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Downloaded from
YTS.MX

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Official YIFY movies site:
YTS.MX

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In many American homes,
there is a reasonable chance

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that the video game Nintendo is hooked up
to the television set you're watching.

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There were more Nintendos
bought for children last Christmas

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than any other gift.

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Die, please die. Please die.

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And one in every three Japanese homes
has Nintendo as well.

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In some ways, Nintendo's history
is modern Japanese history.

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For most of its 99-year history,

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Nintendo made board games
and playing cards.

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Traditional products
for a traditional way of life.

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In Japan and America,
tradition has given way to craze.

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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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Nintendo was very smart about it.

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They dipped their toe in the market
in 1984, in New York,

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just 10% of the country,

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and established that there was a market
for quality gaming.

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They started with
a very high-end little robot,

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and they sold 100,000 in New York
in the first year.

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Up. Down.

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Right. Left

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And Nintendo, [ think,
were the first company to appreciate

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that they need to treat their consumers
as if they're selling them a toy,

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that needs to bring people
pleasure and joy.

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They worked very hard with the retailers

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to get the products stocked
and distributed in breadth and depth.

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And the second thing is, they put
a huge amount of money behind Mario.

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Super Mario Brothers.

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It was a Nintendo-dominated business.

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And I was working at Sega at the time,

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and our market share
with the Master System was 4%.

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Nintendo had 94%

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and there was some Atari system
lingering on that had 2%.

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And 4%, that's crazy.

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That's Mom going to the store

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and buying a Master System
rather than an NES

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because she just doesn't know that
there are two types of systems out there.

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Sega really took time to self-reflect,

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and they wanted to understand
how they could better tackle the market.

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They looked at where they succeeded,
where they failed,

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and they kind of reinvented themselves
a little bit.

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The reason, I think,

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Sega had any kind of chance at all
against Nintendo

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was because they had amazing
software development divisions.

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But their focus was arcade.

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I think Sega probably thought that
with the skills they have,

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there was another market
they could take their games to.

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We were going to try to leave Nintendo
with the younger kids

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and position ourself
as the teen and college-age machine.

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The Nintendo system's brain
is an 8-bit computer chip,

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a technology rapidly becoming outmoded.

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Nintendo has a more powerful 16-bit system
already hot in Japan,

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but it won't arrive in the States
till late next year.

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The 16-bit Genesis system by Sega.
Genesis does it all.

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"Sega does what Nintendon't."

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And so that was the famous phrase
that we had,

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and we would show different visuals

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of something that we could do
with Sega Genesis

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that Nintendo didn't do
with their 8-bit system.

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And so, we were very much going
after Nintendo right from the beginning.

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Sega's Genesis is Nintendo's nemesis.

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It's one of two 16-bit systems
that are already in the US.

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Sega clearly hopes to leapfrog Nintendo
by touting 16-bit's advantages.

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There was an element in
all their marketing, all their promotion,

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their TV ads, their print ads,
where they went for style over substance,

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and it almost made Nintendo look
a little bit dated.

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Sega!

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Sega's marketing campaign
absolutely resonated with me,

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because being somebody
who was fairly tech-orientated

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and interested in the advancement
of graphics, I wanted the best.

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I wanted experiences that were going to
surprise me, were going to take me

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beyond what I had been playing
for the last four or five years.

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So they promised that you could get
the arcade experience,

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not in the arcade, but in your home,
through the Sega machines.

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So when the market moved
from 8-bit to 16-hit...

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with the introduction of
the Mega Drive/Genesis,

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Super Nintendo/Super Famicom devices
in the late '80s,

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then we had a market
that was really taking off.

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The graphics were becoming more realistic,

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the games were becoming deeper
and more sophisticated,

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and you had two companies
that were well financed,

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that were taking each other on
in the marketplace.

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So, when you have two fighting
head-to-head, the whole market grows.

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And suddenly, games became a big
mass market entertainment proposition.

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Although the games themselves
were still relatively simple

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and appealed to
a relatively narrow demographic,

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everybody knew what Sega and Nintendo
was about.

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At Sega, we knew at some point

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that cartridges
with a limited amount of memory,

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or very expensive memory,

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was going to have to give way
to optical media,

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where you had much larger memory.

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Interesting.

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The encoded information on this disc
is read by a laser beam.

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The problem was that cartridges
as a format

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went up in increments of about eight meg,

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and there's only so much visual data
you can get on those

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without the cartridge getting
more and more expensive for the consumer.

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So, consequently, people felt

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that if you're going to improve
the graphics or add the movies

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that they felt everyone wanted,
you had to do it via streaming from a CD.

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So, Sega came in with this bolt-on
called the Mega-CD.

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And it basically allowed you
to play CD games

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with your Mega Drive controller

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and using the processing power
of the Mega Drive.

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We were convinced that the audience
was going to want to enjoy

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music, animation, full-motion video,

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and now we had to develop games.

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Sony had approached us.
They had a studio down in Santa Monica.

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They wanted to work with us,

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and they understood
that the future was going to be

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with some kind of optical disc medium.

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Sony had ventured into distribution
of game software

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to line up with its distribution of

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movie software and music software.

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That was called
Sony Electronic Publishing.

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It was set up under
Sony of North America,

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who reported at the time
to Mickey Schulhof

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and the management of that,
Sony Electronic Publishing,

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was assigned to Olaf Olafsson.

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They not only built
a distribution network,

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but they also built
some in-house game development capability.

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Sony Imagesoft made mostly horrific,

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but sometimes really good,
but mostly terrible games

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for other platforms
based on Sony properties.

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More often than not, Sony Pictures.

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So, we did, like, Dracula Sega CD,
which was horrible,

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and Last Action Hero,
and, like, Cliffhanger.

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And if you want to see
one of the ugliest games of all time,

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look at Cliffhanger for Game Boy.

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It is just abysmally horrific
to look at and play.

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Every now and then we would pump out
an amazing game

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or publish an amazing game, like...

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I thought Hook was great,
from the movie.

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We did a game called Skyblazer,
Equinox, Solstice.

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But more often than not,
they were terrible.

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And so, we formed an alliance
where we would each fund six games,

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and they would fund three
and we would fund three.

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Or it might've been eight,
and we funded four and they funded four.

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But it was something like that.

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And so, that was the deal
we struck with Sony.

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Don't you love the smell of the sewers
in the morning?

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They smell like victory!

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The trouble is that
the games that came with it

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were largely just FMV exercises,

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so you ended up with Kriss Kross:
Mix Your Own Video,

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which was where you used the controller
to edit together Kriss Kross videos.

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And there was Night Trap,

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where you flicked between a number
of security cameras

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to save girls from these
bizarre kidnappers.

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But the quality of the movies
was so grainy,

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it immediately took you out.

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So, on the one hand, you've got
the relatively pristine graphics

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of something like Road Rash,
but in order to get to Road Rash,

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you then have to go to
some dreadful movie, which is,

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you know, smeary and blurred,
and looks like an eighth-generation VHS.

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Ken Kutaragi had had an incredible career
inside of Sony up to this point.

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He was very interested in sound processing
and signal processing,

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and inventing new sound formats

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that were powerful and possible
with new silicon technologies.

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And that led to the collaboration
with Nintendo,

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where Sony made the sound chip

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that went into the Super Famicom
and the Super Nintendo.

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Through the partnership on the sound chip
for the Super Nintendo,

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Sony and Nintendo entered info a contract
to develop some new technology.

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The first was going to be a disc drive
that Nintendo would sell,

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which would be an add-on to
the Super Famicom/Super Nintendo device.

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And Sony would sell a combined console
and drive, all in the same machine,

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that was called the Sony PlayStation.

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So he was getting
more and more into console design,

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and Ken could see that

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putting console games on CDs
was the way forward.

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When they came to write up
the actual joint venture,

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Sony said, "Well, we'll make the disc

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"and we'll charge the $8 royalty
and collect it,

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"and, you know, we'll figure out
how to split that.

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"And you can make the cartridges

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"and you can charge the publisher
the $8 royalty,

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"and then we can talk about
how we share the profits on that."

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And Nintendo said, "Wait a minute.
Stop the music.

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"We make the tollbooths.

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00:14:53,643 --> 00:14:56,938
"You can make the discs,
but you're not making a tollbooth.

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00:14:57,022 --> 00:14:58,190
"We make the tollbooths.

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"We'll sell the discs,
just like we sell the cartridges.

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"We'll charge the $8,
whether they buy a disc or a cartridge."

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Sony and Nintendo were uneasy bedfellows,
and I think that Nintendo's view

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of what Sony's position was
in developing this thing for them

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differed from what Sony probably hoped
was going to be a foot in the door.

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Sony and Nintendo were working together

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to come up with the new hardware,

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but I think Sony was a little too greedy,

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and tried to take over almost everything.

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00:15:32,849 --> 00:15:38,146
I think Nintendo realised
they were giving too much power to Sony

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in the manufacturing of the discs
for the platform.

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Sony had the right to license
other developers and publishers

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to create games for the platform,

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00:15:49,324 --> 00:15:51,993
and that was the real heart
of the business model

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between Sony and Nintendo.

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00:15:54,621 --> 00:15:59,501
I negotiated with Mr Idei,
the president of Sony,

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00:15:59,584 --> 00:16:02,921
and told him, "Let's go different ways."

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00:16:03,630 --> 00:16:06,133
And in a surprise announcement at CES,

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00:16:06,216 --> 00:16:09,886
there was an announcement that Nintendo
would be joint-venturing with Philips

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on the disc part of the device.

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00:16:12,139 --> 00:16:14,683
It was very embarrassing to Sony

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00:16:14,766 --> 00:16:18,854
to have a relationship that they thought
was going to be with Nintendo...

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00:16:18,937 --> 00:16:21,857
and they were kicked out
and replaced by Philips,

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and that was the fuel that fired
the creation of the PlayStation business,

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00:16:27,571 --> 00:16:31,449
and ultimately,
possibly looked back on in history

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00:16:31,533 --> 00:16:33,952
as one of the biggest mistakes
Nintendo ever made,

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00:16:34,035 --> 00:16:36,037
'cause they made
a monster of a competitor.

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

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

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

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

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00:16:51,178 --> 00:16:56,933
I asked what had happened, and was told
that we had been informed that

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

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00:17:01,313 --> 00:17:04,733
Even when the joint project

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

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

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

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

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

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

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

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

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00:17:31,760 --> 00:17:37,766
And so, when Ken put together his plan
for a new standalone console

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that would be,
eventually, the PlayStation,

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00:17:40,227 --> 00:17:45,023
and he took that
to the then-president of Sony, Norio Ohga,

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00:17:45,106 --> 00:17:48,902
and said, "Could I have your support
to make this happen?”

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00:17:48,985 --> 00:17:52,572
Ohga-san, who had obviously been
deeply embarrassed

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00:17:52,656 --> 00:17:55,325
by the relationship breakdown
with Nintendo,

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00:17:55,533 --> 00:17:57,410
said, "Yes, you have whatever you need."

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

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

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

239
00:18:14,719 --> 00:18:21,268
Sony brought in engineers and researchers.

240
00:18:23,520 --> 00:18:30,360
My main mission there, of course

241
00:18:30,902 --> 00:18:37,033
was to make games
for this new PlayStation console

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

243
00:18:42,497 --> 00:18:46,042
The entire PlayStation team
was really quite small

244
00:18:46,209 --> 00:18:49,254
including the hardware team,
the software team, everyone

245
00:18:49,421 --> 00:18:54,426
with various people
taking care of various tasks.

246
00:18:54,509 --> 00:18:58,555
This was still a secret project.
It was a skunkworks, if you will.

247
00:18:58,638 --> 00:19:01,599
It was called
Computer Entertainment Project Number One.

248
00:19:01,683 --> 00:19:07,439
But that was 30 or 40 people in a building
on Aoyama Dori in Tokyo

249
00:19:07,522 --> 00:19:09,149
that were starting to plan

250
00:19:09,232 --> 00:19:13,194
what would become
both the company and the product.

251
00:19:17,699 --> 00:19:19,200
The New Generation.

252
00:19:20,910 --> 00:19:24,331
New generation system,
new generation games,

253
00:19:24,664 --> 00:19:26,833
and a new generation of value.

254
00:19:27,208 --> 00:19:30,962
They're all part of the Sega
generation for the '90s.

255
00:19:32,464 --> 00:19:36,009
The Sega generation begins
with the 16-bit technology of Genesis.

256
00:19:36,968 --> 00:19:40,638
When we were looking for
the next generation after Genesis,

257
00:19:41,348 --> 00:19:44,684
it was quite an interesting
and difficult challenge.

258
00:19:45,143 --> 00:19:46,394
In terms of the Saturn...

259
00:19:46,478 --> 00:19:50,190
The head of development at Sega of America
was a guy named Joe Miller,

260
00:19:50,523 --> 00:19:53,860
and he was very concerned about
the chipset

261
00:19:54,069 --> 00:19:57,906
that Sega Japan was going to use
for the Saturn.

262
00:19:58,198 --> 00:20:01,701
He was concerned that
it wasn't quite good enough,

263
00:20:01,785 --> 00:20:05,789
in terms of an advancement over 16-bit.

264
00:20:06,081 --> 00:20:09,209
So, that was one part
of the Saturn development.

265
00:20:09,459 --> 00:20:11,503
Another part of the Saturn development

266
00:20:11,711 --> 00:20:15,715
was introducing
what was going on with Saturn to Sony.

267
00:20:16,007 --> 00:20:20,678
Sony, now, was our very strong partner
in developing third-party titles,

268
00:20:20,762 --> 00:20:24,224
particularly, obviously,
those CD-ROM titles.

269
00:20:24,307 --> 00:20:26,184
And so, they wanted to be involved in

270
00:20:26,267 --> 00:20:28,019
the development of
the next hardware system.

271
00:20:28,478 --> 00:20:29,979
Well, this made sense to me.

272
00:20:30,438 --> 00:20:33,233
Olaf Olafsson was exec VP at Sony

273
00:20:33,316 --> 00:20:35,777
and Mickey Schulhof was president
of Sony America,

274
00:20:35,860 --> 00:20:37,570
and there were some technical guys.

275
00:20:37,654 --> 00:20:40,031
And we all thought this was
a pretty good idea,

276
00:20:40,156 --> 00:20:44,327
to have a combined hardware system,
Sony/Sega or Sega/Sony,

277
00:20:44,536 --> 00:20:46,830
because we all knew
we didn't make money on hardware.

278
00:20:46,996 --> 00:20:51,876
Why not do a combined system
and make your money on software?

279
00:20:51,960 --> 00:20:53,795
Well, I thought this was brilliant,

280
00:20:53,878 --> 00:20:57,382
because we were certainly better
at developing software

281
00:20:57,465 --> 00:20:58,883
than Sony was in those days,

282
00:20:58,967 --> 00:21:00,844
whether you're talking about
Sega of America

283
00:21:00,927 --> 00:21:02,387
or Sega Japan or Sega Europe.

284
00:21:02,470 --> 00:21:05,932
And so, this meant that
if we could have a hardware system

285
00:21:06,015 --> 00:21:08,601
where we split the loss on the hardware

286
00:21:09,060 --> 00:21:11,813
and each made profit
off of our own software,

287
00:21:11,980 --> 00:21:13,273
brilliant for Sega.

288
00:21:13,523 --> 00:21:15,066
This had to be a win-win.

289
00:21:15,400 --> 00:21:18,278
And so, I wanted very much to do this,

290
00:21:18,695 --> 00:21:21,322
and interestingly, so did Sony of America.

291
00:21:21,406 --> 00:21:25,326
When we explained it to Nakayama-san,
he thought it was a terrible idea.

292
00:21:25,410 --> 00:21:26,870
He did not want to do it.

293
00:21:27,203 --> 00:21:30,415
He said, "Sony doesn't know anything
about the video game business.

294
00:21:30,540 --> 00:21:33,501
"Why should we help them?
Let's not do this.”

295
00:21:33,626 --> 00:21:38,173
So, I was very disappointed,
and I wasn't happy about Saturn as it was.

296
00:21:55,023 --> 00:22:00,445
So, 3DO was really the device that
announced that they were, in a big way,

297
00:22:00,528 --> 00:22:03,656
going to start making
CD-ROM-based video game machines.

298
00:22:04,032 --> 00:22:06,576
There was another system
called the TurboDuo,

299
00:22:06,910 --> 00:22:09,579
but it came out in Japan,
and it had a CD-ROM player.

300
00:22:09,871 --> 00:22:13,625
Now, it was the first time on a video game
I heard an actual audio score,

301
00:22:13,708 --> 00:22:16,294
like an orchestra or like a band, right?

302
00:22:16,377 --> 00:22:18,004
It was real music, not...

303
00:22:19,339 --> 00:22:21,132
You know, not chip music,

304
00:22:21,216 --> 00:22:23,718
but it was real recorded music
being played back.

305
00:22:38,525 --> 00:22:40,860
And the fidelity of the graphics
was a little better.

306
00:22:40,944 --> 00:22:44,864
So, the announcement of the 3DO
meant the power was there,

307
00:22:44,948 --> 00:22:48,451
and the capacity to store on a disc

308
00:22:48,535 --> 00:22:51,621
was suddenly 600 megabytes, not 512K.

309
00:22:52,038 --> 00:22:53,706
The 3DO was a stepping stone.

310
00:22:53,790 --> 00:22:58,169
I mean, it didn't quite have enough power
to create 3D games

311
00:22:58,253 --> 00:22:59,712
but it was being billed as such.

312
00:22:59,796 --> 00:23:03,424
It was, I have to say,
a very difficult hardware to work with.

313
00:23:03,508 --> 00:23:07,303
It wasn't based on triangles.
It was based on twisted squares.

314
00:23:08,054 --> 00:23:11,391
I've never seen anything like that before
or since.

315
00:23:11,599 --> 00:23:15,353
And the sales were just miserable as well.

316
00:23:15,728 --> 00:23:18,982
Only sold, if I remember,
about one million units.

317
00:23:19,857 --> 00:23:24,070
Most of which had to do with
the $700 price point for the console.

318
00:23:24,153 --> 00:23:27,031
I mean, if you put that
in today's dollars, with inflation,

319
00:23:27,115 --> 00:23:29,075
that's got to be close to $1,500.

320
00:23:29,492 --> 00:23:33,580
The pitching was very... You know,
it was going to be the next big thing.

321
00:23:33,663 --> 00:23:36,958
It really wasn't, and it was limited.

322
00:23:38,167 --> 00:23:43,298
I think most of those,
either the CD-i or the Marty or the 3DO,

323
00:23:43,965 --> 00:23:46,551
were just a little bit ahead of reality.

324
00:23:46,634 --> 00:23:49,220
All you had to do was have
a basic understanding of computing

325
00:23:49,304 --> 00:23:52,599
to know that it would all be about
capacity of memory,

326
00:23:52,682 --> 00:23:54,434
of how much you could fit on a disc,

327
00:23:54,517 --> 00:23:57,228
and then the capacity and performance
of chips

328
00:23:57,312 --> 00:24:00,148
to know how well
you could make things look or move

329
00:24:00,231 --> 00:24:02,233
with that ability of the chips.

330
00:24:02,317 --> 00:24:06,154
But I had lost faith in 3DO, because,
really, it was an underpowered system.

331
00:24:06,988 --> 00:24:10,658
And at that time...
So, this is in '92, '93...

332
00:24:11,159 --> 00:24:15,663
I started to hear rumblings that Sony
was considering building their machine.

333
00:24:16,331 --> 00:24:19,167
And that was a real
consumer electronics player, right?

334
00:24:19,250 --> 00:24:23,588
Like, not just a video game company,
not a small Coleco,

335
00:24:23,713 --> 00:24:28,509
not a dedicated game company,
like Sega or Nintendo,

336
00:24:29,010 --> 00:24:33,181
but a big media and consumer electronics
powerhouse

337
00:24:33,264 --> 00:24:34,641
was getting into the industry.

338
00:25:22,939 --> 00:25:25,108
PlayStation came from
the word "work station"

339
00:25:26,025 --> 00:25:27,860
a computer with a large screen

340
00:25:28,528 --> 00:25:32,323
and multiple programs installed

341
00:25:32,949 --> 00:25:34,742
so the user can do a variety of work.

342
00:25:35,493 --> 00:25:37,495
These aren't specialist devices.

343
00:25:39,914 --> 00:25:43,126
Similarly, the PlayStation would

344
00:25:43,626 --> 00:25:45,027
be able to play a variety of games.

345
00:25:45,586 --> 00:25:48,339
We wanted to do not just games

346
00:25:48,423 --> 00:25:52,093
but also work with
music and communications.

347
00:25:53,511 --> 00:25:58,641
The name of the device became PlayStation.
Given these requests.

348
00:25:58,725 --> 00:26:02,687
So, the original specification
for the PlayStation

349
00:26:02,770 --> 00:26:06,941
was taking some real-time
3D chipset technology

350
00:26:07,024 --> 00:26:10,069
that had been developed
in something called System G.

351
00:26:10,611 --> 00:26:16,117
And System G was a real-time 3D toolset
for broadcast television,

352
00:26:16,200 --> 00:26:18,995
for the kind of
rotating, spinning graphics

353
00:26:19,078 --> 00:26:21,706
that you would see on sports programs
Or NEWS programs.

354
00:26:21,789 --> 00:26:23,374
Live television, basically.

355
00:26:23,624 --> 00:26:25,835
And that was a couple of engineers

356
00:26:25,918 --> 00:26:30,298
who were really quite advanced
in thinking about real-time 3D,

357
00:26:30,381 --> 00:26:34,343
and what that could mean in the home
got Ken very excited.

358
00:26:34,802 --> 00:26:36,888
And then, marrying that

359
00:26:36,971 --> 00:26:42,769
with Sony's obvious prowess
in CD and CD-ROM technology.

360
00:26:42,852 --> 00:26:45,605
And they also had an in-house experience

361
00:26:45,688 --> 00:26:49,776
with building computers
based on MIPS processors,

362
00:26:50,067 --> 00:26:54,155
So they were able to draw on
two or three different technologies.

363
00:26:54,238 --> 00:26:57,325
Obviously, sound was a strong part
of Sony's background.

364
00:26:57,408 --> 00:27:00,286
And they brought
all of those technologies together

365
00:27:00,369 --> 00:27:02,455
into the one device.

366
00:27:02,705 --> 00:27:05,583
The guts of the machine
was fairly off-the-shelf parts,

367
00:27:05,708 --> 00:27:09,670
in terms of using a RISC chip, 3000A,

368
00:27:09,962 --> 00:27:11,047
and other components.

369
00:27:11,130 --> 00:27:14,509
But the secret sauce was some of
the bespoke elements that we added.

370
00:27:14,592 --> 00:27:16,260
So we had a special sound chip,

371
00:27:16,344 --> 00:27:22,099
and with the graphics chip, the GPU,
we had special hardware to handle things

372
00:27:22,183 --> 00:27:24,602
like geometry transforms. There was GTE.

373
00:27:24,977 --> 00:27:28,898
And also, some bespoke math as well.
Some special caches.

374
00:27:28,981 --> 00:27:31,776
And on the CPU as well,
we had extra hardware support

375
00:27:31,859 --> 00:27:33,945
for actually rendering
movies in real-time.

376
00:27:34,028 --> 00:27:35,863
So streaming those
off the disc as well.

377
00:27:36,322 --> 00:27:40,618
And the idea
that you could have a MIPS processor

378
00:27:42,286 --> 00:27:43,371
in a home console...

379
00:27:43,454 --> 00:27:46,207
Never mind in a workstation.
In a home console.

380
00:27:47,625 --> 00:27:51,838
And on top of that, have 3D graphics
functionality and amazing audio...

381
00:27:52,213 --> 00:27:53,256
It was nuts.

382
00:27:53,339 --> 00:27:57,718
This was Sony's and PlayStation's
first entrance into the market.

383
00:27:57,802 --> 00:28:00,242
And, of course, you had Sega and Nintendo,
who were fantastic,

384
00:28:00,304 --> 00:28:02,139
knew what they were doing as well.

385
00:28:02,223 --> 00:28:05,935
And I think...
If you are going to enter a new market,

386
00:28:06,018 --> 00:28:08,020
you have to do things differently.

387
00:28:08,521 --> 00:28:11,983
We knew we needed the best creators
on the platform

388
00:28:12,149 --> 00:28:14,151
to make the best games possible.

389
00:28:14,235 --> 00:28:17,572
There was a need to pursue

390
00:28:17,655 --> 00:28:22,201
a positive, a proactive relationship
with third parties,

391
00:28:23,202 --> 00:28:29,292
which in the world of Nintendo and Sega
was seen as really a thorn in their side.

392
00:28:29,375 --> 00:28:33,004
You know, like mosquitoes,

393
00:28:33,087 --> 00:28:36,132
that really just got in the way
of shelf space

394
00:28:36,215 --> 00:28:39,677
that they could've had
for their super rock star developers,

395
00:28:39,760 --> 00:28:41,137
their in-house people.

396
00:28:41,596 --> 00:28:43,890
So, it was clear that

397
00:28:44,223 --> 00:28:49,604
without some anchor, tentpole titles
from our first-party studios,

398
00:28:49,687 --> 00:28:55,067
we had to rely totally on other people's
money, other people's support.

399
00:28:55,568 --> 00:28:58,905
PlayStation seemed to have a hit list

400
00:28:59,447 --> 00:29:02,491
of all the people they needed
to get on board,

401
00:29:02,575 --> 00:29:05,453
in order to have a great launch here.

402
00:29:21,510 --> 00:29:23,971
They spoke to everybody,
and they made sure

403
00:29:24,055 --> 00:29:25,282
that there was no barrier to entry.

404
00:29:25,306 --> 00:29:29,352
They went to Konami, they went to Namco,
they went to Irem.

405
00:29:29,435 --> 00:29:32,229
They went to all these companies
and they said,

406
00:29:32,313 --> 00:29:35,066
"Here's what we want to do.
We want you involved."

407
00:29:35,232 --> 00:29:39,445
And after people dealing with Nintendo,
who could be quite tricksy,

408
00:29:39,820 --> 00:29:41,113
this was a breath of fresh air.

409
00:29:41,197 --> 00:29:44,742
The fact that Namco was dominating
the arcade scenes at the time

410
00:29:44,867 --> 00:29:47,411
meant there was
a huge, rich early portfolio

411
00:29:47,495 --> 00:29:49,956
of tried and tested
video game experiences,

412
00:29:50,039 --> 00:29:51,916
which were incredibly important to Sony

413
00:29:51,999 --> 00:29:55,962
in terms of working towards trying to
adopt those onto the PlayStation.

414
00:29:56,295 --> 00:30:02,218
I went along with them, meeting all these
developers and other employees

415
00:30:02,468 --> 00:30:09,433
and my role there was to take notes
for everyone.

