WEBVTT - TechStuff Plays Spooky Games

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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 I love all things tech and it's time for

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<v Speaker 1>a spooky episode. I thought I would devote this week

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<v Speaker 1>to some scary stuff, and so we had the rerun

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<v Speaker 1>of the Spooktacular Halloween Special. Today, we're going to talk

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<v Speaker 1>about spooky and scary games, video games and computer games.

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<v Speaker 1>So I thought I would give kind of a rundown

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<v Speaker 1>on some games. Some of them are really well known.

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<v Speaker 1>In fact, most of them are well known. A few

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<v Speaker 1>of them are a little more obscure. And it's all

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<v Speaker 1>about bringing out the season of spookiness and interactive ways.

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<v Speaker 1>And we'll be looking back at some classic titles, not

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<v Speaker 1>just stuff that's come out recently. It will be a mix.

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<v Speaker 1>One thing I want to acknowledge early on is that

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<v Speaker 1>there has been an incredible boom in horror games from

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<v Speaker 1>the indie developers sphere. Sure we've all heard about, you know,

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<v Speaker 1>Silent Hill and Resident Evil games and that sort of thing,

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<v Speaker 1>but there's some really great independent titles out there, some

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<v Speaker 1>that take a very bare bones approach to game design

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<v Speaker 1>and yet are no less effective than Triple A titles

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<v Speaker 1>that are in the horror space, and I think it's

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<v Speaker 1>a good idea to give that that scene a shout

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<v Speaker 1>out to that end. Part of what inspired me to

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<v Speaker 1>do this episode is Sean McLaughlin, who's better known as

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<v Speaker 1>Jack Septic. I not not that he needs a shout

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<v Speaker 1>out from me, because he is way more of a

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<v Speaker 1>superstar than I will ever be, but more to the point,

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<v Speaker 1>he will often play horror games on his YouTube channel,

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<v Speaker 1>and he tends to have a really positive take on

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<v Speaker 1>the titles he lazy. He's really good at picking out

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<v Speaker 1>the things and games that he thinks happen to be

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<v Speaker 1>really effective or interesting, even for games that might at

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<v Speaker 1>first gland seems fairly primitive and simplistic. So shout out

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<v Speaker 1>to that guy, because this content is really entertaining and

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<v Speaker 1>like I said, largely positive, so I really like his stuff.

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<v Speaker 1>The horror genre is, of course enormous, and it covers

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<v Speaker 1>a wide range of games and game styles, from action

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<v Speaker 1>oriented first person shooters to slower paced mysteries and everything

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<v Speaker 1>in between. So one of the things I'm really going

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<v Speaker 1>to do is eliminate a bunch of stuff with one

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<v Speaker 1>fell swoop. I'm mostly interested in talking about games that

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<v Speaker 1>create a sense of unease or dread, you know, stuff

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<v Speaker 1>that actually initiates the fear response as you play the game.

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<v Speaker 1>So games like Splatter House, which have an enormous amount

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<v Speaker 1>of violence and gore, don't really make the cut because

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<v Speaker 1>those types of games are more about blood and guts

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<v Speaker 1>and more about disgust than creating a sense of dread.

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<v Speaker 1>And I'm also not really counting jump scares because while

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<v Speaker 1>jump scares can be effective in startling you, afterward you

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<v Speaker 1>usually just kind of shake it off and you don't

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<v Speaker 1>really think about it ever again. Right, So, if you

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<v Speaker 1>see a movie that's guy Ala jump scares in it,

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<v Speaker 1>you might, you know, scream as you watch the film

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<v Speaker 1>for the first time, but you're not really going to

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<v Speaker 1>be thinking about that very much afterward. Whereas if you

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<v Speaker 1>see a movie that really disturbs you and stays with you,

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<v Speaker 1>that's the sort of stuff you talk about later on,

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<v Speaker 1>maybe years later. Really effective horror stays with you long afterwards.

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<v Speaker 1>So I'm going to focus on games that I feel

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<v Speaker 1>had enough style and presentation to achieve that, which thankfully

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<v Speaker 1>makes this list a lot shorter than it would be otherwise.

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<v Speaker 1>But even so, covering every horror game that manages to

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<v Speaker 1>make the player feel uneasy would require multiple podcast episodes,

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<v Speaker 1>even if we just restricted the discussion to games that

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<v Speaker 1>I have personally played, let alone games in the space.

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<v Speaker 1>So this is more of a highlights episode of some

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<v Speaker 1>important and influential titles. So if your favorite spooky game

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<v Speaker 1>doesn't make an appearance, I'm not omitting it on purpose.

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<v Speaker 1>It's just that I'm not allowed to release a twelve

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<v Speaker 1>hour long episode. And I invite everybody who has a

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<v Speaker 1>favorite scary game to let me know about it, send

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<v Speaker 1>me a message on Twitter, text stuff, hsw All right,

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<v Speaker 1>let's get into it, shall we. To start off, let's

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<v Speaker 1>chat about some of the very, very very early games

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<v Speaker 1>in the horror genre that I don't think anyone would

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<v Speaker 1>ever find scary. I don't think anyone thought it was

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<v Speaker 1>scary when they came out, but they do help create

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<v Speaker 1>some of the common features that would be found in

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<v Speaker 1>future horror games. One of the earliest came out back

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<v Speaker 1>in two for the Sinclair z X eighty one home

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<v Speaker 1>computer system, one that's not widely known here in the

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<v Speaker 1>United States. This game was called three D Monster Maze.

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<v Speaker 1>It was designed by J. K. Gray and Malcolm Evans,

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<v Speaker 1>and the game puts the player in a simple, low

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<v Speaker 1>resolution three D maze. It's from a first person perspective

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<v Speaker 1>as you navigate a maze. There is only one exit

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<v Speaker 1>in the maze and the mazes layout is random from

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<v Speaker 1>play through to play through. And to complicate matters, the

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<v Speaker 1>maze is also home to a Tarrannosaurus rex, which is

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<v Speaker 1>intent upon making you it's lunch, so your job is

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<v Speaker 1>to navigate the maze and avoid the t rex. As

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<v Speaker 1>you moved through the maze, you will see one of

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<v Speaker 1>several messages that indicate what the t rex is doing

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<v Speaker 1>at that moment. So, for example, the message rex lies

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<v Speaker 1>in wait is the best message you could see. It

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<v Speaker 1>just means that the tarnostaurce rex is dormant. It's not

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<v Speaker 1>actively hunting you. If you see a message that says

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<v Speaker 1>footsteps approaching, that's not so great. It means the t

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<v Speaker 1>rex is not too far away. It is possibly coming

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<v Speaker 1>at you, but it is way worse if you happen

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<v Speaker 1>to see a message that starts with run, as it

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<v Speaker 1>means the t rex is actively pursuing you. Now you

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<v Speaker 1>can outrun the t Rex. You actually move faster than

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<v Speaker 1>it does. However, if you hit a dead end in

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<v Speaker 1>the maze, it's curtains for you. The graphics are really simple,

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<v Speaker 1>but you could argue that the urgency of the messages

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<v Speaker 1>makes all the difference, creating the stress needed to push

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<v Speaker 1>the game into you know, that's slightly creepy territory. It's

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<v Speaker 1>not scary outright, but it creates that sense of urgency

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<v Speaker 1>and it reinforces that, which in turn gets a response

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<v Speaker 1>from the player. The Atari twenty six hundred console had

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<v Speaker 1>a few horror titles, though I think using the word

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<v Speaker 1>horror is a stretch. One of these was Haunted House,

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<v Speaker 1>a game in which you play as are of eyeballs

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<v Speaker 1>floating around an extremely simple series of rooms, trying to

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<v Speaker 1>find and then escape with and earn while avoiding a ghost.

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<v Speaker 1>It's not at all scary. The ghost is just a

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<v Speaker 1>little cartoon ghost that comes after you. There are a

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<v Speaker 1>couple of other cartoon monsters you can encounter, but it

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<v Speaker 1>does stress that your only recourse when encountering the ghost

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<v Speaker 1>was to run. You couldn't fight the ghost really, uh.

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<v Speaker 1>You could pick up items that would let you survive

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<v Speaker 1>for a second before the ghost could get you. But

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<v Speaker 1>really it was about avoiding and escaping the ghost, and

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<v Speaker 1>that would become a staple of horror games and years

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<v Speaker 1>to come, the idea that you can't necessarily confront the

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<v Speaker 1>enemy's head on. And I actually owned this game. I

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<v Speaker 1>didn't remember that I had owned it. When I was

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<v Speaker 1>looking at titles, I was like, I should look into this,

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<v Speaker 1>and as I looked into it, I thought, oh, wait

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<v Speaker 1>a minute, that's what that was. I had that game.

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<v Speaker 1>Also on the Atari twenty sire were several games that

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<v Speaker 1>would be tie ins with existing horror movie franchises or

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<v Speaker 1>just horror movies in general, and that marks the beginning

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<v Speaker 1>of a long history of video games and film and

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<v Speaker 1>sometimes TV that I would call it checkered. There are

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<v Speaker 1>a lot of games out there that tie into these

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<v Speaker 1>franchises that just are not very good. So this was

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<v Speaker 1>really an effort to tap into horror movie junkies and

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<v Speaker 1>get them to buy these games. The primitive graphics and

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<v Speaker 1>sound of a twent games weren't likely to give anyone

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<v Speaker 1>a hint of the Heebie GPS, however, so your mileage

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<v Speaker 1>may very A company called Wizard Video Games actually made

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<v Speaker 1>a couple of these. One was a tie in with

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<v Speaker 1>the Texas Chainsaw Massacre, sometimes referred to as the the

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<v Speaker 1>precursor to the modern slasher film, and another one cashed

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<v Speaker 1>in on Halloween, the John Carpenter horror movie. Both games

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<v Speaker 1>were a bit more violent and graphic than standard at

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<v Speaker 1>games at the time. In some cases, you could argue

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<v Speaker 1>all more than a bit graphic, but the low resolution

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<v Speaker 1>graphics on screen didn't exactly translate to real chills. Like that,

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<v Speaker 1>you were seeing the depiction of violence on screen, but

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<v Speaker 1>it wasn't at all realistic. It was very blocky and

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<v Speaker 1>low rez. You might even look at games like these

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<v Speaker 1>as part of the trend that contributed to the video

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<v Speaker 1>game market crashing right around that time. Even so, while

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<v Speaker 1>the technology wasn't really sophisticated enough to elicit scares, it

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<v Speaker 1>was obvious the game developers saw opportunity in the horror space. Now,

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<v Speaker 1>from the early nineteen eighties, we can skip over a lot.

