WEBVTT FILE

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Downloaded from
YTS.MX

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Official YIFY movies site:
YTS.MX

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Game preparation exercise!
One! Two!

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Three! Four! Five!

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Six! Wow!

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I was still quite new, perhaps not even
a month had passed since my hiring

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when the atmosphere felt very different
than usual as I arrived at work one day.

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I thought that something must have
happened that would change everything

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bring about the end of an era.

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I asked what had happened, and was told
that we had been informed that

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Nintendo had decided to go it alone

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Even when the joint project

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with Nintendo was canceled

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Kutaragi-san said that we at Sony

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should make the system ourselves.

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Something that Kutaragi-san said then

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something that influences me even now

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is that we may not have
the greatest chance at success

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but it's not like failing here would
cost us our lives or anything

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so we should just go for it.

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I joined the PlayStation team
in December 1992

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It had been decided that we would build

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a device producing superior 3D graphics.

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Sony brought in engineers and researchers.

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My main mission there, of course

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was to make games
for this new PlayStation console

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as I was there working on
the software team.

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The entire PlayStation team
was really quite small

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including the hardware team,
the software team, everyone

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with various people
taking care of various tasks.

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PlayStation came from
the word "work station"

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a computer with a large screen

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and multiple programs installed

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so the user can do a variety of work.

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These aren't specialist devices.

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Similarly, the PlayStation would

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be able to play a variety of games.

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We wanted to do not just games

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but also work with
music and communications.

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The name of the device became PlayStation.
Given these requests

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I went along with them, meeting all these
developers and other employees

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and my role there was to take notes
for everyone.

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That was before everything.

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When the PlayStation had just
got its start as a business

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these meetings were very important
for Sony.

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I think that my name is probably
on each set of notes there.

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That was another one of my jobs then.

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Sony gave us this demonstration
of a dinosaur. It was a T-rex head.

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And they told us how it would move around
in real-time CG.

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Of course, we were making games
at the time, but we were also film fans,

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and the CG in Jurassic Park
had made a huge impact.

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To see the same kind of visual depictions
from Jurassic Park,

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actually moving around
in Sony's Tyrannosaurus demo,

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on this platform called PlayStation.

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That left a very lasting impression on us.

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How many colours you could use

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was always a question then.

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Moving into an era

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where you could use all these colours

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as well as polygons and textures

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really was like a dream to me.

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If felt that if I could do all that

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then I could make the 3D Metal Gear

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that I had wanted to

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since the days of the MSX
but was unable to.

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Though changing the coloring
was a scary idea.

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When I saw the PlayStation presentation

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I saw that I would be able

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to make the game that I really wanted

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with a full set of colours and polygons.

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That idea was really shocking to me.

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I mean in a positive sense of the word.

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When I heard that Sony,

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a company known for audio
and electronics equipment,

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was making a game console,

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I was both excited and anxious to see
what they would come up with.

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Then when I saw this machine

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with its CD-ROM drive,

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and the 3D polygon visuals,

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it was a completely different approach
to what had come before

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and revolutionized the industry.

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I think if Sony had not entered
the console market at that time

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then it would be totally different today.

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When I saw what they came up with,

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with the CD-ROMs and the polygons,

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it felt like a brand new approach
to games.

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Yes, I remember at the time,

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being asked to demo a sample

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to various development companies.

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This was met with
some shock and awe.

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Reactions such as,
'wow, they can really do this...'

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I was aware at the time
that other companies

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had studied the demo really closely.

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I think that it was a massive success,
as a sample.

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We learned what we can do with hard work.

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We needed to make better games,
and so did Namco.

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I think that this was a great development.

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The initial SDK was certainly quite large

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around this size, and it was heavy too.

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Sony sent it to the game companies
in March of 1993.

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A number of game companies said

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that they wouldn't be able

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to make games for the PlayStation

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if Sony didn't have the SDK out

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by the final day of March.

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And so it wound up

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that the final day of March
was our due date.

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I remember us completing
and delivering it.

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The machines were hand-made

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and we couldn't send them

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via a home delivery service

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due to their weight, size

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and large power source.

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This meant that
we delivered them ourselves

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taking taxis and bullet trains to do so.

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3 or 4 of those were around 30 kg

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but we brought them to the game companies.

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There were actually some people

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that flew all the way to the US with them.

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Capcom had only very recently
started using 3D graphics

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so we began our work by first thinking

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about how we could go about using them.

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Our benchmark was that T-Rex demo
that Sony came out with.