416
00:30:11,018 --> 00:30:16,315
That was before everything.

417
00:30:17,483 --> 00:30:20,486
When the PlayStation had just
got its start as a business

418
00:30:21,028 --> 00:30:23,364
these meetings were very important
for Sony.

419
00:30:24,824 --> 00:30:29,495
I think that my name is probably
on each set of notes there.

420
00:30:31,080 --> 00:30:33,082
That was another one of my jobs then.

421
00:30:33,457 --> 00:30:36,293
And they talked about the technology
that they would want,

422
00:30:36,377 --> 00:30:39,213
they would talk about the business model
that they want.

423
00:30:39,296 --> 00:30:42,258
And we quite quickly evolved this mantra

424
00:30:42,341 --> 00:30:47,555
that if we as a platform can be
the creative choice of the developers

425
00:30:48,055 --> 00:30:50,933
and the commercial choice
of the publishers,

426
00:30:51,017 --> 00:30:53,811
then we have a chance of success.

427
00:30:54,270 --> 00:30:57,565
And we got feedback
from a number of the companies saying,

428
00:30:57,648 --> 00:31:02,194
"If you get to a million units,
then we will support you."

429
00:31:02,278 --> 00:31:05,197
And I think that was set as a target

430
00:31:05,573 --> 00:31:09,535
that was impossible in their mind
for Sony to achieve.

431
00:31:09,827 --> 00:31:14,373
And so, we promised that we would do
a million units in Japan.

432
00:31:14,623 --> 00:31:17,918
And then we had some other conversations
that were much more mundane,

433
00:31:18,002 --> 00:31:20,296
but, actually,
possibly even more impactful.

434
00:31:20,713 --> 00:31:23,424
In the graphics chip
of the PlayStation One

435
00:31:23,507 --> 00:31:25,301
IS a unique graphics mode.

436
00:31:25,426 --> 00:31:27,970
And the only reason
that graphics mode is there

437
00:31:28,345 --> 00:31:33,309
is to allow Capcom to more easily port
their arcade games to the PlayStation.

438
00:31:33,392 --> 00:31:36,145
Sega and Nintendo had a decade or more

439
00:31:36,353 --> 00:31:39,523
to develop
an in-house development capability.

440
00:31:39,607 --> 00:31:41,067
Sony had very little.

441
00:31:41,150 --> 00:31:42,985
Just a little bit
from Electronic Publishing,

442
00:31:43,069 --> 00:31:47,490
some from Psygnosis,
and one or two in Japan.

443
00:31:47,948 --> 00:31:52,661
The rationale
behind the acquisition of Psygnosis

444
00:31:52,745 --> 00:31:56,373
was that Sony Imagesoft in the US

445
00:31:56,457 --> 00:31:58,876
was looking for
more and more development talent

446
00:31:59,001 --> 00:32:01,003
for its games.

447
00:32:01,128 --> 00:32:03,964
Psygnosis had developed
some really clever technology

448
00:32:04,090 --> 00:32:07,843
to do with streaming of data and video
from CD-ROMs,

449
00:32:08,010 --> 00:32:12,223
initially working on devices
like the FM Towns in Japan,

450
00:32:12,306 --> 00:32:13,974
but then also on Sega CD,

451
00:32:14,642 --> 00:32:17,103
which Sony was a big supporter of,

452
00:32:17,186 --> 00:32:21,565
because it used
our CD manufacturing capabilities.

453
00:32:21,732 --> 00:32:26,529
And so, Psygnosis was eventually acquired
by the US division of Sony

454
00:32:26,612 --> 00:32:29,615
in the early part of 1993,

455
00:32:29,698 --> 00:32:31,951
and then they were
one of the early developers

456
00:32:32,034 --> 00:32:36,539
who were helping to create games
at the beginning of PlayStation.

457
00:32:36,831 --> 00:32:40,126
And Sony, actually, at the time,
didn't do acquisitions.

458
00:32:40,459 --> 00:32:43,587
I think we were about
their eighth acquisition lifetime.

459
00:32:44,463 --> 00:32:48,050
We were sold to by Olaf Olafsson
and Mickey Schulhof,

460
00:32:48,467 --> 00:32:51,053
who clearly had a passion to innovate.

461
00:32:51,137 --> 00:32:54,014
We didn't know why they had
this passion to innovate at the time.

462
00:32:54,098 --> 00:32:56,350
Anyway, the transaction completed.

463
00:32:57,184 --> 00:32:59,645
A couple of weeks later,
we're on a plane to Tokyo,

464
00:32:59,728 --> 00:33:01,397
and we're introduced to this...

465
00:33:02,273 --> 00:33:04,650
I can only describe it as
a busted photocopier.

466
00:33:04,733 --> 00:33:08,612
A huge cabinet with chips and wires
hanging out of it

467
00:33:09,029 --> 00:33:11,991
bit of a controller,
and the famous dinosaur's head.

468
00:33:15,995 --> 00:33:18,080
So, we looked at
this strange piece of hardware,

469
00:33:18,497 --> 00:33:20,583
and, of course, it lit up for me.

470
00:33:20,749 --> 00:33:23,377
We just couldn't wait
to get our hands on this thing.

471
00:33:23,502 --> 00:33:28,757
And it became very clear early on
that it was slightly ill-conceived

472
00:33:28,966 --> 00:33:31,760
for mass-market development
and deployment

473
00:33:31,886 --> 00:33:33,126
into the development community.

474
00:33:33,554 --> 00:33:36,932
And also the hardware itself
was a bit odd in some ways,

475
00:33:37,016 --> 00:33:41,645
because it had really been designed as
using the CD like a pseudo cartridge.

476
00:33:41,729 --> 00:33:44,356
So, you put the CD in, you load the game,

477
00:33:44,565 --> 00:33:45,691
you take the CD out.

478
00:33:46,275 --> 00:33:49,570
That wasn't where we thought
that piece of hardware should go.

479
00:33:50,154 --> 00:33:53,032
So, we recommended up-spec'ing the CD.

480
00:33:53,449 --> 00:33:54,491
More memory.

481
00:33:55,201 --> 00:33:59,121
Which was well-received by the engineers
in Japan, I have to say.

482
00:33:59,914 --> 00:34:01,707
Ken Kutaragi, in particular.

483
00:34:03,542 --> 00:34:05,711
So the PlayStation started to take shape.

484
00:34:06,003 --> 00:34:10,299
Ian would always come in
and say excited things, like, you know,

485
00:34:10,382 --> 00:34:13,010
he's seen amazing technology
at some meeting

486
00:34:13,093 --> 00:34:15,304
or some conference or whatever.

487
00:34:16,305 --> 00:34:19,850
But I remember everyone getting
very excited about

488
00:34:19,934 --> 00:34:23,395
the delivery of this new item.

489
00:34:23,771 --> 00:34:24,813
And it was huge,

490
00:34:24,897 --> 00:34:27,274
and it was covered in fans,
Just strapped to it.

491
00:34:27,358 --> 00:34:29,485
And it made a hell of a noise
when you fired it up.

492
00:34:30,861 --> 00:34:34,406
And it was the very first dev kit
of the PlayStation.

493
00:34:35,032 --> 00:34:36,533
So, they did their homework.

494
00:34:36,867 --> 00:34:40,746
It wasn't just that they knew
what kind of machine needed to be built.

495
00:34:41,205 --> 00:34:45,542
It wasn't just that they knew what kind
of services they needed to provide.

496
00:34:45,668 --> 00:34:48,087
They knew which partners
they needed to target.

497
00:34:48,170 --> 00:34:50,506
And that's the hardest thing of all.
And they nailed it.

498
00:34:50,589 --> 00:34:52,508
Our approach was to be as open as we could

499
00:34:53,259 --> 00:34:57,137
to be hands-on, to go and visit them,
to create developer conferences...

500
00:34:57,763 --> 00:35:01,225
and really act in a way
that maybe hadn't been seen before,

501
00:35:01,350 --> 00:35:04,979
in terms of actually
helping developers understand

502
00:35:05,062 --> 00:35:07,856
what we wanted to do,
and helping them to get there as well.

503
00:35:07,940 --> 00:35:12,736
I was inspired by what I had experienced
at the 3DO developers' conference

504
00:35:12,820 --> 00:35:17,032
in San Francisco, or near San Francisco,
in late 1992.

505
00:35:17,533 --> 00:35:20,160
And what I saw was, for the first time,

506
00:35:20,244 --> 00:35:23,789
they were treating the creators
like rock stars.

507
00:35:24,456 --> 00:35:27,126
And they realised that
the creative community

508
00:35:27,209 --> 00:35:32,381
was more important than
talking to the execs of the publishers.

509
00:35:32,798 --> 00:35:36,051
And we took the same model,
we expanded upon it,

510
00:35:36,135 --> 00:35:39,722
and we focused a lot of our efforts
on making great developer tools,

511
00:35:39,805 --> 00:35:43,517
and making the developer experience
the best that it could be,

512
00:35:43,600 --> 00:35:46,812
because we know that creative people
have a choice.

513
00:35:46,895 --> 00:35:49,565
They can choose what platforms to work on,

514
00:35:49,857 --> 00:35:54,236
and they can choose which platforms
to put their best people on.

515
00:35:54,320 --> 00:35:59,033
And we knew that if we could make
working on PlayStation a great experience,

516
00:35:59,116 --> 00:36:03,579
we would get the best people,
and the best people make the best games.

517
00:36:04,204 --> 00:36:09,251
Sony was going around talking to
the Capcoms and the Konamis of the world.

518
00:36:09,710 --> 00:36:12,921
I believe we were lumped into
that group of meetings,

519
00:36:13,005 --> 00:36:16,133
and in that,
someone came to the Sony Music offices,

520
00:36:16,216 --> 00:36:18,135
where we were working at Sony Imagesoft,

521
00:36:18,218 --> 00:36:20,888
from Sony and said, "Here's this VHS tape.

522
00:36:21,096 --> 00:36:24,641
"This is what PlayStation is and this is
what Sony's going to be making,

523
00:36:24,767 --> 00:36:28,187
"and you guys are now going to be putting
all your stuff on PlayStation."

524
00:36:28,270 --> 00:36:30,314
And that tape was wild.

525
00:36:30,522 --> 00:36:34,151
Jurassic Park was huge at the time.
Everybody talked about the dinosaur,

526
00:36:34,234 --> 00:36:36,653
and when you actually saw it
in real-time in 3D,

527
00:36:37,363 --> 00:36:40,157
for the time, you were like,
"Holy cow, this is amazing.”

528
00:36:46,121 --> 00:36:51,627
Sony gave us this demonstration
of a dinosaur. It was a T-rex head.

529
00:36:51,710 --> 00:36:58,008
And they told us how it would move around
in real-time CG.

530
00:36:59,051 --> 00:37:05,682
Of course, we were making games
at the time, but we were also film fans,

531
00:37:05,766 --> 00:37:10,979
and the CG in Jurassic Park
had made a huge impact.

532
00:37:11,980 --> 00:37:16,193
To see the same kind of visual depictions
from Jurassic Park,

533
00:37:17,319 --> 00:37:20,322
actually moving around
in Sony's Tyrannosaurus demo,

534
00:37:20,406 --> 00:37:22,658
on this platform called PlayStation.

535
00:37:22,783 --> 00:37:25,994
That left a very lasting impression on us.

536
00:37:26,078 --> 00:37:28,539
As a viewer of the tape, we're envisioning

537
00:37:28,622 --> 00:37:31,750
"It's going to be that dinosaur
fighting a pterodactyl,

538
00:37:31,834 --> 00:37:34,378
"and there's going to be
beautiful waterfalls in lush jungles,”

539
00:37:34,461 --> 00:37:38,590
and it's like, "Well, actually,
everything the PlayStation can do

540
00:37:38,757 --> 00:37:41,593
“is just to make that dinosaur
against a black background.

541
00:37:41,677 --> 00:37:43,011
"It can't do anything else.

542
00:37:43,220 --> 00:37:46,014
"But we want to at least show you
that we can do this cool dinosaur."

543
00:37:46,098 --> 00:37:49,393
But then it went on
to show you actual games,

544
00:37:49,476 --> 00:37:51,645
either in development
or proof of concepts.

545
00:37:51,728 --> 00:37:53,230
And it showed Jumping Flash!

546
00:37:53,522 --> 00:37:56,275
And that was the first time
I'd ever actually thought

547
00:37:56,442 --> 00:37:59,820
that you could break the bounds of that,
really, at the point,

548
00:37:59,903 --> 00:38:04,825
getting very tired, stale, 2D, side-scroll
way of expressing a game,

549
00:38:04,908 --> 00:38:07,369
and suddenly you have
this massive verticality

550
00:38:07,453 --> 00:38:09,496
and this robot rabbit is jumping

551
00:38:09,746 --> 00:38:12,082
what seemed to be
thousands of feet in the air.

552
00:38:12,166 --> 00:38:16,628
And there was a JRPG
and it looked like a hand-drawn cartoon.

553
00:38:17,254 --> 00:38:19,506
And when they went into battle sequences,

554
00:38:19,631 --> 00:38:22,426
it was like you were watching
an anime sequence

555
00:38:22,509 --> 00:38:24,928
of like, camera cuts
and beautiful effects.

556
00:38:25,012 --> 00:38:27,514
That was what got me excited enough
to say,

557
00:38:27,598 --> 00:38:29,641
"This industry's
about to get super exciting,

558
00:38:29,725 --> 00:38:33,604
"because it feels now
like you can express games

559
00:38:33,854 --> 00:38:39,735
"in a much more dynamic and exciting
and cinematic way,"

560
00:38:40,068 --> 00:38:43,322
that really, before I knew much about
pure game design,

561
00:38:43,530 --> 00:38:47,701
Just at a surface level, it was like,
"That is so crazy exciting,”

562
00:38:47,993 --> 00:38:50,329
that this tape is basically saying to us,

563
00:38:50,412 --> 00:38:54,625
"Hey, game creators,
we are about to allow players

564
00:38:54,833 --> 00:38:56,960
"to literally step into these worlds."

565
00:38:57,753 --> 00:39:00,339
How many colours you could use

566
00:39:00,631 --> 00:39:02,799
was always a question then.

567
00:39:03,217 --> 00:39:05,719
Moving into an era

568
00:39:05,802 --> 00:39:07,804
where you could use all these colours

569
00:39:07,888 --> 00:39:09,890
as well as polygons and textures

570
00:39:09,973 --> 00:39:11,517
really was like a dream to me.

571
00:39:11,600 --> 00:39:13,810
If felt that if I could do all that

572
00:39:14,561 --> 00:39:18,524
then I could make the 3D Metal Gear

573
00:39:19,024 --> 00:39:22,236
that I had wanted to

574
00:39:22,319 --> 00:39:24,738
since the days of the MSX
but was unable to.

575
00:39:25,405 --> 00:39:29,201
Though changing the coloring
was a scary idea.

576
00:39:30,244 --> 00:39:33,789
When I saw the PlayStation presentation

577
00:39:33,872 --> 00:39:36,667
I saw that I would be able

578
00:39:37,459 --> 00:39:40,003
to make the game that I really wanted

579
00:39:40,087 --> 00:39:44,091
with a full set of colours and polygons.

580
00:39:44,716 --> 00:39:46,552
That idea was really shocking to me.

581
00:39:46,635 --> 00:39:49,304
I mean in a positive sense of the word.

582
00:39:49,846 --> 00:39:52,224
When I heard that Sony,

583
00:39:52,307 --> 00:39:54,244
a company known for audio
and electronics equipment,

584
00:39:54,268 --> 00:39:56,687
was making a game console,

585
00:39:56,770 --> 00:40:02,401
I was both excited and anxious to see
what they would come up with.

586
00:40:02,484 --> 00:40:08,782
Then when I saw this machine

587
00:40:08,865 --> 00:40:11,660
with its CD-ROM drive,

588
00:40:11,743 --> 00:40:15,247
and the 3D polygon visuals,

589
00:40:15,372 --> 00:40:18,959
it was a completely different approach
to what had come before

590
00:40:19,042 --> 00:40:25,424
and revolutionized the industry.

591
00:40:25,549 --> 00:40:28,510
I think if Sony had not entered
the console market at that time

592
00:40:28,594 --> 00:40:31,513
then it would be totally different today.

593
00:40:31,680 --> 00:40:35,017
When I saw what they came up with,

594
00:40:35,100 --> 00:40:38,937
with the CD-ROMs and the polygons,

595
00:40:39,021 --> 00:40:42,816
it felt like a brand new approach
to games.

596
00:40:42,899 --> 00:40:44,568
You just wanted everybody to say,

597
00:40:44,651 --> 00:40:48,030
"I want to be part of this project
because it is the future."

598
00:40:48,614 --> 00:40:54,870
And I think 99%-plus people bought in
on that basis.

599
00:40:55,662 --> 00:40:57,623
You didn't have to sell it to them

600
00:40:57,706 --> 00:41:01,084
and they didn't feel like
they were taking a risk.

601
00:41:01,710 --> 00:41:05,672
Three, two, one. Go!

602
00:41:08,550 --> 00:41:09,676
What a start!

603
00:41:09,760 --> 00:41:12,471
This is just what I wanted to see.

604
00:41:12,804 --> 00:41:16,224
Working on the magazines, we used to
get things like Login and Famitsu,

605
00:41:16,308 --> 00:41:20,187
and I remember the first time
the Ridge Racer screenshots appeared.

606
00:41:20,270 --> 00:41:22,064
And you knew then it was a game-changer.

607
00:41:22,147 --> 00:41:26,443
You knew then that this was
a proper 3D console.

608
00:41:26,526 --> 00:41:28,070
This was something that...

609
00:41:28,195 --> 00:41:33,575
It wasn't faking 3D, like the FX chip
on the Super Nintendo or Mode 7.

610
00:41:34,159 --> 00:41:36,787
There was a camera
that was panning around things.

611
00:41:36,870 --> 00:41:39,665
The cars in Ridge Racer
were going past you,

612
00:41:39,790 --> 00:41:41,667
and it wasn't a 2D sprite.

613
00:41:41,958 --> 00:41:45,587
And it was... It just blew you away.
It was incredible.

614
00:41:45,671 --> 00:41:49,966
Yes, I remember at the time,

615
00:41:50,050 --> 00:41:53,178
being asked to demo a sample

616
00:41:53,261 --> 00:41:57,599
to various development companies.

617
00:41:57,974 --> 00:42:02,437
This was met with
some shock and awe.

618
00:42:02,521 --> 00:42:07,317
Reactions such as,
'wow, they can really do this...'

619
00:42:07,401 --> 00:42:11,196
I was aware at the time
that other companies

620
00:42:11,279 --> 00:42:16,284
had studied the demo really closely.

621
00:42:17,494 --> 00:42:22,082
I think that it was a massive success,
as a sample.

622
00:42:23,166 --> 00:42:30,132
We learned what we can do with hard work.

623
00:42:31,675 --> 00:42:37,681
We needed to make better games,
and so did Namco.

624
00:42:38,181 --> 00:42:41,643
I think that this was a great development.

625
00:42:51,027 --> 00:42:54,489
The initial SDK was certainly quite large

626
00:42:54,573 --> 00:42:59,411
around this size, and it was heavy too.

627
00:43:00,078 --> 00:43:06,668
Sony sent it to the game companies
in March of 1993.

628
00:43:07,919 --> 00:43:10,422
A number of game companies said

629
00:43:10,547 --> 00:43:12,507
that they wouldn't be able

630
00:43:13,258 --> 00:43:16,344
to make games for the PlayStation

631
00:43:16,928 --> 00:43:18,169
if Sony didn't have the SDK out

632
00:43:19,014 --> 00:43:20,515
by the final day of March.

633
00:43:21,850 --> 00:43:24,311
And so it wound up

634
00:43:25,145 --> 00:43:29,733
that the final day of March
was our due date.

635
00:43:30,066 --> 00:43:35,906
I remember us completing
and delivering it.

636
00:43:36,031 --> 00:43:38,617
The machines were handmade

637
00:43:39,409 --> 00:43:41,411
and we couldn't send them

638
00:43:41,870 --> 00:43:43,455
via a home delivery service

639
00:43:44,498 --> 00:43:48,210
due to their weight, size

640
00:43:48,293 --> 00:43:53,173
and large power source.

641
00:43:54,925 --> 00:43:59,304
This meant that
we delivered them ourselves

642
00:43:59,387 --> 00:44:02,682
taking taxis and bullet trains to do so.

643
00:44:03,183 --> 00:44:08,605
3 or 4 of those were around 30 kg

644
00:44:08,814 --> 00:44:12,150
but we brought them to the game companies.

645
00:44:12,692 --> 00:44:15,987
There were actually some people

646
00:44:16,488 --> 00:44:18,615
that flew all the way to the US with them.

647
00:44:19,074 --> 00:44:21,952
It was quite clear
that people were excited about it,

648
00:44:22,035 --> 00:44:25,664
and there were a lot of loose lips
as people started getting the hardware.

649
00:44:25,747 --> 00:44:30,669
And Psygnosis, for example,
were very vocal on what it could do.

650
00:44:31,002 --> 00:44:33,171
And everyone just
started talking about 3D.

651
00:44:33,255 --> 00:44:36,591
You know,
previously 3D had been pseudo 3D.

652
00:44:36,675 --> 00:44:39,636
But all of a sudden, you know,
you had people who were talking about

653
00:44:39,761 --> 00:44:43,390
the possibilities that were afforded by
this new hardware

654
00:44:43,473 --> 00:44:47,894
where 3D was incredibly easy,
comparatively, to what had gone before.

655
00:44:47,978 --> 00:44:50,897
So, yeah, 3D was a huge, huge part of it.

656
00:44:50,981 --> 00:44:52,607
And it wasn't like, you know,

657
00:44:53,191 --> 00:44:56,319
when you used to get things like
F-18 Interceptor and stuff like that,

658
00:44:56,403 --> 00:45:00,365
and it would be a jerky plane
made out of about 15 polygons.

659
00:45:00,615 --> 00:45:04,870
No, you were talking about platform games
that were made out of 3D items,

660
00:45:04,953 --> 00:45:07,914
and it was just revolutionary,
really strong.

661
00:45:07,998 --> 00:45:09,666
It drew triangles for you.

662
00:45:09,749 --> 00:45:13,712
Whereas prior to that, every other 3D game
that had come out on any platform

663
00:45:14,170 --> 00:45:17,549
that had tried to draw a triangle
and fill it in with a texture

664
00:45:17,674 --> 00:45:19,134
had had to do that in software.

665
00:45:19,384 --> 00:45:21,720
So the CPU is sat there, going, "Right,

666
00:45:21,803 --> 00:45:24,240
"there's a red dot there,
a blue dot there, blah, blah, blah."

667
00:45:24,264 --> 00:45:25,575
Suddenly with the PlayStation,
you just go,

668
00:45:25,599 --> 00:45:28,810
"Here's the three corners of my triangle,
here's my texture, draw it."

669
00:45:28,894 --> 00:45:33,148
Bang, and it's on screen, perfect for you,
projected into 3D.

670
00:45:33,398 --> 00:45:36,818
You know, it's like, that's taken
so much of the difficulty away

671
00:45:36,902 --> 00:45:39,297
and allowing you to do something
you've not been allowed to do before.

672
00:45:39,321 --> 00:45:41,281
In our first work

673
00:45:41,364 --> 00:45:44,242
to try and help developers succeed
on PlayStation,

674
00:45:44,576 --> 00:45:47,871
the main problem, I think,
we were teams who were new to 3D,

675
00:45:47,954 --> 00:45:51,708
and who'd already been working
maybe on 2D titles for years,

676
00:45:52,167 --> 00:45:55,754
but PlayStation was maybe the first leap
into this new era.

677
00:45:55,837 --> 00:45:58,757
And you needed a good grasp of math

678
00:45:58,840 --> 00:46:02,177
to cope with vectors
and matrices transformations.

679
00:46:02,260 --> 00:46:04,554
Quaternions,
and otherwise exciting things...

680
00:46:04,638 --> 00:46:08,391
And if you didn't have the basic math
to do that kind of stuff,

681
00:46:08,475 --> 00:46:11,186
you couldn't code in 3D any more.

682
00:46:11,770 --> 00:46:13,980
So, it was quite a step change.

683
00:46:14,064 --> 00:46:18,151
A lot of our peer group just went away
from the games industry,

684
00:46:18,234 --> 00:46:21,446
at that transition from 2D to 3D.

685
00:46:21,780 --> 00:46:23,531
Working with 3D changes everything.

686
00:46:23,698 --> 00:46:24,866
Just to give an example,

687
00:46:24,950 --> 00:46:27,577
in the 2D world, what you could see
of the world was restricted.

688
00:46:27,702 --> 00:46:31,039
It was just what was within
the boundaries of the TV set.

689
00:46:31,289 --> 00:46:33,124
With a 3D world, with perspective,

690
00:46:33,208 --> 00:46:35,085
you can see everything
that's in the distance.

691
00:46:35,168 --> 00:46:36,878
And so, I remember going to a trade show,

692
00:46:36,962 --> 00:46:38,880
and the poor team that was making a game

693
00:46:38,964 --> 00:46:41,758
hadn't realised that this was
a fundamental rule of 3D.

694
00:46:41,883 --> 00:46:43,551
You had to restrict what was visible.

695
00:46:43,760 --> 00:46:48,181
And so they had a long, long canyon
that ran at a few frames a second,

696
00:46:48,264 --> 00:46:50,558
because they were trying to display
the whole thing.

697
00:46:50,642 --> 00:46:52,602
And as you'd walk down the canyon,

698
00:46:52,811 --> 00:46:54,789
the frame rate would get
better and better and better

699
00:46:54,813 --> 00:46:56,606
until it would be at interactive rates

700
00:46:56,690 --> 00:46:59,234
when you were at the very end of it
and couldn't see anything.

701
00:46:59,734 --> 00:47:00,944
And this was just the basics.

702
00:47:01,027 --> 00:47:05,156
We had to learn to make worlds
with lots of crooked geometry in them,

703
00:47:05,281 --> 00:47:10,161
so that these views to infinity
didn't occur.

704
00:47:10,412 --> 00:47:13,957
It's like suddenly being offered
a whole new medium to create stuff in.

705
00:47:14,499 --> 00:47:17,085
For many people
that's actually completely unnerving.

706
00:47:17,293 --> 00:47:21,172
And that's really
how I remember that transition.

707
00:47:21,297 --> 00:47:25,218
I remember actually being very excited
about creating artificial worlds

708
00:47:25,760 --> 00:47:29,097
in a different way
than the pixel-bashing days of yore.

709
00:47:29,180 --> 00:47:32,851
I think it ultimately comes down
to the fact that we live in a 3D world,

710
00:47:32,934 --> 00:47:34,769
so that's what we're used to.

