of the monster, and you play as

0:12:57.400 --> 0:13:00.680
<v Speaker 1>Frankenstein's monster, who has a woman's hand. By the way,

0:13:01.679 --> 0:13:03.760
<v Speaker 1>that's a big dramatic reveal in the very early part

0:13:03.760 --> 0:13:06.840
<v Speaker 1>of the game. Goodness, this hand belongs to a woman.

0:13:08.000 --> 0:13:11.160
<v Speaker 1>I'm not okay, I'm not sure how gendered hands are precisely,

0:13:11.240 --> 0:13:17.199
<v Speaker 1>but you can tell because his other hand very different. Uh. So,

0:13:17.880 --> 0:13:20.880
<v Speaker 1>you were playing as the monster, so you're seeing everything

0:13:20.880 --> 0:13:23.480
<v Speaker 1>from the monster's perspective, so you only see any part

0:13:23.520 --> 0:13:25.200
<v Speaker 1>of the monster if the monster puts it out in

0:13:25.240 --> 0:13:28.720
<v Speaker 1>front of his face. Um, and you are trying to

0:13:28.880 --> 0:13:31.320
<v Speaker 1>regain your lost memories. You have no memory of what

0:13:31.440 --> 0:13:35.640
<v Speaker 1>you were before the experiment that brings you to life.

0:13:36.320 --> 0:13:42.600
<v Speaker 1>Dr Frankenstein is played by Dr franken Further himself, Tim Curry.

0:13:42.679 --> 0:13:46.440
<v Speaker 1>He choose scenery so hard in this in this game,

0:13:46.520 --> 0:13:50.199
<v Speaker 1>he's one of my favorite scenery. Yeah, he's he's bonkers.

0:13:50.880 --> 0:13:54.400
<v Speaker 1>Dr Frankenstein is. The first time you see him is

0:13:54.440 --> 0:13:57.640
<v Speaker 1>when your your character's eyes open on the on the

0:13:57.679 --> 0:14:01.120
<v Speaker 1>medical table and he's going on and about how he

0:14:01.160 --> 0:14:04.200
<v Speaker 1>created life, and then he celebrates by injecting himself in

0:14:04.200 --> 0:14:08.880
<v Speaker 1>the neck with something you assume morphine. But you don't know. Um,

0:14:08.960 --> 0:14:13.120
<v Speaker 1>and uh, yeah, it's a it's if you do anything wrong,

0:14:13.200 --> 0:14:15.080
<v Speaker 1>or you do enough wrong things, he shows up and

0:14:15.160 --> 0:14:19.080
<v Speaker 1>kills you and then says something you know, like you have,

0:14:19.200 --> 0:14:22.640
<v Speaker 1>very snarky and very British. So Tim Curry will appear

0:14:22.640 --> 0:14:25.280
<v Speaker 1>again on this list because Tip Curry not a man

0:14:25.360 --> 0:14:28.880
<v Speaker 1>to turn down a job. As its turns out. Um,

0:14:28.920 --> 0:14:31.480
<v Speaker 1>I would not say that Frankenstein Through the Eyes of

0:14:31.280 --> 0:14:33.760
<v Speaker 1>the Monster is a particularly good game. It was another

0:14:33.800 --> 0:14:36.200
<v Speaker 1>puzzle game, another point and click puzzle game, very much

0:14:36.240 --> 0:14:38.520
<v Speaker 1>like Missed, but with a very different you know, theme

0:14:38.560 --> 0:14:40.600
<v Speaker 1>and tone to it. By point and click, we mean

0:14:40.680 --> 0:14:44.480
<v Speaker 1>that you could just use a mouse to point. It's

0:14:44.520 --> 0:14:46.680
<v Speaker 1>something that you wanted to either move towards or interact

0:14:46.760 --> 0:14:49.080
<v Speaker 1>with and then just click to do that thing right.

