1
00:00:02,000 --> 00:00:07,000
Downloaded from
YTS.MX

2
00:00:08,000 --> 00:00:13,000
Official YIFY movies site:
YTS.MX

3
00:04:34,150 --> 00:04:37,987
Game preparation exercise!
One! Two!

4
00:04:38,070 --> 00:04:39,947
Three! Four! Five!

5
00:04:40,030 --> 00:04:43,325
Six! Wow!

6
00:16:36,454 --> 00:16:41,293
I was still quite new, perhaps not even
a month had passed since my hiring

7
00:16:42,169 --> 00:16:45,672
when the atmosphere felt very different
than usual as I arrived at work one day.

8
00:16:46,506 --> 00:16:49,277
I thought that something must have
happened that would change everything

9
00:16:49,301 --> 00:16:51,094
bring about the end of an era.

10
00:16:51,178 --> 00:16:56,641
I asked what had happened, and was told
that we had been informed that

11
00:16:58,059 --> 00:17:00,312
Nintendo had decided to go it alone

12
00:17:01,354 --> 00:17:04,733
Even when the joint project

13
00:17:05,066 --> 00:17:08,069
with Nintendo was canceled

14
00:17:08,904 --> 00:17:12,073
Kutaragi-san said that we at Sony

15
00:17:13,325 --> 00:17:15,577
should make the system ourselves.

16
00:17:16,036 --> 00:17:18,663
Something that Kutaragi-san said then

17
00:17:18,747 --> 00:17:23,126
something that influences me even now

18
00:17:23,501 --> 00:17:26,379
is that we may not have
the greatest chance at success

19
00:17:26,755 --> 00:17:29,841
but it's not like failing here would
cost us our lives or anything

20
00:17:29,925 --> 00:17:31,676
so we should just go for it.

21
00:17:57,494 --> 00:18:03,250
I joined the PlayStation team
in December 1992

22
00:18:03,333 --> 00:18:07,295
It had been decided that we would build

23
00:18:08,088 --> 00:18:13,718
a device producing superior 3D graphics.

24
00:18:14,719 --> 00:18:21,268
Sony brought in engineers and researchers.

25
00:18:23,520 --> 00:18:30,360
My main mission there, of course

26
00:18:30,902 --> 00:18:37,033
was to make games
for this new PlayStation console

27
00:18:37,242 --> 00:18:42,289
as I was there working on
the software team.

28
00:18:42,497 --> 00:18:46,042
The entire PlayStation team
was really quite small

29
00:18:46,209 --> 00:18:49,254
including the hardware team,
the software team, everyone

30
00:18:49,421 --> 00:18:54,426
with various people
taking care of various tasks.

31
00:25:21,354 --> 00:25:25,108
PlayStation came from
the word "work station"

32
00:25:26,025 --> 00:25:27,860
a computer with a large screen

33
00:25:28,528 --> 00:25:32,323
and multiple programs installed

34
00:25:32,949 --> 00:25:34,742
so the user can do a variety of work.

35
00:25:35,493 --> 00:25:37,495
These aren't specialist devices.

36
00:25:39,914 --> 00:25:43,126
Similarly, the PlayStation would

37
00:25:43,626 --> 00:25:45,027
be able to play a variety of games.

38
00:25:45,586 --> 00:25:48,339
We wanted to do not just games

39
00:25:48,423 --> 00:25:52,552
but also work with
music and communications.

40
00:25:52,927 --> 00:25:58,641
The name of the device became PlayStation.
Given these requests

41
00:29:56,295 --> 00:30:02,218
I went along with them, meeting all these
developers and other employees

42
00:30:02,468 --> 00:30:09,433
and my role there was to take notes
for everyone.

43
00:30:11,018 --> 00:30:16,315
That was before everything.

44
00:30:17,483 --> 00:30:20,486
When the PlayStation had just
got its start as a business

45
00:30:21,028 --> 00:30:23,364
these meetings were very important
for Sony.

46
00:30:24,824 --> 00:30:29,495
I think that my name is probably
on each set of notes there.

47
00:30:31,080 --> 00:30:33,082
That was another one of my jobs then.

48
00:36:46,121 --> 00:36:51,627
Sony gave us this demonstration
of a dinosaur. It was a T-rex head.

49
00:36:51,710 --> 00:36:58,008
And they told us how it would move around
in real-time CG.

50
00:36:59,051 --> 00:37:04,556
Of course, we were making games
at the time, but we were also film fans,

51
00:37:04,640 --> 00:37:10,979
and the CG in Jurassic Park
had made a huge impact.