711
00:47:34,853 --> 00:47:38,356
There are things in the distance,
we go and explore, we look around.

712
00:47:38,440 --> 00:47:42,485
It's what kids do. You run around,
you explore, you find hiding places,

713
00:47:42,569 --> 00:47:44,213
- play hide and seek...
- You make dens, you climb trees.

714
00:47:44,237 --> 00:47:48,283
All those sorts of things. And that was
a chance for us to do that in games.

715
00:47:48,575 --> 00:47:52,787
You know, you've got to remember that,
perhaps from a programmer's point of view,

716
00:47:52,871 --> 00:47:55,457
going into the 3D world
would've been a difficult transfer,

717
00:47:55,540 --> 00:47:58,960
but for an artist,
it was probably the opposite.

718
00:47:59,377 --> 00:48:02,088
Because we always wanted to push
what we could do.

719
00:48:02,172 --> 00:48:03,631
We always wanted more,

720
00:48:03,882 --> 00:48:06,092
we always wanted to display more,

721
00:48:06,468 --> 00:48:09,929
we wanted to make things
more visually elaborate.

722
00:48:10,263 --> 00:48:12,265
We wanted a 3D environment.

723
00:48:12,557 --> 00:48:16,394
So, in some respects, from the early days,
right up until Tomb Raider,

724
00:48:16,644 --> 00:48:19,064
there were more constraints
if anything else.

725
00:48:19,189 --> 00:48:20,440
Our world was opening up.

726
00:48:20,523 --> 00:48:23,234
It got easier for us to develop.

727
00:48:23,318 --> 00:48:25,570
Our ideas would...

728
00:48:25,737 --> 00:48:28,740
We could put those concepts onto screen,
and a lot easier,

729
00:48:30,200 --> 00:48:33,078
the more that the software developed
through the years.

730
00:48:33,745 --> 00:48:37,207
There was the technical aspects of the 3D,
which were brutal.

731
00:48:37,290 --> 00:48:40,585
But even worse
was how it works with the gameplay.

732
00:48:40,668 --> 00:48:43,880
Because, essentially,
if you think of what's going on

733
00:48:44,172 --> 00:48:49,260
in a classic 2D character action game
like Donkey Kong Country,

734
00:48:49,677 --> 00:48:54,432
is you've got a character moving
one or two-dimensionally,

735
00:48:54,516 --> 00:48:55,934
like, on the screen,

736
00:48:56,017 --> 00:48:58,478
and then they're doing
timing-related things,

737
00:48:58,561 --> 00:49:01,648
like jump, jump, jump, spin,

738
00:49:01,898 --> 00:49:03,018
you know, kick, or whatever.

739
00:49:03,066 --> 00:49:06,111
Jump, jump, leap on the thing,
ride the thing over, jump.

740
00:49:06,444 --> 00:49:08,655
And it's all about the constraint.

741
00:49:08,863 --> 00:49:14,035
Because of the 2D-ness, it's very easy
to make it so that your only choices

742
00:49:14,160 --> 00:49:18,665
were to either, like, jump on that barrel
or fall in the pit.

743
00:49:19,290 --> 00:49:23,920
Or jump on the barrel or ride on that
moving platform, or fall in the pit.

744
00:49:24,587 --> 00:49:27,799
In 3D, it turns out,
because of the extra dimension,

745
00:49:28,007 --> 00:49:29,968
there are several huge problems.

746
00:49:30,051 --> 00:49:31,886
There's basically the fact that,

747
00:49:32,053 --> 00:49:35,348
okay, you are in a field
and there's a monster running towards you,

748
00:49:35,431 --> 00:49:38,017
and nothing really prevents you
from just running around it.

749
00:49:38,101 --> 00:49:39,394
That can't really happen in 2D,

750
00:49:39,477 --> 00:49:42,647
because that "around” is the dimension
that's in and out of the screen

751
00:49:42,730 --> 00:49:44,190
that you don't get in the 2D game.

752
00:49:44,274 --> 00:49:46,776
But in the 3D game,
you're looking at it the other way

753
00:49:46,901 --> 00:49:49,255
and it's the left-right dimension,
but it's the extra dimension.

754
00:49:49,279 --> 00:49:50,464
It doesn't matter which way it is.

755
00:49:50,488 --> 00:49:52,925
It's just the extra dimension.
It gives you too much degrees of freedom.

756
00:49:52,949 --> 00:49:55,702
So you've got that problem,
you've got the camera problem,

757
00:49:55,785 --> 00:49:58,496
which makes judging the jumps
and the timing

758
00:49:58,580 --> 00:50:02,208
much, much more difficult
depending on what the point of view is.

759
00:50:02,458 --> 00:50:04,127
And the point of view is not so set.

760
00:50:04,210 --> 00:50:06,331
On the 2D one,
there's only one logical point of view,

761
00:50:06,379 --> 00:50:07,964
which is perpendicular to...

762
00:50:08,047 --> 00:50:10,383
In the third dimension
that you're not actually using.

763
00:50:10,466 --> 00:50:11,676
In the 3D game,

764
00:50:11,759 --> 00:50:14,804
the camera is in the same three dimensions
as the actual game.

765
00:50:14,888 --> 00:50:17,032
And where is it? Is it behind
the character, the side of the character,

766
00:50:17,056 --> 00:50:18,224
is it changing, is it moving?

767
00:50:18,391 --> 00:50:20,602
What happens if you start to curve
and go sideways?

768
00:50:20,685 --> 00:50:22,937
And there was no example
of how to handle this.

769
00:50:23,062 --> 00:50:24,606
And so we had to figure it all out.

770
00:50:24,689 --> 00:50:28,943
Capcom had only very recently
started using 3D graphics

771
00:50:29,027 --> 00:50:32,071
so we began our work by first thinking

772
00:50:32,155 --> 00:50:35,325
about how we could go about using them.

773
00:50:35,450 --> 00:50:41,456
Our benchmark was that T-Rex demo
that Sony came out with.

774
00:50:41,539 --> 00:50:44,876
We took quite a number of approaches

775
00:50:44,959 --> 00:50:51,090
from working as hard as we could to
replicate what they had put out

776
00:50:51,174 --> 00:50:54,135
to thinking that it would actually be
a bad move

777
00:50:54,219 --> 00:50:57,180
to approach Resident Evil
like they did T-Rex.

778
00:50:57,263 --> 00:50:59,557
We really were starting from zero there.

779
00:51:00,934 --> 00:51:03,186
It just wouldn't display

780
00:51:03,269 --> 00:51:07,732
so the idea of going full 3D

781
00:51:07,815 --> 00:51:11,861
just wasn't going to get much traction.

782
00:51:12,570 --> 00:51:14,989
With things going like this

783
00:51:15,073 --> 00:51:17,825
it started feeling like
it could get canceled.

784
00:51:18,701 --> 00:51:21,204
When Alone in the Dark came out

785
00:51:21,287 --> 00:51:24,582
it had a large quantity

786
00:51:24,666 --> 00:51:28,461
of pre-rendered graphics displayed.

787
00:51:28,544 --> 00:51:32,048
The only object was the character itself.

788
00:51:32,131 --> 00:51:35,385
From the player perspective

789
00:51:35,468 --> 00:51:40,598
the game had
a three-dimensional atmosphere

790
00:51:40,682 --> 00:51:45,270
and all of this demonstrated

791
00:51:45,353 --> 00:51:48,356
that it was now possible

792
00:51:48,439 --> 00:51:51,150
to create a more complete game

793
00:51:51,234 --> 00:51:54,779
including visually.

794
00:52:00,994 --> 00:52:05,081
From there, we steadily moved
onto animation methods.

795
00:52:05,164 --> 00:52:09,877
By deciding to use camerawork
to show a 3D space in 2D,

796
00:52:10,044 --> 00:52:13,715
Mikami-san established the blueprint
for what would become Resident Evil.

797
00:52:13,840 --> 00:52:14,882
...that door.

798
00:52:15,300 --> 00:52:16,384
But Chris is...

799
00:52:18,594 --> 00:52:21,723
Essentially, the idea was

800
00:52:21,806 --> 00:52:24,309
that there would be zombies

801
00:52:24,392 --> 00:52:26,394
that were located in places

802
00:52:26,477 --> 00:52:28,479
that the camera didn't reach.

803
00:52:28,563 --> 00:52:30,565
The player couldn't see them

804
00:52:30,648 --> 00:52:32,650
but they could hear them.

805
00:52:32,734 --> 00:52:35,069
There was a certain scariness

806
00:52:35,194 --> 00:52:37,989
in zombies being out of sight.

807
00:52:39,324 --> 00:52:43,411
This type of fear was sort of

808
00:52:43,619 --> 00:52:46,497
the main concept for the game.

809
00:52:46,581 --> 00:52:50,501
I imagined the player

810
00:52:50,585 --> 00:52:54,672
growing very jumpy about everything

811
00:52:54,756 --> 00:53:00,261
and being on the edge of their seat.

812
00:53:00,345 --> 00:53:05,016
Where they would be able to sense

813
00:53:05,099 --> 00:53:08,978
that there was a zombie

814
00:53:09,062 --> 00:53:12,357
just around the corner.

815
00:53:18,821 --> 00:53:25,787
The camera marks...

816
00:53:27,455 --> 00:53:34,420
Well, I did set the cameras,

817
00:53:36,589 --> 00:53:41,260
but I didn't have any experience
shooting with a real camera.

818
00:53:41,386 --> 00:53:47,266
I started learning from step one,

819
00:53:47,350 --> 00:53:53,439
imagining how a player going
through a corridor would feel,

820
00:53:53,523 --> 00:53:59,529
which camera angles would frighten them.

821
00:53:59,695 --> 00:54:02,156
That's how I went about it.

822
00:54:02,240 --> 00:54:04,992
If we get down to the technical details,

823
00:54:05,076 --> 00:54:06,637
a single room could only have 8 cameras...

824
00:54:06,661 --> 00:54:08,538
You really remember this well!

825
00:54:08,621 --> 00:54:10,039
Due to reasons of memory capacity.

826
00:54:10,164 --> 00:54:15,586
This doubled to 16 for Resident Evil 2.

827
00:54:15,878 --> 00:54:20,591
There were just 8 for the first game.

828
00:54:20,800 --> 00:54:23,553
You only had so many cuts

829
00:54:23,636 --> 00:54:27,765
and you had to make the game playable,

830
00:54:27,849 --> 00:54:32,603
without leaving any blind spots in the
room where the character can't be seen.

831
00:54:33,187 --> 00:54:37,150
First time I ever saw Resident Evil,
the guy from Virgin brought in a disc,

832
00:54:37,650 --> 00:54:40,370
and he went, "Just have a look at this."
He didn't say anything else.

833
00:54:40,445 --> 00:54:42,071
And we were all watching it,

834
00:54:42,572 --> 00:54:45,199
and you get that bit
where the first zombie turns around

835
00:54:45,283 --> 00:54:46,742
and you go, "Yeah, brilliant.”

836
00:54:46,826 --> 00:54:49,245
And then, all of a sudden,
you're walking along a hallway

837
00:54:49,328 --> 00:54:51,372
and the dog jumps through the window.

838
00:54:51,456 --> 00:54:53,124
And two of my team left,

839
00:54:53,207 --> 00:54:54,351
and then one of them came back

840
00:54:54,375 --> 00:54:56,210
just as the spider
fell from the ceiling,

841
00:54:56,294 --> 00:54:58,014
and immediately turned
and walked out again.

842
00:54:58,296 --> 00:55:02,300
It was one of the most exciting games
that I knew was coming out.

843
00:55:02,383 --> 00:55:04,104
It was one that really, really
blew me away.

844
00:55:07,680 --> 00:55:09,807
This is RuptureFarms.

845
00:55:11,225 --> 00:55:15,313
They say it's the biggest
meat processing plant on Oddworld.

846
00:55:15,438 --> 00:55:19,400
I wasn't really interested in games
at all, in making them.

847
00:55:19,484 --> 00:55:21,235
The idea never occurred to me.

848
00:55:21,319 --> 00:55:25,573
And it still didn't occur to me until
I was in the film business for a while,

849
00:55:25,656 --> 00:55:29,952
and I was looking at how do I take
my desire to create virtual worlds,

850
00:55:30,161 --> 00:55:33,748
meaning fantasy worlds
or worlds of the imagination,

851
00:55:34,081 --> 00:55:37,835
and convert that
using 3D computer graphics

852
00:55:37,919 --> 00:55:41,714
into stories I want to tell,
into characters that I'd like to develop,

853
00:55:41,964 --> 00:55:44,050
and into money I'd like to make.

854
00:55:44,133 --> 00:55:48,054
And that's what transitioned
my brief history,

855
00:55:48,137 --> 00:55:51,849
let's say seven years
of computer animation traditionally,

856
00:55:51,933 --> 00:55:54,352
into wanting to start
a video game company.

857
00:55:54,977 --> 00:55:58,898
Now, I hadn't seen a PlayStation yet,
but it gave me the faith to say,

858
00:55:58,981 --> 00:56:00,900
"Okay, this stuff is getting real,

859
00:56:01,192 --> 00:56:04,362
"and I understand Hollywood enough,
I believe,

860
00:56:04,487 --> 00:56:07,698
"to understand what I think
is going to happen with video games."

861
00:56:08,366 --> 00:56:11,786
And that really gave me
the inertia to say,

862
00:56:11,869 --> 00:56:15,039
"If we don't do it now,
we're not going to be able to later."

863
00:56:15,915 --> 00:56:17,500
And so, that was '90...

864
00:56:17,583 --> 00:56:20,878
'92, I started convincing Sherry McKenna

865
00:56:22,296 --> 00:56:23,923
we need to start a game company.

866
00:56:24,048 --> 00:56:26,759
Lorne comes to my house
in the Hollywood Hills,

867
00:56:27,134 --> 00:56:29,971
and we're sitting by the pool
because I'm...

868
00:56:30,096 --> 00:56:31,639
Hollywood

869
00:56:31,889 --> 00:56:35,685
And, Lorne says, "You know,
I've got this just really great idea.”

870
00:56:36,143 --> 00:56:38,646
And I go, "Okay, tell me what it is,"
'cause I love stories.

871
00:56:38,729 --> 00:56:40,690
So he tells me this awesome idea.

872
00:56:40,773 --> 00:56:43,401
I'm telling you, it was such a great idea.

873
00:56:43,943 --> 00:56:48,114
And it was just like a reflection
of what was going wrong with the world.

874
00:56:48,322 --> 00:56:52,785
The Glukkons were scared,
'cause profits were grim.

875
00:56:53,786 --> 00:56:57,915
And I went, "Man, this is so awesome.
We could make five movies!"

876
00:56:58,291 --> 00:57:02,670
And he goes, "Yeah, no,
we're going to do five games."

877
00:57:03,129 --> 00:57:05,798
And I went, "Games? What are games?"

878
00:57:05,881 --> 00:57:09,135
He goes, "You know, video games?”
And I went, "No, I don't know."

879
00:57:09,218 --> 00:57:10,886
And then I saw the PlayStation.

880
00:57:12,346 --> 00:57:16,392
And I thought, "I don't know.
Maybe we can do...

881
00:57:17,643 --> 00:57:21,647
"Maybe we could do really good
computer graphics for video games."

882
00:57:23,316 --> 00:57:28,613
...when some Big Face appeared
and said I was dead.

883
00:57:31,490 --> 00:57:33,409
Said our land was changing,

884
00:57:33,576 --> 00:57:36,120
was imbalanced at best.

885
00:57:36,662 --> 00:57:40,875
He told me my fate was to rescue the rest.

886
00:57:41,208 --> 00:57:44,545
When we actually started the production
of the game,

887
00:57:44,962 --> 00:57:46,422
we had two types of people.

888
00:57:46,505 --> 00:57:49,008
We had people that had come with us
from Hollywood,

889
00:57:49,091 --> 00:57:52,553
and then we had people that were acquired
through the game industry.

890
00:57:52,637 --> 00:57:55,306
And with Sherry,

891
00:57:56,015 --> 00:57:58,851
I would tell her the stories
and we would talk about it,

892
00:57:59,352 --> 00:58:02,730
and at a certain point, she had said,

893
00:58:03,522 --> 00:58:08,027
"Well, it's really... In games today,
aggression equals rewards.

894
00:58:08,486 --> 00:58:12,281
"And what you're talking about, Lorne,
is really empathy can equal rewards."

895
00:58:12,490 --> 00:58:15,618
And I was like, "That's it!
That's the mark.

896
00:58:15,701 --> 00:58:17,536
"And I think if we can do that,

897
00:58:17,745 --> 00:58:20,665
“then we can bring
a wider audience to gaming

898
00:58:20,748 --> 00:58:24,043
"and still have the challenging aspects
that make gaming great.

899
00:58:24,627 --> 00:58:27,880
"But we can bring a bit more
of the epic storytelling to it.

900
00:58:28,255 --> 00:58:30,633
"And a bit more
of Hollywood production design,

901
00:58:30,841 --> 00:58:32,343
"and Hollywood animation values.”

902
00:58:32,426 --> 00:58:33,761
I'm telling a story.

903
00:58:34,261 --> 00:58:36,639
Oddworld's games
are going to be about a story,

904
00:58:36,722 --> 00:58:39,809
and the vehicle that we're going to use
to tell that story

905
00:58:40,059 --> 00:58:41,477
is going to be a video game.

906
00:58:41,560 --> 00:58:44,980
And in those days, the only way to do it
was with the cut scenes.

907
00:58:45,189 --> 00:58:48,317
So, to tell the story,
which is all I care about...

908
00:58:48,442 --> 00:58:49,485
Touching people.

909
00:58:49,568 --> 00:58:53,572
You can't do it in a side-scroller
where they're bombing and killing and...

910
00:58:53,656 --> 00:58:55,616
No, it's about telling a story.

911
00:58:56,242 --> 00:58:58,369
So, those cinematics, those cut scenes,

912
00:58:58,619 --> 00:59:02,581
yeah, they had to be the same quality
as when I came from that industry.

913
00:59:17,179 --> 00:59:22,810
Well, I rescued Mudokons,
but who's going to rescue me?

914
00:59:25,438 --> 00:59:29,400
Gameplay and cut scenes were separate.

915
00:59:29,483 --> 00:59:33,779
Cut scenes were like movie scenes

916
00:59:34,363 --> 00:59:37,366
with the characters and backgrounds

917
00:59:37,867 --> 00:59:40,745
being entirely rendered separately.

918
00:59:41,579 --> 00:59:45,750
I didn't want to do it like this.

919
00:59:46,292 --> 00:59:48,335
I wanted to make cut scenes

920
00:59:49,837 --> 00:59:51,964
that used the game models as they were

921
00:59:52,047 --> 00:59:54,049
to use those models and the camera

922
00:59:54,133 --> 00:59:56,677
to tell a story to the player.

923
00:59:57,094 --> 00:59:58,215
That is what I wanted to do.

924
00:59:58,512 --> 01:00:01,807
There was also the player being able

925
01:00:01,891 --> 01:00:03,934
to control the camera as they played.

926
01:00:04,018 --> 01:00:07,021
There could be rear or side view

927
01:00:07,104 --> 01:00:09,273
3 cameras above that the player

928
01:00:09,356 --> 01:00:12,234
could use to control the display

929
01:00:12,318 --> 01:00:15,070
and give them a sense of control.

930
01:00:15,154 --> 01:00:17,531
They could change things themselves

931
01:00:17,615 --> 01:00:19,784
which made for richer gameplay

932
01:00:19,867 --> 01:00:21,327
that was more film-like.

933
01:00:21,410 --> 01:00:23,537
These are two ideas

934
01:00:23,621 --> 01:00:25,623
that I had wanted to work on

935
01:00:25,706 --> 01:00:27,708
when we made Metal Gear Solid.

936
01:00:27,792 --> 01:00:30,002
It could be said that these have

937
01:00:30,085 --> 01:00:31,712
turned into a sort of standard for us.

938
01:00:32,129 --> 01:00:36,675
Even though some film-like techniques

939
01:00:36,759 --> 01:00:39,094
or cuts had been used in games
up until then

940
01:00:40,262 --> 01:00:42,848
the lack of camera meant each frame

941
01:00:43,682 --> 01:00:46,811
had to be created individually.

942
01:00:47,561 --> 01:00:52,733
These images couldn't be manipulated.

943
01:00:53,984 --> 01:00:55,986
That's how it was then.

944
01:00:56,070 --> 01:00:57,905
Where 3D polygons are used

945
01:00:57,988 --> 01:01:00,074
the player can also move the camera.

946
01:01:01,033 --> 01:01:03,828
This was the first time that we were

947
01:01:05,037 --> 01:01:07,456
able to work with cameras like this

948
01:01:08,082 --> 01:01:09,875
rather than just set angles.

949
01:01:10,501 --> 01:01:12,419
This made me extremely happy

950
01:01:12,503 --> 01:01:14,505
as I love movies and knew

951
01:01:14,588 --> 01:01:16,924
about these techniques and ideas

952
01:01:17,007 --> 01:01:19,093
and we could now use these processes

953
01:01:19,593 --> 01:01:22,471
to accomplish
previously impossible things.

954
01:01:40,364 --> 01:01:43,242
Of course, in the beginning,

955
01:01:43,325 --> 01:01:47,121
most people were
used to playing 2D games.

956
01:01:47,872 --> 01:01:52,418
The tempo of these games
was very different.

957
01:01:52,501 --> 01:01:55,629
With the shift to 3D,

958
01:01:55,796 --> 01:02:01,927
what were 2D images,
now had depth.

959
01:02:02,052 --> 01:02:07,349
Consequently, the camera
became pivotal

960
01:02:07,433 --> 01:02:13,188
and it was down to the player
to gauge distances.

961
01:02:14,231 --> 01:02:18,277
It was very difficult for a player

962
01:02:18,360 --> 01:02:22,364
to work out timings and when to brake

963
01:02:22,448 --> 01:02:24,450
until they got used to it.

964
01:02:24,533 --> 01:02:28,203
With earlier games,

965
01:02:28,287 --> 01:02:33,208
it was easy for players to follow the
extension of a straight line,

966
01:02:33,292 --> 01:02:37,922
so we made adjustments with
the 3D games to keep them interesting.

967
01:02:38,005 --> 01:02:40,007
For example, when taking a corner,

968
01:02:40,090 --> 01:02:43,260
centripetal force acting on the car

969
01:02:43,385 --> 01:02:46,013
pulls it out around the curve,

970
01:02:46,096 --> 01:02:49,516
SO we wrote a program
to intentionally

971
01:02:49,600 --> 01:02:52,978
pull the car back in
and control its movements.

972
01:02:53,812 --> 01:02:57,942
This was pretty much everybody's
first experience with 3D,

973
01:02:58,025 --> 01:03:01,111
and so we were all trying to figure out
what the rule set is.

974
01:03:01,195 --> 01:03:03,030
How do you even make a game in 3D?

975
01:03:04,031 --> 01:03:06,033
And everybody had a different approach.

976
01:03:06,116 --> 01:03:09,453
With Naughty Dog and Crash,
they had the approach that

977
01:03:09,536 --> 01:03:11,622
they would keep the camera on rails,

978
01:03:11,872 --> 01:03:13,624
and they would calculate beforehand

979
01:03:13,707 --> 01:03:17,795
every polygon that needed to be displayed
for every point in the path.

980
01:03:18,337 --> 01:03:22,508
And as a result,
they could have really amazing graphics

981
01:03:22,591 --> 01:03:24,385
because there was no wastage.

982
01:03:25,052 --> 01:03:27,429
If that polygon was needed,
it was displayed.

983
01:03:27,513 --> 01:03:30,474
If it was hidden behind something else,
they could cut it out.

984
01:03:30,933 --> 01:03:32,369
To some extent, what they were doing was,

985
01:03:32,393 --> 01:03:37,523
they were leveraging the incredible size
of a CD-ROM for this,

986
01:03:37,690 --> 01:03:41,694
because only a CD-ROM could hold
that much data.

987
01:03:51,370 --> 01:03:54,581
When it came to deciding
what kind of game

988
01:03:54,665 --> 01:03:57,501
we ultimately wanted to make
FINAL FANTASY VII into,

989
01:03:58,210 --> 01:04:00,671
we felt that it needed a large volume

990
01:04:01,839 --> 01:04:04,967
of high-end movie cut scenes.

991
01:04:06,468 --> 01:04:13,434
Not the real-time 3D graphics in the game,
but pre-rendered movies,

992
01:04:16,145 --> 01:04:18,897
and CD-ROM media

993
01:04:18,981 --> 01:04:20,190
would be needed for that.

994
01:04:20,274 --> 01:04:24,028
We had decided what we most wanted to do
with the game,

995
01:04:24,111 --> 01:04:28,907
and concluded that

996
01:04:30,743 --> 01:04:34,455
we would need to use CD rom
to make that a reality.

997
01:04:35,247 --> 01:04:41,420
Our tests and discussions
led to that result.

998
01:04:42,880 --> 01:04:46,759
And that resulted in FINAL FANTASY VI

999
01:04:46,884 --> 01:04:50,137
coming out on the PlayStation.

1000
01:05:17,956 --> 01:05:23,587
Well, for us, CD did provide a lot of
storage opportunities for developers.

1001
01:05:23,837 --> 01:05:25,297
Yeah, more than 650 megabytes,

1002
01:05:25,380 --> 01:05:27,800
which, compared to a cartridge
at the time, is immense,

1003
01:05:27,883 --> 01:05:32,179
and, in fact, even compared to
the hard disk on a PC, it was pretty vast.

1004
01:05:32,679 --> 01:05:36,809
Three, two, one.

1005
01:05:37,893 --> 01:05:39,019
Go!

1006
01:05:57,496 --> 01:06:01,083
The main thing, obviously, was the CD
audio that you could play as well.

1007
01:06:01,208 --> 01:06:03,561
If you look at the games,
especially like WipEout and so on,

1008
01:06:03,585 --> 01:06:05,754
they're known
because of their audio soundtrack.

1009
01:06:05,838 --> 01:06:09,675
Until CDs came along, most music
had been quite chip music-y,

1010
01:06:09,758 --> 01:06:12,010
and quite plinky-plonky kind of sounds,

1011
01:06:12,177 --> 01:06:15,305
and having a CD-ROM and WipEout

1012
01:06:15,556 --> 01:06:18,559
being able to play back
a proper full soundtrack,

1013
01:06:18,642 --> 01:06:22,980
you know, that you might have in your car
or on your headphones or whatever,

1014
01:06:23,814 --> 01:06:24,940
was something new.

1015
01:06:35,909 --> 01:06:40,706
For Twisted Metal, the Speed soundtrack
was just...

1016
01:06:40,956 --> 01:06:43,726
Speed was this movie that was out
at the time, which was a wonderful movie,

1017
01:06:43,750 --> 01:06:46,378
and a great action soundtrack
that still holds up.

