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00:02It all began with a human craving.
00:07What is this place?
00:11Being scared in a controlled environment is a safe way to face death,
00:14and then to go home and become boring again.
00:17What's going on in this town?
00:19It's part of just human nature to be scared.
00:24Knowing that things are going to be okay, it's like going on a roller coaster.
00:30But the early attempts were far from frightening.
00:33There were a lot of games that, you know, they tried to be scary in the old days,
00:36and they just couldn't do it.
00:40And technology's footsteps slowly started catching up.
00:43It's just fun to be a masked guy with a chainsaw and hack some stuff up.
00:48I didn't want to play it before I was going to bed,
00:50because I knew that I'd be lying in bed going,
00:53Oh, God, what was that noise?
00:54And the debate continues over the gruesome content.
00:59Do I think gore is necessary?
01:00Well, having never been bitten by a zombie myself,
01:03I don't know how much blood would squirt out of my arm.
01:07This is a personal thing.
01:09I don't think there's any element that should ever be taboo.
01:11Ultimately, designing scary games comes down to one very important thing.
01:16Something that we're going after is real fear.
01:19I feel like I'm dreaming.
01:20Like you would have experienced in your worst nightmares.
01:23More like a nightmare, I'd say.
01:47Have you ever fired a gun before?
01:50Some psychologists say that when humans are threatened,
01:53they experience an increase in strength, power, and even intuition.
01:58This is commonly known as an adrenaline rush.
02:01And what better place to experience this
02:04than sitting face-to-face with your favorite scary video games?
02:09I think people like anything that sort of gets at their emotions.
02:12From a basic feeling, I think it's to just like to get scared and have a little bit of a
02:16rush.
02:18Being scared in a controlled environment is a safe way to face death
02:21and then to go home and become boring again.
02:25My Dime Store Psychology degree makes me think
02:29that maybe because it makes us feel alive.
02:32It's part of just human nature, the liking to be scared,
02:36knowing that things are going to be okay.
02:37It's like going on a roller coaster.
02:40Creating a video game that actually scares somebody
02:43is much more difficult than one may expect.
02:47Turn down the lights, lock your door, and look around.
02:53Because Haunted House is about to find its way in.
02:56That was actually Atari 2600.
02:58Holy smokes, that was like the Adventure one almost
03:01where they had the little boxes and the little squares.
03:03In the early 80s game Haunted House,
03:06you as a set of eyes are trapped in a dark maze
03:08hunting for the pieces of a magical urn,
03:10all the while trying to avoid a painful death
03:13from tarantulas, vampire bats, and even ghosts.
03:18It used to be, I mean, an environment was literally a square box,
03:20you know, in one color.
03:22That's not scary.
03:23Not quite terrifying.
03:24Maybe the only way that you thought you had to die
03:26and you had to restart way back in the beginning.
03:28That'd probably be the most scariest part in it.
03:31But as time progresses, so does the new genre
03:34as new games like Chiller
03:38begin creeping up on us.
03:40They all sort of stood out as games
03:41that weren't scary back in the day.
03:43They couldn't get at your emotions.
03:45I think the original developers' intent
03:47for a lot of the titles is just to make the game
03:49how they want to make it
03:50and then think of a horror element afterward.
03:53They tried to be scary in the old days
03:55and they just couldn't do it.
03:56Like the zombie-bashing Splatterhouse.
03:59I loved it for its time,
04:00but it wasn't because it was scary.
04:01It was just fun to be a masked guy with a chainsaw
04:04and hack some stuff up, right?
04:06Total rip-off of Friday the 13th,
04:08total rip-off of horror films,
04:09and consequently an awful, awful game.
04:13Until the technology got us to a point
04:15where you could have very detailed backgrounds
04:17and character models,
04:18very detailed sounds,
04:20and these things just weren't going to be scary.
04:22It was either you really, extremely had a horror title
04:25or it was just an action-adventure game
04:27that had a lot of shooting and cutting
04:30and slicing and blood and all this
04:31and you were trying to make it a horror game.
04:34Yet in spite of the primitive technology,
04:36Castlevania is released in 1987
04:38and the masses eat it up.