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<v Speaker 1>We had the big video game crash of Night three Slash,

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<v Speaker 1>which was so big that it spilled over a bit

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<v Speaker 1>into the computer game world, though really it was primarily

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<v Speaker 1>the console market that was devastated the most Nintendo would

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<v Speaker 1>bring that back with the introduction of the Famicom A

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<v Speaker 1>gave the Nintendo Entertainment System UH. That system was famous

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<v Speaker 1>for bringing back console gaming, introducing the world to stuff

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<v Speaker 1>like Super Mario Brothers and more, but it also introduced

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<v Speaker 1>some horror games. One game you could find on the

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<v Speaker 1>NES as well as PC systems was Maniac Mansion from

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<v Speaker 1>Lucas Arts. It published in nine now. This was a

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<v Speaker 1>point and click adventure style game in which the player

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<v Speaker 1>could control a couple of different characters as they tried

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<v Speaker 1>to rescue a woman who had been captured by a

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<v Speaker 1>mad scientist. The game had a lot of zany humor

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<v Speaker 1>in it, which was a hallmark of Lucas Arts games.

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<v Speaker 1>They also made stuff like the Monkey Island series. But

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<v Speaker 1>the game also had some tense moments that featured perma death.

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<v Speaker 1>So you would play as a protagonist who could bring

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<v Speaker 1>two friends along. You had a selection of six potential friends.

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<v Speaker 1>You could take two of them with you. However, if

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<v Speaker 1>those friends should croak they stayed dead. They there would

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<v Speaker 1>actually be a little tombstone with the character's name out front,

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<v Speaker 1>so the choice of characters would determine how the game

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<v Speaker 1>would play out. And you couldn't just win the game

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<v Speaker 1>with one set of friends then play through it the

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<v Speaker 1>exact same way using different sets of friends. It actually

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<v Speaker 1>would change the game. The game also featured multiple endings,

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<v Speaker 1>so there were several interesting ideas here that would find

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<v Speaker 1>their way into future horror games. Though I would argue

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<v Speaker 1>that Maniac Mentioned itself is not really a scary game.

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<v Speaker 1>It's just that it helped cement certain game features that

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<v Speaker 1>would be later used to great effect in horror games

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<v Speaker 1>of the future, like the Atari twidd The NES also

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<v Speaker 1>had several horror movie tie in titles. You know. They

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<v Speaker 1>had Bram Stoker's Dracula. There was a Nightmare in Elm

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<v Speaker 1>Street game. There was a Friday the Thirteenth game which

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<v Speaker 1>gave us Purple Jason Jason Vorhees the antagonist in the

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<v Speaker 1>Friday of the Thirteenth movies, at least after the first one.

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<v Speaker 1>First first film was his mother, Mama Vorhees. But again,

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<v Speaker 1>the low resolution graphics of the NES and the eight

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<v Speaker 1>bit era never really struck me as particularly effective when

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<v Speaker 1>it came to creating scares. There was a Japanese game

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<v Speaker 1>called Sweet Home that managed to be pretty darn creepy

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<v Speaker 1>and allegedly. I mean it would actually serve as inspiration

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<v Speaker 1>for a future game franchise that I'll chat about a

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<v Speaker 1>little later. But I never really got to play Sweet

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<v Speaker 1>Home myself. I've seen video of it, but I've never

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<v Speaker 1>played it. It was never officially released outside of Japan.

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<v Speaker 1>You could track down an import of it and with

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<v Speaker 1>an adapter play it, but you know, you had to

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<v Speaker 1>go through a lot of effort in order to get

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<v Speaker 1>your hands on a copy outside of Japan. The ne

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<v Speaker 1>Nes also saw the first entry of the Castlevania series

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<v Speaker 1>of games. Now, while Castlevania was more of a horror

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<v Speaker 1>themed platformer and would become one half of the games

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<v Speaker 1>that would create the Metro metroid Vania genre of platformers,

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<v Speaker 1>Metroid being the other one, and the Castlevania series would

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<v Speaker 1>eventually spawn some titles the gamers said, we're legitimately unsettling. Now.

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<v Speaker 1>I've only played a little bit of Castlevania games, so

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<v Speaker 1>I can't really comment on this from a personal perspective.

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<v Speaker 1>To me, it was just sort of a horror themed

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<v Speaker 1>platform or not something that I found particularly scary, But

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<v Speaker 1>I've had limited experience with it. This era around the

0:13:26.120 --> 0:13:30.600
<v Speaker 1>Nintendo Entertainment System nineteen eighties era would see game developers

0:13:30.600 --> 0:13:33.240
<v Speaker 1>come up with ideas that would be incorporated into more

0:13:33.280 --> 0:13:36.960
<v Speaker 1>sophisticated games a few years later down the road. And

0:13:36.960 --> 0:13:38.760
<v Speaker 1>while there were a few titles that might have had

0:13:38.800 --> 0:13:41.679
<v Speaker 1>some interesting moments in them, for the most part they

0:13:41.720 --> 0:13:45.120
<v Speaker 1>were still pretty tame. But those gameplay elements would really

0:13:45.160 --> 0:13:50.160
<v Speaker 1>become important later on. While graphics and sound design would

0:13:50.200 --> 0:13:52.280
<v Speaker 1>do a lot to set the atmosphere for a game,

0:13:52.320 --> 0:13:54.959
<v Speaker 1>it would be those gameplay elements that can turn something

0:13:55.000 --> 0:13:58.200
<v Speaker 1>that's just you know, gruesome or shocking into an experience

0:13:58.240 --> 0:14:01.920
<v Speaker 1>that is more powerful than that. So let's jump ahead

0:14:02.080 --> 0:14:07.319
<v Speaker 1>a couple more years in a company called info Grames

0:14:07.520 --> 0:14:11.600
<v Speaker 1>would help launch a new genre. The game that did

0:14:11.640 --> 0:14:14.920
<v Speaker 1>this was called Alone in the Dark, which would spawn

0:14:15.120 --> 0:14:17.600
<v Speaker 1>a series of games. Now. The Guinness Book of World

0:14:17.600 --> 0:14:21.120
<v Speaker 1>Records names Alone in the Dark as the first three

0:14:21.240 --> 0:14:25.160
<v Speaker 1>D survival horror game. So in the game, you explore

0:14:25.200 --> 0:14:28.680
<v Speaker 1>a mansion this would become a common theme in horror games,

0:14:29.160 --> 0:14:32.480
<v Speaker 1>and you try to solve puzzles while you avoid or

0:14:32.520 --> 0:14:37.040
<v Speaker 1>defeat supernatural enemies like ghosts and monsters. And I think

0:14:37.040 --> 0:14:38.600
<v Speaker 1>it might be a good idea to talk about some

0:14:38.680 --> 0:14:42.800
<v Speaker 1>of the hallmarks of the survival horror genre or sub genre,

0:14:43.440 --> 0:14:47.280
<v Speaker 1>and what makes those games tike So As the name suggests,

0:14:47.560 --> 0:14:51.560
<v Speaker 1>the survival horror genre largely leans on the player trying

0:14:51.600 --> 0:14:54.600
<v Speaker 1>to keep their character alive for the duration of the

0:14:54.640 --> 0:14:58.840
<v Speaker 1>game despite numerous threats, and the horror part plays in

0:14:58.840 --> 0:15:01.640
<v Speaker 1>this too obvious lee and that the threats tend to

0:15:01.680 --> 0:15:06.760
<v Speaker 1>be scary and unsettling and often supernatural in nature. And

0:15:06.840 --> 0:15:09.480
<v Speaker 1>a lot of games the player controls the character or

0:15:09.640 --> 0:15:12.880
<v Speaker 1>entity that gets more powerful as the game progresses. You know,

0:15:12.960 --> 0:15:16.600
<v Speaker 1>other other subgenres, this is very typical. Right you play

0:15:16.600 --> 0:15:20.280
<v Speaker 1>the game, your character gets more capable, more powerful, gets

0:15:20.280 --> 0:15:24.440
<v Speaker 1>more equipment or more abilities. They might level up, they

0:15:24.480 --> 0:15:28.520
<v Speaker 1>might receive upgrades, and fighting enemies is a common game

0:15:28.600 --> 0:15:32.240
<v Speaker 1>feature for lots of other subgenres, but this is not

0:15:32.440 --> 0:15:37.560
<v Speaker 1>the case with survival horror games in general. Typically, in

0:15:37.640 --> 0:15:41.120
<v Speaker 1>survival horror games, it is far more common to stress

0:15:41.160 --> 0:15:46.240
<v Speaker 1>the need for stealth and agility rather than combat. Many

0:15:46.280 --> 0:15:49.960
<v Speaker 1>survival horror games have no combat systems at all, which

0:15:50.000 --> 0:15:54.040
<v Speaker 1>require the player to try and out maneuver or avoid enemies.

0:15:54.440 --> 0:15:57.120
<v Speaker 1>You might spend more time hiding in a locker or

0:15:57.160 --> 0:16:00.360
<v Speaker 1>a closet or sweet squeezing through like a tight spot,

0:16:00.800 --> 0:16:03.560
<v Speaker 1>and music and sound effects can really help to create

0:16:03.600 --> 0:16:06.680
<v Speaker 1>tense moments, increasing the sense of urgency as you try

0:16:06.720 --> 0:16:10.160
<v Speaker 1>to evade the beings that wish to do you harm.

0:16:10.200 --> 0:16:14.720
<v Speaker 1>By removing the ability to fight back against your opponents,

0:16:15.440 --> 0:16:20.360
<v Speaker 1>these games also remove the player's sense of comfort and complacency.