1018
01:06:46,753 --> 01:06:49,173
And it just blew my mind
that I could send that soundtrack

1019
01:06:49,256 --> 01:06:50,859
to the composer for Twisted Metal and say,

1020
01:06:50,883 --> 01:06:55,429
"Hey, can we have a climax level song
that kind of evokes this?"

1021
01:06:55,804 --> 01:06:57,973
And suddenly,
not only do we get something back

1022
01:06:58,056 --> 01:07:00,976
that feels inspired by Speed,

1023
01:07:01,310 --> 01:07:04,188
but it's pure symphonic quality sound

1024
01:07:04,313 --> 01:07:06,773
because it's streaming
directly off the CD.

1025
01:07:25,292 --> 01:07:27,044
For the PlayStation, I think it was

1026
01:07:28,378 --> 01:07:32,257
exciting initially,
just to realise you had 24 audio channels.

1027
01:07:32,674 --> 01:07:36,261
So, they would be used
for sound effects mainly.

1028
01:07:36,345 --> 01:07:38,138
So you could play 24 sounds at once.

1029
01:07:38,222 --> 01:07:41,391
And it had built in reverb
and delay processing as well

1030
01:07:41,475 --> 01:07:43,393
that you could apply
to any of those voices.

1031
01:07:43,685 --> 01:07:46,039
So, that was great for things like,
if you were doing a basketball game,

1032
01:07:46,063 --> 01:07:47,940
it actually sounded like you were
in an arena,

1033
01:07:48,023 --> 01:07:50,484
rather than just silent background noise,

1034
01:07:50,567 --> 01:07:53,128
and that's what I think it really added,
more depth to the sound.

1035
01:07:57,658 --> 01:07:58,700
Here we go.

1036
01:08:01,245 --> 01:08:08,168
The PlayStation was the first console

1037
01:08:08,543 --> 01:08:15,467
that could use pulse-code modulation.

1038
01:08:15,842 --> 01:08:22,307
That's where sound is
recorded and a sample loop created

1039
01:08:24,351 --> 01:08:30,983
with that loop being played afterwards
as the sound.

1040
01:08:31,733 --> 01:08:37,864
To record the car sounds in
Gran Turismo, we'd rent each one

1041
01:08:39,074 --> 01:08:46,039
and then record the engine in phrases,
starting with the idling sounds.

1042
01:08:48,667 --> 01:08:54,006
We took these recordings
and made sample loops for each engine

1043
01:08:55,549 --> 01:09:01,430
making a tone quality
specific to each engine.

1044
01:09:02,639 --> 01:09:08,687
I remember now that when we played back

1045
01:09:08,770 --> 01:09:14,985
the cars sounds we had recorded...

1046
01:09:15,068 --> 01:09:21,825
We started noticing things.

1047
01:09:21,908 --> 01:09:24,589
Like how the pitches would drop
in pitch the farther away they were.

1048
01:09:24,619 --> 01:09:29,207
Or rise in pitch
the closer they were... the blur effect.

1049
01:09:29,958 --> 01:09:35,339
Gran Turismo was probably the first game
to put these in a game, certainly.

1050
01:09:47,476 --> 01:09:50,604
You could have something
that sounded professional very quickly.

1051
01:09:50,687 --> 01:09:53,982
If you had some piece of music
that really fitted the game,

1052
01:09:54,191 --> 01:09:57,152
you were not restricted to any limits

1053
01:09:57,235 --> 01:10:00,072
regarding fitting it into RAM
or anything like that.

1054
01:10:00,155 --> 01:10:03,658
Or constraints for memory or CPU.
You'd just say, "Play this track.”

1055
01:10:04,034 --> 01:10:05,410
So, you'd have something...

1056
01:10:05,494 --> 01:10:08,330
You know, a full orchestral piece,
if you wanted, in your game,

1057
01:10:08,497 --> 01:10:11,917
and you'd still have these other
24 channels of sound effects on top of it.

1058
01:10:22,135 --> 01:10:24,888
So that was really why that big leap

1059
01:10:25,472 --> 01:10:27,391
between things like the Mega Drive
and the SNES,

1060
01:10:27,516 --> 01:10:29,309
is that you suddenly had things that

1061
01:10:29,393 --> 01:10:32,312
sounded as good as
if you were just watching things on TV.

1062
01:10:32,396 --> 01:10:34,815
In the SNES era, the game screens were 2D,

1063
01:10:36,108 --> 01:10:40,404
and there were no voices of course,

1064
01:10:40,612 --> 01:10:42,989
and no cinematic movie scenes.

1065
01:10:43,448 --> 01:10:48,453
So you had to have music
with strong melodies.

1066
01:10:49,246 --> 01:10:51,957
Tunes that would still stand up,

1067
01:10:52,416 --> 01:10:55,377
even if you listened to them repeated
over and over.

1068
01:11:00,215 --> 01:11:03,802
I think our music composer,

1069
01:11:03,885 --> 01:11:06,646
Mr Uematsu was also suitably aware
of this when he composed the score.

1070
01:11:07,514 --> 01:11:10,684
Mr Uematsu said this at the time.

1071
01:11:12,102 --> 01:11:15,564
When the CG animation became more 3D
with the PlayStation,

1072
01:11:16,106 --> 01:11:21,111
and the cinematic movie scenes
became more dramatic,

1073
01:11:21,361 --> 01:11:25,949
the visuals had a much greater impact.

1074
01:11:26,658 --> 01:11:31,037
And paradoxically,
if you used the same melodies,

1075
01:11:31,997 --> 01:11:35,542
the same logic for making music
as in the SNES era,

1076
01:11:36,084 --> 01:11:41,923
then the music and the visuals would jar,
and clash with each other terribly.

1077
01:11:42,591 --> 01:11:46,178
This would stop the scene from coming
together and lose its effectiveness.

1078
01:11:46,845 --> 01:11:49,723
So when we showed strong visuals,
we would make the music more reserved,

1079
01:11:50,265 --> 01:11:51,784
or for moments where
the characters' emotions were high,

1080
01:11:51,808 --> 01:11:53,101
we would ramp up the music.

1081
01:11:53,185 --> 01:11:54,370
I remember feeling how
that balancing between

1082
01:11:54,394 --> 01:11:56,115
soft and hard had changed
from the SNES era.

1083
01:11:56,229 --> 01:11:59,399
So in the field of music too,

1084
01:11:59,483 --> 01:12:02,736
the way games used music
had become closer to film or video,

1085
01:12:04,237 --> 01:12:10,202
the way background music is added
in films.

1086
01:12:11,953 --> 01:12:18,710
I think the way games were made probably
changed to have an awareness of that.

1087
01:12:29,304 --> 01:12:32,349
It was clear that the potential was there,
which was fabulous.

1088
01:12:32,432 --> 01:12:37,437
So, obviously, the big question was,
"How much will the PlayStation cost

1089
01:12:38,396 --> 01:12:40,690
"and will Sony be able to market it,

1090
01:12:40,815 --> 01:12:45,904
"and get a foothold in a market
that's dominated by Nintendo and Sega?"

1091
01:12:46,029 --> 01:12:48,281
That was certainly a lot of the sentiment,

1092
01:12:48,823 --> 01:12:51,910
that, "Sony, really?"

1093
01:12:52,118 --> 01:12:55,247
But I think there were also
some people internally that thought,

1094
01:12:55,330 --> 01:12:59,584
"Well, okay, maybe they can't, but they
are a consumer electronics company.

1095
01:13:00,001 --> 01:13:03,046
"Maybe they have the insight
that we don't know."

1096
01:13:04,130 --> 01:13:08,218
But over time, we heard
they were making deals with Namco,

1097
01:13:08,301 --> 01:13:11,137
with some of these other really good
IP companies.

1098
01:13:11,555 --> 01:13:15,141
We started learning a little bit
about the toolsets that they're using

1099
01:13:15,225 --> 01:13:17,185
and how people are developing for it.

1100
01:13:17,561 --> 01:13:19,813
And that's when
you started to really worry.

1101
01:13:19,896 --> 01:13:22,399
When Sony introduced the PlayStation,

1102
01:13:22,482 --> 01:13:25,569
there was a graveyard
of consumer electronics companies

1103
01:13:25,652 --> 01:13:28,905
who had tried to enter
the multimedia business

1104
01:13:29,281 --> 01:13:31,074
or the interactive entertainment business.

1105
01:13:31,449 --> 01:13:35,537
And so, a lot of those companies
had got some nice technologies,

1106
01:13:35,620 --> 01:13:37,581
but not the best technologies.

1107
01:13:37,831 --> 01:13:39,291
But very few got

1108
01:13:39,374 --> 01:13:43,753
the combination of technology,
business model and creativity right.

1109
01:13:43,837 --> 01:13:46,381
Everybody learns
from everybody else's failures.

1110
01:13:46,590 --> 01:13:51,928
So, I was very worried about Sony
bringing out a game system,

1111
01:13:52,012 --> 01:13:53,812
and I thought there was
a very good likelihood

1112
01:13:53,847 --> 01:13:55,390
that they were going to be successful.

1113
01:13:55,765 --> 01:14:00,520
Obviously, Sega was a significant
competitor and competitive threat

1114
01:14:00,645 --> 01:14:02,188
to PlayStation.

1115
01:14:02,272 --> 01:14:04,733
Introducing Sega Saturn.

1116
01:14:05,609 --> 01:14:06,651
Hit it.

1117
01:14:07,777 --> 01:14:10,780
Sega's next generation gaming platform.

1118
01:14:10,947 --> 01:14:13,575
There Initially was
a lot of excitement around it,

1119
01:14:13,658 --> 01:14:16,244
and we were running systems
in there,

1120
01:14:16,453 --> 01:14:21,124
and we were able to see these incredible,
almost call them prototypes,

1121
01:14:21,207 --> 01:14:23,001
being run on this system.

1122
01:14:23,293 --> 01:14:26,630
And we thought, "You know, if we do that,

1123
01:14:26,838 --> 01:14:30,634
"we will absolutely corner the market
on this.

1124
01:14:30,717 --> 01:14:33,011
"We will be the console system."

1125
01:14:33,094 --> 01:14:35,055
And Sega clearly had an advantage

1126
01:14:35,138 --> 01:14:38,683
in their rich heritage and history
of arcade games.

1127
01:14:39,142 --> 01:14:42,729
And so, they could port Virtua Fighter
from the arcade

1128
01:14:42,812 --> 01:14:44,356
straight onto the Sega Saturn,

1129
01:14:44,439 --> 01:14:48,109
and that would be a great title
for them to introduce the platform with.

1130
01:14:48,234 --> 01:14:52,280
But then we saw Tekken,
and then we thought, "Oh, no."

1131
01:14:52,947 --> 01:14:56,493
Because, you know, again,
being a consumer-facing company,

1132
01:14:56,868 --> 01:14:58,370
what are the consumers going to see?

1133
01:14:58,453 --> 01:15:02,916
They don't care that Virtua Fighter
is a full 3D arcade port.

1134
01:15:02,999 --> 01:15:04,959
What they do is,
they look at Tekken and they go,

1135
01:15:06,336 --> 01:15:08,963
"I ook at how that looks.
It looks so realistic.”

1136
01:15:09,047 --> 01:15:13,093
You know, "I can see the face,
and it looks like a real person.”

1137
01:15:13,176 --> 01:15:18,682
Of Namco's polygon games at that time,

1138
01:15:18,765 --> 01:15:25,313
our game became the model
for many other companies.

1139
01:15:25,397 --> 01:15:29,109
I've heard that said often.

1140
01:15:29,234 --> 01:15:36,199
I don't think this was because
the design was interesting.

1141
01:15:37,992 --> 01:15:43,373
Rather, it was the paradigm shift
in polygon technology,

1142
01:15:43,498 --> 01:15:46,751
from a 2D to a 3D world.

1143
01:15:46,918 --> 01:15:51,798
It was this intense evolution
of polygon technology

1144
01:15:51,881 --> 01:15:54,384
which brought about our success.

1145
01:16:03,727 --> 01:16:08,273
So, we thought, "No, we need to
look at product a little deeper.”

1146
01:16:08,481 --> 01:16:13,778
Also, I would say the biggest thing for us
and the most disappointing thing for us

1147
01:16:14,904 --> 01:16:18,658
was when Sega took that first step forward

1148
01:16:18,742 --> 01:16:22,996
and announced a really high price-point
for the Sega Saturn.

1149
01:16:23,079 --> 01:16:25,457
And that kind of punched us in the gut
a little bit,

1150
01:16:25,540 --> 01:16:28,376
and we thought, “No,
they might be able to beat this price."”

1151
01:16:28,460 --> 01:16:30,062
I'm going to talk to my parents
about this one.

1152
01:16:30,086 --> 01:16:31,880
I like this one, a lot.

1153
01:16:32,213 --> 01:16:34,174
You better tell them it's $399.

1154
01:16:35,467 --> 01:16:37,051
I'll tell them. I'll try.

1155
01:16:38,094 --> 01:16:44,309
In Japan, Nakayama-san and others
felt that we had to really get Saturn out

1156
01:16:44,392 --> 01:16:47,812
well before the Sony machine was launched.

1157
01:16:47,896 --> 01:16:50,482
And so, that was why they pushed very hard

1158
01:16:50,565 --> 01:16:53,610
to introduce it earlier than
it was ready to be introduced,

1159
01:16:53,902 --> 01:16:56,321
before we had enough hardware manufactured

1160
01:16:56,404 --> 01:16:59,449
and before we had enough software
ready to play on it.

1161
01:16:59,699 --> 01:17:02,494
The decision was,
"We've got to get out before Sony does

1162
01:17:02,952 --> 01:17:04,662
"so we better hurry things along."

1163
01:17:06,164 --> 01:17:08,625
Now you may return to the world
as you know it.

1164
01:17:11,586 --> 01:17:14,672
And remember, look for Sega Saturn.

1165
01:17:17,759 --> 01:17:19,427
It's out there.

1166
01:17:27,811 --> 01:17:30,230
So, the run-up
to the launch of PlayStation in Japan

1167
01:17:30,313 --> 01:17:32,440
was a fantastically exciting time,

1168
01:17:32,524 --> 01:17:36,986
because you had this new business,
this new platform,

1169
01:17:37,070 --> 01:17:40,865
and all of the promise and excitement
around that.

1170
01:17:41,241 --> 01:17:46,621
But still a certain amount of disbelief
or lack of credibility in the marketplace.

1171
01:17:46,996 --> 01:17:51,626
Shortly before the introduction
of PlayStation in Japan in 1994,

1172
01:17:51,709 --> 01:17:57,340
to give confidence to the publishing
and developer community in Japan,

1173
01:17:57,423 --> 01:17:59,008
we announced that we would be

1174
01:17:59,092 --> 01:18:01,928
the sole distributor and publisher
of everybody's software,

1175
01:18:02,011 --> 01:18:08,184
so that they had a way of getting to
retail shops and getting into the market.

1176
01:18:08,268 --> 01:18:12,897
With CD-ROMs you can manufacture

1177
01:18:13,022 --> 01:18:15,275
a certain number in a week

1178
01:18:15,942 --> 01:18:19,445
so in order to ship large quantities

1179
01:18:19,737 --> 01:18:22,991
you needed to begin the process
ahead of time

1180
01:18:23,116 --> 01:18:25,577
and build up your stored copies.

1181
01:18:26,327 --> 01:18:27,996
Game companies want to spend

1182
01:18:28,079 --> 01:18:30,832
as much time as they can on development

1183
01:18:30,915 --> 01:18:34,460
so they like to wait until the final week

1184
01:18:35,086 --> 01:18:36,921
before beginning production.

1185
01:18:37,005 --> 01:18:40,842
There could also be bugs in the game

1186
01:18:41,259 --> 01:18:45,179
so both Sony and the publishing company

1187
01:18:45,930 --> 01:18:47,307
need to test for that.

1188
01:18:47,849 --> 01:18:49,851
Sony has several dozen people to do this.

1189
01:18:50,393 --> 01:18:54,355
But this was Sony's first game console

1190
01:18:54,439 --> 01:18:58,234
so they had no idea
how to test for these things.

1191
01:18:58,985 --> 01:19:00,528
We created the system for this

1192
01:19:00,612 --> 01:19:02,947
hired the personnel

1193
01:19:03,031 --> 01:19:04,866
and carried it out

1194
01:19:04,949 --> 01:19:08,995
all in the final three months
before release.

1195
01:19:09,078 --> 01:19:11,289
There were a lot of things
that we had to do

1196
01:19:11,873 --> 01:19:13,750
during those final three months

1197
01:19:14,042 --> 01:19:16,252
that were new for us at Sony.

1198
01:19:16,336 --> 01:19:20,590
And we had a program
to get to 100,000 units, day one.

1199
01:19:20,840 --> 01:19:24,052
That was a milestone
that we wanted to get to in Japan,

1200
01:19:24,177 --> 01:19:26,596
so that that would be a real big number

1201
01:19:26,679 --> 01:19:28,932
that we could talk about
in the games press

1202
01:19:29,015 --> 01:19:32,310
and talk about in the business press
to show that we were serious.

1203
01:19:32,852 --> 01:19:38,024
And to make 100,000 units of a PlayStation
was no small undertaking.

1204
01:19:38,107 --> 01:19:40,026
The maximum number of units

1205
01:19:40,276 --> 01:19:42,320
for a Sony product

1206
01:19:42,987 --> 01:19:45,365
such as the Walkman

1207
01:19:46,199 --> 01:19:48,117
on the day of release

1208
01:19:49,953 --> 01:19:51,579
was 5,000 or 6,000 units.

1209
01:19:52,288 --> 01:19:56,084
If you wanted to put out 20,000 units

1210
01:19:56,209 --> 01:19:58,252
you would be told that it was too many.

1211
01:19:58,336 --> 01:20:00,922
The idea was to begin production slowly.

1212
01:20:01,756 --> 01:20:07,470
Sony couldn't move slowly
with a game console.

1213
01:20:08,304 --> 01:20:12,350
Companies were getting ready
to release games.

1214
01:20:13,726 --> 01:20:16,980
Hardware has no value without its software

1215
01:20:17,730 --> 01:20:20,233
so if a company is aiming to publish

1216
01:20:20,316 --> 01:20:22,318
100,000 copies of a title

1217
01:20:22,402 --> 01:20:24,237
then at a minimum

1218
01:20:24,487 --> 01:20:27,073
you need 100,000 consoles ready.

1219
01:20:29,492 --> 01:20:32,286
Given this,
we needed to produce the PlayStation

1220
01:20:32,412 --> 01:20:36,666
in mass quantity,
right from the beginning.

1221
01:20:37,291 --> 01:20:40,253
This was completely different

1222
01:20:40,336 --> 01:20:44,173
than Sony's usual approach at the time.

1223
01:20:45,174 --> 01:20:48,803
Also, we needed to have the consoles

1224
01:20:50,096 --> 01:20:53,725
delivered to stores all on the same day

1225
01:20:54,392 --> 01:20:57,061
in order to stimulate game sales.

1226
01:20:57,645 --> 01:21:03,568
So, it was just this great symbiosis
of clever people doing great things.

1227
01:21:03,985 --> 01:21:06,154
There were no boundaries and there was no,

1228
01:21:06,237 --> 01:21:07,797
"Well, you're doing the Japanese launch

1229
01:21:07,864 --> 01:21:10,283
"and we're doing this,
and you make the games."

1230
01:21:10,366 --> 01:21:17,331
It was just this big, flat, enthusiastic,
you know, committed team of people.

1231
01:21:17,749 --> 01:21:21,210
We had, I think, six or seven
games available, day one.

1232
01:21:21,294 --> 01:21:23,921
Everyone remembers Ridge Racer,
and rightly so,

1233
01:21:24,005 --> 01:21:27,675
as being the game
that was probably the most exciting.

1234
01:21:27,800 --> 01:21:33,264
But then there was a whole host
of local Japanese content that came out

1235
01:21:33,598 --> 01:21:36,768
that really made
the PlayStation successful in Japan.

1236
01:21:36,851 --> 01:21:41,814
At one point, we had over 2,000
registered developers in Japan alone,

1237
01:21:42,356 --> 01:21:45,943
which shows you just the breadth and depth
of creator talent that we had.

1238
01:21:46,235 --> 01:21:50,448
The PlayStation was obviously
a much more powerful machine

1239
01:21:50,531 --> 01:21:55,203
and, you know, totally devoted to,
"Okay, let's build a machine

1240
01:21:55,661 --> 01:21:58,039
"where the focus is that
this will play games.

1241
01:21:58,122 --> 01:22:00,541
"This is built entirely around
playing games."

1242
01:22:00,625 --> 01:22:04,921
There was no kind of pretense for,
"This is a computer."

1243
01:22:05,046 --> 01:22:09,217
This is a games machine.
This is an arcade in your home.

1244
01:22:09,300 --> 01:22:11,219
That's the beginning and the end of it.

1245
01:22:16,307 --> 01:22:18,643
All games gather here.

1246
01:22:21,854 --> 01:22:24,732
Full of games, PlayStation. Out now.

1247
01:22:26,275 --> 01:22:27,318
We had a hit.

1248
01:22:27,693 --> 01:22:31,239
We knew we were off and running
to a very, very strong start.

1249
01:22:31,322 --> 01:22:35,034
Lots of PlayStations
were exported from Japan

1250
01:22:35,118 --> 01:22:37,703
and brought home
to the US and the UK and Europe

1251
01:22:37,787 --> 01:22:39,307
by a lot of the development community.

1252
01:22:39,372 --> 01:22:44,210
I would imagine at least 10,000
of those 100,000 ended up going abroad.

1253
01:22:44,293 --> 01:22:48,673
You could buy a Japanese PlayStation
at the Computer Exchange

1254
01:22:49,132 --> 01:22:50,550
on Rathbone Place.

1255
01:22:50,716 --> 01:22:53,177
And they had a sign on the window,
"The Mutt's Nuts."

1256
01:22:55,179 --> 01:22:57,348
And the word was out.

1257
01:22:57,515 --> 01:23:01,519
And that actually made our job
in the US, in Europe, much, much easier,

1258
01:23:01,602 --> 01:23:03,813
because people could see the machine,

1259
01:23:03,896 --> 01:23:06,858
they could see the excitement
that was coming out of Japan,

1260
01:23:06,983 --> 01:23:08,401
they could play the games,

1261
01:23:08,484 --> 01:23:11,404
and they could see the quality
of what was possible.

1262
01:23:11,988 --> 01:23:14,800
The hype machine had already started
So people were champing at the bit for it,

1263
01:23:14,824 --> 01:23:19,453
and I think what they did with the price
was the final nail in Sega's coffin,

1264
01:23:19,537 --> 01:23:21,789
because they undercut them
to such an extent.

1265
01:23:30,047 --> 01:23:34,177
It was the first E3,
and E3 was held in Los Angeles.

1266
01:23:34,260 --> 01:23:39,056
We had a very big booth. We knew Nintendo
would have a big booth, and Sega.

1267
01:23:39,640 --> 01:23:44,478
Sony Computer Entertainment was headed up
by a fellow named Terry Tokunaka.

1268
01:23:45,104 --> 01:23:46,647
A very wise owl.

1269
01:23:46,731 --> 01:23:51,819
Typically a dignified Japanese who would
not say a word for, like, three hours,

1270
01:23:51,944 --> 01:23:55,531
and then say one or two words and that was
the end of the meeting, you know?

1271
01:23:55,740 --> 01:23:56,741
But he was smart.

1272
01:23:56,824 --> 01:23:58,618
We had a lot of competing tensions.

1273
01:23:58,868 --> 01:24:01,829
The guys who were making the hardware
want it at margin,

1274
01:24:02,413 --> 01:24:05,583
the guys who were marketing it
want the lowest price possible.

1275
01:24:05,666 --> 01:24:07,752
You've got to look at
what the competition are doing.

1276
01:24:07,835 --> 01:24:12,340
And he was thinking about his cost in yen
and what the prices could be,

1277
01:24:12,423 --> 01:24:17,220
and the price debates were 350, 399

1278
01:24:18,012 --> 01:24:19,222
and 299.

1279
01:24:19,472 --> 01:24:22,183
And they said, "No, we can't do it.”

1280
01:24:22,308 --> 01:24:24,518
"349. ""We can't do it."

1281
01:24:24,685 --> 01:24:26,646
So, the senior management from Japan left,

1282
01:24:26,729 --> 01:24:30,650
and then Olaf Olafsson stayed behind
with Steve Race.

1283
01:24:30,942 --> 01:24:32,777
Steve Race said, "We've got to do 299.

1284
01:24:32,860 --> 01:24:35,029
"299 is the only thing that matters.

1285
01:24:35,112 --> 01:24:37,782
"It's the only thing that matters
in the whole wide world.

1286
01:24:38,824 --> 01:24:42,245
"And if you don't want to be embarrassed,
you've got to be at 299."

1287
01:24:42,328 --> 01:24:45,456
So, Olaf said, "Let me think about it."

1288
01:24:52,129 --> 01:24:53,798
As far as pricing is concerned,

1289
01:24:54,298 --> 01:24:57,802
the only thing we knew at the time
is what the bill of materials was.

1290
01:24:58,344 --> 01:25:01,180
So, then you have to step away from that

1291
01:25:01,264 --> 01:25:04,350
and say,
"Well, what will the market stand?"

1292
01:25:04,600 --> 01:25:07,019
You know, "What's
the right price point for this thing?"

1293
01:25:07,103 --> 01:25:11,482
And I think, probably the guy
who was most influential in that was Olaf,

1294
01:25:12,024 --> 01:25:15,152
because people like Ken and Terry Tokunaka

1295
01:25:16,237 --> 01:25:19,073
Just wanted desperately
for this thing to be a success.

1296
01:25:19,323 --> 01:25:21,203
They know they've got
a great piece of hardware.

1297
01:25:21,242 --> 01:25:24,787
They know they've got
a great software catalogue.

1298
01:25:26,664 --> 01:25:29,917
The only thing that can go wrong now
is they miss their market somehow.

1299
01:25:30,710 --> 01:25:32,753
And then, we all went our way

1300
01:25:32,837 --> 01:25:39,719
and showed up the next morning
for the big press event at the E3 center.

1301
01:25:42,179 --> 01:25:46,017
And they had a speech from Nintendo
and they had a talk from Sega,

1302
01:25:46,100 --> 01:25:47,852
and there might've been something else.

1303
01:25:47,935 --> 01:25:51,772
It finally came up. "And now, Sony.
So, well, show us your stuff, Sony."

1304
01:25:51,981 --> 01:25:54,942
And they had all had,
like, 30 minute talks.

1305
01:25:56,193 --> 01:25:59,947
Steve Race gets up,
walks up to the podium and says, "299."