52
00:37:11,980 --> 00:37:16,193
To see the same kind of visual depictions
from Jurassic Park,

53
00:37:17,319 --> 00:37:20,322
actually moving around
in Sony's Tyrannosaurus demo,

54
00:37:20,406 --> 00:37:22,658
on this platform called PlayStation.

55
00:37:22,783 --> 00:37:25,994
That left a very lasting impression on us.

56
00:38:57,753 --> 00:39:00,339
How many colours you could use

57
00:39:00,631 --> 00:39:02,799
was always a question then.

58
00:39:02,883 --> 00:39:05,719
Moving into an era

59
00:39:05,802 --> 00:39:07,804
where you could use all these colours

60
00:39:07,888 --> 00:39:09,890
as well as polygons and textures

61
00:39:09,973 --> 00:39:11,517
really was like a dream to me.

62
00:39:11,600 --> 00:39:13,810
If felt that if I could do all that

63
00:39:14,561 --> 00:39:18,524
then I could make the 3D Metal Gear

64
00:39:19,024 --> 00:39:22,236
that I had wanted to

65
00:39:22,319 --> 00:39:24,738
since the days of the MSX
but was unable to.

66
00:39:25,405 --> 00:39:29,201
Though changing the coloring
was a scary idea.

67
00:39:30,244 --> 00:39:33,789
When I saw the PlayStation presentation

68
00:39:33,872 --> 00:39:36,667
I saw that I would be able

69
00:39:37,459 --> 00:39:40,003
to make the game that I really wanted

70
00:39:40,087 --> 00:39:44,091
with a full set of colours and polygons.

71
00:39:44,716 --> 00:39:46,552
That idea was really shocking to me.

72
00:39:46,635 --> 00:39:49,304
I mean in a positive sense of the word.

73
00:39:49,846 --> 00:39:52,224
When I heard that Sony,

74
00:39:52,307 --> 00:39:54,244
a company known for audio
and electronics equipment,

75
00:39:54,268 --> 00:39:56,687
was making a game console,

76
00:39:56,770 --> 00:40:02,401
I was both excited and anxious to see
what they would come up with.

77
00:40:02,484 --> 00:40:08,532
Then when I saw this machine

78
00:40:08,865 --> 00:40:11,660
with its CD-ROM drive,

79
00:40:11,743 --> 00:40:15,247
and the 3D polygon visuals,

80
00:40:15,372 --> 00:40:18,959
it was a completely different approach
to what had come before

81
00:40:19,042 --> 00:40:25,424
and revolutionized the industry.

82
00:40:25,549 --> 00:40:28,510
I think if Sony had not entered
the console market at that time

83
00:40:28,594 --> 00:40:31,513
then it would be totally different today.

84
00:40:31,680 --> 00:40:35,017
When I saw what they came up with,

85
00:40:35,100 --> 00:40:38,937
with the CD-ROMs and the polygons,

86
00:40:39,021 --> 00:40:42,816
it felt like a brand new approach
to games.

87
00:41:45,671 --> 00:41:48,799
Yes, I remember at the time,

88
00:41:48,882 --> 00:41:53,178
being asked to demo a sample

89
00:41:53,261 --> 00:41:57,599
to various development companies.

90
00:41:57,974 --> 00:42:02,437
This was met with
some shock and awe.

91
00:42:02,521 --> 00:42:07,317
Reactions such as,
'wow, they can really do this...'

92
00:42:07,401 --> 00:42:11,196
I was aware at the time
that other companies

93
00:42:11,279 --> 00:42:16,284
had studied the demo really closely.

94
00:42:17,494 --> 00:42:22,082
I think that it was a massive success,
as a sample.

95
00:42:23,166 --> 00:42:30,132
We learned what we can do with hard work.

96
00:42:31,675 --> 00:42:37,681
We needed to make better games,
and so did Namco.

97
00:42:38,181 --> 00:42:41,643
I think that this was a great development.

98
00:42:51,027 --> 00:42:54,489
The initial SDK was certainly quite large

99
00:42:54,573 --> 00:42:59,411
around this size, and it was heavy too.

100
00:43:00,078 --> 00:43:06,668
Sony sent it to the game companies
in March of 1993.

101
00:43:07,919 --> 00:43:10,422
A number of game companies said

102
00:43:10,547 --> 00:43:12,507
that they wouldn't be able

103
00:43:13,258 --> 00:43:16,344
to make games for the PlayStation

104
00:43:16,928 --> 00:43:18,169
if Sony didn't have the SDK out

105
00:43:19,014 --> 00:43:20,515
by the final day of March.