0:16:20.600 --> 0:16:23.920
<v Speaker 1>You can't count on your lead gaming skills to pull

0:16:23.960 --> 0:16:27.120
<v Speaker 1>off a quick headshot or get you out of a

0:16:27.160 --> 0:16:30.360
<v Speaker 1>tight spot like that. Danger may lurk around any corner,

0:16:30.880 --> 0:16:33.680
<v Speaker 1>and so you're on high alert whenever the game is

0:16:34.200 --> 0:16:37.440
<v Speaker 1>in motion, as a different type of emotional experience than

0:16:37.440 --> 0:16:40.920
<v Speaker 1>playing something like Doom, which you know falls into the

0:16:40.960 --> 0:16:45.560
<v Speaker 1>horror game genre but clearly does not qualify as a

0:16:45.640 --> 0:16:49.880
<v Speaker 1>survival horror game. Some survival horror games do allow you

0:16:49.920 --> 0:16:52.640
<v Speaker 1>to fight back at least a little bit, but these

0:16:52.680 --> 0:16:55.600
<v Speaker 1>games may have other mechanics built in so that fighting

0:16:55.600 --> 0:16:59.880
<v Speaker 1>back isn't necessarily the best option. Survival horror games might

0:17:00.080 --> 0:17:04.280
<v Speaker 1>be incredibly stingy with stuff like ammunition and health kits,

0:17:04.400 --> 0:17:08.160
<v Speaker 1>for example, so every shot counts and it's much better

0:17:08.240 --> 0:17:11.320
<v Speaker 1>to not get hit rather than have to figure out

0:17:11.359 --> 0:17:13.680
<v Speaker 1>how do you deal with the fact that you've been injured.

0:17:14.119 --> 0:17:18.639
<v Speaker 1>And these same games may make enemies particularly difficult to

0:17:18.680 --> 0:17:23.120
<v Speaker 1>take down, so you have both limited ammunition and if

0:17:23.119 --> 0:17:25.280
<v Speaker 1>you do choose to engage with an enemy, you may

0:17:25.320 --> 0:17:27.200
<v Speaker 1>have to shoot it multiple times just to make sure

0:17:27.200 --> 0:17:30.600
<v Speaker 1>it's not gonna keep coming after you. Another frequent game

0:17:30.600 --> 0:17:37.240
<v Speaker 1>mechanic is giving items durability ratings, so using items decreases

0:17:37.280 --> 0:17:41.159
<v Speaker 1>their durability, and eventually they need to be repaired or

0:17:41.240 --> 0:17:43.040
<v Speaker 1>they just playing break and you've got to get a

0:17:43.040 --> 0:17:46.800
<v Speaker 1>new one. By metering out stuff like weapons and tools

0:17:46.880 --> 0:17:50.320
<v Speaker 1>and health kits and AMMO, the game forces players to

0:17:50.400 --> 0:17:54.320
<v Speaker 1>make tough and often quick decisions while trying to survive.

0:17:54.960 --> 0:17:58.119
<v Speaker 1>Some games that fall into the survival horror genre play

0:17:58.160 --> 0:18:00.400
<v Speaker 1>with us a little bit more than others. There are

0:18:00.480 --> 0:18:03.240
<v Speaker 1>the Resident Evil games that we'll talk about more later,

0:18:04.520 --> 0:18:08.160
<v Speaker 1>especially the later Resident Evil games up to about part seven,

0:18:08.440 --> 0:18:11.600
<v Speaker 1>where you start finding more weapons and AMMO and options,

0:18:11.640 --> 0:18:14.840
<v Speaker 1>and these games become a lot more action oriented. They

0:18:14.840 --> 0:18:17.240
<v Speaker 1>turned into more of a shooter game rather than a

0:18:17.280 --> 0:18:20.399
<v Speaker 1>survival horror game. Now, to be clear, there's nothing wrong

0:18:20.440 --> 0:18:22.399
<v Speaker 1>with that. You know, an action horror game is a

0:18:22.480 --> 0:18:26.719
<v Speaker 1>legitimate type of genre. Doom is definitely an action horror

0:18:26.720 --> 0:18:30.400
<v Speaker 1>first person shooter, and there are doom titles that are fantastic,

0:18:30.840 --> 0:18:34.040
<v Speaker 1>but it is a different kind of experience. Alone in

0:18:34.080 --> 0:18:37.359
<v Speaker 1>the Dark had pre rendered backgrounds, but the character you

0:18:37.400 --> 0:18:41.000
<v Speaker 1>controlled was a three dimensional figure made up of polygons.

0:18:41.080 --> 0:18:44.520
<v Speaker 1>So this was right around the age that that computer

0:18:44.600 --> 0:18:47.840
<v Speaker 1>characters were emerging from being these little two dimensional sketches

0:18:48.240 --> 0:18:51.679
<v Speaker 1>into more three dimensional characters. One nice thing about the

0:18:51.720 --> 0:18:54.320
<v Speaker 1>game is that you could choose to play either as

0:18:54.720 --> 0:18:58.000
<v Speaker 1>male or female. Now this was in the early nineties.

0:18:58.040 --> 0:19:00.480
<v Speaker 1>This was a big step, although of course there was

0:19:00.520 --> 0:19:04.520
<v Speaker 1>still a lack of representation for non binary type characters.

0:19:05.000 --> 0:19:09.119
<v Speaker 1>Either way. The character needs to escape a mansion another

0:19:09.440 --> 0:19:12.880
<v Speaker 1>common thread, and must defeat enemies and or solve puzzles

0:19:12.880 --> 0:19:15.000
<v Speaker 1>in order to do so. Part of the game is

0:19:15.000 --> 0:19:17.560
<v Speaker 1>actually linear, that means you have to go through a

0:19:17.600 --> 0:19:21.280
<v Speaker 1>specific sequence to progress through the game, but other parts

0:19:21.280 --> 0:19:24.000
<v Speaker 1>of the game are nonlinear, where you can tackle different

0:19:24.080 --> 0:19:27.520
<v Speaker 1>challenges in whatever order you prefer. Some of the elements

0:19:27.520 --> 0:19:30.920
<v Speaker 1>would find their ways into other types of horror games

0:19:30.960 --> 0:19:33.119
<v Speaker 1>as well, and Alone in the Dark would become an

0:19:33.119 --> 0:19:37.760
<v Speaker 1>important foundational title for the horror game genre. When we

0:19:37.840 --> 0:19:40.639
<v Speaker 1>come back, we'll look at some more influential horror themed

0:19:40.680 --> 0:19:45.520
<v Speaker 1>games and some real standouts in the subgenre. But first,

0:19:45.600 --> 0:19:58.920
<v Speaker 1>let's take a quick break. In Virgin Interactive Entertainment published

0:19:58.960 --> 0:20:03.040
<v Speaker 1>a game called The Seventh Guest, a horror themed mystery

0:20:03.080 --> 0:20:06.720
<v Speaker 1>in which you solve various puzzles laid out within a mansion,

0:20:07.160 --> 0:20:10.600
<v Speaker 1>of course, and this game also featured clips of f

0:20:10.760 --> 0:20:14.879
<v Speaker 1>m V a k a full motion video. So the

0:20:14.960 --> 0:20:17.480
<v Speaker 1>PC world at the time was going through a revolution

0:20:17.680 --> 0:20:20.680
<v Speaker 1>as CD ROM drives became available for the first time

0:20:20.720 --> 0:20:23.640
<v Speaker 1>and made it possible for software developers to create more

0:20:23.640 --> 0:20:27.600
<v Speaker 1>sophisticated games that wouldn't just fit on a floppy disk

0:20:27.720 --> 0:20:31.280
<v Speaker 1>or they would require way too many floppy disks. So

0:20:31.359 --> 0:20:35.280
<v Speaker 1>within the game you would get these little video sequences

0:20:35.359 --> 0:20:38.920
<v Speaker 1>of actual live action video played in the game. Actors

0:20:38.960 --> 0:20:42.480
<v Speaker 1>in costume would appear occasionally as sort of ghostly visions

0:20:42.840 --> 0:20:45.040
<v Speaker 1>to deliver lines in a way that reminds me of

0:20:45.080 --> 0:20:47.800
<v Speaker 1>some of the worst community theater I have ever seen.

0:20:49.000 --> 0:20:52.879
<v Speaker 1>I loved it, but yeah, if you have never played

0:20:52.880 --> 0:20:55.920
<v Speaker 1>The Seventh Guest, go to YouTube, do a search for it.

0:20:56.480 --> 0:21:01.040
<v Speaker 1>Watch some of those FMV sequences. They are ad and

0:21:01.119 --> 0:21:04.800
<v Speaker 1>gloriously so there are actually videos of the full game

0:21:04.880 --> 0:21:06.600
<v Speaker 1>up on YouTube. If you don't have the patients to

0:21:06.720 --> 0:21:09.040
<v Speaker 1>solve all those puzzles yourself, and I have to be

0:21:09.080 --> 0:21:11.359
<v Speaker 1>honest here, at least a couple of the puzzles in

0:21:11.359 --> 0:21:14.240
<v Speaker 1>the game are pretty lame. Some of them are fun

0:21:14.240 --> 0:21:19.520
<v Speaker 1>and challenging, others aren't not good. The plot combines elements

0:21:19.600 --> 0:21:25.280
<v Speaker 1>of weird fantasy, murder mysteries, and supernatural horror. In a

0:21:25.359 --> 0:21:28.680
<v Speaker 1>sequel titled The Eleventh Hour published, but that didn't quite

0:21:28.680 --> 0:21:33.040
<v Speaker 1>fair as well as its predecessor among both the critics

0:21:33.040 --> 0:21:39.160
<v Speaker 1>and the public. Also in Sierra released Fantasmagoria, a horror

0:21:39.160 --> 0:21:41.639
<v Speaker 1>game that looked at the FMV that was in The

0:21:41.680 --> 0:21:44.800
<v Speaker 1>Seventh Guest and The Eleventh Hour and said, but what

0:21:44.880 --> 0:21:49.080
<v Speaker 1>if we did that more. Fantasmagoria has a couple of

0:21:49.200 --> 0:21:53.240
<v Speaker 1>dozen characters, all played by different actors, has tons of

0:21:53.280 --> 0:21:57.720
<v Speaker 1>full motion video. It required seven CDs to hold all

0:21:57.840 --> 0:22:02.640
<v Speaker 1>the datum, which was excess at the time. The game

0:22:02.680 --> 0:22:06.320
<v Speaker 1>has some pretty grizzly imagery, even in the intro of

0:22:06.320 --> 0:22:09.880
<v Speaker 1>the game, which has not one but two waking up

0:22:09.880 --> 0:22:14.080
<v Speaker 1>from a nightmare sequences back to back spoiler alert. The