04:42If that was done today, you know, fully updated,
04:44it probably would have been incredibly scary,
04:45but back in the day, I mean,
04:46you're dealing with, you know, 16 colors of graphics,
04:48sound that, you know,
04:50is basically what you can create
04:51on your telephone keypad.
04:52How can you create scariness without it?
04:54So it doesn't exactly have you grasping
04:56onto your controller,
04:57but it does prove that horror can scare up big profits.
05:00And in 1992,
05:03the hair-raising genre creeps into our computers
05:06when the H.P. Lovecraft-inspired
05:07Alone in the Dark
05:08is released by Infogrames for the PC.
05:12I remember going over to a friend's house
05:14to play that
05:15because, you know,
05:15it was one of those, like,
05:16oh, you gotta come see this game.
05:18And you add in creaking doors,
05:20the wind and the sort of ominous soundtrack
05:23below that,
05:24and I think, you know,
05:24what that does is it creates an environment
05:26where you actually care about
05:27what happens inside of it.
05:28That was a brand new experience for the game.
05:33I had zombies,
05:34it was in 3D,
05:35it had cool sound,
05:36I turned off the lights
05:37and I had to take a break
05:39from time to time
05:39because I started getting creeped out.
05:40I'd never had an experience like that in gaming.
05:43Beyond the blood splattering
05:44and spooky sounds,
05:45the game had a niche.
05:47This game was clearly difficult to play.
05:50The puzzle system that was implemented
05:52in the game was real hard.
05:54Unless you had, like,
05:55two or three hours
05:56to really sit down and play it,
05:58you weren't gonna get very far.
05:59It wasn't the kind of thing like,
06:01hey, dude, come play this game,
06:02and, you know,
06:02it just didn't work that way.
06:04And the so-called adrenaline rush
06:06comes knocking on our doors.
06:08And then they had moments
06:10where crap would jump out
06:11of the windows at you, right?
06:12And you're just like,
06:12I've never seen that in a game before.
06:14So you'd be like,
06:15I'm in trouble here.
06:16So it was good.
06:17The sales are respectable,
06:19but the impression is unforgettable.
06:22And the video game industry
06:23has a brand new genre
06:24that's bound to give you chills.
06:26Boo.
06:28Alone in the Dark gets the credit
06:29for starting the genre.
06:42By the early 1990s,
06:45the horror genre
06:45is slowly making an impact,
06:47and gamers across the world
06:49are beginning to get spooked.
06:52In 1993,
06:54CD-ROM games stormed the industry
06:56and take seventh guest with it.
06:59The haunting and taunting puzzle game
07:01where ghosts make frequent appearances.
07:05It was almost like
07:06an adventure-style horror game.
07:08In the morning...
07:09It was kind of new for its time.
07:11You had some good voices.
07:12Every wish...
07:14Grant.
07:14Some really good kind of
07:15ghostly animations,
07:16and a fairly decent and grossing story.
07:19Much of their stock toys.
07:22Copycats in sequels
07:23like Phantasmagoria
07:24and The Eleventh Hour
07:25are appearing around every corner.
07:27And almost all are gruesome bad.
07:31I think seventh guest
07:33was a better title.
07:35They tried to do more of the same,
07:36and it just felt very kind of strained.
07:38The full-motion video CD-ROM craze
07:41seems to be meeting an early death.
07:43FMV, I think,
07:45is perhaps the worst thing
07:45that ever happened in this business.
07:46And in fact, I mean,
07:47a lot of people look back,
07:48and if they want to say now,
07:49why are companies like Sega
07:51and 3DO in such bad shape,
07:52it's because they really
07:53hitched their wagon to that.
07:54It's thinking that was going to be the future.
07:56That's what was going to set them apart.
07:59Alone in the Dark
08:00gets a sequel in 1994
08:02and another in 1995,
08:04both for the PC.
08:05We really took a lot of time
08:07to make sure it was more about the vibe
08:08than about the gore.
08:10And that's about setting the mood,
08:12getting the right kind of sounds,
08:14and just making it creepy
08:15as opposed to shocking.
08:16And sales for both
08:17are somewhat disappointing.
