Indie Game: The Movie Page #10

Synopsis: A documentary that follows the journeys of indie game developers as they create games and release those works, and themselves, to the world.
Production: The Film Sales Company
  3 wins & 6 nominations.
 
IMDB:
7.7
Metacritic:
73
Rotten Tomatoes:
93%
NOT RATED
Year:
2012
94 min
Website
515 Views


But, they do. Like I do want to have a

f***ing million views on my trailer.

I want everybody to be talking about

the game.

It can get to you.

Because it's like...

...they tell you what you want to hear

basically...

...well, not what you want to hear

but...

You know, sometimes I think the game

sucks, and I suck....

...and that it's not going to work.

Then, this one guy comes along

"yeah this game's stupid....

...Nothing happens in it".

And, I'm like, oh F*** you're right.

Nothing happens in FEZ.

I don't feel like...

...as relieved and happy about things

as I wished I was gonna.

I'm still worried that I might end up

making a shitty game

That's going to be remembered as

shitty game...

that was in development for too long,

and end up dissapointing everybody.

I have news for you, too.

Hopefully, it will take

a bit of the edge off.

Hit me.

We had a meeting.

We sat down. We talked about all the

grievances, all the issues.

We agreed, we shook on it and

we came to an understanding....

And, he's going to sign and it's all

going to be taken care of.

Wonderful.

Yeah? Alright man.

It isn't signed, yet. But, it's huge

weight lifted off my shoulders.

Like I can breath easier.

[INTERVIEWER]

I'm getting a Knytt Stories vibe.

Yes!

[INTERVIEWER]

A bit of Cave Story.

No!

No, Cave Story, I meant say.

Why does he wear a little Fez hat?

Because that's where

he get his 3D power from.

Because the Fez is a cube.

Well, that's it really.

That's my logic for that.

Did I see the entirity of the

mechanic?

Basically, you don't get

anymore more powers than that.

There's no boss fights,

or penalties for dying....

So, it's meant to be played slowly and

carefully like enjoy the world.

It's stop and smell the flowers

kind of game.

When I explained to people what the

game was about...

...and how it was slow and passive and

relaxing...

...alot of people understood what I

was going for with that.

People enjoyed what we showed them....

...which is just the beginning of game

that we've been polishing like crazy.

The game is still not done. It's still

not a cohesive whole.

I still have a lot of work to do.

So I can't just like, take it all

to the bank, right now.

I can't just like "Oh yeah, I did

great job. FEZ is fantastic."

I need to still

be afraid of failure, I think.

The game came out.

It was ...

... highly praised in the press.

We got interviewed

by the Wall Street Journal.

It got the second highest

'Metacritic' score of all time...

... on Xbox Live.

And we sold 22,000 copies of the game.

Yep.

I feel like, I actually...

... for the first time in my whole

career...

I successfully did something that...

...a majority of people liked.

It wasn't an alienating experience.

I'm notorious for making games that...

...tend to alienate.

Or not everybody completely

understands.

And to make something that seems to

have...

...complete universal praise.

I can't help but think that...

I finally made something...

... good.

Like, I know there's a kid out there.

Who stayed up all night long.

For the game to come out.

And didn't go to school the next day.

Because he was so into playing it.

And that even exceeds my experiences

when I was younger.

And to think that I could make

something that could...

... have an impact on this kid,

even creatively into thinking:

Hey, I know two guys made this.

Maybe I can make something too?

It's just cool.

It's really cool.

It feels really really good.

Part of it...

... is about not trying to be ...

... professional.

A lot of people come into indie games,

trying to be like a big company.

What those game companies do...

...is create highly polished things...

...that serve as large an audience

as possible.

The way that you do that is by...

...filing off all the bumps

on something.

If there's a sharp corner.

You make sure that's not going

to hurt anybody.

That creation of this highly glossy,

commercial product...

... is the opposite

of making something personal.

Things that are personal have flaws.

They have vulnerabilities.

If you don't see a vulnerability

in somebody.

You're probably not relating to them

on a very personal level.

[He has no plans to delay.]

So it's the same with a game design.

Making it, was about:

Let me take my deepest

flaws and vulnerabilities ...

and put them in the game.

and let's see what happens.

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Ike Barinholtz

Isaac "Ike" Barinholtz (born February 18, 1977) is an American comedian, actor and screenwriter. He was a cast member on MADtv from 2002 to 2007, Eastbound & Down (2012), and had a regular role on The Mindy Project. In his film work, he is best known for his acting roles in Neighbors (2014) and its sequel, Neighbors 2: Sorority Rising (2016), Sisters (2015), Suicide Squad (2016) and Blockers (2018), as well for as co-writing the screenplay for the 2016 comedy film Central Intelligence. more…

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Submitted on August 05, 2018

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