0:22:14.160 --> 0:22:17.520
<v Speaker 1>style of game is a point and click adventure game,

0:22:17.600 --> 0:22:21.080
<v Speaker 1>but instead of controlling like a little animated polygonal figure,

0:22:21.920 --> 0:22:25.760
<v Speaker 1>your choices guided an actress named Victoria Morsel who was

0:22:25.800 --> 0:22:30.679
<v Speaker 1>playing a protagonist named Adrienne Delaney. So if you clicked

0:22:30.680 --> 0:22:35.280
<v Speaker 1>on a door, Victoria as Adrienne would walk to the

0:22:35.320 --> 0:22:37.520
<v Speaker 1>door and try to open it. So I imagine it

0:22:37.600 --> 0:22:39.760
<v Speaker 1>must have taken a very long time to capture all

0:22:39.800 --> 0:22:43.160
<v Speaker 1>the different variations of actions that could potentially play out

0:22:43.200 --> 0:22:45.720
<v Speaker 1>in the game. As for the plot of the game,

0:22:46.200 --> 0:22:50.679
<v Speaker 1>Adrienne is a novelist who along with her husband Don,

0:22:51.160 --> 0:22:55.159
<v Speaker 1>has purchased an old mansion since the theme yet and

0:22:55.200 --> 0:22:59.240
<v Speaker 1>the mansion's previous owner was a stage magician with a

0:22:59.400 --> 0:23:04.080
<v Speaker 1>dark lee passed involving multiple marriages and the mysterious death

0:23:04.240 --> 0:23:11.280
<v Speaker 1>of his wives. Adrianne encounters various supernatural puzzles and different

0:23:11.359 --> 0:23:15.000
<v Speaker 1>kind of supernatural happenings in the house as the story

0:23:15.040 --> 0:23:18.479
<v Speaker 1>plays out. It ultimately leads to a showdown with a demon,

0:23:19.200 --> 0:23:22.560
<v Speaker 1>as these things are wont to do. The game was

0:23:22.640 --> 0:23:25.280
<v Speaker 1>a pretty big hit, and it was a definite step

0:23:25.480 --> 0:23:29.320
<v Speaker 1>up on the production side from games like The Seventh Guest,

0:23:29.480 --> 0:23:32.800
<v Speaker 1>though a lot of reviews criticized that the puzzles in

0:23:32.840 --> 0:23:36.800
<v Speaker 1>Phantasmagoria were a little too simple. One of the reasons

0:23:37.040 --> 0:23:39.479
<v Speaker 1>I wanted to bring up this trio of games, in

0:23:39.480 --> 0:23:44.040
<v Speaker 1>particular Seventh Guests, Eleventh Hour and Phantasmagoria is because they

0:23:44.080 --> 0:23:47.240
<v Speaker 1>were almost an overcorrection of some of the issues I

0:23:47.320 --> 0:23:50.639
<v Speaker 1>had with earlier horror games. Right, the earliest horror games

0:23:50.640 --> 0:23:55.080
<v Speaker 1>were so simplistic, and the primitive graphics and the really

0:23:55.359 --> 0:23:58.800
<v Speaker 1>you know, low fi sound design acted as detriments to

0:23:58.840 --> 0:24:00.879
<v Speaker 1>the effect of the game. They weren't going to make

0:24:00.920 --> 0:24:05.560
<v Speaker 1>you feel scared, really, they weren't really unsettling. The era

0:24:05.680 --> 0:24:08.560
<v Speaker 1>of the CD ROM gave game developers the ability to

0:24:08.640 --> 0:24:12.240
<v Speaker 1>use actual video of real human beings in their games,

0:24:12.280 --> 0:24:15.760
<v Speaker 1>so there was no need to create realistic graphics if

0:24:15.800 --> 0:24:20.040
<v Speaker 1>you can replace graphics with actual video. But video is

0:24:20.280 --> 0:24:25.399
<v Speaker 1>inherently limited, especially for interactive purposes. You can't shoot every

0:24:25.440 --> 0:24:28.760
<v Speaker 1>possible variation of an action that a player might think

0:24:28.800 --> 0:24:32.439
<v Speaker 1>about while they're playing a game, so by necessity, a

0:24:32.480 --> 0:24:35.639
<v Speaker 1>lot of stuff a player might try would need to

0:24:35.680 --> 0:24:38.640
<v Speaker 1>result in a kind of message like I can't do

0:24:38.720 --> 0:24:42.600
<v Speaker 1>that or that doesn't work, because otherwise you would need

0:24:42.640 --> 0:24:46.119
<v Speaker 1>a nearly limitless amount of time to shoot video, and

0:24:46.119 --> 0:24:49.320
<v Speaker 1>that's just not practical. So what was needed were games

0:24:49.359 --> 0:24:54.400
<v Speaker 1>that could be atmospheric and have that level of production

0:24:54.520 --> 0:24:59.560
<v Speaker 1>value along with effective gameplay. And these were pieces that

0:24:59.560 --> 0:25:01.960
<v Speaker 1>were slow he starting to come together. I argue that

0:25:02.320 --> 0:25:04.919
<v Speaker 1>fm V games can be very entertaining, they can be

0:25:04.960 --> 0:25:09.600
<v Speaker 1>good games, but it's very hard to make effective gameplay

0:25:09.640 --> 0:25:14.400
<v Speaker 1>with them because you can't control live video the way

0:25:14.480 --> 0:25:18.880
<v Speaker 1>you can a they generated video game character. Another point

0:25:18.880 --> 0:25:23.080
<v Speaker 1>and click game that came out in was an expansion

0:25:23.200 --> 0:25:25.520
<v Speaker 1>on a story that had been written by Harlan Nelson

0:25:25.600 --> 0:25:28.560
<v Speaker 1>in the nineteen sixties, and it shares the same title

0:25:28.680 --> 0:25:31.720
<v Speaker 1>as that story, I have no Mouth and I must

0:25:31.840 --> 0:25:35.840
<v Speaker 1>scream now. In this story, the antagonist is not a

0:25:35.920 --> 0:25:40.760
<v Speaker 1>vengeful spirit, it's not a demon. It's a malicious artificial

0:25:40.840 --> 0:25:45.560
<v Speaker 1>intelligent construct. The game features five characters, each of whom

0:25:45.640 --> 0:25:49.080
<v Speaker 1>has a narrative within the game, and players are free

0:25:49.119 --> 0:25:53.360
<v Speaker 1>to make ethical or unethical choices as they play, and

0:25:53.440 --> 0:25:56.320
<v Speaker 1>making more ethical choices increases the odds that you'll be

0:25:56.359 --> 0:25:59.480
<v Speaker 1>able to defeat the AI at the end. But if

0:25:59.520 --> 0:26:02.000
<v Speaker 1>you want to be a total jerk face, you totally

0:26:02.040 --> 0:26:05.440
<v Speaker 1>can be. And also not all the choices are obvious

0:26:05.480 --> 0:26:07.960
<v Speaker 1>some of them are more dilemmas, and a lot of

0:26:07.960 --> 0:26:12.960
<v Speaker 1>the scenarios that the player faces are beyond grim. That's

0:26:13.119 --> 0:26:16.560
<v Speaker 1>really heavy, dark stuff, and it puts the player in

0:26:16.560 --> 0:26:19.080
<v Speaker 1>a position to deal with tough subject matter, which is

0:26:19.080 --> 0:26:22.919
<v Speaker 1>putting it lightly so before warned if you want to

0:26:23.000 --> 0:26:27.520
<v Speaker 1>try that game out. In we got the first of

0:26:27.600 --> 0:26:32.399
<v Speaker 1>the Resident Evil games, which was originally called bio Hazard Um,

0:26:32.440 --> 0:26:34.720
<v Speaker 1>which would come back later in the series. It was

0:26:34.760 --> 0:26:39.000
<v Speaker 1>originally developed for the Sony PlayStation. Resident Evil grew out

0:26:39.000 --> 0:26:42.000
<v Speaker 1>of one of the earlier games that I mentioned, Sweet Home,

0:26:42.119 --> 0:26:45.760
<v Speaker 1>the one that was a Japanese exclusive, and it follows

0:26:45.800 --> 0:26:49.680
<v Speaker 1>a special Task Force officer. The player could have their

0:26:49.800 --> 0:26:55.520
<v Speaker 1>choice of either playing Jill Valentine or Chris Redfield. The officer,

0:26:55.720 --> 0:26:59.120
<v Speaker 1>whichever one they choose, is attempting to track down members

0:26:59.160 --> 0:27:04.000
<v Speaker 1>of an earlier investigation team while also fighting off monsters

0:27:04.280 --> 0:27:07.359
<v Speaker 1>you know, like zombies and stuff. The gameplay is a

0:27:07.440 --> 0:27:11.840
<v Speaker 1>third person perspective game with a static camera angle. The

0:27:11.880 --> 0:27:14.440
<v Speaker 1>camera angle would change as you would move from scene

0:27:14.480 --> 0:27:17.560
<v Speaker 1>to scene, so it might be you know, kind of

0:27:18.960 --> 0:27:21.919
<v Speaker 1>up and to the side in one room and you

0:27:21.960 --> 0:27:23.879
<v Speaker 1>move to another room and suddenly the orientation of the

0:27:23.880 --> 0:27:28.080
<v Speaker 1>cameras totally different, which also changes the way your character controls.