0:14:49.120 --> 0:14:51.040
<v Speaker 1>And so you It's one of those games where you

0:14:51.120 --> 0:14:53.440
<v Speaker 1>had to figure out which thing is needed for whatever

0:14:53.480 --> 0:14:56.680
<v Speaker 1>situation you were in. Uh. And depending upon the way

0:14:56.720 --> 0:14:59.840
<v Speaker 1>the game was designed, you would either end up with

0:15:00.080 --> 0:15:02.840
<v Speaker 1>the right result, no result, or with Frankenstein. You know,

0:15:02.880 --> 0:15:06.720
<v Speaker 1>Tim Curry would kill you. Uh. There was a game

0:15:06.760 --> 0:15:09.800
<v Speaker 1>called Ripper, which I first thought when I started watching

0:15:09.800 --> 0:15:11.920
<v Speaker 1>the video that I owned the game, but then I

0:15:11.960 --> 0:15:13.880
<v Speaker 1>realized I didn't own the game. I owned a CD

0:15:13.880 --> 0:15:17.640
<v Speaker 1>that had Ripper as a preview, and it might have

0:15:17.680 --> 0:15:19.880
<v Speaker 1>even been Frankenstein through the Eyes of the Monster now

0:15:19.920 --> 0:15:23.240
<v Speaker 1>that I think of it. So this was another point

0:15:23.240 --> 0:15:27.360
<v Speaker 1>and click game set in twenty and you are trying

0:15:27.360 --> 0:15:30.240
<v Speaker 1>to solve a series of murders that mirror the Jack

0:15:30.280 --> 0:15:34.040
<v Speaker 1>the Ripper Murders Victorian England. But this one had some

0:15:34.160 --> 0:15:37.600
<v Speaker 1>really all star actors in it. And we've We've got

0:15:37.680 --> 0:15:43.120
<v Speaker 1>Christopher Walkin, John Frees Davies, Karen Allen and just married it. Yeah.

0:15:44.120 --> 0:15:49.520
<v Speaker 1>You're gonna rip lightning and corrap thunder. Yeah. Uh, you

0:15:49.520 --> 0:15:51.520
<v Speaker 1>guys should be thankful I did Burgess Meredith and not

0:15:51.600 --> 0:15:54.520
<v Speaker 1>Christopher Walkin because my walking impression is the worst thing

0:15:54.560 --> 0:15:56.920
<v Speaker 1>in the world. But uh, and I love doing it.

0:15:56.960 --> 0:15:59.320
<v Speaker 1>But you played, you know, this game, and you had

0:15:59.320 --> 0:16:01.560
<v Speaker 1>to try and solve the murders. The preview to this

0:16:01.720 --> 0:16:05.880
<v Speaker 1>is phenomenal, you guys. If you learn nothing from this

0:16:05.920 --> 0:16:08.680
<v Speaker 1>podcast other than this, it'll still be worth it. Go

0:16:08.800 --> 0:16:13.360
<v Speaker 1>to YouTube and look for the Ripper video game preview

0:16:13.760 --> 0:16:17.000
<v Speaker 1>because also it features the music of one of the

0:16:17.040 --> 0:16:20.560
<v Speaker 1>best bands in the world, Blue Oyster Cult, and uh,

0:16:20.560 --> 0:16:23.160
<v Speaker 1>and their song Don't Fear the Reaper, which I also

0:16:23.200 --> 0:16:25.520
<v Speaker 1>remember from that preview that I got on the c

0:16:25.680 --> 0:16:28.200
<v Speaker 1>D where the Don't Fear the Reaper came on and

0:16:28.240 --> 0:16:31.360
<v Speaker 1>I was immediately impressed. Then we have a game that

0:16:31.560 --> 0:16:36.720
<v Speaker 1>I believe you played, Lauren. Yes, this was the X

0:16:36.760 --> 0:16:39.600
<v Speaker 1>Files game. Yeah, we were mentioned this. I remember you.