106
00:43:21,850 --> 00:43:24,311
And so it wound up

107
00:43:25,145 --> 00:43:29,733
that the final day of March
was our due date.

108
00:43:30,066 --> 00:43:35,572
I remember us completing
and delivering it.

109
00:43:36,031 --> 00:43:38,617
The machines were hand-made

110
00:43:39,409 --> 00:43:41,411
and we couldn't send them

111
00:43:41,870 --> 00:43:43,455
via a home delivery service

112
00:43:44,498 --> 00:43:48,210
due to their weight, size

113
00:43:48,293 --> 00:43:53,173
and large power source.

114
00:43:54,925 --> 00:43:59,304
This meant that
we delivered them ourselves

115
00:43:59,387 --> 00:44:02,682
taking taxis and bullet trains to do so.

116
00:44:03,183 --> 00:44:08,605
3 or 4 of those were around 30 kg

117
00:44:08,814 --> 00:44:12,150
but we brought them to the game companies.

118
00:44:12,692 --> 00:44:15,987
There were actually some people

119
00:44:16,488 --> 00:44:18,615
that flew all the way to the US with them.

120
00:50:24,689 --> 00:50:28,943
Capcom had only very recently
started using 3D graphics

121
00:50:29,027 --> 00:50:32,071
so we began our work by first thinking

122
00:50:32,155 --> 00:50:35,325
about how we could go about using them.

123
00:50:35,450 --> 00:50:41,456
Our benchmark was that T-Rex demo
that Sony came out with.

124
00:50:41,539 --> 00:50:44,876
We took quite a number of approaches

125
00:50:44,959 --> 00:50:51,090
from working as hard as we could to
replicate what they had put out

126
00:50:51,174 --> 00:50:54,135
to thinking that it would actually be
a bad move

127
00:50:54,219 --> 00:50:57,180
to approach Resident Evil
like they did T-Rex.

128
00:50:57,263 --> 00:50:59,557
We really were starting from zero there.

129
00:51:00,683 --> 00:51:03,186
It just wouldn't display

130
00:51:03,269 --> 00:51:07,732
so the idea of going full 3D

131
00:51:07,815 --> 00:51:11,861
just wasn't going to get much traction.

132
00:51:12,570 --> 00:51:14,989
With things going like this

133
00:51:15,073 --> 00:51:17,825
it started feeling like
it could get canceled.

134
00:51:18,701 --> 00:51:21,204
When Alone in the Dark came out

135
00:51:21,287 --> 00:51:24,582
it had a large quantity

136
00:51:24,666 --> 00:51:28,461
of pre-rendered graphics displayed.

137
00:51:28,544 --> 00:51:32,048
The only object was the character itself.

138
00:51:32,131 --> 00:51:35,385
From the player perspective

139
00:51:35,468 --> 00:51:40,598
the game had
a three-dimensional atmosphere

140
00:51:40,682 --> 00:51:45,270
and all of this demonstrated

141
00:51:45,353 --> 00:51:48,356
that it was now possible

142
00:51:48,439 --> 00:51:51,150
to create a more complete game

143
00:51:51,234 --> 00:51:54,779
including visually.

144
00:52:00,994 --> 00:52:05,081
From there, we steadily moved
onto animation methods.

145
00:52:05,164 --> 00:52:09,877
By deciding to use camerawork
to show a 3D space in 2D,

146
00:52:10,044 --> 00:52:13,715
Mikami-san established the blueprint
for what would become Resident Evil.

147
00:52:18,594 --> 00:52:21,723
Essentially, the idea was

148
00:52:21,806 --> 00:52:24,309
that there would be zombies

149
00:52:24,392 --> 00:52:26,394
that were located in places

150
00:52:26,477 --> 00:52:28,479
that the camera didn't reach.

151
00:52:28,563 --> 00:52:30,565
The player couldn't see them

152
00:52:30,648 --> 00:52:32,650
but they could hear them.

153
00:52:32,734 --> 00:52:35,069
There was a certain scariness

154
00:52:35,194 --> 00:52:37,989
in zombies being out of sight.

155
00:52:39,324 --> 00:52:43,411
This type of fear was sort of

156
00:52:43,619 --> 00:52:46,497
the main concept for the game.

157
00:52:46,581 --> 00:52:50,501
I imagined the player

158
00:52:50,585 --> 00:52:54,672
growing very jumpy about everything

159
00:52:54,756 --> 00:53:00,261
and being on the edge of their seat.

160
00:53:00,345 --> 00:53:05,016
Where they would be able to sense

161
00:53:05,099 --> 00:53:08,978
that there was a zombie

162
00:53:09,062 --> 00:53:12,357
just around the corner.