0:27:28.119 --> 0:27:31.520
<v Speaker 1>It made controlling the character a little clunky. They're also

0:27:31.680 --> 0:27:34.879
<v Speaker 1>limited resources in the game, so managing those resources like

0:27:34.960 --> 0:27:37.720
<v Speaker 1>ammunition and healing items becomes an important part of the

0:27:37.720 --> 0:27:41.000
<v Speaker 1>player's strategy, and there are puzzles to solve as the

0:27:41.000 --> 0:27:44.640
<v Speaker 1>game progresses. And while Alone in the Dark would introduce

0:27:44.720 --> 0:27:48.840
<v Speaker 1>the elements of survival horror back in, I think it's

0:27:48.840 --> 0:27:51.679
<v Speaker 1>safe to say that Resident Evil was the game that

0:27:51.880 --> 0:27:57.240
<v Speaker 1>defined the characteristics of survival horror in nineteen. Resident Evil

0:27:57.520 --> 0:28:01.080
<v Speaker 1>would spawn numerous sequels. By the time you get to

0:28:01.160 --> 0:28:04.480
<v Speaker 1>Resident Evil four, which is, you know, actually the sixth

0:28:04.560 --> 0:28:06.960
<v Speaker 1>game in the series, I think I might even be

0:28:07.040 --> 0:28:08.760
<v Speaker 1>missing one or two. There are a lot of games

0:28:08.760 --> 0:28:10.560
<v Speaker 1>in the Resident Evil series, not all of them have

0:28:10.840 --> 0:28:14.040
<v Speaker 1>numbers on them. But by that time, the games were

0:28:14.080 --> 0:28:18.080
<v Speaker 1>becoming a little more action oriented and the game's sold well,

0:28:18.160 --> 0:28:20.560
<v Speaker 1>but the critical reaction was mixed, with a lot of

0:28:20.600 --> 0:28:24.440
<v Speaker 1>critics saying the games that kind of abandoned suspense and

0:28:24.520 --> 0:28:28.480
<v Speaker 1>fear in favor of shoot him up action gameplay elements.

0:28:29.080 --> 0:28:31.760
<v Speaker 1>So by the time we get to two thousand seventeen,

0:28:32.040 --> 0:28:35.879
<v Speaker 1>five years after Resident Evil six, had come out, we

0:28:36.000 --> 0:28:39.960
<v Speaker 1>got Resident Evil seven, and boy howdy did they jump

0:28:40.040 --> 0:28:42.920
<v Speaker 1>back into the horror elements of the series for that one.

0:28:43.640 --> 0:28:47.800
<v Speaker 1>The game is scaled down, it's it's in a again

0:28:47.880 --> 0:28:50.920
<v Speaker 1>kind of like in a big house environment. For the

0:28:50.960 --> 0:28:54.880
<v Speaker 1>most part, it's played from a first person perspective, which

0:28:54.880 --> 0:28:57.880
<v Speaker 1>was very different from earlier Resident Evil games, and it

0:28:58.000 --> 0:29:03.040
<v Speaker 1>is incredibly horrific. Only is there some really brutal graphic

0:29:03.240 --> 0:29:06.680
<v Speaker 1>violence in that game. The threat to your character survival

0:29:07.200 --> 0:29:10.560
<v Speaker 1>is one that persists throughout the gameplay, and it drives

0:29:10.600 --> 0:29:13.160
<v Speaker 1>the action of the game, and it creates that sense

0:29:13.200 --> 0:29:16.640
<v Speaker 1>of tension and suspense and fear that makes it such

0:29:16.680 --> 0:29:20.840
<v Speaker 1>a an intense experience. In the game, you play as

0:29:20.920 --> 0:29:25.600
<v Speaker 1>Ethan Winters and he's looking for his wife in a big, old,

0:29:25.600 --> 0:29:28.840
<v Speaker 1>creepy house, because of course that's what happens. But I

0:29:28.880 --> 0:29:32.080
<v Speaker 1>don't mean to reduce this down to well worn horror tropes.

0:29:32.480 --> 0:29:35.200
<v Speaker 1>The game is largely effective and for those who played

0:29:35.200 --> 0:29:39.760
<v Speaker 1>it with the PS four VR headset, it could get

0:29:40.040 --> 0:29:44.360
<v Speaker 1>really scary, throwing you into the action. Resideval isn't the

0:29:44.400 --> 0:29:46.800
<v Speaker 1>only franchise to have had a huge impact on the

0:29:46.840 --> 0:29:51.200
<v Speaker 1>horror genre of games, however, the Konami series. Silent Hill,

0:29:51.480 --> 0:29:57.240
<v Speaker 1>which launched in is another really important one. Like Residenteval,

0:29:57.560 --> 0:30:01.000
<v Speaker 1>Silent Hill uses a third person perspe active. The game

0:30:01.040 --> 0:30:04.200
<v Speaker 1>also made clever use of fog effects to limit visibility,

0:30:04.680 --> 0:30:10.040
<v Speaker 1>not just to create an oppressive, claustrophobic atmosphere, but also

0:30:10.080 --> 0:30:14.200
<v Speaker 1>to compensate for the relatively limited processing power of consoles

0:30:14.240 --> 0:30:18.160
<v Speaker 1>at the time. They couldn't render graphics out as far

0:30:18.200 --> 0:30:20.920
<v Speaker 1>as the eye could see, so using fog meant you

0:30:20.960 --> 0:30:24.720
<v Speaker 1>couldn't see all the stuff around you, so your view

0:30:24.800 --> 0:30:27.360
<v Speaker 1>was limited, and that made it easier for the consoles

0:30:27.360 --> 0:30:31.360
<v Speaker 1>to process all those graphics. In the game, players control

0:30:31.360 --> 0:30:34.400
<v Speaker 1>a character called Harry Mason as he tries to find

0:30:34.440 --> 0:30:38.640
<v Speaker 1>his daughter who is lost in a town called Silent Hill.

0:30:39.200 --> 0:30:43.400
<v Speaker 1>That town also inconveniently has a whole bunch of monsters

0:30:43.400 --> 0:30:46.960
<v Speaker 1>in it to make things more intense. Harry isn't exactly

0:30:47.000 --> 0:30:50.760
<v Speaker 1>an athlete, so sprinting wears him out pretty quickly. He's

0:30:50.760 --> 0:30:52.640
<v Speaker 1>not an expert with weapons, so he's not a very

0:30:52.640 --> 0:30:56.840
<v Speaker 1>good fighter. The lore of this game series gets pretty bonkers.

0:30:57.000 --> 0:31:00.800
<v Speaker 1>It's actually really challenging to explain. But like Resident Eval,

0:31:00.920 --> 0:31:03.880
<v Speaker 1>the Silent Hill series would cement certain tropes within the

0:31:03.920 --> 0:31:08.360
<v Speaker 1>survival horror genre. The game features numerous sequels and one

0:31:08.480 --> 0:31:10.640
<v Speaker 1>very special entry that will get to towards the end

0:31:10.640 --> 0:31:14.880
<v Speaker 1>of this episode. That's just a teaser for what's to come.

0:31:15.520 --> 0:31:17.520
<v Speaker 1>But before we get to that, we have some other

0:31:17.560 --> 0:31:21.640
<v Speaker 1>important games to talk about. One of those was Eternal

0:31:21.760 --> 0:31:25.760
<v Speaker 1>Darkness Sanity's Requiem, which came out back in two thousand

0:31:25.840 --> 0:31:28.880
<v Speaker 1>two for the Nintendo GameCube and was developed by a

0:31:28.880 --> 0:31:32.480
<v Speaker 1>company called Silicon Nights. Now. When it comes to the

0:31:32.600 --> 0:31:36.600
<v Speaker 1>Nintendo consoles in general, the GameCube tends to fall into

0:31:36.600 --> 0:31:39.640
<v Speaker 1>a category along with the we you as a system

0:31:39.680 --> 0:31:42.600
<v Speaker 1>that doesn't get a whole lot of love, but this

0:31:42.680 --> 0:31:46.080
<v Speaker 1>particular title was one that definitely got a lot of attention,

0:31:46.600 --> 0:31:49.640
<v Speaker 1>largely for its creative manipulation of the player and the

0:31:49.720 --> 0:31:54.640
<v Speaker 1>variation between different playthroughs of the game. Eternal Darkness is

0:31:54.680 --> 0:31:58.479
<v Speaker 1>a horror game that has multiple potential endings based on

0:31:58.520 --> 0:32:03.040
<v Speaker 1>your choices, and if you complete the game whichever ending

0:32:03.120 --> 0:32:06.520
<v Speaker 1>you pursue, you know through your choices that one becomes

0:32:06.680 --> 0:32:11.240
<v Speaker 1>unavailable to you in future playthroughs unless you finish all

0:32:11.320 --> 0:32:15.200
<v Speaker 1>the other potential endings of the game, so it forces

0:32:15.240 --> 0:32:18.440
<v Speaker 1>you to try different stuff. I don't think I had

0:32:18.600 --> 0:32:22.640
<v Speaker 1>seen a game that had a similar ambition before Eternal Darkness.

0:32:22.640 --> 0:32:25.200
<v Speaker 1>I'm sure there are others out there, but I don't

0:32:25.200 --> 0:32:28.600
<v Speaker 1>know about them. As for gameplay, it's another third person

0:32:28.680 --> 0:32:33.120
<v Speaker 1>perspective horror themed puzzle game, but the player doesn't control

0:32:33.200 --> 0:32:36.720
<v Speaker 1>just a single protagonist. There's actually twelve characters that the

0:32:36.760 --> 0:32:40.360
<v Speaker 1>player will control at different points within the game, and

0:32:40.600 --> 0:32:45.320
<v Speaker 1>characters are in different locations and also different moments in history,

0:32:45.640 --> 0:32:47.960
<v Speaker 1>So you jump around from character to character as you

0:32:48.040 --> 0:32:51.800
<v Speaker 1>complete chapters in this game, and thus you go from

0:32:51.800 --> 0:32:54.880
<v Speaker 1>location to location and time period to time period depending

0:32:54.880 --> 0:32:58.520
<v Speaker 1>on who you're playing, and each character has their own

0:32:58.600 --> 0:33:03.000
<v Speaker 1>individual narrative finish. On top of all of this, you've

0:33:03.040 --> 0:33:06.600
<v Speaker 1>got the sanity meter, something that would end up being

0:33:06.800 --> 0:33:10.520
<v Speaker 1>a big thing in games to come. So as your

0:33:10.720 --> 0:33:16.000
<v Speaker 1>character encounters spooky stuff in the game, the sanity meter

0:33:16.160 --> 0:33:18.920
<v Speaker 1>starts to go down, and as it does so odd

0:33:18.960 --> 0:33:22.240
<v Speaker 1>things start to happen within the game. And Eternal Darkness

0:33:22.280 --> 0:33:26.040
<v Speaker 1>wouldn't just have weird things happen to your character. Some

0:33:26.200 --> 0:33:29.120
<v Speaker 1>of that weird stuff got really met up. For example,

0:33:29.520 --> 0:33:32.440
<v Speaker 1>you might be playing the game and suddenly, as your

0:33:32.480 --> 0:33:35.240
<v Speaker 1>sanity dips. You see an indicator on your TV screen

0:33:35.280 --> 0:33:38.440
<v Speaker 1>that says the volume on your television is being turned down.