0:16:39.600 --> 0:16:42.240
<v Speaker 1>You brought this one up in the Worst Video Games

0:16:42.240 --> 0:16:45.320
<v Speaker 1>I think, Yeah, it's pretty high on my list. It

0:16:45.400 --> 0:16:47.880
<v Speaker 1>was another point and click adventure. It came out for

0:16:48.040 --> 0:16:52.240
<v Speaker 1>the PSX, the PlayStation one as some people might call it,

0:16:52.280 --> 0:16:55.480
<v Speaker 1>and also the PC. And you you played as this

0:16:55.640 --> 0:16:59.440
<v Speaker 1>FBI agent character that was invented Holly for the game,

0:16:59.680 --> 0:17:02.560
<v Speaker 1>who defined Molder and Scully as far as I can tell,

0:17:02.640 --> 0:17:05.160
<v Speaker 1>Because it was really expensive and time consuming to get

0:17:05.240 --> 0:17:08.159
<v Speaker 1>David to Coveney and Jillian Anderson to actually come shoot

0:17:08.760 --> 0:17:12.760
<v Speaker 1>um and a bunch of the other characters from the show, Um,

0:17:12.760 --> 0:17:17.119
<v Speaker 1>Mitch Pledge. I never learned how to say excellent as

0:17:17.160 --> 0:17:19.560
<v Speaker 1>a d skinner. William B. Davis, who played the cigarette

0:17:19.600 --> 0:17:22.359
<v Speaker 1>smoking Man, Stephen Williams who was Mr X, and the

0:17:22.600 --> 0:17:26.840
<v Speaker 1>whole Smoking gun NERD trio for Hickey, Buyers and Langley

0:17:27.160 --> 0:17:29.520
<v Speaker 1>all had small roles in this thing. This tells me

0:17:29.640 --> 0:17:33.280
<v Speaker 1>where where in the X Files Lord happened. Yes, it

0:17:33.320 --> 0:17:36.159
<v Speaker 1>was actually in the Lord. It was set specifically, I

0:17:36.200 --> 0:17:40.080
<v Speaker 1>believe in season three sometime in nineteen six makes sense

0:17:40.119 --> 0:17:45.000
<v Speaker 1>for Mr X. Yes, so it was actually shortly yeah

0:17:45.040 --> 0:17:48.960
<v Speaker 1>O MG, spoilers. Um. And that's this is partially because

0:17:48.960 --> 0:17:53.720
<v Speaker 1>the development took four years and six million dollars um.

0:17:53.760 --> 0:17:56.600
<v Speaker 1>It was all prompted by Fox's specific interest in having

0:17:56.640 --> 0:18:00.439
<v Speaker 1>Italie in game for The X Files when they ordered it.

0:18:00.720 --> 0:18:03.760
<v Speaker 1>The shows in season two and was really starting to roll. Yeah,

0:18:03.800 --> 0:18:05.840
<v Speaker 1>they were as one of those shows that was getting

0:18:05.880 --> 0:18:09.760
<v Speaker 1>kind of runaway popularity despite Fox's best efforts to keep

0:18:09.760 --> 0:18:13.240
<v Speaker 1>moving it, moving the X Files to different time slots. Yeah.

0:18:13.600 --> 0:18:15.959
<v Speaker 1>And in f m V terms, this game was an

0:18:15.960 --> 0:18:19.080
<v Speaker 1>absolute blockbuster. I mean it had this Hollywood talent involved,

0:18:19.280 --> 0:18:22.560
<v Speaker 1>and it sold about a million copies, which, uh, they

0:18:22.600 --> 0:18:25.240
<v Speaker 1>at least made their money back at that time. That

0:18:25.359 --> 0:18:28.240
<v Speaker 1>was a really impressive. You also have to remember that

0:18:28.280 --> 0:18:31.919
<v Speaker 1>the video game industry at that time wasn't the giant

0:18:31.920 --> 0:18:35.320
<v Speaker 1>beheamoth that it is today. Right. You know. However, the

0:18:35.440 --> 0:18:39.359
<v Speaker 1>reviews and the player responses to it weren't spectacular not

0:18:39.440 --> 0:18:42.359
<v Speaker 1>all of them were as negative as I was, but

0:18:42.359 --> 0:18:44.600
<v Speaker 1>but I have very strong feelings about it. It took

0:18:44.680 --> 0:18:49.080
<v Speaker 1>up like seven PC c d s or four PlayStation CDs.