163
00:53:18,821 --> 00:53:25,787
The camera marks...

164
00:53:27,455 --> 00:53:34,420
Well, I did set the cameras,

165
00:53:36,589 --> 00:53:41,260
but I didn't have any experience
shooting with a real camera.

166
00:53:41,386 --> 00:53:47,266
I started learning from step one,

167
00:53:47,350 --> 00:53:53,439
imagining how a player going
through a corridor would feel,

168
00:53:53,523 --> 00:53:59,529
which camera angles would frighten them.

169
00:53:59,695 --> 00:54:02,156
That's how I went about it.

170
00:54:02,240 --> 00:54:04,992
If we get down to the technical details,

171
00:54:05,076 --> 00:54:06,637
a single room could only have 8 cameras...

172
00:54:06,661 --> 00:54:08,538
You really remember this well!

173
00:54:08,621 --> 00:54:10,039
Due to reasons of memory capacity.

174
00:54:10,164 --> 00:54:15,586
This doubled to 16 for Resident Evil 2.

175
00:54:15,878 --> 00:54:20,591
There were just 8 for the first game.

176
00:54:20,800 --> 00:54:23,553
You only had so many cuts

177
00:54:23,636 --> 00:54:27,765
and you had to make the game playable,

178
00:54:27,849 --> 00:54:32,019
without leaving any blind spots in the
room where the character can't be seen.

179
00:59:25,438 --> 00:59:29,400
Gameplay and cut scenes were separate.

180
00:59:29,483 --> 00:59:33,779
Cut scenes were like movie scenes

181
00:59:34,363 --> 00:59:37,366
with the characters and backgrounds

182
00:59:37,867 --> 00:59:40,745
being entirely rendered separately.

183
00:59:41,579 --> 00:59:45,750
I didn't want to do it like this.

184
00:59:46,292 --> 00:59:48,335
I wanted to make cut scenes

185
00:59:49,837 --> 00:59:51,964
that used the game models as they were

186
00:59:52,047 --> 00:59:54,049
to use those models and the camera

187
00:59:54,133 --> 00:59:56,677
to tell a story to the player.

188
00:59:57,094 --> 00:59:58,215
That is what I wanted to do.

189
00:59:58,512 --> 01:00:01,807
There was also the player being able

190
01:00:01,891 --> 01:00:03,934
to control the camera as they played.

191
01:00:04,018 --> 01:00:07,021
There could be rear or side view

192
01:00:07,104 --> 01:00:09,273
3 cameras above that the player

193
01:00:09,356 --> 01:00:12,234
could use to control the display

194
01:00:12,318 --> 01:00:15,070
and give them a sense of control.

195
01:00:15,154 --> 01:00:17,531
They could change things themselves

196
01:00:17,615 --> 01:00:19,784
which made for richer gameplay

197
01:00:19,867 --> 01:00:21,327
that was more film-like.

198
01:00:21,410 --> 01:00:23,537
These are two ideas

199
01:00:23,621 --> 01:00:25,623
that I had wanted to work on

200
01:00:25,706 --> 01:00:27,708
when we made Metal Gear Solid.

201
01:00:27,792 --> 01:00:30,002
It could be said that these have

202
01:00:30,085 --> 01:00:31,712
turned into a sort of standard for us.

203
01:00:32,129 --> 01:00:36,675
Even though some film-like techniques

204
01:00:36,759 --> 01:00:39,094
or cuts had been used in games
up until then

205
01:00:40,262 --> 01:00:42,848
the lack of camera meant each frame

206
01:00:43,682 --> 01:00:46,811
had to be created individually.

207
01:00:47,561 --> 01:00:52,733
These images couldn't be manipulated.

208
01:00:53,984 --> 01:00:55,986
That's how it was then.

209
01:00:56,070 --> 01:00:57,905
Where 3D polygons are used

210
01:00:57,988 --> 01:01:00,074
the player can also move the camera.

211
01:01:01,033 --> 01:01:03,828
This was the first time that we were

212
01:01:05,037 --> 01:01:07,456
able to work with cameras like this

213
01:01:08,082 --> 01:01:09,875
rather than just set angles.

214
01:01:10,501 --> 01:01:12,419
This made me extremely happy

215
01:01:12,503 --> 01:01:14,505
as I love movies and knew

216
01:01:14,588 --> 01:01:16,924
about these techniques and ideas

217
01:01:17,007 --> 01:01:19,093
and we could now use these processes

218
01:01:19,593 --> 01:01:22,471
to accomplish previously impossible things

219
01:01:40,364 --> 01:01:43,242
Of course, in the beginning,

220
01:01:43,325 --> 01:01:47,121
most people were
used to playing 2D games.