1306
01:26:00,114 --> 01:26:01,157
Walks off.

1307
01:26:01,532 --> 01:26:02,783
The place erupts.

1308
01:26:03,159 --> 01:26:06,787
I'm going to ask Sony Computer
Entertainment President of America,

1309
01:26:07,204 --> 01:26:12,084
Steve Race,
to join me for a brief presentation.

1310
01:26:24,096 --> 01:26:25,348
299.

1311
01:26:30,686 --> 01:26:34,690
It was the thing that was needed,
especially for the US market,

1312
01:26:34,774 --> 01:26:39,862
where the competition was even stronger
than I was worried about in Europe.

1313
01:26:40,071 --> 01:26:42,031
I mean, you had these two monoliths,

1314
01:26:42,865 --> 01:26:48,704
and every third attempt into the market
had been squashed very easily.

1315
01:26:48,913 --> 01:26:51,582
I think that decision
was probably the right decision.

1316
01:26:52,375 --> 01:26:55,127
Probably a bit scary
when you look at the P&L,

1317
01:26:55,503 --> 01:26:58,381
but it was the right decision.

1318
01:26:58,672 --> 01:27:01,717
It set our intent as a platform

1319
01:27:01,884 --> 01:27:05,012
and it completely destroyed
the competition.

1320
01:27:05,429 --> 01:27:08,224
My reaction was, "Shit, we're in trouble."

1321
01:27:08,307 --> 01:27:12,937
That this is a bad thing for Sega
and a very good thing for Sony.

1322
01:27:17,441 --> 01:27:20,694
We started to see the response
from retailers

1323
01:27:20,778 --> 01:27:22,279
in the United States, in Europe,

1324
01:27:22,363 --> 01:27:26,325
and starting to forecast
what our launch was going to be.

1325
01:27:26,492 --> 01:27:30,454
And we started to see the volume
that was starting to be forecast.

1326
01:27:30,955 --> 01:27:33,749
The games are ready. Are you?

1327
01:27:35,626 --> 01:27:38,754
And I knew that
we were doing something special.

1328
01:27:38,838 --> 01:27:40,756
I knew that what we were doing

1329
01:27:40,840 --> 01:27:43,801
was not only reaching
the creators and the developers,

1330
01:27:43,926 --> 01:27:47,179
but this was starting to permeate into
the mass market.

1331
01:27:47,263 --> 01:27:50,683
But we knew that it was risky days,
you know.

1332
01:27:50,766 --> 01:27:53,352
We knew that we had games
to get us out the door,

1333
01:27:53,436 --> 01:27:54,979
keep us going for a few months,

1334
01:27:55,187 --> 01:27:57,106
but the library had to be built.

1335
01:27:57,648 --> 01:28:01,277
And therefore,
it probably wasn't for a year or so in

1336
01:28:01,402 --> 01:28:05,531
until we could look back and see that,
actually, yes, we were getting traction.

1337
01:28:05,865 --> 01:28:08,534
We could see the pipeline of games
was filling up,

1338
01:28:08,742 --> 01:28:11,454
and we could see developers
really coming on board then.

1339
01:28:11,871 --> 01:28:15,458
That gave me some confidence
that I had made a good career choice.

1340
01:28:15,791 --> 01:28:19,378
It was a wonderful thing
for the games business,

1341
01:28:19,795 --> 01:28:21,505
because it was a real shot in the arm.

1342
01:28:21,589 --> 01:28:26,552
It unlocked everybody again.
It hit reset on all of the sequels,

1343
01:28:26,635 --> 01:28:31,891
and people just trying to
keep washing the dishes at that point.

1344
01:28:32,016 --> 01:28:35,269
We all get to hit reset and start again,
and here's new hardware.

1345
01:28:35,352 --> 01:28:38,355
And anyone that wanted to
compete against Sony

1346
01:28:38,439 --> 01:28:41,650
had to show up
with pretty impressive hardware.

1347
01:28:41,734 --> 01:28:45,404
So it kind of...
It moved the industry along.

1348
01:28:45,488 --> 01:28:48,407
I like those kind of disruptions.
I think it's very helpful.

1349
01:28:48,491 --> 01:28:53,037
Very quickly,
we had a really rich variety of games.

1350
01:28:54,205 --> 01:28:57,208
People were taking
the 3D abilities of the machine

1351
01:28:57,583 --> 01:28:59,793
and sending it off
in lots of different directions,

1352
01:28:59,877 --> 01:29:03,631
from an NBA basketball game
through to Jumping Flash!,

1353
01:29:03,714 --> 01:29:06,217
the Japanese platform game,
which was just gorgeous.

1354
01:29:07,426 --> 01:29:08,427
Ready to go?

1355
01:29:11,722 --> 01:29:15,851
Sony would get in
every game ever published for PlayStation.

1356
01:29:16,227 --> 01:29:19,647
And so, we would have this cabinet
of just everything.

1357
01:29:19,730 --> 01:29:21,774
And it was just, you know...

1358
01:29:22,274 --> 01:29:23,692
The games you would expect...

1359
01:29:24,109 --> 01:29:26,070
You know, the Madden,
the GameDays, whatever.

1360
01:29:26,779 --> 01:29:28,864
And then,
it was obscure shit from Japan

1361
01:29:28,989 --> 01:29:30,616
that you're like, "What is this?" Right?

1362
01:29:30,741 --> 01:29:32,201
And the two things I remember

1363
01:29:32,451 --> 01:29:36,622
was this game called something like
Super Big Brother,

1364
01:29:36,705 --> 01:29:38,040
is what it was translated.

1365
01:29:38,249 --> 01:29:40,167
And it was a side-scrolling game

1366
01:29:40,251 --> 01:29:43,629
with digitized characters
like Mortal Kombat arcade,

1367
01:29:43,879 --> 01:29:47,049
but they were these buff,
almost naked dudes,

1368
01:29:47,424 --> 01:29:50,844
shooting shit out of their, like, penises.

1369
01:29:58,561 --> 01:30:01,188
Three, two, one, go!

1370
01:30:08,070 --> 01:30:10,030
We laughed and laughed about this game.

1371
01:30:10,114 --> 01:30:12,491
And then there was a wonderful game
that was called...

1372
01:30:12,575 --> 01:30:15,494
I think it was called Incredible Crisis.

1373
01:30:15,703 --> 01:30:17,788
And it was just a collection
of mini-games,

1374
01:30:17,913 --> 01:30:19,373
but the way they had done it

1375
01:30:19,582 --> 01:30:22,293
was it was tied together in the story

1376
01:30:22,585 --> 01:30:25,546
of this Japanese salaryman
and him dealing with his family,

1377
01:30:25,629 --> 01:30:28,841
and dealing with his... I think, like,
his teenage daughter and his wife.

1378
01:30:28,924 --> 01:30:33,345
And it was the first time I had played
a game where it was fully interactive,

1379
01:30:33,429 --> 01:30:35,973
So it wasn't just like cut scenes,
but it was...

1380
01:30:36,223 --> 01:30:37,266
It was really cool.

1381
01:30:37,349 --> 01:30:40,519
They told this very mundane story...

1382
01:30:40,603 --> 01:30:43,439
Not totally mundane.
There was crazy shit happening.

1383
01:30:43,647 --> 01:30:46,900
But, you know, for video games
it was a very simple story

1384
01:30:46,984 --> 01:30:49,612
about just this guy,
this mild-mannered guy,

1385
01:30:49,778 --> 01:30:52,197
with these crazy mini-games.

1386
01:31:10,341 --> 01:31:13,594
We never got things like that in America.
It was just too weird.

1387
01:31:13,677 --> 01:31:16,263
But I loved seeing a lot of those...

1388
01:31:16,347 --> 01:31:18,307
For us, obscure Japanese games

1389
01:31:18,390 --> 01:31:20,071
when they would come into
the Sony offices.

1390
01:31:20,434 --> 01:31:23,937
Battle Arena Toshinden
was the first 3D fighting game

1391
01:31:24,063 --> 01:31:25,481
that we had on the console.

1392
01:31:33,614 --> 01:31:36,909
Tekken, which came along, which is
still amazing, still felt very 2D.

1393
01:31:36,992 --> 01:31:41,080
It's still very much that Mortal Kombat,
Street Fighter kind of...

1394
01:31:41,163 --> 01:31:43,323
Even though there's
some fantastic finishing sequences,

1395
01:31:43,415 --> 01:31:48,045
where Law would run up the body and then
come down and there was 3D within that.

1396
01:31:48,128 --> 01:31:51,215
It was Battle Arena Toshinden
that truly showed off the early 3D

1397
01:31:51,632 --> 01:31:53,300
gaming potential.

1398
01:31:53,592 --> 01:31:57,971
Gran Turismo. For me, one of
the greatest driving games ever made.

1399
01:31:58,555 --> 01:32:02,393
What an impact, what depth, what realism.

1400
01:32:03,477 --> 01:32:06,939
What addiction. I played that
for 18 months solid, two hours a day,

1401
01:32:07,690 --> 01:32:10,067
and I still don't think
I completely nailed it.

1402
01:32:19,952 --> 01:32:21,662
Then there was PaRappa the Rapper,

1403
01:32:21,745 --> 01:32:24,915
which is just so weird,
and nuts and wonderful.

1404
01:32:30,754 --> 01:32:33,424
And Vib-Ribbon. See,
Vib-Ribbon is the kind of game

1405
01:32:33,507 --> 01:32:35,551
that you'd never have seen
in the cartridge years.

1406
01:32:35,634 --> 01:32:38,011
Who would have taken a chance
on a game like that?

1407
01:32:41,515 --> 01:32:45,269
But here we were in the '90s
with vectors on the screen.

1408
01:32:45,352 --> 01:32:48,021
You know, lines.
And it's like, it's cool, it's great.

1409
01:32:58,323 --> 01:32:59,616
I remember playing Driver.

1410
01:32:59,700 --> 01:33:02,244
At the time, I was like,
"This is unbelievable,"

1411
01:33:02,327 --> 01:33:05,122
because I hadn't played
that kind of style of game

1412
01:33:05,205 --> 01:33:07,207
where the police are chasing me before.

1413
01:33:07,291 --> 01:33:08,917
And I found it so fun.

1414
01:33:09,084 --> 01:33:13,130
And that's the kind of thing, again,
that the new generations deliver for us.

1415
01:33:18,844 --> 01:33:23,432
It was the first real open-world
driving game, was Driver.

1416
01:33:23,515 --> 01:33:28,729
And it required new techniques,
such as streaming the data,

1417
01:33:28,812 --> 01:33:33,275
the geometric and texture data
off the CD drive in real-time,

1418
01:33:33,400 --> 01:33:35,986
so it didn't stop, pause,
load and carry on.

1419
01:33:36,445 --> 01:33:39,990
And I think we really...
We pushed the machine hard.

1420
01:33:40,073 --> 01:33:42,367
It was smoking
by the time we'd done with it.

1421
01:33:42,451 --> 01:33:45,204
But the very early development stages
of Driver,

1422
01:33:45,287 --> 01:33:46,830
it was very, very touch-and-go

1423
01:33:46,914 --> 01:33:48,634
whether we could achieve it,
the open world.

1424
01:33:48,665 --> 01:33:51,585
Because most games at the time

1425
01:33:52,044 --> 01:33:54,004
were designed along, basically, a tube.

1426
01:33:54,087 --> 01:33:56,131
You could see everything in front of you

1427
01:33:56,215 --> 01:33:58,175
and you could control
what you couldn't see.

1428
01:33:58,258 --> 01:34:01,720
Driver, of course, you could turn
left or right at a junction.

1429
01:34:02,012 --> 01:34:03,972
It had to be aware of what was there.

1430
01:34:04,056 --> 01:34:07,434
It was controlling other cars in the city
and people walking around.

1431
01:34:19,321 --> 01:34:22,699
The speed at which we were able to grow
the development community,

1432
01:34:22,783 --> 01:34:23,826
particularly in the West,

1433
01:34:23,909 --> 01:34:27,663
was down to embracing the PC creators.

1434
01:34:27,788 --> 01:34:29,706
The PlayStation development kit

1435
01:34:29,790 --> 01:34:33,836
actually became a card
that just slotted inside a PC.

1436
01:34:34,211 --> 01:34:39,258
And so, a lot of the tools and techniques
and capabilities of the PC developers

1437
01:34:39,341 --> 01:34:42,678
were able to come over to PlayStation
quite smoothly,

1438
01:34:42,886 --> 01:34:45,848
particularly in the areas
of advanced 3D graphics,

1439
01:34:45,931 --> 01:34:49,226
where obviously
PlayStation was positioning itself.

1440
01:34:59,778 --> 01:35:02,197
What was so nice
about the original PlayStation

1441
01:35:02,281 --> 01:35:05,242
was that it was more like a PC
than a console.

1442
01:35:05,492 --> 01:35:08,662
That's what made it really, really easy
to develop for, as well,

1443
01:35:08,745 --> 01:35:13,333
because it had architecture that was
a processor, a graphics processor,

1444
01:35:13,417 --> 01:35:16,920
which was what PCs hadn't got
at that point, but they soon did.

1445
01:35:17,921 --> 01:35:19,047
And it just worked.

1446
01:35:24,720 --> 01:35:28,849
It just pulls across the PC code,
and the graphics engine pulled that across

1447
01:35:28,932 --> 01:35:30,350
to use the graphics hardware.

1448
01:35:30,475 --> 01:35:34,855
So, it was a very, very nice machine
to work on.

1449
01:35:35,188 --> 01:35:38,859
We didn't have to change any designs
to be console specific

1450
01:35:38,942 --> 01:35:41,111
because we created everything on a PC.

1451
01:35:41,570 --> 01:35:43,530
We knew our limitations on the PC.

1452
01:35:43,614 --> 01:35:48,619
Sometimes, things didn't quite work out,
or we could adjust it fairly quickly.

1453
01:35:48,994 --> 01:35:53,498
More so, things like how much we
could display on screen at one time.

1454
01:35:53,707 --> 01:35:57,419
And as an artist,
that was a fair bit of guesswork, really.

1455
01:35:58,462 --> 01:36:01,590
But, certainly, even testing the games...

1456
01:36:01,673 --> 01:36:04,760
From our point of view,
when we created a level,

1457
01:36:06,053 --> 01:36:07,804
and output the game version,

1458
01:36:07,888 --> 01:36:09,514
everything we did was on the PC,

1459
01:36:09,890 --> 01:36:10,933
to the point where,

1460
01:36:11,016 --> 01:36:14,144
when we came to testing the game
at the end of the project,

1461
01:36:14,394 --> 01:36:17,773
and we actually had to pick up
a PlayStation controller to do I,

1462
01:36:17,940 --> 01:36:19,358
that was a big deal for me.

1463
01:36:19,441 --> 01:36:21,961
'Cause suddenly I had to try and translate
everything I'd been doing

1464
01:36:21,985 --> 01:36:23,987
on my keyboard on the PC

1465
01:36:24,112 --> 01:36:25,465
to what I was doing on the console.

1466
01:36:25,489 --> 01:36:28,200
And believe you me, they made us
test those levels on that console.

1467
01:36:28,283 --> 01:36:29,451
It was hard work.

1468
01:36:34,790 --> 01:36:36,458
The other side to this whole thing

1469
01:36:36,541 --> 01:36:39,252
was the fact that women,
once you started playing Tomb Raider,

1470
01:36:39,336 --> 01:36:41,463
could associate with a female character
in a game.

1471
01:36:41,546 --> 01:36:43,882
Now that was something
we hadn't anticipated.

1472
01:36:44,174 --> 01:36:47,511
But we suddenly had a market
for female gamers as well.

1473
01:36:47,761 --> 01:36:51,723
Lara Croft, without doubt,
the poster girl for that generation.

1474
01:36:51,848 --> 01:36:55,602
And I think the character
and the personality of Lara Croft,

1475
01:36:55,811 --> 01:36:58,438
it started to take storytelling,

1476
01:36:58,522 --> 01:37:02,526
which is a feature of gaming
that has developed in sophistication

1477
01:37:02,609 --> 01:37:05,445
immeasurably over
the successive generations.

1478
01:37:05,529 --> 01:37:08,907
But, I think,
with Tomb Raider at the time,

1479
01:37:08,991 --> 01:37:11,618
the concept of storytelling in video games

1480
01:37:11,702 --> 01:37:14,788
manifested itself
to a really meaningful extent

1481
01:37:14,871 --> 01:37:16,248
probably for the first time.

1482
01:37:21,003 --> 01:37:22,963
Part of the PlayStation experience was

1483
01:37:23,046 --> 01:37:27,050
it wasn't just big titles like Crash
or Tomb Raider or the like,

1484
01:37:27,134 --> 01:37:30,220
but also these conceptually driven...

1485
01:37:30,303 --> 01:37:33,056
You could almost call them indie titles,
like Xi,

1486
01:37:33,140 --> 01:37:36,643
which I think was sold as Devil Dice
in this country.

1487
01:37:36,768 --> 01:37:40,272
Or I.Q.: Intelligent Qube.

1488
01:37:45,152 --> 01:37:49,656
The jump from 16-bit to 32-bit
was so incredibly significant.

1489
01:37:50,032 --> 01:37:53,201
I just got it straight away.
I knew that this was going to be huge.

1490
01:37:53,285 --> 01:37:56,913
Metal Gear Solid, Final Fantasy VI,
Resident Evil,

1491
01:37:56,997 --> 01:37:58,915
Time Crisis, Dino Crisis.

1492
01:37:58,999 --> 01:38:03,003
Games would come out which were
just enormous for PlayStation.

1493
01:38:03,336 --> 01:38:06,089
The N64 was a different experience

1494
01:38:06,173 --> 01:38:09,968
as that came up and bubbled up
halfway through.

1495
01:38:10,052 --> 01:38:11,428
But it didn't really take over.

1496
01:38:11,511 --> 01:38:14,931
Nintendo really dragged its heels
over getting into 3D

1497
01:38:15,140 --> 01:38:16,558
and launching a new machine.

1498
01:38:16,641 --> 01:38:18,226
'Cause, you know, for obvious reasons.

1499
01:38:18,310 --> 01:38:21,313
The Super Famicom, the SNES,
was doing great guns,

1500
01:38:21,688 --> 01:38:24,733
and it was reinvigorated
by the likes of Donkey Kong Country.

1501
01:38:24,816 --> 01:38:26,961
But at the end of the day,
it was still a cartridge system.

1502
01:38:26,985 --> 01:38:30,822
For every one launch on the N64,
there were a dozen PlayStation titles,

1503
01:38:30,906 --> 01:38:32,949
because they could just bombard
the market with it.

1504
01:38:33,033 --> 01:38:35,535
I remember
in the early days of PlayStation,

1505
01:38:35,619 --> 01:38:38,288
you would see somebody go in,
get the console,

1506
01:38:38,371 --> 01:38:42,042
and get, literally, a stack of games
to go with it.

1507
01:38:49,091 --> 01:38:53,720
Sony's marketing of the PlayStation was,
I thought, incredibly exciting.

1508
01:38:53,804 --> 01:38:56,765
It didn't necessarily focus on games.

1509
01:38:56,848 --> 01:38:59,101
It just focused on this kind of new world

1510
01:38:59,226 --> 01:39:02,270
that people were going to be exploring
and getting into.

1511
01:39:02,354 --> 01:39:05,273
And I think it was brilliant at the time

1512
01:39:05,398 --> 01:39:09,361
because there was very controversial
elements to some of the marketing.

1513
01:39:09,444 --> 01:39:13,198
But it was something that really captured
people's imaginations,

1514
01:39:13,281 --> 01:39:15,826
in terms of,
"This isn't just a video games machine."

1515
01:39:15,909 --> 01:39:19,746
The US were very, very traditional
in everything they did.

1516
01:39:19,830 --> 01:39:23,166
I think there was an element
of free thinking that was in Europe.

1517
01:39:24,960 --> 01:39:27,379
Hello, citizens of Europe.

1518
01:39:27,462 --> 01:39:30,841
As spokesperson for SAPS,
{he Society Against PlayStation,

1519
01:39:32,008 --> 01:39:35,679
I'd like to talk to you about a menace
threatening humanity.

1520
01:39:36,012 --> 01:39:38,640
We launched
with kind of a silly commercial,

1521
01:39:38,723 --> 01:39:41,309
a Reefer Madness kind of concept.

1522
01:39:41,393 --> 01:39:43,812
The anti-PlayStation society,

1523
01:39:43,895 --> 01:39:46,064
the Society Against PlayStation, S.A.P.S.

1524
01:39:46,481 --> 01:39:50,277
It will ruin your kid's brain
and they'll come out jabbering monkeys.

1525
01:39:50,360 --> 01:39:53,071
So, it was aimed at the parents
and really at the kids.

1526
01:39:53,321 --> 01:39:56,074
And here we have a fellow
who's been experimenting with PlayStation

1527
01:39:56,158 --> 01:39:57,242
for only a few minutes.

1528
01:39:59,703 --> 01:40:02,247
Proof that we S.A.P.S.
must be on our guard.

1529
01:40:03,456 --> 01:40:06,835
Remember, do not underestimate
the power of PlayStation.

1530
01:40:07,752 --> 01:40:10,130
You had some really, really talented guys.

1531
01:40:10,213 --> 01:40:13,425
You know, Geoff Glendenning,
who's a really, really clever guy.

1532
01:40:13,717 --> 01:40:17,345
And he didn't just think posters,
print ads, that sort of thing.

1533
01:40:17,429 --> 01:40:22,058
He was looking at how he was
going to get all eyes on PlayStation.

1534
01:40:22,142 --> 01:40:23,810
When I'd seen the PlayStation,

1535
01:40:23,894 --> 01:40:27,022
I felt that the market couldn't sustain
three console companies,

1536
01:40:27,439 --> 01:40:29,274
and therefore, I also believed

1537
01:40:29,357 --> 01:40:31,198
that with the technology,
with such a big leap,

1538
01:40:31,276 --> 01:40:34,696
that we could reposition it
to a much older market.

1539
01:40:34,779 --> 01:40:36,907
A lot of those people had been gamers,

1540
01:40:37,157 --> 01:40:39,326
but had grown out of

1541
01:40:39,409 --> 01:40:42,370
where the market was ostensibly targeting,

1542
01:40:42,454 --> 01:40:46,166
which was really children
of 16 and under, I'd say.

1543
01:40:46,458 --> 01:40:49,794
So, they were left with no form
of digital entertainment

1544
01:40:49,878 --> 01:40:51,588
other than music and film.

1545
01:40:52,172 --> 01:40:54,507
So I think PlayStation
kind of filled that gap.

1546
01:40:54,883 --> 01:40:56,593
But you were not going to fill that gap

1547
01:40:56,676 --> 01:41:00,805
unless you associated with
what those people were doing at the time.

1548
01:41:01,014 --> 01:41:03,600
And at the time, you know,
the club scene was big.

1549
01:41:03,683 --> 01:41:08,563
There had been a massive youth movement,
if you like, in the UK.

1550
01:41:08,647 --> 01:41:11,274
Very much unique, globally,

1551
01:41:11,608 --> 01:41:15,487
that came out of the late '80s
kind of rave culture and club culture.

1552
01:41:15,570 --> 01:41:18,031
By 1994, 1995,

1553
01:41:18,114 --> 01:41:21,451
was the biggest youth movement
in the history of youth tribes.

1554
01:41:21,534 --> 01:41:23,620
If you put together
through the 20th century,

1555
01:41:23,703 --> 01:41:24,847
you know, the mods, the rockers,

1556
01:41:24,871 --> 01:41:27,290
the hippies, the New Romantics,
the skinheads.

1557
01:41:27,374 --> 01:41:31,586
Every youth movement came nowhere
near as close as the participants

1558
01:41:31,670 --> 01:41:33,755
who took part in club culture.

1559
01:41:56,152 --> 01:42:00,573
UK dance culture in the '80s
saw the birth of the rave scene.

1560
01:42:00,991 --> 01:42:05,370
And Ministry of Sound came along
in 1991,

1561
01:42:05,495 --> 01:42:07,872
and was civilized raving, if you like.

1562
01:42:07,956 --> 01:42:10,876
Ministry of Sound, I guess, was
the best nightclub in the UK and globally.

1563
01:42:10,959 --> 01:42:12,919
It had become a global brand
and it was taken from

1564
01:42:13,003 --> 01:42:16,298
the big New York warehouse clubbing scene,

1565
01:42:16,589 --> 01:42:20,093
and Ministry of Sound
was the first super club, if you like.

1566
01:42:20,176 --> 01:42:22,512
But in 1995,
they were having a huge refit.

1567
01:42:22,595 --> 01:42:24,139
I wouldn't call it upmarket,

1568
01:42:24,222 --> 01:42:27,600
but we had to remove
the gaffer tape and the scaffolding

1569
01:42:28,018 --> 01:42:29,644
and start to build proper structures.

1570
01:42:29,728 --> 01:42:31,396
And we built two things.

1571
01:42:31,479 --> 01:42:35,358
One was an Absolut vodka bar
in conjunction with Absolut.

1572
01:42:35,525 --> 01:42:36,735
But there was another space,

1573
01:42:36,818 --> 01:42:39,571
and that was where
the intrigue and the idea started.

1574
01:42:39,946 --> 01:42:44,492
And that saw the birth of the famous
PlayStation room at Ministry of Sound.

1575
01:42:44,784 --> 01:42:47,662
This PlayStation room,
which was kind of just painted black,

1576
01:42:48,455 --> 01:42:51,124
with black consoles
and black TVs on pedestals,

1577
01:42:51,207 --> 01:42:52,876
and, you know, you step down into it

1578
01:42:52,959 --> 01:42:55,086
so it's almost like
going into a little lair.

1579
01:42:55,170 --> 01:42:57,756
And it seemed such a natural thing to do,

1580
01:42:57,839 --> 01:43:00,342
to bring video gaming
into a club environment.

1581
01:43:01,009 --> 01:43:03,928
PlayStation really made gaming cool.

1582
01:43:04,012 --> 01:43:07,891
Because, you know, you had two brands
that were huge and successful,

1583
01:43:07,974 --> 01:43:09,434
brilliant game designers,

1584
01:43:09,517 --> 01:43:13,897
but in the public perception,
you know, you had Mario and Sonic,

1585
01:43:13,980 --> 01:43:16,274
and they were perceived
as being very young.

1586
01:43:16,399 --> 01:43:18,610
And so, when you had
a grown-up brand like Sony

1587
01:43:18,693 --> 01:43:23,239
that made your mum and dad's television
and your Walkman and all the rest of it,

1588
01:43:23,323 --> 01:43:25,367
actually coming into the market,
it was exciting.

1589
01:43:25,575 --> 01:43:28,453
And I think, that, coupled with
the marketing at the time...