0:18:49.119 --> 0:18:52.040
<v Speaker 1>There's nothing that really keeps you immersed in a game

0:18:52.200 --> 0:18:56.520
<v Speaker 1>like having to change out one disc for another continually. Yeah, personally,

0:18:56.560 --> 0:18:58.280
<v Speaker 1>I just like it so much because I got stuck

0:18:58.280 --> 0:19:01.080
<v Speaker 1>in a in an action sequence bug that I never

0:19:01.720 --> 0:19:04.480
<v Speaker 1>could get around, and I was like, well, I guess

0:19:04.520 --> 0:19:06.480
<v Speaker 1>I'm not playing this game anymore. And this game is

0:19:06.520 --> 0:19:09.560
<v Speaker 1>broken and it's done, and we still are seeing lots

0:19:09.600 --> 0:19:12.399
<v Speaker 1>of FMV used and cut scenes and support roles. The

0:19:12.400 --> 0:19:14.480
<v Speaker 1>Command and Conquered games are really well known for that.

0:19:14.520 --> 0:19:18.080
<v Speaker 1>Tim Curry reappears. He um he was in Rent Alert

0:19:18.160 --> 0:19:24.040
<v Speaker 1>three as a Russian type character, and uh, if you

0:19:24.080 --> 0:19:27.119
<v Speaker 1>can just imagine what Tim Curry would sound like doing

0:19:27.200 --> 0:19:30.160
<v Speaker 1>his best horrible, over the top Russian accent, then you're

0:19:30.200 --> 0:19:34.640
<v Speaker 1>you're the way there. Civilization too had him as your

0:19:35.160 --> 0:19:40.199
<v Speaker 1>members of your council. I love that because, as I recall,

0:19:40.280 --> 0:19:43.920
<v Speaker 1>the person who was in charge of telling you how

0:19:43.960 --> 0:19:48.000
<v Speaker 1>happy or unhappy your people were was essentially an Elvis impersonator.

0:19:48.560 --> 0:19:51.159
<v Speaker 1>And yeah, and you're the way the game worked. You

0:19:51.160 --> 0:19:53.600
<v Speaker 1>would go through different eras. Right, you go through the

0:19:53.640 --> 0:19:56.240
<v Speaker 1>ancient era, so there's Elvis in a toga. You go

0:19:56.320 --> 0:19:59.639
<v Speaker 1>to a medieval era, so there's Elvis in a doublet Uh.

0:19:59.760 --> 0:20:02.840
<v Speaker 1>In the modernel era, you'd have you know Elvis. So

0:20:02.880 --> 0:20:05.840
<v Speaker 1>it was it was, it was a blast. And then

0:20:05.920 --> 0:20:08.600
<v Speaker 1>you had other like the super dorky science nerd guy,

0:20:08.840 --> 0:20:14.199
<v Speaker 1>the gung ho uh military dude. It was those performances

0:20:14.240 --> 0:20:16.520
<v Speaker 1>I actually really really love. I wouldn't say that they

0:20:16.520 --> 0:20:19.840
<v Speaker 1>were all nuanced or anything like that, but they were entertaining.

0:20:20.520 --> 0:20:23.359
<v Speaker 1>Other games that our listeners have suggested, we talked about

0:20:23.560 --> 0:20:26.879
<v Speaker 1>where the Wing Commander series from Origin, a lawnmower Man,

0:20:27.119 --> 0:20:31.520
<v Speaker 1>Corpse Killer, Ground Zero Texas. We're gonna take another quick break,

0:20:31.720 --> 0:20:42.600
<v Speaker 1>but we will be right back. So many of the

0:20:42.640 --> 0:20:46.439
<v Speaker 1>game companies that made fm V based games, especially the

0:20:46.440 --> 0:20:50.720
<v Speaker 1>ones that were solely FMV, no longer exist. They either

0:20:50.760 --> 0:20:52.760
<v Speaker 1>went out of business or they got acquired by another

0:20:52.800 --> 0:20:55.440
<v Speaker 1>company and folded into them. Uh. It's just one of

0:20:55.480 --> 0:20:58.160
<v Speaker 1>those games that, again the pre production was really expensive

0:20:58.160 --> 0:21:01.480
<v Speaker 1>and time consuming and old Simately, we began to learn

0:21:01.520 --> 0:21:07.480
<v Speaker 1>that players seem to prefer gameplay and interaction over the

0:21:08.359 --> 0:21:14.440
<v Speaker 1>visual qualities of exam perhaps questionable visual qualities and so again.