221
01:01:47,872 --> 01:01:52,418
The tempo of these games
was very different.

222
01:01:52,501 --> 01:01:55,629
With the shift to 3D,

223
01:01:55,796 --> 01:02:01,927
what were 2D images,
now had depth.

224
01:02:02,052 --> 01:02:07,349
Consequently, the camera
became pivotal

225
01:02:07,433 --> 01:02:13,188
and it was down to the player
to gauge distances.

226
01:02:14,231 --> 01:02:18,277
It was very difficult for a player

227
01:02:18,360 --> 01:02:22,364
to work out timings and when to brake

228
01:02:22,448 --> 01:02:24,450
until they got used to it.

229
01:02:24,533 --> 01:02:28,203
With earlier games,

230
01:02:28,287 --> 01:02:33,208
it was easy for players to follow the
extension of a straight line,

231
01:02:33,292 --> 01:02:37,922
so we made adjustments with
the 3D games to keep them interesting.

232
01:02:38,005 --> 01:02:40,007
For example, when taking a corner,

233
01:02:40,090 --> 01:02:43,260
centripetal force acting on the car

234
01:02:43,385 --> 01:02:46,013
pulls it out around the curve,

235
01:02:46,096 --> 01:02:49,516
SO we wrote a program
to intentionally

236
01:02:49,600 --> 01:02:53,062
pull the car back in
and control its movements.

237
01:03:51,370 --> 01:03:54,581
When it came to deciding
what kind of game

238
01:03:54,665 --> 01:03:57,501
we ultimately wanted to make
FINAL FANTASY VII into,

239
01:03:58,210 --> 01:04:00,671
we felt that it needed a large volume

240
01:04:01,839 --> 01:04:04,967
of high-end movie cut scenes.

241
01:04:06,468 --> 01:04:13,434
Not the real-time 3D graphics in the game,
but pre-rendered movies,

242
01:04:16,145 --> 01:04:18,897
and CD-ROM media

243
01:04:18,981 --> 01:04:20,190
would be needed for that.

244
01:04:20,274 --> 01:04:24,028
We had decided what we most wanted to do
with the game,

245
01:04:24,111 --> 01:04:28,907
and concluded that

246
01:04:30,743 --> 01:04:34,455
we would need to use CD-ROM
to make that a reality.

247
01:04:35,247 --> 01:04:41,420
Our tests and discussions
led to that result.

248
01:04:42,880 --> 01:04:46,759
And that resulted in FINAL FANTASY VI

249
01:04:46,884 --> 01:04:50,137
coming out on the PlayStation.

250
01:08:01,245 --> 01:08:08,168
The PlayStation was the first console

251
01:08:08,543 --> 01:08:15,467
that could use pulse-code modulation.

252
01:08:15,842 --> 01:08:22,307
That's where sound is
recorded and a sample loop created

253
01:08:23,809 --> 01:08:30,816
with that loop being played afterwards
as the sound.

254
01:08:31,733 --> 01:08:37,864
To record the car sounds in
Gran Turismo, we'd rent each one

255
01:08:39,074 --> 01:08:46,039
and then record the engine in phrases,
starting with the idling sounds

256
01:08:48,667 --> 01:08:54,006
We took these recordings
and made sample loops for each engine

257
01:08:55,549 --> 01:09:01,430
making a tone quality
specific to each engine.

258
01:09:02,639 --> 01:09:08,687
I remember now that when we played back

259
01:09:08,770 --> 01:09:14,985
the cars sounds we had recorded

260
01:09:15,068 --> 01:09:21,825
We started noticing things.

261
01:09:21,908 --> 01:09:24,589
Like how the pitches would drop
in pitch the farther away they were.

262
01:09:24,619 --> 01:09:29,207
Or rise in pitch
the closer they were... the blur effect.

263
01:09:29,958 --> 01:09:35,339
Gran Turismo was probably the first game
to put these in a game, certainly.

264
01:10:32,396 --> 01:10:34,815
In the SNES era, the game screens were 2D,

265
01:10:36,108 --> 01:10:40,404
and there were no voices of course,

266
01:10:40,612 --> 01:10:42,989
and no cinematic movie scenes.

267
01:10:43,448 --> 01:10:48,453
So you had to have music
with strong melodies.

268
01:10:49,246 --> 01:10:51,957
Tunes that would still stand up,

269
01:10:52,416 --> 01:10:55,377
even if you listened to them repeated
over and over.