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We took quite a number of approaches

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from working as hard as we could to
replicate what they had put out

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to thinking that it would actually be
a bad move

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to approach Resident Evil
like they did T-Rex.

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We really were starting from zero there.

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It just wouldn't display

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so the idea of going full 3D

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just wasn't going to get much traction.

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With things going like this

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it started feeling like
it could get canceled.

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When Alone in the Dark came out

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it had a large quantity

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of pre-rendered graphics displayed.

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The only object was the character itself.

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From the player perspective

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the game had
a three-dimensional atmosphere

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and all of this demonstrated

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that it was now possible

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to create a more complete game

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including visually.

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From there, we steadily moved
onto animation methods.

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By deciding to use camerawork
to show a 3D space in 2D,

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Mikami-san established the blueprint
for what would become Resident Evil.

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Essentially, the idea was

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that there would be zombies

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that were located in places

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that the camera didn't reach.

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The player couldn't see them

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but they could hear them.

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There was a certain scariness

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in zombies being out of sight.

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This type of fear was sort of

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the main concept for the game.

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I imagined the player

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growing very jumpy about everything

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and being on the edge of their seat.

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Where they would be able to sense

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that there was a zombie

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just around the corner.

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The camera marks...

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Well, I did set the cameras,

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but I didn't have any experience
shooting with a real camera.

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I started learning from step one,

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imagining how a player going
through a corridor would feel,

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which camera angles would frighten them.

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That's how I went about it.

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If we get down to the technical details,

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a single room could only have 8 cameras...

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You really remember this well!

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Due to reasons of memory capacity.

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This doubled to 16 for Resident Evil 2.

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There were just 8 for the first game.

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You only had so many cuts

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and you had to make the game playable,

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without leaving any blind spots in the
room where the character can't be seen.

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Gameplay and cut scenes were separate.

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Cut scenes were like movie scenes

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with the characters and backgrounds

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being entirely rendered separately.

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I didn't want to do it like this.

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I wanted to make cut scenes

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that used the game models as they were

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to use those models and the camera

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to tell a story to the player.

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That is what I wanted to do.

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There was also the player being able

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to control the camera as they played.

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There could be rear or side view

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3 cameras above that the player

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could use to control the display

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and give them a sense of control.

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They could change things themselves

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which made for richer gameplay

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that was more film-like.

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These are two ideas

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that I had wanted to work on

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when we made Metal Gear Solid.

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It could be said that these have

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turned into a sort of standard for us.

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Even though some film-like techniques

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or cuts had been used in games
up until then

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the lack of camera meant each frame

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had to be created individually.

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These images couldn't be manipulated.

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That's how it was then.

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Where 3D polygons are used

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the player can also move the camera.

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This was the first time that we were

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able to work with cameras like this

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rather than just set angles.

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This made me extremely happy

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as I love movies and knew

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about these techniques and ideas

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and we could now use these processes

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to accomplish previously impossible things

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Of course, in the beginning,

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most people were
used to playing 2D games.

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The tempo of these games
was very different.

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With the shift to 3D,

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what were 2D images,
now had depth.

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Consequently, the camera
became pivotal

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and it was down to the player
to gauge distances.

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It was very difficult for a player

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to work out timings and when to brake

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until they got used to it.

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With earlier games,

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it was easy for players to follow the
extension of a straight line,

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so we made adjustments with
the 3D games to keep them interesting.

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For example, when taking a corner,

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centripetal force acting on the car

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pulls it out around the curve,

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SO we wrote a program
to intentionally

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pull the car back in
and control its movements.

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When it came to deciding
what kind of game

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we ultimately wanted to make
FINAL FANTASY VII into,

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we felt that it needed a large volume

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of high-end movie cut scenes.

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Not the real-time 3D graphics in the game,
but pre-rendered movies,

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and CD-ROM media

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would be needed for that.

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We had decided what we most wanted to do
with the game,

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and concluded that

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we would need to use CD-ROM
to make that a reality.

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Our tests and discussions
led to that result.

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And that resulted in FINAL FANTASY VI

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coming out on the PlayStation.

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The PlayStation was the first console

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that could use pulse-code modulation.

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That's where sound is
recorded and a sample loop created

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with that loop being played afterwards
as the sound.

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01:08:31.733 --> 01:08:37.864
To record the car sounds in
Gran Turismo, we'd rent each one

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and then record the engine in phrases,
starting with the idling sounds

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We took these recordings
and made sample loops for each engine

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making a tone quality
specific to each engine.

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I remember now that when we played back

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the cars sounds we had recorded

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We started noticing things.

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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.