08:19Does this mark the end
08:20of the horror genre?
08:21Not even close.
08:23Doom hit stores in 1993,
08:24and people are totally freaked.
08:27You probably turned off the lights,
08:29you probably sat there,
08:30and there were probably times
08:30where it kind of became
08:31a little overwhelming,
08:32especially because it was
08:33one of the first games of its type.
08:34I remember just things
08:35coming out of nowhere
08:36and things are flying at you,
08:37and next thing you know,
08:38you're just like,
08:39oh my god, get me out of here.
08:41Doom opens the door
08:42for another genre.
08:43It certainly catapulted
08:45the first-person shooter
08:46into a major contender.
08:47They were the first to do it.
08:49That they were the ones
08:50who came along and said,
08:51okay, we're going to send you
08:53to hell.
08:53And hell is exactly
08:56where game players
08:57think they've gone next.
08:58Isle of the Dead is released.
09:00It's a first-person shooter
09:02where you play a hero
09:03stranded on a deserted island,
09:05infested with zombies.
09:07The game suffers a violent death.
09:09I would be very interested
09:11to see some of the horror masters
09:12getting involved in video games.
09:14Somebody like Stephen King
09:16or George Romero.
09:18Clive Barker did a game
09:19not long ago called Undying.
09:22Clive has a very sort of
09:23visual style.
09:24I could see his influence
09:25in games already,
09:26but I would love to see more.
09:28But not all Doom wannabes
09:29die young.
09:30Clive Barker's Undying
09:31is later released by EA,
09:33and the critics soak it up.
09:37Mimo FMVs pick out their plots.
09:39I almost think of it
09:40like books on tape.
09:41They were trying to do
09:42this multimedia thing,
09:43and nobody quite understood
09:44what multimedia was.
09:45I think the best one
09:47would be a Night Trap
09:48for the Sega CD,
09:49which has the distinction
09:50of being a bad
09:52direct-to-video B-horror movie
09:54as a game.
09:57And CD-ROM games
09:58that are FMV-driven,
10:00like Seventh Guest,
10:01are quietly buried.
10:04In 1996,
10:05one of the most popular games
10:07in the world is born,
10:08Resident Evil.
10:12The game circles around stars,
10:14a special tactics rescue squad
10:16that's called upon
10:17to investigate a series
10:18of disappearances
10:20in the local mountains.
10:21The game has two parts,
10:23one that follows
10:23in the footsteps
10:24of Chris Redfield,
10:25and the other,
10:26Jill Valentine.
10:27It falls out,
10:30the gore fest,
10:31deliver the zombie movie
10:32perfectly.
10:33There's no holding back.
10:34It was kind of a new
10:36kind of thing
10:36to the PlayStation
10:37at that time.
10:38It kind of not gave
10:39just someone trying
10:40to tell a spooky story,
10:41but it gave a great
10:41action element to it.
10:43Resident Evil just takes
10:44the formula
10:45that I think
10:46Alone in the Dark
10:47established
10:47and executes it perfectly.
10:49Delivers the zombies,
10:50delivers everything
10:51about a horror movie.
10:52It puts you right there.
10:53For me,
10:54Resident Evil is where
10:55things really started
10:56to get scary
10:57because you not only
10:58had really good use
10:59of light and shadow
11:00and music,
11:01but you had sort of
11:02different kinds of scares
11:03in that game.
11:04You had zombies
11:05jumping up at you,
11:06and you're going,
11:07yeah,
11:07but you also had
11:08a certain psychological terror.
11:10I was just incredibly frightened.
11:12I couldn't believe
11:13that a game
11:14really did it this well
11:16in terms of drawing me in
11:18and just scaring
11:19the life out of me.
11:20And one can't help
11:21but acknowledge
11:22the creepy similarities
11:23between Resident Evil
11:25and Alone in the Dark.
11:27I remember a lot of people
11:29saying that Resident Evil
11:30was a lot like
11:31Alone in the Dark.
11:32We don't care.
11:33Capcom took a great idea
11:35and did a perfect execution,
11:37so hats off to them.
11:38You could say that
11:38about so many other things.