0:21:14.560 --> 0:21:16.600
<v Speaker 1>Using it as like a cut scene is one thing,

0:21:16.640 --> 0:21:19.080
<v Speaker 1>but to use it as the basis for your gameplay

0:21:19.359 --> 0:21:21.440
<v Speaker 1>really limits you. I've got a quote here that I

0:21:21.480 --> 0:21:24.119
<v Speaker 1>wanted to read out from one Jason Vandenberg, who was

0:21:24.160 --> 0:21:26.919
<v Speaker 1>one of the programmers on the X Files game. This

0:21:27.000 --> 0:21:30.800
<v Speaker 1>was a quote from Edge magazine, I believe, back in

0:21:31.080 --> 0:21:34.320
<v Speaker 1>the late nineties when the game came out, and he said,

0:21:34.840 --> 0:21:37.640
<v Speaker 1>working on the x Files proved to me that interactivity

0:21:37.680 --> 0:21:41.600
<v Speaker 1>and drama directly oppose each other. Thus interactive cinema is

0:21:41.680 --> 0:21:44.320
<v Speaker 1>limited at best and doomed at worst. That was a

0:21:44.359 --> 0:21:48.120
<v Speaker 1>devastating realization. Drama is all about being a helpless witness

0:21:48.119 --> 0:21:51.040
<v Speaker 1>to events. The moment you give the viewer agency, the

0:21:51.080 --> 0:21:55.480
<v Speaker 1>emotional spectrum shifts from tension to curiosity. We could never

0:21:55.520 --> 0:21:59.399
<v Speaker 1>get past that fundamental thing. Curiosity kills tension, and you

0:21:59.480 --> 0:22:01.880
<v Speaker 1>end up with a puzzle game with a rich, detailed

0:22:01.880 --> 0:22:05.320
<v Speaker 1>background behind it, which sounds like missed, which sounds like

0:22:05.359 --> 0:22:07.680
<v Speaker 1>missed what you know and I and I wanted to

0:22:07.720 --> 0:22:09.200
<v Speaker 1>read it out because I thought it was a really

0:22:09.560 --> 0:22:14.280
<v Speaker 1>interesting and very strong perspective, especially coming from a programmer

0:22:14.320 --> 0:22:17.000
<v Speaker 1>of one of these games. However, I'm not positive. I mean,

0:22:17.560 --> 0:22:19.520
<v Speaker 1>when you really get down to it, all video games

0:22:19.560 --> 0:22:23.479
<v Speaker 1>are interactive to some extent. Yeah, and then, and I

0:22:23.480 --> 0:22:26.959
<v Speaker 1>don't think that curiosity always kills tension. You can have

0:22:27.160 --> 0:22:32.240
<v Speaker 1>very tense, very excellently crafted moments. However, perhaps with video

0:22:32.400 --> 0:22:35.720
<v Speaker 1>it's so pre planned and predetermined that it is starting

0:22:35.760 --> 0:22:37.879
<v Speaker 1>to kill off a little bit of that spontaneity that

0:22:37.960 --> 0:22:41.159
<v Speaker 1>you get. Well, yeah, when you have no control over

0:22:41.720 --> 0:22:44.280
<v Speaker 1>what someone you're watching does, I can see where the

0:22:44.280 --> 0:22:47.040
<v Speaker 1>tension comes in because you know what you would want

0:22:47.080 --> 0:22:49.720
<v Speaker 1>that person to do in that situation, traumatic irony. So

0:22:49.760 --> 0:22:51.600
<v Speaker 1>you've got you've got that moment where you're like, don't go,

0:22:51.720 --> 0:22:54.439
<v Speaker 1>don't open the door. You know, but if you're and