1590
01:43:29,871 --> 01:43:31,581
Suddenly, you'd open a copy of The Face

1591
01:43:31,664 --> 01:43:34,167
and you'd see hip kids wearing
the PlayStation logo,

1592
01:43:34,250 --> 01:43:36,270
and they probably haven't played a game
in their life,

1593
01:43:36,294 --> 01:43:39,130
but if they're embracing the brand
as being something cool,

1594
01:43:39,255 --> 01:43:43,885
then that's kind of what made the whole
video games market explode, I think.

1595
01:43:44,427 --> 01:43:48,181
For me, the quintessential PlayStation ad
of all time

1596
01:43:48,264 --> 01:43:52,227
that still gets a good 10,000 hits
a month, written by James Sinclair,

1597
01:43:53,645 --> 01:43:57,816
headed up by Trevor Beattie at TBWA,
was Double Life.

1598
01:43:59,776 --> 01:44:01,778
For years I've lived a double life.

1599
01:44:02,070 --> 01:44:03,530
In the day I do my job.

1600
01:44:04,114 --> 01:44:07,200
I ride the bus,
roll up my sleeves with the hoi polloi.

1601
01:44:07,992 --> 01:44:10,745
But at night,
I live a life of exhilaration.

1602
01:44:11,246 --> 01:44:13,331
Of missed heartbeats and adrenaline.

1603
01:44:13,873 --> 01:44:15,959
And if the truth be known...

1604
01:44:16,376 --> 01:44:18,586
A life of dubious virtue.

1605
01:44:19,754 --> 01:44:22,507
I won't deny
I've been engaged in violence,

1606
01:44:22,799 --> 01:44:24,050
even indulged in it.

1607
01:44:24,551 --> 01:44:26,803
I have maimed and killed adversaries,

1608
01:44:27,262 --> 01:44:29,389
and not merely in self-defense.

1609
01:44:29,722 --> 01:44:32,142
I've exhibited disregard for life...

1610
01:44:32,267 --> 01:44:34,185
- Limb.
- And property.

1611
01:44:34,727 --> 01:44:37,147
And savored every moment.

1612
01:44:37,230 --> 01:44:39,149
You may not think it to look at me...

1613
01:44:39,732 --> 01:44:41,443
But I have commanded armies...

1614
01:44:41,526 --> 01:44:43,278
And conquered worlds.

1615
01:44:43,486 --> 01:44:45,655
And though in achieving these things...

1616
01:44:45,738 --> 01:44:47,782
I have set morality aside...

1617
01:44:48,283 --> 01:44:49,784
I have no regrets.

1618
01:44:49,951 --> 01:44:52,287
It still gives me goosebumps
whenever I see it.

1619
01:44:52,370 --> 01:44:53,997
I think it's utterly timeless.

1620
01:44:54,080 --> 01:44:56,082
If you put it up now on TV,

1621
01:44:56,166 --> 01:44:59,461
it still would be as fresh as it was
back then.

1622
01:44:59,544 --> 01:45:02,422
It really captured the tone perfectly.

1623
01:45:02,630 --> 01:45:04,841
You just had to see
the amplification effect

1624
01:45:04,924 --> 01:45:06,551
of all the marketing and promotion,

1625
01:45:06,634 --> 01:45:08,761
and games was cool.

1626
01:45:08,845 --> 01:45:12,390
And we were now
a mainstream entertainment brand.

1627
01:45:12,474 --> 01:45:13,766
We were no longer a toy.

1628
01:45:14,309 --> 01:45:17,437
And it wasn't "geeks," and I say that
in the most respectful way.

1629
01:45:17,979 --> 01:45:20,106
Weren't geeks that were playing games.

1630
01:45:20,190 --> 01:45:22,358
It was the "cool kids"
that were playing video games.

1631
01:45:22,442 --> 01:45:25,945
It was an amazing time as a game creator

1632
01:45:26,029 --> 01:45:27,697
and as a game player.

1633
01:45:27,780 --> 01:45:30,992
That first PlayStation took away
So many of the limitations

1634
01:45:31,075 --> 01:45:32,202
that we'd had in the past.

1635
01:45:32,327 --> 01:45:35,205
Suddenly, cartridges...
Didn't have to worry about cartridges.

1636
01:45:35,288 --> 01:45:38,374
We had 600 megabytes on the CD-ROM.

1637
01:45:38,666 --> 01:45:42,128
As far as hardware went, powerful,
and in 3D as well.

1638
01:45:42,545 --> 01:45:44,756
It was a revolution.

1639
01:49:07,291 --> 01:49:10,503
So the hardware team
behind PlayStation One...

1640
01:49:10,586 --> 01:49:14,674
As soon as the hardware was finished,
they went on to two new projects.

1641
01:49:14,757 --> 01:49:17,760
They went on to a cost-reduction project,

1642
01:49:17,844 --> 01:49:22,932
which was same format, same capability,
but just making it cheaper and cheaper.

1643
01:49:23,182 --> 01:49:28,730
The second team, the advance team,
then went and started working on

1644
01:49:28,813 --> 01:49:32,692
a version of the PlayStation chipset
for the arcades.

1645
01:49:33,901 --> 01:49:39,615
Before the PlayStation
was released as a home console,

1646
01:49:39,699 --> 01:49:45,246
work was already underway on
Namco's System 11 arcade board.

1647
01:49:45,830 --> 01:49:52,795
This board incorporated some
of the PlayStation architecture,

1648
01:49:53,796 --> 01:49:58,843
such as the CPU, which was
developed by Mr Kutaragi's team.

1649
01:49:59,469 --> 01:50:02,472
What Namco was most surprised by

1650
01:50:02,555 --> 01:50:06,684
was the cost, how cheap it was.

1651
01:50:06,768 --> 01:50:10,313
To be able to make something
with that capability

1652
01:50:10,396 --> 01:50:12,857
for that price, was pretty surprising.

1653
01:50:13,691 --> 01:50:17,612
What Mr Kutaragi was
trying to do at that time,

1654
01:50:17,695 --> 01:50:21,908
by making a low cost polygon chip

1655
01:50:21,991 --> 01:50:24,243
available to the global market,

1656
01:50:24,327 --> 01:50:27,371
marked a paradigm shift
in the polygon era.

1657
01:50:27,955 --> 01:50:33,169
Although Namco had a board

1658
01:50:33,252 --> 01:50:35,588
with better polygon
technology and capabilities,

1659
01:50:35,671 --> 01:50:40,551
this was an interesting
business model for us,

1660
01:50:40,635 --> 01:50:44,305
and we continued
to work with Mr Kutaragi.

1661
01:50:45,097 --> 01:50:47,099
And once that project had been finished,

1662
01:50:47,517 --> 01:50:49,560
the team behind that

1663
01:50:49,644 --> 01:50:54,273
then started to think about
what was going to be PlayStation 2.

1664
01:50:54,357 --> 01:50:57,235
Those days were quite a roller-coaster
of new hardware to play with

1665
01:50:57,318 --> 01:50:59,654
because we were also looking at
PocketStation as well,

1666
01:50:59,737 --> 01:51:02,615
which was going to come out in '99
in Japan.

1667
01:51:02,698 --> 01:51:05,409
And so, we heard
the PlayStation 2 was coming.

1668
01:51:05,493 --> 01:51:09,705
We heard that it was essentially
taking some of the experiences

1669
01:51:09,789 --> 01:51:11,916
that our colleagues in Japan had,

1670
01:51:12,291 --> 01:51:15,086
and it was going to be the next iteration
of hardware.

1671
01:51:15,586 --> 01:51:19,215
But not just an evolution.
It had to be a revolution,

1672
01:51:19,298 --> 01:51:22,343
because it also had to last
for a good decade.

1673
01:51:22,760 --> 01:51:26,430
And we had to take the best hardware
that we could at the time

1674
01:51:26,848 --> 01:51:28,432
to create that PlayStation 2.

1675
01:51:28,724 --> 01:51:33,271
And with PlayStation 2, we built
our own chip manufacturing facilities

1676
01:51:33,563 --> 01:51:36,065
and we invested a huge amount of money

1677
01:51:36,148 --> 01:51:39,569
in designing our own graphics chip
and hardware,

1678
01:51:39,652 --> 01:51:42,697
that meant we were much more in control
of our own destiny.

1679
01:51:42,780 --> 01:51:45,908
We could build a much, much
higher-performance device

1680
01:51:46,033 --> 01:51:49,161
that would leapfrog orders of magnitude

1681
01:51:49,245 --> 01:51:52,790
beyond what even the PC
and the workstations were doing.

1682
01:51:52,874 --> 01:51:54,458
There was quite a shock

1683
01:51:54,792 --> 01:51:59,797
when people found out
what kind of hardware was in PS2.

1684
01:52:01,048 --> 01:52:04,135
Because I think we all expected PS1 plus.

1685
01:52:04,218 --> 01:52:07,763
So, PlayStation One had been really neat,
very easy,

1686
01:52:07,847 --> 01:52:09,765
compared, to say, with the Saturn,
for example.

1687
01:52:10,141 --> 01:52:13,261
So everyone expected the PlayStation 2
to be more of the same. And they didn't.

1688
01:52:13,311 --> 01:52:16,731
They actually produced something with,
you know, 16 processors

1689
01:52:16,814 --> 01:52:18,494
and chips doing this and chips doing that.

1690
01:52:18,608 --> 01:52:21,402
So it was an absolute nightmare,
'cause it was nothing like a PC.

1691
01:52:21,652 --> 01:52:25,031
The PS2 is very much geared
to do polygonal 3D.

1692
01:52:25,114 --> 01:52:27,783
I mean, that's pretty much what
everybody used it for,

1693
01:52:27,867 --> 01:52:32,496
and it does it at a much faster rate
than the PS1.

1694
01:52:32,580 --> 01:52:35,708
And one of the biggest differences
between the PS1 and PS2

1695
01:52:35,791 --> 01:52:38,377
is the speed of access
to the graphical memory.

1696
01:52:38,461 --> 01:52:40,564
On the PS2, the speed of access
to the graphical memory

1697
01:52:40,588 --> 01:52:42,715
is just ridiculously high.

1698
01:52:42,798 --> 01:52:46,135
It finally let us do these
frame-based graphical effects,

1699
01:52:46,218 --> 01:52:48,387
and stencils and shadows

1700
01:52:48,471 --> 01:52:50,672
and all this extra stuff
that we couldn't do until then.

1701
01:52:50,723 --> 01:52:52,475
And then you had the two vector units,

1702
01:52:52,558 --> 01:52:55,019
which were incredibly awesome,

1703
01:52:55,102 --> 01:52:58,731
super-high throughput
vector-processing designs,

1704
01:52:58,981 --> 01:53:03,361
with their own weird buses and DMA
and very small memory footprints.

1705
01:53:03,444 --> 01:53:06,822
And, like, no typical software
would ever run on them.

1706
01:53:06,906 --> 01:53:12,328
You basically had to write
really custom assembly engines

1707
01:53:12,411 --> 01:53:13,704
to power these things.

1708
01:53:13,955 --> 01:53:15,475
And that's what most people didn't do.

1709
01:53:15,539 --> 01:53:17,333
Like, we had a ton of them
in Jak and Daxter,

1710
01:53:17,416 --> 01:53:19,293
and you could basically,

1711
01:53:19,377 --> 01:53:23,089
fifty to one hundredfold the speed
of some particular operation,

1712
01:53:23,172 --> 01:53:25,693
if it was something that could be done
while in the vector unit,

1713
01:53:25,800 --> 01:53:28,469
and you spent, like, two months

1714
01:53:28,552 --> 01:53:32,098
crafting a vector unit system
to handle it.

1715
01:53:32,181 --> 01:53:34,475
But it made the program
enormously complicated.

1716
01:53:34,558 --> 01:53:37,436
You had to get really down and dirty
with this hardware,

1717
01:53:37,520 --> 01:53:40,690
and get really comfortable
writing, you know, simple programs,

1718
01:53:40,773 --> 01:53:42,984
but you're uploading
into these vector units

1719
01:53:43,109 --> 01:53:45,903
that are impossibly challenging to debug

1720
01:53:45,987 --> 01:53:50,032
when something goes wrong, and things
can go wrong in so many different ways.

1721
01:53:50,116 --> 01:53:52,284
When I started at Sony Japan,

1722
01:53:52,368 --> 01:53:55,538
I started working behind closed doors,
basically, on the PlayStation 2,

1723
01:53:55,871 --> 01:54:00,459
and I wrote simulators to simulate
what the new chips would be doing.

1724
01:54:00,543 --> 01:54:02,503
They were called the VU1 and the VU0.

1725
01:54:03,004 --> 01:54:06,507
Kutaragi at the time was saying
that he wanted non-polygonal 3D,

1726
01:54:06,590 --> 01:54:08,471
even though it didn't really quite
come to that.

1727
01:54:08,592 --> 01:54:14,557
Initially, I kind of managed to make
a system using the VU1 chip

1728
01:54:14,682 --> 01:54:18,310
that would actually break down
curved data into polygonal data,

1729
01:54:18,686 --> 01:54:21,230
and then spit that out
to be rendered as polygons.

1730
01:54:21,313 --> 01:54:23,733
So, eventually,
the final stage was polygons,

1731
01:54:24,150 --> 01:54:26,610
but the data which was being processed
wasn't polygons.

1732
01:54:26,694 --> 01:54:28,863
It was just curved data information.

1733
01:54:29,155 --> 01:54:30,906
And so, using all these techniques,

1734
01:54:31,032 --> 01:54:33,784
I managed to pull together
this duck-in-a-bath demo

1735
01:54:33,868 --> 01:54:36,662
with, like, water and reflections,

1736
01:54:36,746 --> 01:54:40,750
and, you know, using all these techniques
we didn't have access to until then,

1737
01:54:40,875 --> 01:54:44,003
which most people don't realise
isn't using polygonal data.

1738
01:54:44,086 --> 01:54:45,963
It's using curve surface data,

1739
01:54:46,047 --> 01:54:48,257
which at the time
was very new, very different.

1740
01:54:48,340 --> 01:54:52,011
Phil Harrison had come to Foster City

1741
01:54:52,094 --> 01:54:54,221
and he showed us this water demo.

1742
01:54:54,472 --> 01:54:56,098
And I remember exactly the words.

1743
01:54:56,182 --> 01:54:58,142
He's like,
"Can you just imagine Lara Croft..."

1744
01:54:58,225 --> 01:54:59,977
Who was ruling the roost those days.

1745
01:55:00,061 --> 01:55:02,021
The biggest game out was Tomb Raider.

1746
01:55:02,104 --> 01:55:05,024
He's like, "Can you imagine her
diving into that water?”

1747
01:55:05,191 --> 01:55:08,027
And it just fired everybody's imagination.
Certainly mine.

1748
01:55:08,110 --> 01:55:11,155
Like, "Oh, my God, yeah,
this is next level stuff."

1749
01:55:11,614 --> 01:55:14,533
I was invited in very early
on PlayStation 2,

1750
01:55:14,617 --> 01:55:16,494
as were Naughty Dog and Insomniac,

1751
01:55:16,577 --> 01:55:20,331
because we'd been creating
these big titles for PlayStation One.

1752
01:55:21,082 --> 01:55:22,625
And, in particular,

1753
01:55:22,708 --> 01:55:26,045
I ended up going on a sabbatical to Japan
for three months,

1754
01:55:26,128 --> 01:55:30,674
and working out of a locked room
where the very first prototypes were kept.

1755
01:55:30,758 --> 01:55:34,095
I was sitting side-by-side with the people
who were making the demos

1756
01:55:34,178 --> 01:55:36,972
that would be used for the announcement
of PlayStation 2.

1757
01:55:37,098 --> 01:55:39,350
But my role was not to make a demo.

1758
01:55:39,433 --> 01:55:44,980
My job was to do the early work
that hopefully would lead to the engines

1759
01:55:45,064 --> 01:55:49,110
of what became Ratchet & Clank
and Jak and Daxter.

1760
01:55:50,152 --> 01:55:51,612
Man, that stung!

1761
01:55:52,947 --> 01:55:55,908
I told you we shouldn't have come here
and you listened!

1762
01:55:57,118 --> 01:55:58,285
What?

1763
01:56:02,957 --> 01:56:05,417
With Jak and Daxter,
we went to open world,

1764
01:56:05,668 --> 01:56:07,878
taking a cue off Mario and Banjo-Kazooie,

1765
01:56:07,962 --> 01:56:11,048
but we wanted to try to make
more intense gameplay

1766
01:56:11,132 --> 01:56:12,174
with the open world,

1767
01:56:12,258 --> 01:56:13,610
and there was
a lot of learning curve there.

1768
01:56:13,634 --> 01:56:17,054
With PlayStation 2,
we were finally able to have vistas.

1769
01:56:17,263 --> 01:56:21,058
I mean, we could not restrict the player
to a smaller area

1770
01:56:21,142 --> 01:56:23,018
like we'd been doing on PlayStation One.

1771
01:56:23,352 --> 01:56:25,271
You could see into the distance,

1772
01:56:25,354 --> 01:56:27,275
you could see where you were heading
as a player.

1773
01:56:27,314 --> 01:56:30,151
That was one of the core concepts
behind Jak and Daxter.

1774
01:56:30,234 --> 01:56:32,987
Let's have this broad,
completely connected world

1775
01:56:33,070 --> 01:56:34,446
and just let you explore it.

1776
01:56:34,530 --> 01:56:36,574
And I don't feel
that would've been possible

1777
01:56:36,657 --> 01:56:40,411
at any reasonable level
of graphical quality on PlayStation One.

1778
01:56:40,494 --> 01:56:44,373
We pursued this whole
giant, seamless world thing successfully,

1779
01:56:44,456 --> 01:56:48,627
but it was just brutally difficult
on the design and the technical aspects.

1780
01:56:48,836 --> 01:56:51,881
We had to deal with
the PlayStation itself,

1781
01:56:52,006 --> 01:56:55,134
which, like, to max out involved...
Just in that one game,

1782
01:56:55,217 --> 01:56:58,554
we rewrote most of the main systems,
including the graphics systems,

1783
01:56:58,679 --> 01:57:00,139
sometimes, like, five times.

1784
01:57:00,681 --> 01:57:04,852
We knew the theoretical performance
we could get out of some system,

1785
01:57:05,144 --> 01:57:07,980
and because the other ones,
while they function,

1786
01:57:08,063 --> 01:57:10,941
we just weren't near it,
because it was so difficult.

1787
01:57:11,025 --> 01:57:13,068
So we would just keep
rewriting and rewriting

1788
01:57:13,152 --> 01:57:15,863
till we got closer and closer
to the theoretical performance.

1789
01:57:15,988 --> 01:57:17,406
We had a lot more power,

1790
01:57:17,489 --> 01:57:20,701
but the expectations were so much higher
for what people wanted.

1791
01:57:20,784 --> 01:57:22,912
PS2 had been...
It had definitely been hyped,

1792
01:57:23,037 --> 01:57:25,998
and we had been part of the hyping
process, right? We were all excited.

1793
01:57:26,123 --> 01:57:27,541
We went from 2D to 3D,

1794
01:57:27,625 --> 01:57:32,421
and now we're going the next leap forward
in terms of what 3D can be.

1795
01:57:32,713 --> 01:57:35,049
So, we had to come up with ways to render

1796
01:57:35,424 --> 01:57:41,180
much more complex objects, larger vistas
and more detailed characters.

1797
01:57:42,097 --> 01:57:44,350
And our intent was to demonstrate

1798
01:57:44,475 --> 01:57:46,769
that we could move
beyond the PlayStation One.

1799
01:57:46,852 --> 01:57:49,271
We could take advantage
of the PlayStation 2

1800
01:57:49,355 --> 01:57:51,148
and build these immense cities,

1801
01:57:51,482 --> 01:57:53,234
and at the same time,

1802
01:57:53,317 --> 01:57:59,406
not move too far away from this love
of comedy, these stylized characters.

1803
01:58:00,241 --> 01:58:02,660
Please return your appendages
to the steering mechanism, sir.

1804
01:58:03,577 --> 01:58:05,204
Right. Sorry.

1805
01:58:05,454 --> 01:58:08,207
And by the way,
you can stop calling me "sir."

1806
01:58:08,457 --> 01:58:09,541
The name's Ratchet.

1807
01:58:09,625 --> 01:58:11,919
Pleased to make your acquaintance, sir.

1808
01:58:12,002 --> 01:58:13,212
You got a name?

1809
01:58:13,545 --> 01:58:16,548
My serial number is B54296...

1810
01:58:17,633 --> 01:58:19,760
I'll just call you Clank for short.

1811
01:58:19,843 --> 01:58:24,181
The leap from PlayStation One
to PlayStation 2 was massive,

1812
01:58:24,265 --> 01:58:29,019
and people could feel... As exciting as
PlayStation One was going for 3D,

1813
01:58:29,103 --> 01:58:33,774
the extra processing power,
the Emotion Engine that the CPU...

1814
01:58:33,983 --> 01:58:36,860
And running off a DVD,

1815
01:58:36,944 --> 01:58:40,072
again, gave so much more freedom
to the developers.

1816
01:58:40,197 --> 01:58:42,866
With Orange Games,
who became Guerrilla Games, at the time

1817
01:58:42,950 --> 01:58:46,787
had a great prototype called Marines
that they were calling a budget shooter.

1818
01:58:46,870 --> 01:58:49,999
It didn't quite work out as being
a "budget" shooter,

1819
01:58:50,082 --> 01:58:52,334
but it turned into Killzone
and it was fantastic.

1820
01:58:52,418 --> 01:58:54,795
And I remember
when they first showed Helghasts

1821
01:58:54,878 --> 01:58:58,048
dropping down wires from the ship
into the battle,

1822
01:58:58,132 --> 01:59:02,136
it blew you away, and you knew what was
going to be possible on that platform.

1823
01:59:05,180 --> 01:59:06,557
They've got me pinned down!

1824
01:59:06,640 --> 01:59:11,603
In my mission
to subdue the success of Xbox,

1825
01:59:11,687 --> 01:59:14,857
I went on a massive campaign
looking for exclusives,

1826
01:59:14,940 --> 01:59:17,693
because we had signed up Tomb Raider,

1827
01:59:17,776 --> 01:59:20,738
and in Europe,
we had Formula One on exclusive.

1828
01:59:21,238 --> 01:59:24,116
And exclusive titles sell hardware.

1829
01:59:27,036 --> 01:59:29,455
We were in Los Angeles
at the Sunset Marquis hotel

1830
01:59:29,538 --> 01:59:31,206
and I called up Kelly Sumner

1831
01:59:31,290 --> 01:59:35,336
and said, "Tell me anything you've got
you want to talk about exclusivity on."

1832
01:59:35,753 --> 01:59:38,881
So he came with this title called
"State of Emergency."

1833
01:59:38,964 --> 01:59:42,676
It was a little title about
some sort of a disturbance, a riot,

1834
01:59:42,760 --> 01:59:47,848
and people running into electronic stores,
running out with TVs and things.

1835
01:59:47,931 --> 01:59:51,060
It was a great title. It did well, too.
It was funny.

1836
01:59:51,393 --> 01:59:55,481
And then I did something with Eutechnyx
called Big Mutha Truckers.

1837
01:59:55,564 --> 01:59:57,149
You know, so they weren't all big.

1838
01:59:57,232 --> 02:00:02,696
But Kelly, at six o'clock
on the night before E3,

1839
02:00:02,780 --> 02:00:05,741
he said, "Well,
we could talk about Grand Theft Auto.”

1840
02:00:07,743 --> 02:00:08,869
I think, if you ask guys,

1841
02:00:09,078 --> 02:00:11,878
"If you could do anything you wanted to do
tonight, what would you do?"

1842
02:00:11,914 --> 02:00:13,415
"I'd shoot my boss,

1843
02:00:14,124 --> 02:00:15,376
“I'd drive a fast car.”

1844
02:00:15,459 --> 02:00:18,837
And so, I think
that's part of what made GTA successful.

1845
02:00:18,921 --> 02:00:23,425
It was giving people the ability
to realise their fantasies.

1846
02:00:23,967 --> 02:00:25,719
I said, "Okay, Kelly, let's do it."

1847
02:00:26,053 --> 02:00:29,223
And finally,
the US demanded in on the deal,

1848
02:00:29,306 --> 02:00:32,184
but they didn't want to know anything
about it when I first did it.

1849
02:00:32,267 --> 02:00:34,812
They weren't into paying for exclusivity,

1850
02:00:34,895 --> 02:00:38,065
but I said,
"Rule number one, two, three, four.

1851
02:00:38,732 --> 02:00:40,109
"Install the base."

1852
02:00:41,026 --> 02:00:43,404
How do you install base? Exclusive titles.

1853
02:00:43,654 --> 02:00:46,448
It was one of the first games
I think I played from beginning to end.

1854
02:00:46,532 --> 02:00:49,451
It was just hugely compelling,
and, you know, you felt like

1855
02:00:49,535 --> 02:00:52,413
it was a little bit morally dubious,
but it was just brilliant fun.

1856
02:00:53,664 --> 02:00:54,748
Stop!

1857
02:00:55,249 --> 02:00:58,168
You know, it always amused me
when you'd read media reports about,

1858
02:00:58,252 --> 02:01:01,547
"You could do this, you could
kill these people or do whatever.”

1859
02:01:01,630 --> 02:01:04,716
But the reality is
you don't have to do those things.

1860
02:01:04,800 --> 02:01:07,177
You're driving around a city
that's a full living city

1861
02:01:07,261 --> 02:01:08,661
and there's people on the sidewalk.

1862
02:01:08,720 --> 02:01:10,081
You don't have to drive over them.

1863
02:01:10,180 --> 02:01:13,183
If you've got a sandbox where you can do
whatever you want to do,

1864
02:01:13,267 --> 02:01:15,936
you know, that's something
that's quite revolutionary.

1865
02:01:19,606 --> 02:01:24,403
I don't think GTA could've been done
on PlayStation One.

1866
02:01:24,486 --> 02:01:27,114
I think it would've been
incredibly difficult to do.

1867
02:01:27,197 --> 02:01:29,992
They were incredibly powerful machines,

1868
02:01:30,284 --> 02:01:34,371
but you had to be a magician
to actually make it do what you wanted.

1869
02:01:34,872 --> 02:01:36,498
We were really pushing things,

1870
02:01:36,832 --> 02:01:41,378
and I think we'd had the experience in 3D
to make GTA,

1871
02:01:41,462 --> 02:01:43,338
and like the concept of streaming.

1872
02:01:43,505 --> 02:01:44,798
Streaming was a big risk.

1873
02:01:44,923 --> 02:01:49,094
You couldn't drive inside a machine,
constantly move for 24 hours straight

1874
02:01:49,428 --> 02:01:50,471
and not melt.

1875
02:01:50,637 --> 02:01:52,264
It ended up it did work.