11:40I mean,
11:40how many games have now
11:41come along
11:42and ripped off Resident Evil?
11:44Resident Evil
11:45blows the competition away.
11:47The game came out
11:48and people sort of
11:48discovered it.
11:49You know,
11:50it's like you had
11:50groups of kids
11:52who were playing it
11:52with their friends
11:53and were scared
11:53out of their minds
11:54because they didn't know
11:55what to expect.
11:56And we have a new addition
11:58to the genre family,
11:59survival horror.
12:01The survival horror tag
12:02always kind of makes me laugh
12:03because the objective
12:04in every game really
12:05is to survive.
12:07But we don't call them
12:08survival racing games
12:10or survival platform games.
12:12Survival horror
12:13is really more about
12:14the idea of the entire
12:15point of the game
12:16is getting through it
12:18and surviving it.
12:20I think survival horror
12:21is just a tag
12:22we've given horror games.
12:23Does anyone have a horror game
12:24that's not survival horror?
12:25I don't think so.
12:26And every good game
12:27needs a few scary sequels.
12:29Resident Evil 2 and 3
12:31are released.
12:33Konami seizes the day
12:35and catches a lift
12:36from survival horror.
12:37Everyone was like,
12:37oh my god,
12:38Silent Hill.
12:38Such a scary game.
12:40I played this
12:40and just,
12:41oh, I practically
12:41wet myself.
12:42You know,
12:43I was so afraid.
12:44The atmosphere
12:45and sound resemble
12:46that of a great horror flick
12:48with faint fog,
12:49following footsteps,
12:50and death-like nurses
12:52that send shivers
12:53down your spine.
12:55Silent Hill does a good job
12:56in much the same way
12:57I think for me
12:58System Shock did
12:59because it kind of
12:59puts you in this town.
13:01It's all foggy,
13:01it's slow-paced,
13:02and I think Silent Hill
13:03delivers that same
13:04creep-out factor.
13:06That's what spooks me
13:07is when you actually
13:08see these monsters
13:08and, you know,
13:09they look so lifelike,
13:10they're actually sort of
13:10swiping at you
13:11at the screen.
13:12It's the overall ambiance
13:14of the game.
13:15The music,
13:15the sound,
13:17environment,
13:17all the key ingredients
13:18are here to make you
13:19really frightened.
13:21There's a definite
13:22gore factor,
13:23but it's not quite
13:24the head-lopping off,
13:25arm-lopping off,
13:26blow-my-head-off festival
13:27that Resident Evil can be.
13:29And more carbon copies
13:30are released,
13:31like 1994's D
13:32and 1997's Clock Tower.
13:34They had a good idea
13:35and a good concept.
13:37It could have been
13:37a lot more
13:38for what it was,
13:39and I think a lot of it
13:40was because of the gameplay.
13:43While the gameplay
13:44in Capcom's Resident Evil
13:45grabbed gamers everywhere,
13:47nobody can touch
13:48the success
13:49of that franchise.
13:50Not even Capcom's
13:51own Dino Crisis series.
13:54Very much Resident Evil,
13:56but with dinosaurs,
13:57which made it scary
13:58because dinosaurs
13:59move a lot quicker
14:00than zombies do.
14:01Parasite Eve wiggles
14:03onto the scene in 1998,
14:05the mitochondria-mutating
14:06role-playing game,
14:07where the setting
14:08feels like Resident Evil,
14:09but the gameplay
14:10resembles Final Fantasy.
14:12It's scary in a way
14:13that, yes,
14:14there's a lot of shooting
14:15and killing the creatures
14:16and mitochondria
14:18coming out of the body,
14:19fire coming out
14:20of the woman's eyes,
14:21and that being something
14:22that you have to
14:24defend yourself against
14:25and using weapons.
14:26The scariest moment
14:27for people who really like
14:28the creature features
14:29would be some of the cutscenes
14:30when the creatures
14:30start morphing
14:31and coming out at you.
14:32But scaring video game fans
14:34gets out of control
14:34with the release of a game
14:36that feels too real.
14:47By the late 1990s,
14:49game makers seem
14:50to have found the formula
14:52for scaring people.