0:22:54.480 --> 0:22:56.840
<v Speaker 1>if you're the player and you are playing a game,

0:22:56.920 --> 0:22:58.520
<v Speaker 1>you don't have to open the door. So I think

0:22:58.560 --> 0:23:00.679
<v Speaker 1>that's what he's saying, is that or you're just curious

0:23:00.680 --> 0:23:02.400
<v Speaker 1>to find out what happens if you do open the door,

0:23:02.440 --> 0:23:04.800
<v Speaker 1>And so that's where he's going in with that tension thing. Well,

0:23:04.800 --> 0:23:07.000
<v Speaker 1>I mean, I mean I definitely played most through most

0:23:07.000 --> 0:23:09.919
<v Speaker 1>of Again, for example, Silent Hill my my favorite thing

0:23:09.960 --> 0:23:12.720
<v Speaker 1>to reference on this show. Apparently, you know, like knowing

0:23:12.760 --> 0:23:14.800
<v Speaker 1>that I had to open the door and just looking

0:23:14.800 --> 0:23:18.120
<v Speaker 1>at it. Yeah, see, I'm with you there. I think

0:23:18.160 --> 0:23:22.320
<v Speaker 1>that you can totally have interactivity and tension if you

0:23:22.640 --> 0:23:25.399
<v Speaker 1>if you structure the game properly. I think you can

0:23:25.440 --> 0:23:28.760
<v Speaker 1>have both curiosity and drama. I think both things can coexist.

0:23:28.800 --> 0:23:31.480
<v Speaker 1>I think of games like The Last of Us, which

0:23:31.520 --> 0:23:36.240
<v Speaker 1>had amazing moments of drama. And you know, I don't

0:23:36.280 --> 0:23:38.879
<v Speaker 1>I can't speak for everybody, but I really cared about

0:23:38.920 --> 0:23:41.760
<v Speaker 1>these characters and I got to control them quite a bit,

0:23:42.359 --> 0:23:44.760
<v Speaker 1>so it wasn't like I was just watching a movie.

0:23:45.119 --> 0:23:47.480
<v Speaker 1>So I'm not sure I entirely I see what he's saying,

0:23:47.520 --> 0:23:49.720
<v Speaker 1>but I'm not sure I entirely agree with it. Well,

0:23:49.760 --> 0:23:51.119
<v Speaker 1>you know, I don't know. I think that there's a

0:23:51.160 --> 0:23:55.760
<v Speaker 1>point in there about trying to balance something inherently interactive,

0:23:55.800 --> 0:24:00.880
<v Speaker 1>like a video game, with something inherently and are active. Yeah,

0:24:00.960 --> 0:24:02.879
<v Speaker 1>like a like a film, like a regular film or

0:24:02.920 --> 0:24:06.119
<v Speaker 1>television shop right, because you're you're mixing the types of

0:24:06.160 --> 0:24:10.280
<v Speaker 1>tension that the viewer or the player is experiencing, and

0:24:10.320 --> 0:24:12.600
<v Speaker 1>it gets awkward. Well, and you know, when you're making

0:24:13.040 --> 0:24:16.720
<v Speaker 1>a video or an animated film, or whatever. You can

0:24:16.760 --> 0:24:20.359
<v Speaker 1>really craft that to evoke a specific emotion and be

0:24:20.520 --> 0:24:22.840
<v Speaker 1>fairly certain that most of your audience is going to

0:24:22.920 --> 0:24:25.600
<v Speaker 1>feel it if you have done your job correctly, right

0:24:26.040 --> 0:24:29.600
<v Speaker 1>right right, because you you have forced them into that perspective.