270
01:11:00,215 --> 01:11:03,802
I think our music composer,

271
01:11:03,885 --> 01:11:06,686
Mr. Uematsu was also suitably aware
of this when he composed the score.

272
01:11:07,514 --> 01:11:10,684
Mr. Uematsu said this at the time.

273
01:11:12,102 --> 01:11:15,564
When the CG animation became more 3D
with the PlayStation,

274
01:11:16,106 --> 01:11:21,111
and the cinematic movie scenes
became more dramatic,

275
01:11:21,361 --> 01:11:25,949
the visuals had a much greater impact.

276
01:11:26,658 --> 01:11:31,037
And paradoxically,
if you used the same melodies,

277
01:11:31,997 --> 01:11:35,542
the same logic for making music
as in the SNES era,

278
01:11:36,084 --> 01:11:41,923
then the music and the visuals would jar,
and clash with each other terribly.

279
01:11:42,591 --> 01:11:46,178
This would stop the scene from coming
together and lose its effectiveness.

280
01:11:46,845 --> 01:11:49,723
So when we showed strong visuals,
we would make the music more reserved,

281
01:11:50,265 --> 01:11:51,784
or for moments where
the characters' emotions were high,

282
01:11:51,808 --> 01:11:53,101
we would ramp up the music.

283
01:11:53,185 --> 01:11:54,370
I remember feeling how
that balancing between

284
01:11:54,394 --> 01:11:56,115
soft and hard had changed
from the SNES era.

285
01:11:56,229 --> 01:11:59,399
So in the field of music too,

286
01:11:59,483 --> 01:12:02,736
the way games used music
had become closer to film or video,

287
01:12:04,237 --> 01:12:10,202
the way background music is added
in films.

288
01:12:11,953 --> 01:12:18,710
I think the way games were made probably
changed to have an awareness of that.

289
01:15:13,176 --> 01:15:18,682
Of Namco's polygon games at that time,

290
01:15:18,765 --> 01:15:25,313
our game became the model
for many other companies.

291
01:15:25,397 --> 01:15:29,109
I've heard that said often.

292
01:15:29,234 --> 01:15:36,199
I don't think this was because
the design was interesting.

293
01:15:37,992 --> 01:15:43,373
Rather, it was the paradigm shift
in polygon technology,

294
01:15:43,498 --> 01:15:46,751
from a 2D to a 3D world.

295
01:15:46,918 --> 01:15:51,798
It was this intense evolution
of polygon technology

296
01:15:51,881 --> 01:15:54,384
which brought about our success.

297
01:18:08,268 --> 01:18:12,897
With CD-ROMs you can manufacture

298
01:18:13,022 --> 01:18:15,275
a certain number in a week

299
01:18:15,942 --> 01:18:19,445
so in order to ship large quantities

300
01:18:19,737 --> 01:18:22,991
you needed to begin the process
ahead of time

301
01:18:23,116 --> 01:18:25,577
and build up your stored copies.

302
01:18:26,327 --> 01:18:27,996
Game companies want to spend

303
01:18:28,079 --> 01:18:30,832
as much time as they can on development

304
01:18:30,915 --> 01:18:34,460
so they like to wait until the final week

305
01:18:35,086 --> 01:18:36,921
before beginning production.

306
01:18:37,005 --> 01:18:40,842
There could also be bugs in the game

307
01:18:41,259 --> 01:18:45,179
so both Sony and the publishing company

308
01:18:45,930 --> 01:18:47,307
need to test for that.

309
01:18:47,849 --> 01:18:49,851
Sony has several dozen people do this.

310
01:18:50,393 --> 01:18:54,355
But this was Sony's first game console

311
01:18:54,439 --> 01:18:58,234
so they had no idea
how to test for these things.

312
01:18:58,985 --> 01:19:00,528
We created the system for this

313
01:19:00,612 --> 01:19:02,947
hired the personnel

314
01:19:03,031 --> 01:19:04,866
and carried it out

315
01:19:04,949 --> 01:19:08,995
all in the final three months
before release.

316
01:19:09,078 --> 01:19:11,289
There were a lot of things
that we had to do

317
01:19:11,873 --> 01:19:13,750
during those final three months

318
01:19:14,042 --> 01:19:16,252
that were new for us at Sony.

319
01:19:38,107 --> 01:19:40,026
The maximum number of units

320
01:19:40,276 --> 01:19:42,320
for a Sony product

321
01:19:42,987 --> 01:19:45,365
such as the Walkman

322
01:19:46,199 --> 01:19:48,117
on the day of release

323
01:19:49,953 --> 01:19:51,579
was 5,000 or 6,000 units.