14:55If you watch
14:56a haunted house movie
14:57or any scary film,
14:58you know,
14:58you hear that thing
14:58kind of run through
14:59the background in stereo
15:01and kind of go,
15:01what the F was that?
15:02If you do that in a game,
15:04it's twice as effective.
15:05Everything that has to do
15:07with my childhood nightmares.
15:09If you're going to give them scales,
15:10Resident Evil, shocking.
15:13Silent Hill kind of walks the line
15:14between shocking and creepy,
15:16and we're trying to just be creepy.
15:17And technology gives developers
15:19the helping hand
15:20to be as creepy as they want.
15:23There will be two features
15:26that will be dramatically enhanced
15:28compared to the previous
15:29generation of console.
15:31The first one is for sure the sound.
15:33More and more people are equipped
15:36with a true surround system
15:38for their DVDs
15:40and movie experience.
15:42You have the graphic capabilities
15:43to create a place
15:45that has dark shadows
15:47in the corners
15:48where things could be hiding.
15:50Visual effects
15:51where things can pop out at you,
15:53but it's not just like
15:54in an old Atari game
15:55where the lip just kind of appears.
15:57You know, here you can have
15:59like a scary-looking monster
16:01actually jump out at you
16:03from the shadow.
16:04By 2000,
16:05survival horror
16:06is taken to the next level
16:07with Resident Evil Code Veronica
16:09on the Dreamcast.
16:10While not the first
16:11survival horror game
16:12for a next-gen system,
16:13it becomes the most popular,
16:15and next-gen survival horror titles
16:17begin attacking stories everywhere.
16:19I think it was an extension
16:21of what had worked well
16:22in the past.
16:22It was a better,
16:23more improved version.
16:25Like Onimusha
16:26and Onimusha 2,
16:27the game is similar
16:28to Resident Evil,
16:29only with swords
16:29in a samurai setting.
16:31Onimusha was one
16:32of my favorite games,
16:33again, because of
16:34this Resident Evil-like mix
16:36of action and adventure.
16:39And PS2 and Xbox fans
16:40lose sleep over
16:41the nerve-wracking
16:42Silent Hill 2.
16:44Nintendo wants
16:44a piece of the action
16:45with Eternal Darkness
16:46on the GameCube.
16:47And you play all
16:48these sort of different characters
16:49at the same time
16:49on the brink of insanity,
16:50and you're battling
16:51sort of the same monster.
16:54Resident Evil
16:55is given a facelift
16:56and re-released
16:57on the Nintendo GameCube.
16:59They did it well.
17:00Gameplay is top-notch.
17:03That's a phenomenal game.
17:05It looks beautiful.
17:05It's terrific.
17:07That is sort of
17:08revisiting the past,
17:10but it's doing it
17:10in an effective way
17:11that people like.
17:12Is all this gore
17:13and violence
17:13really a necessity?
17:15We need to bring
17:16to the player
17:17that fear
17:19through different aspects,
17:21and violence
17:22is just a way
17:23to do it.
17:24Do I think gore
17:25is necessary?
17:26Well,
17:27having never been
17:28bitten by a zombie myself,
17:30I don't know
17:30how much blood
17:31would squirt
17:32out of my arm,
17:33but I would imagine
17:34that if I was bitten
17:35by a zombie
17:36that there would be
17:37a certain amount
17:37of blood in gore.
17:39And so I think
17:40if you're going
17:40to make a game
17:41in which you're trying
17:42to be realistic,
17:44then gore is necessary.
17:45It can be used
17:46to embellish the storyline.
17:47It's always best
17:48when it's kind of
17:49like suggested
17:49in the background,
17:50not super in your face,
17:51maybe a flash of the gore.
17:53You can go watch
17:54like a Friday the 13th film
17:55and you're like,
17:56oh, this is so over the top,
17:57this is so fake.
17:58And I think with games
17:58it's the same thing.
18:00I think if you were
18:00to see a game
18:01come out there
18:01and truly have
18:02an accurate depiction
18:04of pain and suffering,
18:05I don't think
18:05people would buy that.
18:07I'll be one of those
18:08pro-free speech
18:10kind of guys.