1876
02:01:52,556 --> 02:01:56,310
Yeah, I think Grand Theft Auto is the game
that most people would refer to as

1877
02:01:56,393 --> 02:02:00,189
the moment that games grew up

1878
02:02:00,272 --> 02:02:04,735
and became more than
Just a form of trivial entertainment,

1879
02:02:04,818 --> 02:02:09,615
but actually could become as important
as movies or music or literature.

1880
02:02:09,698 --> 02:02:13,327
Liberty City is in shock today
as the police and emergency services...

1881
02:02:13,494 --> 02:02:18,248
PS1 to PS2 felt, again,
like a significant upgrade

1882
02:02:18,373 --> 02:02:21,502
in terms of graphical prowess
and all the rest of it.

1883
02:02:21,960 --> 02:02:25,631
You know, Kutaragi-san
talked about the Emotion Engine.

1884
02:02:25,714 --> 02:02:29,259
You know, all the chips had their
little names, like the Emotion Engine,

1885
02:02:29,343 --> 02:02:31,845
and this whole premise,
"Could a video game make you cry?"

1886
02:02:31,929 --> 02:02:34,556
It was like...
For a game, it was inspiring that,

1887
02:02:34,681 --> 02:02:37,935
you know, this empowered people
to tell stories

1888
02:02:38,018 --> 02:02:39,770
that could actually really move you

1889
02:02:39,853 --> 02:02:43,857
in the way that a really good song
or a good film could move you.

1890
02:03:04,586 --> 02:03:10,926
The process of moving from Ico
to Shadow of the Colossus

1891
02:03:13,095 --> 02:03:19,935
wasn't entirely smooth.

1892
02:03:20,143 --> 02:03:27,067
Personally, I was happy with Ico

1893
02:03:27,150 --> 02:03:31,738
and players were happy with it too.

1894
02:03:32,698 --> 02:03:37,035
Take lighting as an example

1895
02:03:37,119 --> 02:03:42,916
a lot of video imagery at that time

1896
02:03:43,000 --> 02:03:46,211
was not preoccupied with shadow
and contrast

1897
02:03:46,378 --> 02:03:50,465
there was a lot of pre-rendered
and CG video around

1898
02:03:50,674 --> 02:03:56,597
and games with loud and flashy graphics

1899
02:03:56,847 --> 02:04:00,892
I was interested in more subtle approaches

1900
02:04:00,976 --> 02:04:04,271
to shades and tones
that were closer to reality.

1901
02:04:04,354 --> 02:04:08,692
I think that's what differentiated us
at that time

1902
02:04:08,984 --> 02:04:15,949
but it wasn't a great commercial success

1903
02:04:16,575 --> 02:04:21,496
so I came up with Shadow of the Colossus.

1904
02:04:26,084 --> 02:04:33,050
But whether it's the story,
the backdrop, the movement

1905
02:04:34,134 --> 02:04:41,099
it's all about making the player
believe the characters are real,

1906
02:04:41,183 --> 02:04:46,355
that they exist for real in that world.

1907
02:04:46,480 --> 02:04:50,442
For me, that's what it's all about.

1908
02:04:50,651 --> 02:04:57,616
The most effective way
of bringing characters to life

1909
02:04:58,784 --> 02:05:01,536
is through the story of that world.

1910
02:05:01,620 --> 02:05:06,249
I always incorporate a story in my games

1911
02:05:06,375 --> 02:05:13,256
but I don't necessarily create games
to tell stories.

1912
02:05:17,886 --> 02:05:24,768
The significance of PlayStation

1913
02:05:25,394 --> 02:05:28,397
for me personally

1914
02:05:28,480 --> 02:05:34,778
I feel I was able to become a
games designer and developer

1915
02:05:34,903 --> 02:05:38,699
because of PlayStation.

1916
02:05:43,453 --> 02:05:45,914
My favourite game of the PS2 era,

1917
02:05:45,997 --> 02:05:51,002
and I hope what many would consider
the reference work of the PS2 era,

1918
02:05:51,086 --> 02:05:52,212
was God of War.

1919
02:05:52,295 --> 02:05:54,840
The gods of Olympus have abandoned me.

1920
02:05:54,923 --> 02:06:00,137
I would put God of War up there as one of
my top five video games of all time.

1921
02:06:03,473 --> 02:06:05,934
There is no God of War
without Ray Harryhausen,

1922
02:06:06,017 --> 02:06:08,329
and there is no God of War
without Raiders of the Lost Ark,

1923
02:06:08,353 --> 02:06:12,149
because those two things...
Down to the fact that when Kratos,

1924
02:06:12,232 --> 02:06:15,694
in one of the first levels of God of War,

1925
02:06:15,777 --> 02:06:18,196
pushes his body up against this pillar

1926
02:06:18,447 --> 02:06:20,782
and uses his lower body strength

1927
02:06:20,866 --> 02:06:23,243
to kick the pillar
to cause it to collapse...

1928
02:06:33,837 --> 02:06:35,117
I'm telling the animators, like,

1929
02:06:35,172 --> 02:06:37,591
“Look what Indiana Jones does
in the Well of the Souls

1930
02:06:37,674 --> 02:06:39,801
"where he kicks that giant Anubis statue.

1931
02:06:39,885 --> 02:06:41,845
"That's exactly what
I want this to evoke."

1932
02:06:41,970 --> 02:06:44,973
And that was what God of War
was really built on,

1933
02:06:45,056 --> 02:06:46,558
is the desire

1934
02:06:46,933 --> 02:06:50,020
to make a playable version of Raiders
or Clash of the Titans

1935
02:06:50,103 --> 02:06:53,064
that makes you feel like the star
of those movies.

1936
02:06:53,148 --> 02:06:55,025
So, I put all of these...

1937
02:06:55,108 --> 02:06:58,820
At the time,
decades of wannabe film director

1938
02:06:59,780 --> 02:07:01,198
into this one product,

1939
02:07:01,698 --> 02:07:04,826
and said,
"This is my shot to express that.”

1940
02:07:04,910 --> 02:07:07,579
That was the beginning and the reason
God of War exists

1941
02:07:07,662 --> 02:07:09,247
in terms of why I pitched it.

1942
02:07:09,748 --> 02:07:11,291
How much is enough, Kratos?

1943
02:07:11,792 --> 02:07:13,168
When will it end?

1944
02:07:13,543 --> 02:07:16,254
When the glory of Sparta
is known throughout the world.

1945
02:07:17,088 --> 02:07:19,049
"The glory of Sparta.”

1946
02:07:19,341 --> 02:07:21,301
We knew we would have to use
some cut scenes,

1947
02:07:21,551 --> 02:07:26,890
but we really wanted to try to do
as much storytelling in gameplay

1948
02:07:26,973 --> 02:07:29,392
because we knew that that would be
a more powerful way

1949
02:07:29,476 --> 02:07:31,228
to express storytelling.

1950
02:07:31,478 --> 02:07:33,271
Suddenly, we were like,

1951
02:07:33,355 --> 02:07:36,274
"You're going to be experiencing
more than just this gameplay.

1952
02:07:36,358 --> 02:07:40,403
"You're going to be taking on the role
and the emotional impact

1953
02:07:40,487 --> 02:07:41,822
"of this scenario.

1954
02:07:42,155 --> 02:07:44,991
"We want you
to step into the sandals of Kratos,

1955
02:07:45,242 --> 02:07:47,077
"who is this vicious killer.”

1956
02:07:47,494 --> 02:07:51,373
And so, it was just
a lot of conscious gameplay design

1957
02:07:51,456 --> 02:07:54,668
about wherever we could fit character
in gameplay,

1958
02:07:54,835 --> 02:07:56,628
that was always the way we would go.

1959
02:07:56,711 --> 02:07:58,380
And it was very hard to do,

1960
02:07:58,588 --> 02:08:02,342
and it added a lot of stress to the team
and a lot of time to the schedule

1961
02:08:02,425 --> 02:08:06,388
because we were saying gameplay
and storytelling can be fused together,

1962
02:08:06,805 --> 02:08:10,475
and they really should be the same thing
where we can do that as often as we can.

1963
02:08:10,559 --> 02:08:15,146
So that was a big pillar, philosophically,
when it came to developing that game.

1964
02:08:16,106 --> 02:08:19,860
Sony PlayStation 2 will be
the biggest thing to come along

1965
02:08:19,943 --> 02:08:21,444
since TV was invented.

1966
02:08:21,528 --> 02:08:23,697
I'm ready. Everyone's ready, right?

1967
02:08:23,947 --> 02:08:25,991
Who wants a PlayStation 27

1968
02:08:27,409 --> 02:08:30,954
PS2 was definitely a lot more powerful
than the first PlayStation.

1969
02:08:31,079 --> 02:08:33,874
It was a quantum leap
in terms of what it could offer.

1970
02:08:33,957 --> 02:08:37,168
But what a lot of people
maybe don't remember

1971
02:08:37,294 --> 02:08:40,881
is that for the first couple of years
there wasn't that much coming out for it.

1972
02:08:41,006 --> 02:08:42,549
Especially not from third parties.

1973
02:08:42,632 --> 02:08:47,262
Why? Because it was
an absolute pig to program.

1974
02:08:48,054 --> 02:08:49,931
If I'm going to be polite about it.

1975
02:08:50,265 --> 02:08:54,311
Because, unless you'd had some grounding
in assembler,

1976
02:08:55,020 --> 02:08:57,939
you were never going to get the best
out of that complex hardware.

1977
02:08:58,315 --> 02:08:59,816
So that was the price you paid.

1978
02:08:59,900 --> 02:09:01,401
Yes, you get more power.

1979
02:09:01,484 --> 02:09:02,861
The price you pay

1980
02:09:03,403 --> 02:09:06,003
is you have to know how to get
the best out of those vector units,

1981
02:09:06,281 --> 02:09:08,742
which meant old-school
assembler-like skills.

1982
02:09:08,950 --> 02:09:10,452
People did get it eventually.

1983
02:09:10,535 --> 02:09:15,540
And I think, had PlayStation not had
the momentum from PlayStation One,

1984
02:09:15,665 --> 02:09:19,544
then they might have found it harder
to convince people

1985
02:09:19,669 --> 02:09:22,505
that the PS2 was an amazing system.

1986
02:09:22,672 --> 02:09:24,007
It was an amazing system,

1987
02:09:24,215 --> 02:09:27,844
but people had to invest a lot of R&D
to start to get the best out of it.

1988
02:09:28,011 --> 02:09:30,347
So, you had to wait two, three, four years

1989
02:09:30,472 --> 02:09:33,934
for the third parties
to find their feet on PS2.

1990
02:09:34,100 --> 02:09:37,812
But when they did... You know,
the results speak for themselves.

1991
02:09:41,942 --> 02:09:45,862
Silent Hill 2.
The visual leap was notable.

1992
02:09:45,946 --> 02:09:48,990
You know, you went from having
very, very obviously polygon shapes,

1993
02:09:49,866 --> 02:09:53,286
to suddenly rounded characters that are
moving within these 3D environments.

1994
02:09:54,704 --> 02:09:57,540
Gran Turismo really showed off,
graphically, what it could do.

1995
02:09:57,666 --> 02:09:59,334
And then you get Tekkens for it.

1996
02:09:59,417 --> 02:10:02,128
The visuals are so, so much better.

1997
02:10:02,212 --> 02:10:05,840
It wasn't just polish,
it was a sense of ambition again,

1998
02:10:05,924 --> 02:10:08,009
and people were
Just having fun with it again.

1999
02:10:08,093 --> 02:10:11,721
The ethos of "anyone can create
for this" was still there.

2000
02:10:13,932 --> 02:10:16,369
We'd had a lot of success with Formula One
on PlayStation One.

2001
02:10:16,393 --> 02:10:18,728
We took the license
for World Rally Championship

2002
02:10:18,812 --> 02:10:21,272
and that first WRC just blew you away

2003
02:10:21,356 --> 02:10:25,235
in terms of a look of a racing game
at that time.

2004
02:10:27,612 --> 02:10:30,240
You look at games
that came out of the London Studio

2005
02:10:30,532 --> 02:10:32,492
like SingStar and EyeToy: Play,

2006
02:10:32,575 --> 02:10:35,954
their game interface
was either the camera for EyeToy: Play,

2007
02:10:36,037 --> 02:10:37,664
or a microphone for SingStar.

2008
02:10:37,747 --> 02:10:40,291
So it made it a lot more inclusive,
and it's something

2009
02:10:40,417 --> 02:10:41,894
I think PlayStation's always been about,

2010
02:10:41,918 --> 02:10:45,380
wanting to include
not just publishers and developers,

2011
02:10:45,505 --> 02:10:47,298
but all sorts of different players
as well.

2012
02:10:49,676 --> 02:10:52,220
Pro Evo really exploded at that point

2013
02:10:52,303 --> 02:10:55,348
and PlayStation 2 was the era
of Pro Evolution Soccer.

2014
02:10:55,515 --> 02:10:58,018
It's coming back now
in terms of its popularity,

2015
02:10:58,101 --> 02:11:00,103
but everybody would go and play Pro Evo.

2016
02:11:00,186 --> 02:11:05,525
Harry Potter, Lord of the Rings...
Big licenses were selling bucketloads.

2017
02:11:05,608 --> 02:11:08,111
I mean, I remember one Christmas,
PS2 came out

2018
02:11:08,194 --> 02:11:11,406
and you had Harry Potter,
one of the Lord of the Rings titles,

2019
02:11:11,489 --> 02:11:12,991
FIFA and Grand Theft Auto,

2020
02:11:13,074 --> 02:11:17,412
and just selling tens and tens
of thousands of these things.

2021
02:11:17,829 --> 02:11:20,665
So, hugely successful era for Sony.

2022
02:11:20,915 --> 02:11:23,626
I think for buyers of the PlayStation,

2023
02:11:23,710 --> 02:11:26,880
who loved the brand
and who loved the product...

2024
02:11:27,255 --> 02:11:29,758
I think it was maybe a little bit of
an easier sell

2025
02:11:29,883 --> 02:11:34,220
to say this is the newest, latest,
upgraded version of what you love already.

2026
02:11:34,471 --> 02:11:39,517
I think that was probably
not as challenging.

2027
02:11:39,601 --> 02:11:43,188
I mean, the marketing at the time
was fairly left-field.

2028
02:11:49,486 --> 02:11:51,321
David Lynch came in to direct the advert.

2029
02:11:51,696 --> 02:11:53,573
It was brilliantly surreal.

2030
02:12:00,163 --> 02:12:02,999
Where are we...

2031
02:12:03,416 --> 02:12:06,252
Disembodied arms
coming out of people's mouths,

2032
02:12:06,544 --> 02:12:08,588
talking ducks wearing suits and stuff.

2033
02:12:08,671 --> 02:12:09,732
It was straight out of Twin Peaks.

2034
02:12:09,756 --> 02:12:12,967
Welcome to the Third Place.

2035
02:12:14,761 --> 02:12:18,473
PlayStation 2. The Third Place.

2036
02:12:18,556 --> 02:12:19,599
And I loved it.

2037
02:12:19,682 --> 02:12:21,351
And I don't think anyone understood it,

2038
02:12:21,434 --> 02:12:23,686
but, you know,
when you're that enigmatic a brand

2039
02:12:23,770 --> 02:12:26,648
people kind of imbue you
with all sorts of wisdom

2040
02:12:26,731 --> 02:12:28,691
when they see crazy stuff,

2041
02:12:29,150 --> 02:12:32,946
and, you know, it obviously joined
the ranks of all the other advertising

2042
02:12:33,029 --> 02:12:35,257
that we'd done with Chris Cunningham
and the likes of that.

2043
02:12:35,281 --> 02:12:37,700
Space pixies and all sorts.

2044
02:12:37,784 --> 02:12:40,829
And, you know,
it became part of our history.

2045
02:12:40,912 --> 02:12:47,043
One of the little-appreciated facts,
and it's almost rather mundane,

2046
02:12:47,127 --> 02:12:50,338
is the fact that the PS2 was a DVD player.

2047
02:12:50,547 --> 02:12:53,550
And we were by far the cheapest DVD player
on the market.

2048
02:12:53,633 --> 02:12:58,555
So, certainly, we were principally,
primarily, a video gaming console,

2049
02:12:58,638 --> 02:13:03,017
but having that secondary feature
of being a really cheap DVD player,

2050
02:13:03,351 --> 02:13:04,602
that helped us a lot.

2051
02:13:04,686 --> 02:13:09,607
And in Spain, the size of the market
tripled overnight

2052
02:13:09,691 --> 02:13:13,194
because our managing director,
James Armstrong,

2053
02:13:13,278 --> 02:13:15,488
made campaigns about DVD.

2054
02:13:16,698 --> 02:13:19,534
And, of course, the Japanese
PlayStation people went berserk.

2055
02:13:19,617 --> 02:13:21,828
"You should've been advertising GT."

2056
02:13:23,037 --> 02:13:25,540
"Hey, you know, people don't have DVDs.

2057
02:13:25,623 --> 02:13:27,101
"They're going to have to pay
the same price

2058
02:13:27,125 --> 02:13:29,043
"for a DVD player as a PlayStation."

2059
02:13:29,127 --> 02:13:31,921
I said, "Buy a DVD player
and get a PlayStation free."

2060
02:13:32,005 --> 02:13:33,423
It was kind of the message.

2061
02:13:35,258 --> 02:13:39,345
And it worked. Spain had
an amazing success with that positioning.

2062
02:13:39,679 --> 02:13:40,722
Amazing.

2063
02:13:41,055 --> 02:13:45,518
PlayStation 2 has set the benchmark
in terms of ambition, even today,

2064
02:13:45,602 --> 02:13:48,897
for what modern video games
can and should be,

2065
02:13:48,980 --> 02:13:54,277
in terms of storytelling, epic graphics,
open world,

2066
02:13:54,527 --> 02:13:57,113
action, fun, excitement.

2067
02:13:57,197 --> 02:13:58,198
Absolutely.

2068
02:17:01,255 --> 02:17:04,801
Because the PS2
was such an enormous Success,

2069
02:17:05,134 --> 02:17:08,513
I suspect PlayStation as an organization

2070
02:17:08,930 --> 02:17:10,223
felt like

2071
02:17:12,141 --> 02:17:13,942
they could get away
with pretty much anything.

2072
02:17:14,769 --> 02:17:20,733
And a 32 billion investment
into a brand-new chip

2073
02:17:21,776 --> 02:17:25,488
that was touted as a supercomputer

2074
02:17:26,322 --> 02:17:30,576
could be seen as probably

2075
02:17:32,245 --> 02:17:34,914
the bravest gamble ever made,

2076
02:17:35,164 --> 02:17:39,335
or one of the most dangerous follies
ever committed by a large company,

2077
02:17:39,419 --> 02:17:42,880
or, potentially, one of the greatest acts
of self-harm.

2078
02:17:43,005 --> 02:17:44,465
You could spin it either way.

2079
02:17:45,049 --> 02:17:47,969
The Blu-ray drive when Blu-ray
wasn't quite ready.

2080
02:17:48,052 --> 02:17:54,684
It was like a version 0.9 Blu-ray drive
that was in the original PS3,

2081
02:17:56,060 --> 02:17:58,604
which was a vastly expensive thing
to manufacture.

2082
02:18:07,280 --> 02:18:11,534
For an engine developer, the PS3 was...
It was a really unique beast

2083
02:18:11,617 --> 02:18:12,952
with the cell architecture.

2084
02:18:13,035 --> 02:18:17,748
To me, I felt like...
A little bit of, "Holy crap, I've gotta...

2085
02:18:18,624 --> 02:18:22,170
"I've got to rethink a lot of things
to make good use of this."

2086
02:18:22,295 --> 02:18:25,798
When we heard about the PlayStation 3,

2087
02:18:25,882 --> 02:18:29,552
we saw an opportunity to get out early
on a platform,

2088
02:18:29,635 --> 02:18:31,596
something we really hadn't done before.

2089
02:18:31,679 --> 02:18:37,310
And the opportunity to be a launch title
was incredibly enticing for us.

2090
02:18:39,729 --> 02:18:41,689
So, we came up with Resistance,

2091
02:18:41,772 --> 02:18:46,319
this world where the Earth's history
was different,

2092
02:18:46,402 --> 02:18:48,654
thanks to the arrival of an alien species.

2093
02:18:50,907 --> 02:18:53,034
Russia and Europe have fallen.

2094
02:18:54,744 --> 02:18:57,663
Resistance: Fall of Man was challenging
in a lot of ways.

2095
02:18:57,747 --> 02:18:59,790
It was our first launch title.

2096
02:19:00,208 --> 02:19:02,418
So that made it hard,

2097
02:19:02,502 --> 02:19:05,046
just because you're dealing with hardware
that's...

2098
02:19:05,463 --> 02:19:07,924
Hardware that's new,
the documentation isn't there yet,

2099
02:19:08,049 --> 02:19:11,636
the operating system
is constantly getting changed around,

2100
02:19:11,719 --> 02:19:14,031
you don't know how much memory
you're really going to have at launch

2101
02:19:14,055 --> 02:19:15,908
'cause the operating system
is taking a chunk of it.

2102
02:19:15,932 --> 02:19:18,267
In some sense, it was an awesome design

2103
02:19:19,727 --> 02:19:22,271
for how much power you could get
for the price.

2104
02:19:23,397 --> 02:19:28,486
And in another sense,
it was so different than everything else

2105
02:19:28,778 --> 02:19:31,531
that it was hard for people
to take advantage of it.

2106
02:19:31,614 --> 02:19:34,214
I learned a lot of things
in the process of working on Resistance.

2107
02:19:34,617 --> 02:19:37,870
One of the big ones was
don't do a launch title.

2108
02:19:38,329 --> 02:19:39,806
Particularly, don't do a launch title

2109
02:19:39,830 --> 02:19:42,667
for a hardware as complex as
PlayStation 3 was.

2110
02:19:42,917 --> 02:19:46,754
It was perhaps the most difficult project

2111
02:19:46,837 --> 02:19:49,840
that I have worked on in my career.

2112
02:19:50,258 --> 02:19:54,470
Yeah, launch titles. Yeah, nerves.
There's a lot of expectation.

2113
02:19:54,554 --> 02:19:56,264
But so exciting as well.

2114
02:19:56,472 --> 02:19:59,308
And trying to push things
as far as you can

2115
02:19:59,433 --> 02:20:02,520
on a new platform, in a fixed time frame,

2116
02:20:02,770 --> 02:20:04,772
it's the biggest challenges
you're going to get

2117
02:20:04,855 --> 02:20:06,399
as a creator or a developer.

2118
02:20:17,493 --> 02:20:22,081
MotorStorm, I think, was one of
the definitive products for PlayStation 3.

2119
02:20:24,458 --> 02:20:29,589
You're building ahead of the launch
of the hardware, install base zero.

2120
02:20:29,672 --> 02:20:32,758
So, Sony have a role to play there,
to invest in the product with you.

2121
02:20:32,925 --> 02:20:38,681
And it becomes one of
the definitive properties on PlayStation 3

2122
02:20:38,764 --> 02:20:40,099
because it's new.

2123
02:20:40,600 --> 02:20:41,934
Right? Because it's innovative.

2124
02:20:42,018 --> 02:20:46,022
MotorStorm, to me, epitomized
what a launch title is all about,

2125
02:20:46,105 --> 02:20:49,942
something that's fresh and innovative
in an existing genre.

2126
02:20:54,822 --> 02:20:56,574
Planet Earth.

2127
02:20:59,160 --> 02:21:01,662
Or as the rest of the omniverse call it,

2128
02:21:01,954 --> 02:21:03,914
the Orb of Dreamers.

2129
02:21:04,832 --> 02:21:06,709
The birth of LittleBigPlanet was

2130
02:21:06,792 --> 02:21:09,170
we'd managed to organize a meeting
with Phil Harrison,

2131
02:21:09,253 --> 02:21:11,547
who was the top man at the time
at Sony.

2132
02:21:13,924 --> 02:21:17,053
Phil Harrison really latched on to
the user-created content side of it.

2133
02:21:17,845 --> 02:21:19,305
I was really getting excited

2134
02:21:19,388 --> 02:21:23,726
by this idea of being able to make a tool
that lets you make games,

2135
02:21:23,893 --> 02:21:29,273
which kind of felt like part of
my spiritual mission somehow. It's like...

2136
02:21:29,357 --> 02:21:32,526
"Well, back in the day I remember
how excited I was about making games

2137
02:21:32,610 --> 02:21:34,445
"and how hard it was
to get into the industry.

2138
02:21:34,528 --> 02:21:38,616
"We can do this thing that allows people
to make games on consoles,

2139
02:21:38,699 --> 02:21:41,786
"which is otherwise really inaccessible
for them to make games on.”

2140
02:21:41,869 --> 02:21:46,248
And then, Phil Harrison says, "Well,
we want to show this at GDC.

2141
02:21:46,374 --> 02:21:48,435
"We've got this big announcement thing
and we'd like to show it there."

2142
02:21:48,459 --> 02:21:51,420
And we were like, "Okay, no pressure."

2143
02:21:51,545 --> 02:21:54,131
To Sony, who were actually getting
quite a hard time,

2144
02:21:54,298 --> 02:21:56,676
you know, with the PlayStation One and 2.

2145
02:21:57,009 --> 02:22:00,137
They'd been really successful.
When you used to go to computer shows,

2146
02:22:00,471 --> 02:22:03,933
getting a ticket to the Sony party
was like gold dust.

2147
02:22:04,016 --> 02:22:07,395
Everyone wanted to go to the Sony parties,
'cause they were so extravagant.

2148
02:22:07,478 --> 02:22:09,438
They used to spend
ridiculous amounts of money.

2149
02:22:09,522 --> 02:22:12,483
But by the time we'd hooked up with Sony,

2150
02:22:12,566 --> 02:22:14,503
they were starting to get a lot of flak
in the press.

2151
02:22:14,527 --> 02:22:16,153
PlayStation 3 was too expensive,

2152
02:22:16,237 --> 02:22:18,823
and they were getting
a lot of negative press, essentially.

2153
02:22:18,948 --> 02:22:20,783
We showed LittleBigPlanet at GDC

2154
02:22:20,866 --> 02:22:24,328
and it literally seemed
to turn the tide overnight.

2155
02:22:24,578 --> 02:22:28,499
Suddenly, there was all this love
and attention

2156
02:22:28,582 --> 02:22:30,584
coming towards Sony
for backing this thing.

2157
02:22:30,668 --> 02:22:32,878
And it got to the point where
Sony said to us,

2158
02:22:32,962 --> 02:22:35,673
"Well, this Sackboy character
that you've got, we really like it.

2159
02:22:35,756 --> 02:22:38,676
"We're kind of thinking of using it
as the mascot for the PlayStation 3."