324
01:19:52,288 --> 01:19:56,084
If you wanted to put out 20,000 units

325
01:19:56,209 --> 01:19:58,252
you would be told that it was too many

326
01:19:58,336 --> 01:20:00,922
The idea was to begin production slowly.

327
01:20:01,756 --> 01:20:07,470
Sony couldn't move slowly
with a game console.

328
01:20:08,304 --> 01:20:12,350
Companies were getting ready
to release games.

329
01:20:13,726 --> 01:20:16,980
Hardware has no value without its software

330
01:20:17,730 --> 01:20:20,233
so if a company is aiming to publish

331
01:20:20,316 --> 01:20:22,318
100,000 copies of a title

332
01:20:22,402 --> 01:20:24,237
then at a minimum

333
01:20:24,487 --> 01:20:27,073
you need 100,000 consoles ready.

334
01:20:29,492 --> 01:20:32,286
Given this,
we needed to produce the PlayStation

335
01:20:32,412 --> 01:20:36,666
In mass quantity,
right from the beginning.

336
01:20:37,291 --> 01:20:40,253
This was completely different

337
01:20:40,336 --> 01:20:44,173
than Sony's usual approach at the time.

338
01:20:45,174 --> 01:20:48,803
Also, we needed to have the consoles

339
01:20:50,096 --> 01:20:53,725
delivered to stores all on the same day

340
01:20:54,392 --> 01:20:57,061
in order to stimulate game sales.

341
01:22:16,307 --> 01:22:18,643
All games gather here.

342
01:22:21,854 --> 01:22:24,732
Full of games, PlayStation. Out now.

343
01:29:58,561 --> 01:30:01,188
Three, two, one, go!

344
01:49:33,901 --> 01:49:40,825
Before the PlayStation
was released as a home console,

345
01:49:40,908 --> 01:49:45,246
work was already underway on
Namco's System 11 arcade board.

346
01:49:45,830 --> 01:49:52,795
This board incorporated some
of the PlayStation architecture,

347
01:49:53,796 --> 01:49:58,843
such as the CPU, which was
developed by Mr. Kutaragi's team.

348
01:49:59,469 --> 01:50:02,472
What Namco was most surprised by

349
01:50:02,555 --> 01:50:06,684
was the cost, how cheap it was.

350
01:50:06,768 --> 01:50:10,313
To be able to make something
with that capability

351
01:50:10,396 --> 01:50:12,857
for that price, was pretty surprising.

352
01:50:13,691 --> 01:50:17,612
What Mr. Kutaragi was
trying to do at that time,

353
01:50:17,695 --> 01:50:21,908
by making a low cost polygon chip

354
01:50:21,991 --> 01:50:24,243
available to the global market,

355
01:50:24,327 --> 01:50:27,371
marked a paradigm shift
in the polygon era.

356
01:50:27,955 --> 01:50:33,169
Although Namco had a board

357
01:50:33,252 --> 01:50:35,588
with better polygon
technology and capabilities,

358
01:50:35,671 --> 01:50:40,551
this was an interesting
business model for us,

359
01:50:40,635 --> 01:50:44,305
and we continued
to work with Mr. Kutaragi.

360
02:03:04,586 --> 02:03:10,926
The process of moving from loo
to Shadow of the Colossus

361
02:03:13,095 --> 02:03:19,935
wasn't entirely smooth.

362
02:03:20,143 --> 02:03:27,067
Personally, I was happy with Ico

363
02:03:27,150 --> 02:03:31,738
and players were happy with it too

364
02:03:32,698 --> 02:03:37,035
Take lighting as an example

365
02:03:37,119 --> 02:03:42,916
a lot of video imagery at that time

366
02:03:43,000 --> 02:03:46,211
was not preoccupied with shadow
and contrast

367
02:03:46,378 --> 02:03:50,465
there was a lot of pre-rendered
and CG video around

368
02:03:50,674 --> 02:03:56,597
and games with loud and flashy graphics

369
02:03:56,847 --> 02:04:00,892
I was interested in more subtle approaches

370
02:04:00,976 --> 02:04:04,271
to shades and tones
that were closer to reality

371
02:04:04,354 --> 02:04:08,692
I think that's what differentiated us
at that time

372
02:04:08,984 --> 02:04:15,949
but it wasn't a great commercial success

373
02:04:16,575 --> 02:04:21,496
so I came up with Shadow of the Colossus

374
02:04:26,084 --> 02:04:33,050
But whether it's the story,
the backdrop, the movement