18:11This is a personal thing.
18:13I don't think
18:13there's any element
18:14that should ever be taboo.
18:16Meanwhile,
18:17the genre starts to evolve
18:18with Devil May Cry,
18:21a game by Shinji Mikami,
18:22one of the creators
18:23of Resident Evil.
18:26The Thing is released
18:28in 2002
18:29and proves that video games
18:31can instill fear
18:32just like horror films.
18:34Well, they wanted
18:35to do a horror action game
18:36that had a little bit
18:37different twist to it.
18:39So they took my film
18:40and they started it
18:41right when the movie ended.
18:42I think it's a great game.
18:43The environment
18:44that you're playing in
18:46and the backgrounds
18:46are just incredibly rendered.
18:48They really do look
18:49like the movie
18:50and it's amazing to me.
18:52Oh, it's hard game.
18:53It's not an easy.
18:54It's not for whips.
18:55We're gonna die.
18:57And the future
18:59looks spooky as ever
19:00with Silent Hill 3,
19:02Onimusha 3,
19:03Resident Evil Zero,
19:06Doom 3,
19:07and Devil May Cry 2,
19:09all slated to be released
19:10in 2003.
19:12And across the globe
19:13in Japan,
19:14one of their scary entries
19:15is picking up traction
19:16in the U.S.,
19:17Fatal Frame.
19:18You know,
19:18you felt like you were
19:19actually in someone's,
19:20you know,
19:20Japanese mansion.
19:22One of the best compliments
19:23that I can give that game
19:24is that after playing it
19:25a couple times,
19:26I didn't want to play it
19:27late at night.
19:28I didn't want to play it
19:29before I was going to bed
19:30because I knew
19:30that I'd be lying in bed
19:31going,
19:32oh, God,
19:33what was that noise?
19:35When I was playing the game
19:36and I was in a completely
19:36silent area,
19:37I kept hearing this weird
19:38humming noise.
19:38And I thought,
19:39what is that?
19:40So I turned up the volume
19:41as far as I could
19:42and you can actually
19:43hear all these voices
19:44arguing in the background.
19:46You know,
19:47little details like that
19:48I really enjoy.
19:49And don't worry,
19:50there are plenty more
19:50disturbing horror games
19:51waiting for you
19:52just around the corner.
19:55A lot of people complain now
19:56that the survival horror genre
19:58has been so run into the ground
20:00because you see all these
20:01Resident Evil ripoffs
20:02and it's just the same thing.
20:03But look in movies, though.
20:04It's every couple of years
20:05someone finds a way
20:06to do it differently.
20:06Someone finds a new approach.
20:08Survival horror
20:09has been done
20:10by movies
20:11for, say,
20:1250 years.
20:14So they went really far
20:15into what you could do
20:17with a charm.
20:19In video games,
20:20we need to still find
20:21the right way
20:22to put that
20:23into an interactive experience.
20:25People like anything
20:26that sort of gets
20:27at their emotions.
20:28As games sort of try
20:30and turn into
20:31a real art form,
20:32I think one of the things
20:32these games really have to do
20:34is they have to toy
20:34with your emotions.
20:35If you've enjoyed
20:36the Parasite Eve series,
20:38you're going to really like
20:39what we have coming up
20:40in the next year.
20:42Technology is still
20:43improving to this day,
20:45but I think definitely,
20:45you know, games like
20:46Resident Evil
20:47and Silent Hill
20:47are showing that it's
20:48possible to really spook
20:49people inside the game
20:50environment.
20:52Here's what I'll tell you,
20:53and this PR might kill me,
20:55but it's still
20:56kind of ambiguous.
20:58Alarm in the Dark
20:59isn't dead,
21:00but it's going to be
21:01overhauled,
21:01and you won't believe
21:02what we're going to do.
21:03The thing that we're going
21:05after is real fear,
21:08like you would have
21:09experienced in
21:10your worst nightmares.
21:29You don't ever
21:31have to be afraid
21:32of anything.
21:34I'll always be here to you.
21:35to be here,
21:36to be here.
21:37See you next time.
21:40We'll be here to go.
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