0:33:38.920 --> 0:33:42.160
<v Speaker 1>But here's the thing, it wasn't really going down at all.

0:33:42.280 --> 0:33:44.600
<v Speaker 1>The game was just creating a graphic that makes it

0:33:44.640 --> 0:33:47.560
<v Speaker 1>look like the volume is going down. So it would

0:33:47.560 --> 0:33:49.400
<v Speaker 1>be one of those things were like, why is that happening?

0:33:49.760 --> 0:33:52.760
<v Speaker 1>What's what's affecting the television? If you were to turn

0:33:52.800 --> 0:33:55.240
<v Speaker 1>the volume up on your TV, it would boost the

0:33:55.320 --> 0:33:57.960
<v Speaker 1>volume up to a much louder level so that when

0:33:58.000 --> 0:33:59.959
<v Speaker 1>the audio of the game comes back in full four

0:34:00.040 --> 0:34:02.720
<v Speaker 1>or so, it would be extra loud. Or maybe the

0:34:02.760 --> 0:34:05.840
<v Speaker 1>game would suddenly boot you into the menu at a

0:34:05.880 --> 0:34:09.879
<v Speaker 1>critical moment, or cause your controls to reverse so now

0:34:10.120 --> 0:34:12.600
<v Speaker 1>left is right and right is left, or it would

0:34:12.600 --> 0:34:15.200
<v Speaker 1>block your vision just as an enemy was closing in

0:34:15.239 --> 0:34:18.319
<v Speaker 1>on you, or make everything upside down in the room.

0:34:18.400 --> 0:34:21.760
<v Speaker 1>So playing the game in the dark was quite the experience,

0:34:21.800 --> 0:34:24.080
<v Speaker 1>as you would have moments wondering if you had imagined

0:34:24.320 --> 0:34:28.120
<v Speaker 1>something weird in the game or if it was really

0:34:28.160 --> 0:34:30.839
<v Speaker 1>happening and the game was messing with you. On top

0:34:30.880 --> 0:34:33.359
<v Speaker 1>of all that, the game featured forces that were kind

0:34:33.400 --> 0:34:37.759
<v Speaker 1>of love crafty and in nature HP Lovecraft's work, which

0:34:37.760 --> 0:34:40.880
<v Speaker 1>is fitting because many of lovecraft stories revolve around characters

0:34:41.280 --> 0:34:45.520
<v Speaker 1>losing their sanity when they're confronted by otherworldly horrors. This

0:34:45.560 --> 0:34:47.480
<v Speaker 1>is one of those games that I played back when

0:34:47.520 --> 0:34:50.799
<v Speaker 1>I had a GameCube, though I don't think I ever

0:34:50.840 --> 0:34:54.400
<v Speaker 1>actually finished the game. It was a little too sprawling,

0:34:54.840 --> 0:34:57.960
<v Speaker 1>and the multiple storylines made it a little challenging to

0:34:58.000 --> 0:35:01.240
<v Speaker 1>follow what was going on with the lot, and also

0:35:01.880 --> 0:35:05.640
<v Speaker 1>I wasn't really good at it. Controlling characters from a

0:35:05.680 --> 0:35:09.400
<v Speaker 1>third person perspective with cameras that are not fully controllable

0:35:09.520 --> 0:35:12.560
<v Speaker 1>is challenging to me. But I definitely appreciated how this

0:35:12.600 --> 0:35:15.719
<v Speaker 1>game was thinking outside the box and even outside the

0:35:15.760 --> 0:35:19.000
<v Speaker 1>console in an effort to make gamers uneasy as they

0:35:19.000 --> 0:35:24.040
<v Speaker 1>played the game. The game got overwhelmingly positive critical reception,

0:35:24.480 --> 0:35:27.799
<v Speaker 1>and it frequently makes the list of best scary games

0:35:28.160 --> 0:35:30.239
<v Speaker 1>even today. And this was a game that came out

0:35:30.280 --> 0:35:33.520
<v Speaker 1>in two thousand two. Now. Originally the team had planned

0:35:33.560 --> 0:35:37.280
<v Speaker 1>on making a sequel, but various setbacks derailed that until

0:35:37.400 --> 0:35:42.600
<v Speaker 1>in the Silicon Nights development company filed for bankruptcy. Some

0:35:42.800 --> 0:35:45.400
<v Speaker 1>of the company members would go on to create a

0:35:45.480 --> 0:35:49.120
<v Speaker 1>new company called Precursor Games. They continued the effort to

0:35:49.120 --> 0:35:52.560
<v Speaker 1>try and bring an Eternal Darkness sequel out, including a

0:35:52.560 --> 0:35:56.840
<v Speaker 1>couple of failed crowdfunding campaigns. The first of those campaigns

0:35:56.880 --> 0:36:00.799
<v Speaker 1>was cut short for some truly awful dark reasons. I'm

0:36:00.800 --> 0:36:03.200
<v Speaker 1>not going to go into it here because the story

0:36:03.320 --> 0:36:05.719
<v Speaker 1>is out there online if you really want to learn more.

0:36:05.920 --> 0:36:10.120
<v Speaker 1>But it's it's terrible. It's a horrible story, and real

0:36:10.160 --> 0:36:13.960
<v Speaker 1>world horror isn't fun the way video game horror is,

0:36:14.000 --> 0:36:16.399
<v Speaker 1>so I'm leaving it alone. But the long and short

0:36:16.440 --> 0:36:19.120
<v Speaker 1>of it is that to date, there has been no

0:36:19.239 --> 0:36:22.320
<v Speaker 1>sequel to Eternal Darkness. We'll have to hold out hope.

0:36:22.840 --> 0:36:26.120
<v Speaker 1>When we come back, I'll chat about some other notable games,

0:36:26.160 --> 0:36:28.799
<v Speaker 1>including a recent one that I really dig But first

0:36:28.840 --> 0:36:39.600
<v Speaker 1>let's take another quick break. The mid two thousands saw

0:36:39.680 --> 0:36:43.080
<v Speaker 1>more of an emphasis on action horror and first person

0:36:43.120 --> 0:36:47.000
<v Speaker 1>shooters and the more atmospheric psychological stuff that I would

0:36:47.000 --> 0:36:50.000
<v Speaker 1>like to talk about now. There worth a couple of exceptions,

0:36:50.000 --> 0:36:52.480
<v Speaker 1>but a lot of the focus was really on twitch

0:36:52.560 --> 0:36:55.359
<v Speaker 1>skills and jump scares. You know, just not my bag man.

0:36:56.040 --> 0:36:58.960
<v Speaker 1>One exception to this was a game called Call of

0:36:59.000 --> 0:37:02.840
<v Speaker 1>Cathulu dar Corners of the Earth. While Eternal Darkness was

0:37:02.880 --> 0:37:07.320
<v Speaker 1>inspired by Lovecraftian weird fiction. Call of Cathul Whu is

0:37:07.360 --> 0:37:10.480
<v Speaker 1>a direct reference to Lovecraft's work. Cathul Who is a

0:37:10.600 --> 0:37:15.680
<v Speaker 1>Lovecraftian creation. The game is a first person shooter stealth

0:37:15.760 --> 0:37:20.279
<v Speaker 1>horror game. Like survival horror games, resources are few and

0:37:20.320 --> 0:37:23.799
<v Speaker 1>far between, and in many cases the player would find

0:37:23.840 --> 0:37:27.360
<v Speaker 1>out that trying to avoid a confrontation and hide is

0:37:27.360 --> 0:37:30.920
<v Speaker 1>a much better option than going in guns blazing. Like

0:37:30.960 --> 0:37:36.799
<v Speaker 1>Eternal Darkness, encountering supernatural creatures and witnessing supernatural events decreases

0:37:36.880 --> 0:37:40.640
<v Speaker 1>the player character's sanity, which leads to the game producing

0:37:40.680 --> 0:37:44.600
<v Speaker 1>weird sounds and graphics or changing the controls slightly, and

0:37:44.680 --> 0:37:48.759
<v Speaker 1>it's a pretty disconcerting thing to experience. On top of that,

0:37:49.880 --> 0:37:54.040
<v Speaker 1>this game is grim y'all, but a pretty effective horror experience.

0:37:54.440 --> 0:37:56.560
<v Speaker 1>And this game came out for the Xbox in two

0:37:56.600 --> 0:38:00.279
<v Speaker 1>thousand five and for Windows the following year. Now we're

0:38:00.280 --> 0:38:02.399
<v Speaker 1>going to skip ahead a few years. For the next

0:38:02.440 --> 0:38:05.600
<v Speaker 1>push forward, I want to talk about the game Amnesia

0:38:05.960 --> 0:38:09.560
<v Speaker 1>The Dark Descent. Console gamers might think of this as

0:38:09.600 --> 0:38:12.520
<v Speaker 1>a game that debuted in that would be for the

0:38:12.560 --> 0:38:15.759
<v Speaker 1>PS four fans, or maybe even eighteen for people who

0:38:15.840 --> 0:38:19.000
<v Speaker 1>played on Xbox One, but the game originally came out

0:38:19.320 --> 0:38:23.640
<v Speaker 1>way back in twenty ten for Windows. In this game,

0:38:23.920 --> 0:38:28.040
<v Speaker 1>you play as a character who has you know, amnesia.

0:38:28.360 --> 0:38:31.239
<v Speaker 1>He remembers his name. It happens to be Daniel, but

0:38:31.719 --> 0:38:33.840
<v Speaker 1>dang if he can't remember, why the heck He's in

0:38:33.840 --> 0:38:37.520
<v Speaker 1>the middle of a spooky old castle that's filled with monsters.

0:38:38.200 --> 0:38:42.160
<v Speaker 1>Daniel is also scared of the dark, so of course

0:38:42.880 --> 0:38:47.120
<v Speaker 1>the castle is mostly in the dark, and so being

0:38:47.640 --> 0:38:51.920
<v Speaker 1>in the dark affects Daniel's sanity, tapping back into that

0:38:52.000 --> 0:38:55.280
<v Speaker 1>mechanic we saw with Eternal Darkness and Call of Cthulhu.