0:24:29.600 --> 0:24:32.320
<v Speaker 1>They can't change They can't they can't make the camera

0:24:32.400 --> 0:24:35.439
<v Speaker 1>look away, they can't focus on something else, you know,

0:24:35.480 --> 0:24:38.560
<v Speaker 1>without themselves physically doing it within the theater. Sure, but

0:24:38.600 --> 0:24:41.359
<v Speaker 1>when you suddenly take away control of someone who is

0:24:41.480 --> 0:24:44.560
<v Speaker 1>used to having control in the scene, I think that's

0:24:44.560 --> 0:24:48.280
<v Speaker 1>where the frustration of FMV enters. Yeah, yeah, I mean

0:24:48.359 --> 0:24:51.800
<v Speaker 1>there's certainly an interesting balance here that that uh. And

0:24:51.840 --> 0:24:55.480
<v Speaker 1>again we see this played out today in video games,

0:24:55.520 --> 0:24:59.879
<v Speaker 1>where you will see innovative gameplay introduced to try and

0:25:00.000 --> 0:25:04.879
<v Speaker 1>differentiated game from others, and people react in a very

0:25:04.960 --> 0:25:06.919
<v Speaker 1>dramatic way to that. Either they love it or they

0:25:06.920 --> 0:25:09.320
<v Speaker 1>hate it. But it's it's one of those things where

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<v Speaker 1>I think we see that that interactivity is what gamers,

0:25:14.119 --> 0:25:16.239
<v Speaker 1>and I you know, not all gamers, but I think

0:25:16.280 --> 0:25:21.600
<v Speaker 1>the majority of gamers really are eager for. And that's

0:25:21.600 --> 0:25:24.280
<v Speaker 1>it for this classic episode the full motion video era

0:25:24.400 --> 0:25:28.160
<v Speaker 1>of home gaming. I feel like now that that phrase

0:25:28.480 --> 0:25:31.880
<v Speaker 1>is no longer applicable, I mean the full motion video era,

0:25:32.000 --> 0:25:36.439
<v Speaker 1>because we have had more FMV games since, and some

0:25:36.600 --> 0:25:40.760
<v Speaker 1>of them have been genuinely really interesting, not just like

0:25:40.880 --> 0:25:44.399
<v Speaker 1>this sort of cringe e kind of experience. There have

0:25:44.480 --> 0:25:47.680
<v Speaker 1>been a few that have been truly remarkable, And as

0:25:47.680 --> 0:25:49.720
<v Speaker 1>I said, I think at the end of the last episode,

0:25:49.720 --> 0:25:53.040
<v Speaker 1>I really should get Justin McElroy on the show to

0:25:53.080 --> 0:25:58.000
<v Speaker 1>talk about FMV gaming and you know what what impact

0:25:58.080 --> 0:26:01.359
<v Speaker 1>that had and continues to have and what makes a

0:26:01.359 --> 0:26:03.920
<v Speaker 1>good m FMV game. Is a good FMV game one

0:26:03.960 --> 0:26:07.600
<v Speaker 1>that isn't cringe e or is the cringe factor a

0:26:07.640 --> 0:26:12.480
<v Speaker 1>big part of it? And uh, he's certainly an enormous

0:26:12.480 --> 0:26:15.320
<v Speaker 1>fan of FMV games. He did a video series I

0:26:15.320 --> 0:26:19.280
<v Speaker 1>believe when he was still with Polygon I think, or

0:26:19.280 --> 0:26:22.600
<v Speaker 1>maybe it was even with Joystick where he talked about them.

0:26:22.640 --> 0:26:24.359
<v Speaker 1>So I would love to get him on the show.

0:26:24.720 --> 0:26:29.200
<v Speaker 1>But anyway, if you have suggestions for future topics, let

0:26:29.200 --> 0:26:31.280
<v Speaker 1>me know over on Twitter. That's the best way to

0:26:31.320 --> 0:26:33.520
<v Speaker 1>do it. The handle for the show is tech Stuff

0:26:33.640 --> 0:26:37.560
<v Speaker 1>H s W and I'll talk to you again really soon.

0:26:42.880 --> 0:26:45.920
<v Speaker 1>Tech Stuff is an I Heart Radio production. For more

0:26:46.000 --> 0:26:49.359
<v Speaker 1>podcasts from my Heart Radio visit the I heart Radio app,

0:26:49.520 --> 0:26:52.639
<v Speaker 1>Apple podcasts, or wherever you listen to your favorite shows.