2160
02:22:38,759 --> 02:22:41,220
We're like, "That's amazing."

2161
02:22:41,345 --> 02:22:43,889
It's like Mario or this kind of stuff,
you know. It was great.

2162
02:22:43,973 --> 02:22:47,351
So, I mean, that was obviously the
basis of a great relationship with Sony.

2163
02:22:48,477 --> 02:22:51,814
We liked what they'd done for us and
they liked what we did for them, and...

2164
02:22:52,148 --> 02:22:53,190
I don't know.

2165
02:22:53,274 --> 02:22:55,674
We've been happily married ever since,
to be honest with you.

2166
02:22:55,735 --> 02:22:58,320
Dear PlayStation,
I got my boyfriend a PS3,

2167
02:22:58,404 --> 02:23:00,823
and he still hasn't hooked it up
to the Internet.

2168
02:23:01,073 --> 02:23:04,118
-What? What is this, 19927
-I know.

2169
02:23:04,201 --> 02:23:05,887
I mean,
if you're not on the PlayStation Network,

2170
02:23:05,911 --> 02:23:08,164
you can't get PlayStation Home,
PS One Classics,

2171
02:23:08,247 --> 02:23:10,499
- you can't download movies, TV shows...
- I know!

2172
02:23:10,583 --> 02:23:12,728
It's like having a bathroom
without an aromatherapy candle.

2173
02:23:12,752 --> 02:23:15,254
- Still gets the job done, but come on!
- He hates...

2174
02:23:15,337 --> 02:23:20,134
Back then, the ability to
sell your games digitally only

2175
02:23:20,217 --> 02:23:22,762
and make the games digitally
from the ground up,

2176
02:23:22,845 --> 02:23:24,180
meant everything.

2177
02:23:24,263 --> 02:23:27,933
Because up until that point,
every design decision you made was about,

2178
02:23:28,017 --> 02:23:31,437
is it compelling enough
to put in a $60 box

2179
02:23:31,812 --> 02:23:35,316
that the buyers at Toys "R" Us
or Best Buy or Target or Walmart

2180
02:23:36,025 --> 02:23:37,067
are going to vibe with?

2181
02:23:37,151 --> 02:23:40,446
And you were a slave
to that $60 price point,

2182
02:23:40,613 --> 02:23:43,491
and you were a slave
to make sure that your content

2183
02:23:43,574 --> 02:23:45,367
had to appeal to those buyers.

2184
02:23:45,576 --> 02:23:49,205
And now suddenly, that we were going to
open up a digital storefront,

2185
02:23:49,288 --> 02:23:51,832
and we could make games
that were only two hours,

2186
02:23:51,916 --> 02:23:54,919
we could make games
that cost $4 versus $60.

2187
02:23:55,419 --> 02:23:59,632
Literally, that's game-changing,
because those shackles were now removed.

2188
02:23:59,757 --> 02:24:02,468
So, with Calling All Cars!,
it was us going,

2189
02:24:02,551 --> 02:24:05,596
“Let's make a game that
we grew up playing, like arcade games,

2190
02:24:05,679 --> 02:24:09,767
“or games we played in college,
like NBA Jam or NFL Blitz or whatever.”

2191
02:24:09,850 --> 02:24:10,976
And that was the impetus,

2192
02:24:11,060 --> 02:24:14,313
that we would have never been able to
make that game on PS2 or One,

2193
02:24:14,438 --> 02:24:15,689
not because of the technology,

2194
02:24:15,773 --> 02:24:20,903
but because we couldn't convince retail
to carry a game that small.

2195
02:24:20,986 --> 02:24:24,949
I gave an interview once where
I compared Calling All Cars! to a pop song

2196
02:24:25,032 --> 02:24:26,450
and God of War was an opera.

2197
02:24:26,617 --> 02:24:29,537
But we could never make pop songs.
Now we can make singles, right?

2198
02:24:29,620 --> 02:24:30,746
So that was awesome.

2199
02:24:31,205 --> 02:24:34,250
So PS3 was many things
to many different people.

2200
02:24:35,209 --> 02:24:37,920
It was definitely a difficult period,

2201
02:24:38,712 --> 02:24:40,881
because a lot of work had to be done

2202
02:24:40,965 --> 02:24:45,386
to turn around the technical deficit
and the monetary deficit

2203
02:24:45,761 --> 02:24:49,139
created by the launch
of this extraordinary piece of hardware.

2204
02:24:49,306 --> 02:24:51,475
'Cause it was an extraordinary piece
of hardware.

2205
02:24:51,559 --> 02:24:54,937
It was also extraordinarily hard
to get the best out of.

2206
02:24:55,688 --> 02:24:59,108
But people did,
and it did eventually turn into a success.

2207
02:24:59,275 --> 02:25:01,861
But, my God, was that a war of attrition.

2208
02:25:02,111 --> 02:25:03,988
The PS3 clawed it back.

2209
02:25:04,071 --> 02:25:07,867
It lost Sony huge amounts of money
over its lifecycle.

2210
02:25:07,992 --> 02:25:10,369
I mean, they sold a hell of a lot of them,

2211
02:25:10,452 --> 02:25:14,748
but it was by far the least
profitable console Sony's ever had,

2212
02:25:14,832 --> 02:25:18,460
and it took, actually,
Sony years to recover from that.

2213
02:25:18,544 --> 02:25:21,380
The PlayStation that emerged
at the end of PS3

2214
02:25:21,463 --> 02:25:28,429
was a much more gritty, determined,
focused entity

2215
02:25:28,804 --> 02:25:31,724
than, I would say...

2216
02:25:31,807 --> 02:25:33,618
And I'm not saying this
in a personal perspective,

2217
02:25:33,642 --> 02:25:35,144
but from a corporate perspective.

2218
02:25:35,311 --> 02:25:39,023
A much more hubristic organization
at the beginning of the PS3 era.

2219
02:26:03,005 --> 02:26:05,758
This fast healing stuff
is going to come in real handy.

2220
02:26:07,551 --> 02:26:10,262
Before we launched the PS4,

2221
02:26:10,429 --> 02:26:13,599
there were some observers
who rightly or wrongly thought

2222
02:26:13,682 --> 02:26:15,976
this could be the end of Sony.

2223
02:26:16,060 --> 02:26:17,978
Not just PlayStation. Sony.

2224
02:26:27,112 --> 02:26:28,530
There was a lot at stake.

2225
02:26:28,614 --> 02:26:32,952
And because of this, I have to say,
I'm enormously impressed

2226
02:26:34,078 --> 02:26:40,376
by the bravery and the vision
of the leadership of the organization

2227
02:26:40,542 --> 02:26:42,294
to deliver a focused device,

2228
02:26:42,586 --> 02:26:47,424
one that was much less confused
and much more developer-orientated again.

2229
02:26:47,508 --> 02:26:49,108
It was like going back to the beginning.

2230
02:26:49,802 --> 02:26:52,054
"Let's make a machine
that developers love."

2231
02:26:52,972 --> 02:26:54,772
In the early days,
we were riding on hardware.

2232
02:26:55,057 --> 02:26:58,060
We used hardware.
It was very bespoke in some cases.

2233
02:26:58,394 --> 02:27:02,606
It took a lot of time to get to grips
in a lot of cases as well.

2234
02:27:02,690 --> 02:27:05,484
But the individuals that were involved
were small in number,

2235
02:27:05,567 --> 02:27:08,362
but able to make it happen
on PlayStation.

2236
02:27:08,779 --> 02:27:10,823
But the time we get to
the PlayStation 4 era,

2237
02:27:10,906 --> 02:27:12,616
we're talking about much larger teams.

2238
02:27:12,700 --> 02:27:15,077
Not everybody is a specialist
in console hardware.

2239
02:27:15,494 --> 02:27:19,707
We had to make it far broader in appeal
to games teams.

2240
02:27:19,790 --> 02:27:21,625
And I think with PlayStation 4,
we succeeded.

2241
02:27:22,126 --> 02:27:26,463
So the strategy was set,

2242
02:27:27,631 --> 02:27:30,509
the hardware was focused,

2243
02:27:31,093 --> 02:27:34,847
and all that remained
was launch and reception.

2244
02:27:36,015 --> 02:27:38,308
Partners were there,
developers were involved.

2245
02:27:38,392 --> 02:27:42,104
Even independent developers were involved
in the launch of PS4.

2246
02:27:43,856 --> 02:27:45,566
The pricing had been set.

2247
02:27:46,859 --> 02:27:51,196
Decisions about DRM and so on,

2248
02:27:51,405 --> 02:27:54,074
which had been so controversial
in other events,

2249
02:27:54,241 --> 02:27:55,451
had also been made.

2250
02:27:58,746 --> 02:28:00,539
I think even we were surprised

2251
02:28:01,123 --> 02:28:05,669
at just how rapturous
the reception was for PS4.

2252
02:28:05,753 --> 02:28:08,047
Because it was a kind of redemption
as well.

2253
02:28:08,130 --> 02:28:11,091
We'd been through the fire with PS3.

2254
02:28:11,633 --> 02:28:13,969
And now everything was on the line.

2255
02:28:14,053 --> 02:28:15,804
We had to get this right.

2256
02:28:16,889 --> 02:28:19,308
And if we didn't
it could've been the end.

2257
02:28:19,892 --> 02:28:21,602
What we didn't expect

2258
02:28:22,227 --> 02:28:25,814
was that it would be
such an incredible success,

2259
02:28:26,440 --> 02:28:28,650
beyond our wildest dreams.

2260
02:28:29,193 --> 02:28:33,113
But it was the tone with which
we communicated the whole thing...

2261
02:28:33,238 --> 02:28:34,490
"This is for the players.”

2262
02:28:34,615 --> 02:28:35,908
This is for the players.

2263
02:28:41,330 --> 02:28:45,209
For those that leap into battle
in the blink of an eye.

2264
02:28:46,752 --> 02:28:49,004
For the drivers
that compete for their club

2265
02:28:50,130 --> 02:28:51,590
no matter where they are.

2266
02:28:52,299 --> 02:28:56,386
The entire focus of launch
was around players.

2267
02:28:57,596 --> 02:29:00,224
You remember the hubris
from the PS3 years.

2268
02:29:01,809 --> 02:29:05,646
Contrast that with the honesty
and self-deprecation

2269
02:29:05,729 --> 02:29:07,648
of the PS4 launch period,

2270
02:29:07,898 --> 02:29:10,651
and you can see that the organization
had become transformed,

2271
02:29:10,734 --> 02:29:14,822
to people who were now humble,
passionate and excited

2272
02:29:15,030 --> 02:29:16,323
about this new thing.

2273
02:29:16,573 --> 02:29:19,076
Battle-worn but ready to serve again.

2274
02:29:19,785 --> 02:29:21,578
That attitude, that spirit

2275
02:29:22,579 --> 02:29:24,706
that all began with the first PlayStation.

2276
02:29:24,873 --> 02:29:27,417
One of the things
we can say about PlayStation

2277
02:29:27,501 --> 02:29:28,585
throughout the history is

2278
02:29:28,710 --> 02:29:31,088
there's always been innovation there.

2279
02:29:31,171 --> 02:29:32,798
Obviously, on the hardware side,

2280
02:29:32,881 --> 02:29:34,526
you know,
right back to the first controller,

2281
02:29:34,550 --> 02:29:38,762
and then the DualShock
and the systems on from there,

2282
02:29:38,887 --> 02:29:41,974
you know, there's always been
a desire for innovation.

2283
02:29:42,099 --> 02:29:44,768
And I think
that's always been partnered with

2284
02:29:44,893 --> 02:29:50,274
a strong desire and a commitment
to innovation in gameplay.

2285
02:29:50,482 --> 02:29:54,736
PlayStation's always been passionate about
a breadth of experiences

2286
02:29:54,820 --> 02:29:59,408
and giving new, different,
innovative experiences to gameplay.

2287
02:29:59,491 --> 02:30:01,994
You know, you can take that
right the way through to VR,

2288
02:30:02,077 --> 02:30:06,498
which is, again, about bringing new,
different kinds of gameplay experiences,

2289
02:30:06,582 --> 02:30:07,916
to people.

2290
02:30:08,000 --> 02:30:11,086
You know, it's something
that PlayStation's always been strong on.

2291
02:30:11,295 --> 02:30:13,589
Never shy to commit to providing

2292
02:30:13,672 --> 02:30:16,884
a really strong, innovative lead
for the industry.

2293
02:30:23,473 --> 02:30:27,311
Virtual reality, which, as yet,
is an unproven space,

2294
02:30:27,394 --> 02:30:30,480
but we're really intrigued
and really excited by it.

2295
02:30:30,647 --> 02:30:34,026
I think developers are still continuing
to come to terms with

2296
02:30:34,109 --> 02:30:37,154
what makes a great virtual reality
gaming experience.

2297
02:30:37,237 --> 02:30:39,573
On a normal game,
you'll just get all the gameplay in

2298
02:30:39,656 --> 02:30:41,158
And you'll optimize at the end.

2299
02:30:41,325 --> 02:30:44,661
But on a VR game, you have to be optimized
right at the start,

2300
02:30:44,745 --> 02:30:47,831
and you kind of have to work
within that constraint.

2301
02:30:47,915 --> 02:30:49,166
So you're starting with a...

2302
02:30:49,249 --> 02:30:52,794
"We must have 60 frames a second,
90 frames a second,

2303
02:30:52,920 --> 02:30:54,463
"120 frames a second.”

2304
02:30:54,630 --> 02:30:57,090
And that's the key thing
that you have to hit.

2305
02:30:57,174 --> 02:30:58,258
If you don't do that,

2306
02:30:58,342 --> 02:31:01,222
then you're going to be in problems
all the way through your development.

2307
02:31:01,511 --> 02:31:04,264
We also...
We have this slightly silly expression,

2308
02:31:04,389 --> 02:31:07,559
which is a lot of our ordinary
non-VR games,

2309
02:31:07,643 --> 02:31:09,102
turn everything up to 11.

2310
02:31:09,186 --> 02:31:12,067
You need to saturate the player
and excite them and get everything going.

2311
02:31:12,522 --> 02:31:16,193
Well, we actually had to reverse
that ruling in VR.

2312
02:31:16,276 --> 02:31:18,028
We had to turn everything down to seven,

2313
02:31:18,278 --> 02:31:20,489
because turning things up
to 10, let alone 11,

2314
02:31:20,572 --> 02:31:22,074
was just too much.

2315
02:31:22,157 --> 02:31:25,577
You couldn't cope with it.
Your mind can't cope with it in VR

2316
02:31:25,661 --> 02:31:27,496
if it's that much going on at the time.

2317
02:31:27,579 --> 02:31:30,707
You need to pace things more carefully
in VR.

2318
02:31:30,832 --> 02:31:33,919
When I look at VR,
we're now inside the game.

2319
02:31:34,419 --> 02:31:37,130
Now, you think as a game creator,
as a game designer,

2320
02:31:37,798 --> 02:31:39,925
that's a paradigm shift totally.

2321
02:31:40,259 --> 02:31:42,469
'Cause we're taking it from the television

2322
02:31:42,552 --> 02:31:45,472
and putting the player
inside the game now.

2323
02:31:45,764 --> 02:31:47,599
I think that VR will be a major shift.

2324
02:31:47,683 --> 02:31:49,685
In the games up until the present

2325
02:31:49,768 --> 02:31:54,356
all of the video, screens, etc.

2326
02:31:54,439 --> 02:31:56,441
Have been put into a square layout

2327
02:31:57,317 --> 02:32:00,487
that is there to hold information.

2328
02:32:00,570 --> 02:32:04,616
We've had film as a medium

2329
02:32:04,700 --> 02:32:07,327
for over 100 years now
and this is the first time

2330
02:32:07,995 --> 02:32:10,330
that we've broken through this frame.

2331
02:32:10,414 --> 02:32:13,166
Being able to now create
art, film, and games

2332
02:32:13,250 --> 02:32:16,837
that don't fit into this frame,

2333
02:32:16,920 --> 02:32:20,048
and the question

2334
02:32:20,132 --> 02:32:22,592
of how to go about expressing this...

2335
02:32:22,676 --> 02:32:24,761
I think that the next 2 to 3 years

2336
02:32:25,512 --> 02:32:28,640
will major for this medium

2337
02:32:29,016 --> 02:32:31,935
in terms of how creators and artists

2338
02:32:32,019 --> 02:32:37,065
will use it, and what they will create.

2339
02:32:40,152 --> 02:32:43,613
Yeah, there are a lot of tricks and tips
and things that everyone's learning in VR.

2340
02:32:43,697 --> 02:32:45,699
What you can do, what you can't do.

2341
02:32:45,949 --> 02:32:49,244
Can you move the camera? Can you not?
How do you move around the environment?

2342
02:32:49,328 --> 02:32:52,039
You've got to match the visuals
with the feeling of movement,

2343
02:32:52,122 --> 02:32:53,165
and other stuff like that.

2344
02:32:53,248 --> 02:32:55,125
So, and we're all learning all the time.

2345
02:32:55,208 --> 02:32:59,046
We're pioneering
a new form of visual language,

2346
02:32:59,254 --> 02:33:03,216
just as the early filmmakers
had to work out how edits work,

2347
02:33:03,300 --> 02:33:06,636
how fades and dissolves,
how cutaways work.

2348
02:33:06,720 --> 02:33:08,013
All of that kind of language,

2349
02:33:08,096 --> 02:33:11,016
which most people watching something
won't even think about,

2350
02:33:11,099 --> 02:33:12,827
because it's just something
they intrinsically know

2351
02:33:12,851 --> 02:33:14,853
from watching lots of telly and film.

2352
02:33:15,187 --> 02:33:17,981
And in games,
we have the same kind of stuff.

2353
02:33:18,065 --> 02:33:21,735
But in VR, that language doesn't work
in the same way.

2354
02:33:22,027 --> 02:33:25,113
You have to unlearn those edits,
you have to unlearn that fade.

2355
02:33:25,197 --> 02:33:27,449
You can't use those things any more

2356
02:33:27,824 --> 02:33:29,076
because they just don't work.

2357
02:33:29,868 --> 02:33:32,371
Because it's your view
and you're in that environment.

2358
02:33:32,454 --> 02:33:35,999
If you jump somebody to another location,
it feels weird,

2359
02:33:36,124 --> 02:33:39,669
because you physically jumped,
but you haven't physically jumped.

2360
02:33:39,836 --> 02:33:42,631
So, you get a disconnect
between the senses

2361
02:33:42,714 --> 02:33:46,802
and your rational,
kind of calculating part of your brain.

2362
02:33:47,094 --> 02:33:51,306
So we are dealing with inventing
a new set of grammar

2363
02:33:52,057 --> 02:33:53,809
for a new kind of medium.

2364
02:33:53,892 --> 02:33:56,019
And I think the distinction between

2365
02:33:56,186 --> 02:33:59,981
what's a gaming experience
and a non-gaming experience,

2366
02:34:00,065 --> 02:34:04,736
which hitherto has been, you know,
really clear, really binary,

2367
02:34:04,945 --> 02:34:07,197
I think those lines will start to blur

2368
02:34:07,280 --> 02:34:10,909
and you will have VR experiences
with a certain

2369
02:34:10,992 --> 02:34:12,953
light touch of interactivity,

2370
02:34:13,036 --> 02:34:15,664
but which still technically
might be games.

2371
02:34:16,164 --> 02:34:18,083
Some of those could be some of the finest

2372
02:34:18,166 --> 02:34:21,002
virtual reality entertainment
experiences you will ever have

2373
02:34:21,086 --> 02:34:23,255
but they will be very simple to enjoy.

2374
02:34:23,422 --> 02:34:25,342
So I think there are
a lot of opportunities in VR

2375
02:34:25,424 --> 02:34:27,134
that we haven't got a clue about.

2376
02:34:27,259 --> 02:34:28,552
But it gives you...

2377
02:34:28,885 --> 02:34:29,970
It's ultimately immersive.

2378
02:34:30,637 --> 02:34:32,973
You're through the looking glass in VR.

2379
02:34:33,056 --> 02:34:35,809
I've not met anybody yet
who's experienced VR

2380
02:34:35,892 --> 02:34:37,436
who's not been blown away by it.

2381
02:34:37,519 --> 02:34:40,272
I think people get the excitement of it,

2382
02:34:40,355 --> 02:34:42,524
they get what they see now,

2383
02:34:42,607 --> 02:34:44,943
but they also get where it can go
in the future.

2384
02:35:14,598 --> 02:35:16,808
The legacy of PlayStation

2385
02:35:16,933 --> 02:35:19,686
and the intent of PlayStation
is in the name.

2386
02:35:19,769 --> 02:35:25,192
It was to combine play, fun, entertainment

2387
02:35:25,484 --> 02:35:29,237
with what you could do with technology
from a workstation.

2388
02:35:29,404 --> 02:35:31,239
And that's where
those two words come from.

2389
02:35:31,323 --> 02:35:33,575
"Play" and "station,"
meaning "PlayStation" together.

2390
02:35:34,075 --> 02:35:37,370
I think that Sony put together

2391
02:35:37,454 --> 02:35:40,040
a fantastic team for the PlayStation.

2392
02:35:41,791 --> 02:35:45,337
They had members from both Sony
and Sony Music

2393
02:35:45,462 --> 02:35:48,298
two entirely different teams.

2394
02:35:50,133 --> 02:35:52,802
And there were people like me

2395
02:35:53,845 --> 02:35:57,516
coming from outside of Sony.

2396
02:35:58,058 --> 02:36:02,437
All three types of members

2397
02:36:03,480 --> 02:36:06,024
put their heads together
for the PlayStation.

2398
02:36:06,608 --> 02:36:08,276
This incredible product

2399
02:36:08,485 --> 02:36:10,195
would never have been created

2400
02:36:10,362 --> 02:36:12,405
if Sony hadn't decided on making
the PlayStation.

2401
02:36:12,614 --> 02:36:14,616
A lot of people from different fields

2402
02:36:15,116 --> 02:36:18,161
were able to come together

2403
02:36:19,246 --> 02:36:24,125
and work on gaming hardware.

2404
02:36:24,834 --> 02:36:27,671
The biggest thing I took away from it

2405
02:36:27,754 --> 02:36:31,466
was being able to participate in this.

2406
02:36:33,093 --> 02:36:35,303
The success was not just about
the hardware.

2407
02:36:35,387 --> 02:36:37,514
We were very lucky with CD
coming to fruition.

2408
02:36:37,764 --> 02:36:39,724
The opportunities that CD provided,

2409
02:36:39,808 --> 02:36:43,687
but also, I think, we were able to provide
a product which was very affordable.

2410
02:36:43,895 --> 02:36:46,856
It was appealing to
quite a different age group

2411
02:36:47,107 --> 02:36:49,276
than other machines at the time.

2412
02:36:49,568 --> 02:36:52,153
And, therefore, it was a combination
of hardware, marketing,

2413
02:36:52,237 --> 02:36:53,697
but also some great developers

2414
02:36:54,155 --> 02:36:57,867
who were able to fortunately make the leap
from 2D to 3D,

2415
02:36:58,118 --> 02:36:59,798
because that was not a given
in those days.

2416
02:37:00,412 --> 02:37:02,372
And bringing all these things together,

2417
02:37:02,455 --> 02:37:05,750
ultimately, we were fortunate
in our success,

2418
02:37:05,875 --> 02:37:08,044
but the success was not without
a lot of hard work.

2419
02:37:08,962 --> 02:37:14,426
I think the most lasting legacy
of the first PlayStation was that

2420
02:37:16,177 --> 02:37:21,057
as it was a CD-ROM-based hardware
and succeeded in the marketplace,

2421
02:37:21,891 --> 02:37:27,063
that meant that, finally,
the economics started working

2422
02:37:27,147 --> 02:37:30,233
for the game creators
rather than against the game creators.

2423
02:37:30,567 --> 02:37:33,653
PlayStation has been a massive step,

2424
02:37:33,737 --> 02:37:37,657
a massive moment,
for the home console games market.

2425
02:37:37,741 --> 02:37:40,285
I think what PlayStation brought to it...

2426
02:37:40,368 --> 02:37:42,954
Obviously, innovation
and new ways to play,

2427
02:37:43,246 --> 02:37:45,165
but also this inclusive spirit.

2428
02:37:45,248 --> 02:37:50,170
We really wanted to include
the best talent, the best creators,

2429
02:37:50,295 --> 02:37:52,547
third parties, publishers,

2430
02:37:52,797 --> 02:37:55,592
because we know the more people
we can include

2431
02:37:55,675 --> 02:37:58,511
making games,
making the best games possible,

2432
02:37:58,678 --> 02:38:00,472
the better it is for the players.

2433
02:38:00,555 --> 02:38:02,307
And we've always put the players

2434
02:38:02,390 --> 02:38:04,809
at the heart of
what PlayStation should be about.

2435
02:38:05,310 --> 02:38:10,565
When I first joined the PlayStation
team I was in my early 20s

2436
02:38:14,110 --> 02:38:18,490
and one thing that everyone
was talking about then

2437
02:38:22,535 --> 02:38:26,665
was the desire to make playing
video games a cooler activity.

2438
02:38:27,248 --> 02:38:29,167
Everyone was saying that.

2439
02:38:32,420 --> 02:38:36,549
This was one of the goals
in making the PlayStation.

2440
02:38:39,260 --> 02:38:43,807
Perhaps then, it's fair to say

2441
02:38:43,890 --> 02:38:49,312
that their goals have come true now.

2442
02:38:49,396 --> 02:38:55,527
Video games are definitely
a normal part of our lifestyle now.

2443
02:38:56,778 --> 02:39:01,074
The fact that adults can play
them without feeling self-conscious

2444
02:39:02,492 --> 02:39:04,869
is a pretty major effect
that the PlayStation

2445
02:39:04,953 --> 02:39:07,288
has had on us, wouldn't you say?

2446
02:39:07,372 --> 02:39:08,873
I personally feel that this is so.

2447
02:39:08,998 --> 02:39:10,291
They've done so much...

2448
02:39:10,375 --> 02:39:13,712
You know, IP creation, wonderful games,
wonderful tech,

2449
02:39:13,795 --> 02:39:14,921
now into VR.

2450
02:39:15,296 --> 02:39:17,090
But I think one of the core things

2451
02:39:17,215 --> 02:39:20,552
that PlayStation really did
for the industry was really

2452
02:39:20,760 --> 02:39:24,639
throw those doors open to everyone
and say, "Games can be for all of us."

2453
02:39:24,973 --> 02:39:27,642
It's not just this very small niche hobby.

2454
02:39:27,767 --> 02:39:30,562
It is a viable medium of entertainment.

2455
02:42:00,503 --> 02:42:05,091
And now, a real Japanese guy
from a really big Japanese company.

2456
02:42:05,800 --> 02:42:06,885
In Japan.