0:38:55.960 --> 0:38:59.399
<v Speaker 1>As a result, the game starts messing with you as

0:38:59.440 --> 0:39:03.600
<v Speaker 1>you're Santa the Dips. Daniel also isn't a fighter, so

0:39:03.719 --> 0:39:08.680
<v Speaker 1>your options fall into evade or avoid enemies, so it

0:39:08.719 --> 0:39:11.279
<v Speaker 1>really turns us into a stealth horror game with the

0:39:11.320 --> 0:39:14.239
<v Speaker 1>added complication that you can't be in the dark too

0:39:14.320 --> 0:39:17.200
<v Speaker 1>long or you start to lose your sanity. The need

0:39:17.280 --> 0:39:20.799
<v Speaker 1>to be stealthy forces players to really rely on what

0:39:20.880 --> 0:39:23.520
<v Speaker 1>they can see and hear within the games, so they

0:39:23.520 --> 0:39:26.640
<v Speaker 1>have to really start to pay attention to what's going on,

0:39:27.120 --> 0:39:30.480
<v Speaker 1>and the graphics and the sound design both leverage this

0:39:30.600 --> 0:39:35.680
<v Speaker 1>to create an immersive, unsettling experience, and it makes Amnesia

0:39:35.719 --> 0:39:38.840
<v Speaker 1>and early example of a subgenre of horror games that

0:39:39.040 --> 0:39:42.239
<v Speaker 1>become really popular over the following years. This sort of

0:39:42.239 --> 0:39:48.360
<v Speaker 1>psychological horror that that really affects the player. Other games

0:39:48.360 --> 0:39:52.719
<v Speaker 1>that would follow a similar path would include Soma, Outlast,

0:39:53.320 --> 0:39:59.560
<v Speaker 1>Layers of Fear, Visage, and tons more. One game experience

0:39:59.600 --> 0:40:03.440
<v Speaker 1>that that kind of follows that path is the Silent

0:40:03.560 --> 0:40:06.520
<v Speaker 1>Hill tie end that I mentioned earlier that I kind

0:40:06.520 --> 0:40:11.000
<v Speaker 1>of teased, and I'm of course talking about PT, which

0:40:11.000 --> 0:40:16.160
<v Speaker 1>stands for Playable Teaser. This wasn't really a fully fledged game,

0:40:16.280 --> 0:40:18.359
<v Speaker 1>so much as a hint at the sort of thing

0:40:18.400 --> 0:40:22.279
<v Speaker 1>that gamers were supposed to expect in what ended up

0:40:22.320 --> 0:40:25.680
<v Speaker 1>being an unfinished and unreleased game in the Silent Hills series.

0:40:26.040 --> 0:40:29.600
<v Speaker 1>This one was to be called Silent Hills, and the

0:40:29.640 --> 0:40:34.600
<v Speaker 1>game was a collaboration between game developer Hideo Kajima and

0:40:34.760 --> 0:40:37.960
<v Speaker 1>his production company Kajima Productions and U, and also the

0:40:38.000 --> 0:40:41.799
<v Speaker 1>film director Guillermo del Toro. This was released back in

0:40:41.880 --> 0:40:45.040
<v Speaker 1>August two thousand four team for the PlayStation four. Now,

0:40:45.080 --> 0:40:49.120
<v Speaker 1>the story around the game is arguably just as fascinating

0:40:49.400 --> 0:40:52.680
<v Speaker 1>as the game experiences itself. So first let's talk about

0:40:52.920 --> 0:40:57.400
<v Speaker 1>the game. PT is played from a first person perspective,

0:40:57.560 --> 0:41:00.239
<v Speaker 1>and as the game starts, the player character awake, ends

0:41:00.239 --> 0:41:03.080
<v Speaker 1>on a concrete floor in a bar room, and the

0:41:03.080 --> 0:41:05.479
<v Speaker 1>only thing in the room is a single door leading out,

0:41:06.320 --> 0:41:08.920
<v Speaker 1>and when you open that door, you see a hallway

0:41:08.960 --> 0:41:11.799
<v Speaker 1>that has a ninety degree turn at the right at

0:41:11.800 --> 0:41:15.319
<v Speaker 1>the very end of the hallway, the hall continues past

0:41:15.400 --> 0:41:18.040
<v Speaker 1>a door on the right, which is closed at the beginning,

0:41:18.560 --> 0:41:20.799
<v Speaker 1>and then a little further on you have a foyer

0:41:20.840 --> 0:41:22.799
<v Speaker 1>where you've got the front door of the home on

0:41:22.880 --> 0:41:25.799
<v Speaker 1>your left side. You can also have a view up

0:41:25.840 --> 0:41:28.080
<v Speaker 1>to the upper level of the house, but you can't

0:41:28.160 --> 0:41:30.960
<v Speaker 1>get to it, and then there's another door at the

0:41:31.040 --> 0:41:33.839
<v Speaker 1>end of the hallway down a couple of steps. So

0:41:34.000 --> 0:41:36.040
<v Speaker 1>going through the door at the end puts you right

0:41:36.080 --> 0:41:38.200
<v Speaker 1>back at the beginning of the hallway, revealing that the

0:41:38.239 --> 0:41:41.360
<v Speaker 1>player is caught in some sort of space time loop.

0:41:41.960 --> 0:41:44.920
<v Speaker 1>But things change as you go through the loop and

0:41:45.040 --> 0:41:49.440
<v Speaker 1>interact with stuff. Sometimes the door on that right side,

0:41:49.480 --> 0:41:52.560
<v Speaker 1>which had been closed on that first run through, will

0:41:52.560 --> 0:41:56.040
<v Speaker 1>be slightly open. Sometimes you'll see writing on the walls.

0:41:56.080 --> 0:41:59.840
<v Speaker 1>Sometimes other creepy stuff happens, and so on. As you

0:42:00.000 --> 0:42:03.360
<v Speaker 1>walk through this hall, various spooky things happen. A radio

0:42:03.440 --> 0:42:06.520
<v Speaker 1>plays a news report about a grizzly series of murders

0:42:06.520 --> 0:42:09.280
<v Speaker 1>that you can't help but worry that you are involved

0:42:09.320 --> 0:42:13.160
<v Speaker 1>with somehow. You will hear the sounds of a baby

0:42:13.280 --> 0:42:16.799
<v Speaker 1>crying from the bathroom that's that door on the right

0:42:16.960 --> 0:42:19.600
<v Speaker 1>that was closed at the beginning. You might hear sounds

0:42:19.600 --> 0:42:22.920
<v Speaker 1>of a woman's sobbing. You better hope you don't see her.

0:42:23.520 --> 0:42:26.000
<v Speaker 1>You might see some pretty disturbing stuff as you walk

0:42:26.040 --> 0:42:32.359
<v Speaker 1>through the hallways. It's really a challenging and mysterious experience,

0:42:32.400 --> 0:42:34.520
<v Speaker 1>and you're trying to put things together. You don't have

0:42:34.560 --> 0:42:39.239
<v Speaker 1>the full picture, so it's really really complex. If you

0:42:39.280 --> 0:42:43.400
<v Speaker 1>are successful in completing the sequences, you eventually arrive at

0:42:43.400 --> 0:42:45.640
<v Speaker 1>a screen that reveals that the game is actually a

0:42:45.680 --> 0:42:50.040
<v Speaker 1>playable teaser for Silent Hills, and the puzzles were tricky

0:42:50.120 --> 0:42:53.160
<v Speaker 1>enough that people weren't entirely sure what it was that

0:42:53.239 --> 0:42:56.480
<v Speaker 1>triggered that end the screen. So if this is the

0:42:56.520 --> 0:42:59.960
<v Speaker 1>first you've heard about PET, I recommend checking out video

0:43:00.080 --> 0:43:04.280
<v Speaker 1>is on YouTube of the game. The walkthroughs are really interesting,

0:43:04.320 --> 0:43:08.239
<v Speaker 1>particularly for those that have gamers who captured their own

0:43:08.280 --> 0:43:12.880
<v Speaker 1>reactions via webcam. Those reactions are priceless. But what if

0:43:12.880 --> 0:43:15.839
<v Speaker 1>you wanted to play the game yourself. Well, that's where

0:43:15.840 --> 0:43:18.759
<v Speaker 1>things get a little tricky. Remember when I said the

0:43:18.760 --> 0:43:23.799
<v Speaker 1>Silent Hill game was unfinished and unreleased. Well, Konami, the

0:43:23.880 --> 0:43:27.600
<v Speaker 1>company that published PT in the Silent Hill series, made

0:43:27.600 --> 0:43:30.960
<v Speaker 1>the decision to cancel the game and subsequently removed PT

0:43:31.239 --> 0:43:35.640
<v Speaker 1>from the PlayStation Network in the spring of t which

0:43:35.680 --> 0:43:38.840
<v Speaker 1>means that if you had not installed the game to

0:43:39.000 --> 0:43:42.160
<v Speaker 1>your PS four before that point, you were out of luck.

0:43:42.680 --> 0:43:45.279
<v Speaker 1>There's a whole story about Konami in general and the

0:43:45.320 --> 0:43:49.120
<v Speaker 1>falling out between Konami and Hideo Kajima, but that's gonna

0:43:49.160 --> 0:43:51.760
<v Speaker 1>have to wait for its own episode because it gets

0:43:52.800 --> 0:43:56.520
<v Speaker 1>crazy dramatic. The removal of PT lead to a lot

0:43:56.520 --> 0:44:00.040
<v Speaker 1>of fans hurling criticisms, which is a polite weight to

0:44:00.120 --> 0:44:04.120
<v Speaker 1>put it towards Konami. Some people attempted to make cash

0:44:04.160 --> 0:44:07.320
<v Speaker 1>off the whole thing by offering up PlayStation four consoles

0:44:07.320 --> 0:44:10.719
<v Speaker 1>that still had PT installed on them and tried to

0:44:10.760 --> 0:44:13.640
<v Speaker 1>make it available to the highest bidder. A few enterprising

0:44:13.640 --> 0:44:17.319
<v Speaker 1>developers tried to recreate the experience in various engines, though

0:44:17.400 --> 0:44:20.920
<v Speaker 1>from what I've seen, most of those have since gone away,

0:44:20.920 --> 0:44:24.880
<v Speaker 1>possibly due to Konami threatening legal action because the company

0:44:25.000 --> 0:44:29.200
<v Speaker 1>still owns the intellectual property of the game series. And

0:44:29.239 --> 0:44:31.440
<v Speaker 1>that is a huge shame because if you take a

0:44:31.480 --> 0:44:35.080
<v Speaker 1>look at lists of the best horror video or computer games,

0:44:35.600 --> 0:44:40.680
<v Speaker 1>PT constantly ranks really high on those lists, sometimes it's

0:44:40.800 --> 0:44:44.000
<v Speaker 1>number one. It was able to tap into something primal

0:44:44.120 --> 0:44:48.200
<v Speaker 1>in the minds of gamers, and the repetitive gameplay actually

0:44:48.200 --> 0:44:51.600
<v Speaker 1>would crank up the tension and anxiety as you were

0:44:51.600 --> 0:44:55.000
<v Speaker 1>actively looking for things that might have changed since your

0:44:55.120 --> 0:44:59.720
<v Speaker 1>last loop, and Lisa the Ghost could be a real terror.