375
02:04:35,677 --> 02:04:41,099
it's all about making the player
believe the characters are real

376
02:04:41,183 --> 02:04:46,355
that they exist for real in that world

377
02:04:46,480 --> 02:04:50,442
for me, that's what it's all about it

378
02:04:50,651 --> 02:04:57,616
The most effective way
of bringing characters to life

379
02:04:58,784 --> 02:05:01,536
is through the story of that world

380
02:05:01,620 --> 02:05:06,249
I always incorporate a story in my games

381
02:05:06,375 --> 02:05:13,256
but I don't necessarily create games
to tell stories

382
02:05:17,886 --> 02:05:24,768
The significance of PlayStation

383
02:05:25,394 --> 02:05:28,397
For me personally

384
02:05:28,480 --> 02:05:34,778
I feel I was able to become a
games designer and developer

385
02:05:34,903 --> 02:05:38,699
because of PlayStation

386
02:31:45,764 --> 02:31:47,599
I think that VR will be a major shift.

387
02:31:47,683 --> 02:31:49,685
In the games up until the present

388
02:31:49,768 --> 02:31:52,562
all of the video, screens, etc.

389
02:31:52,646 --> 02:31:56,441
Have been put into a square layout

390
02:31:57,317 --> 02:32:00,487
that is there to hold information.

391
02:32:00,570 --> 02:32:04,616
We've had film as a medium

392
02:32:04,700 --> 02:32:07,327
for over 100 years now
and this is the first time

393
02:32:07,411 --> 02:32:10,330
that we've broken through this frame.

394
02:32:10,414 --> 02:32:13,792
Being able to now create
art, film, and games

395
02:32:13,875 --> 02:32:16,837
that don't fit into this frame,

396
02:32:16,920 --> 02:32:20,048
and the question

397
02:32:20,132 --> 02:32:22,592
of how to go about expressing this...

398
02:32:22,676 --> 02:32:25,178
I think that the next 2 to 3 years

399
02:32:25,554 --> 02:32:28,640
will major for this medium

400
02:32:29,016 --> 02:32:31,935
in terms of how creators and artists

401
02:32:32,019 --> 02:32:37,899
will use it, and what they will create.

402
02:35:34,075 --> 02:35:37,370
I think that Sony put together

403
02:35:37,454 --> 02:35:40,040
a fantastic team for the PlayStation.

404
02:35:41,791 --> 02:35:45,337
They had members from both Sony
and Sony Music

405
02:35:45,462 --> 02:35:48,298
two entirely different teams.

406
02:35:50,133 --> 02:35:52,802
And there were people like me

407
02:35:53,845 --> 02:35:57,516
coming from outside of Sony.

408
02:35:58,058 --> 02:36:02,437
All three types of members

409
02:36:03,480 --> 02:36:06,024
put their heads together
for the PlayStation.

410
02:36:06,608 --> 02:36:08,276
This incredible product

411
02:36:08,485 --> 02:36:10,195
would never have been created

412
02:36:10,362 --> 02:36:12,405
if Sony hadn't decided on making
the PlayStation

413
02:36:12,614 --> 02:36:14,616
A lot of people from different fields

414
02:36:15,116 --> 02:36:18,161
were able to come together

415
02:36:19,246 --> 02:36:24,125
and work on gaming hardware.

416
02:36:24,834 --> 02:36:27,671
The biggest thing I took away from it

417
02:36:27,754 --> 02:36:31,466
was being able to participate in this.

418
02:38:05,310 --> 02:38:10,565
When I first joined the PlayStation
team I was in my early 20s

419
02:38:14,110 --> 02:38:18,490
and one thing that everyone
was talking about then

420
02:38:22,535 --> 02:38:26,665
was the desire to make playing
video games a cooler activity.

421
02:38:27,248 --> 02:38:29,167
Everyone was saying that.

422
02:38:32,420 --> 02:38:36,549
This was one of the goals
in making the PlayStation.

423
02:38:39,260 --> 02:38:43,807
Perhaps then, it's fair to say

424
02:38:43,890 --> 02:38:49,312
that their goals have come true now.

425
02:38:49,396 --> 02:38:55,527
Video games are definitely
a normal part of our lifestyle now.

426
02:38:56,778 --> 02:39:01,074
The fact that adults can play
them without feeling self-conscious

427
02:39:02,492 --> 02:39:04,869
is a pretty major effect
that the PlayStation

428
02:39:04,953 --> 02:39:07,288
has had on us, wouldn't you say?

429
02:39:07,372 --> 02:39:08,873
I personally feel that this is so.