0:45:00.040 --> 0:45:03.280
<v Speaker 1>Her attacks on the player were the jumpiest of jump scares.

0:45:03.320 --> 0:45:06.280
<v Speaker 1>But I would argue it was the tone and presentation

0:45:06.320 --> 0:45:09.600
<v Speaker 1>of the game that really makes it special. Oh and

0:45:09.680 --> 0:45:12.120
<v Speaker 1>when one other thing I'll say about PT, it's a

0:45:12.239 --> 0:45:17.600
<v Speaker 1>fairly short gaming experience. It is a teaser after all. Now, granted,

0:45:17.920 --> 0:45:20.719
<v Speaker 1>if you can't figure out the puzzles, it'll take you

0:45:20.760 --> 0:45:23.080
<v Speaker 1>a while to get through the experience, but it wasn't

0:45:23.120 --> 0:45:26.600
<v Speaker 1>designed to be some sort of epic game, and I

0:45:26.640 --> 0:45:29.040
<v Speaker 1>think that's part of what made it so special. Now,

0:45:29.080 --> 0:45:31.720
<v Speaker 1>This might be just a bit of commentary from yours truly,

0:45:32.160 --> 0:45:34.280
<v Speaker 1>but I find that some of the really big games

0:45:34.280 --> 0:45:36.920
<v Speaker 1>that are out there start to show signs of padding

0:45:37.040 --> 0:45:41.080
<v Speaker 1>after a while. The truly huge, big open world games

0:45:41.120 --> 0:45:45.920
<v Speaker 1>that I love, like the Red Dead Redemption series or Skyrim,

0:45:45.960 --> 0:45:48.719
<v Speaker 1>it's hard to argue that they don't have a lot

0:45:48.760 --> 0:45:51.040
<v Speaker 1>of fat that could be trimmed away to make a

0:45:51.080 --> 0:45:56.160
<v Speaker 1>more streamlined and arguably effective experience. Not that these games

0:45:56.160 --> 0:45:59.120
<v Speaker 1>are bad. I love these games, but they're so big

0:45:59.160 --> 0:46:01.439
<v Speaker 1>that I mean, it's for me to even complete them.

0:46:01.440 --> 0:46:05.560
<v Speaker 1>There's it, just it gets overwhelming. More is not always

0:46:05.719 --> 0:46:11.080
<v Speaker 1>better anyway, Long Live pt Now. There are so many

0:46:11.120 --> 0:46:13.759
<v Speaker 1>games I wasn't able to get to in this episode,

0:46:14.080 --> 0:46:18.359
<v Speaker 1>games that tap into that that that reptile part of

0:46:18.360 --> 0:46:22.080
<v Speaker 1>our brains and triggers that fear response. I didn't get

0:46:22.120 --> 0:46:24.879
<v Speaker 1>to chat about games like Five Nights and Freddy's, which

0:46:24.920 --> 0:46:27.680
<v Speaker 1>forces you to try and pay attention to more things

0:46:27.680 --> 0:46:31.120
<v Speaker 1>than you can possibly manage it a single time, and

0:46:31.160 --> 0:46:34.360
<v Speaker 1>then ends up punishing you with jump scares. Now, the

0:46:34.400 --> 0:46:38.160
<v Speaker 1>jump scares themselves are just these quick bursts of being startled,

0:46:38.480 --> 0:46:40.680
<v Speaker 1>but the games are actually really good at cranking up

0:46:40.719 --> 0:46:44.920
<v Speaker 1>tension as you're trying your best to maintain multiple systems

0:46:44.960 --> 0:46:49.920
<v Speaker 1>at once. There are also multiplayer games, including asynchronous games

0:46:49.960 --> 0:46:52.560
<v Speaker 1>like Dead by Daylight, in which one player takes on

0:46:52.600 --> 0:46:56.040
<v Speaker 1>the role of essentially like an unstoppable monster or a killer,

0:46:56.400 --> 0:46:59.280
<v Speaker 1>including a few that are drawn from pop culture sources

0:46:59.320 --> 0:47:02.800
<v Speaker 1>like John Carr, Printers Halloween, and then the other players

0:47:03.160 --> 0:47:06.360
<v Speaker 1>are playing normal people who are just trying to escape

0:47:06.360 --> 0:47:10.399
<v Speaker 1>an environment with their lives intact. There's a similar game

0:47:10.800 --> 0:47:13.400
<v Speaker 1>that is more specific to the Friday than their Teeth

0:47:13.560 --> 0:47:16.040
<v Speaker 1>series that does this, with one player taking on the

0:47:16.120 --> 0:47:19.120
<v Speaker 1>role of Jason Vorhees and the others being the various

0:47:19.160 --> 0:47:22.839
<v Speaker 1>camp counselors trying to escape Crystal Lake. There are also

0:47:22.920 --> 0:47:26.160
<v Speaker 1>some multiplayer co op games that fall into the horror genre.

0:47:26.440 --> 0:47:30.960
<v Speaker 1>One recent one is Phasmaphobia, which is an early access

0:47:31.000 --> 0:47:33.719
<v Speaker 1>at the Moment, and in that game, players take on

0:47:33.760 --> 0:47:37.359
<v Speaker 1>the role of ghost hunters, who, using their equipment, must

0:47:37.400 --> 0:47:40.640
<v Speaker 1>figure out what kind of ghost or spirit is haunting

0:47:40.680 --> 0:47:44.680
<v Speaker 1>a particular location, so players have to wander around and

0:47:44.719 --> 0:47:47.319
<v Speaker 1>gather evidence in order to narrow down the list of

0:47:47.440 --> 0:47:51.600
<v Speaker 1>possible ghosts it could be, while also gathering additional evidence

0:47:51.640 --> 0:47:55.759
<v Speaker 1>and completing additional tasks. If they do so successfully, they're

0:47:55.800 --> 0:47:58.880
<v Speaker 1>rewarded with money, which they can then spend on additional

0:47:58.920 --> 0:48:02.600
<v Speaker 1>pieces of equipment, which will make future ghost hunting expeditions

0:48:02.640 --> 0:48:06.000
<v Speaker 1>more effective. They can communicate with each other in game

0:48:06.280 --> 0:48:09.520
<v Speaker 1>with proximity chat, meaning you can hear people who are

0:48:09.520 --> 0:48:12.040
<v Speaker 1>close to you. You can also use a radio chat

0:48:12.239 --> 0:48:15.120
<v Speaker 1>so you can speak even across the map, and that

0:48:15.160 --> 0:48:19.239
<v Speaker 1>also allows players to interact with the ghosts in the game.

0:48:19.280 --> 0:48:22.960
<v Speaker 1>You can go to a ghost into action or communicate

0:48:23.000 --> 0:48:26.240
<v Speaker 1>to them through stuff like spirit boxes or Luigi boards.

0:48:26.760 --> 0:48:29.520
<v Speaker 1>It's a really cool idea, and the sound design of

0:48:29.560 --> 0:48:32.480
<v Speaker 1>the game is great. It creates a really creepy experience.

0:48:32.680 --> 0:48:35.080
<v Speaker 1>I actually think that the game is scariest when you

0:48:35.200 --> 0:48:38.960
<v Speaker 1>can't see the ghost at all. You just hear something

0:48:39.000 --> 0:48:41.920
<v Speaker 1>and you can tell it's getting closer. The ghost design,

0:48:42.040 --> 0:48:45.719
<v Speaker 1>the actual graphic design, those are really creepy too, but

0:48:46.640 --> 0:48:49.360
<v Speaker 1>just hearing it and not knowing where it is is

0:48:49.480 --> 0:48:52.520
<v Speaker 1>way scarier for me. Now. As for a ghost hunting

0:48:52.560 --> 0:48:55.520
<v Speaker 1>out here in the real world, I feel very differently

0:48:55.600 --> 0:48:59.120
<v Speaker 1>about that. I think in a video game, ghost hunting

0:48:59.200 --> 0:49:03.120
<v Speaker 1>is a really cool, fun concept, but out here, well,

0:49:03.920 --> 0:49:06.879
<v Speaker 1>Friday's classic episode will go into more detail about how

0:49:06.920 --> 0:49:10.279
<v Speaker 1>I feel about ghost hunting I r L, so make

0:49:10.320 --> 0:49:13.719
<v Speaker 1>sure you check that out on Friday. Also, if you

0:49:13.800 --> 0:49:16.840
<v Speaker 1>have a favorite horror game, whether it's a big title

0:49:17.040 --> 0:49:20.480
<v Speaker 1>or an independent one, something that you think is particularly

0:49:20.600 --> 0:49:24.239
<v Speaker 1>scary or effective, give me a shout on Twitter. The

0:49:24.280 --> 0:49:26.960
<v Speaker 1>handle for the show is text Stuff h s W.

0:49:27.400 --> 0:49:29.600
<v Speaker 1>If you just want to shout at me, my handle

0:49:29.719 --> 0:49:33.160
<v Speaker 1>is at John Strickland and I'll talk to you again

0:49:34.000 --> 0:49:42.040
<v Speaker 1>really soon. Text Stuff is an I Heart Radio production.

0:49:42.280 --> 0:49:45.120
<v Speaker 1>For more podcasts from my Heart Radio, visit the i

0:49:45.200 --> 0:49:48.440
<v Speaker 1>Heart Radio app, Apple Podcasts, or wherever you listen to

0:49:48.480 --> 0:49:49.400
<v Speaker 1>your favorite shows.