Indie Game: The Movie Page #2
to be traditional in a way.
It's a 'Platformer'
This very well know thing.
But it's got a real distinct art style
And a very quirky
point of view.
Super Meat Boy is a retro Platformer.
Where you play as a boy with no skin.
Who's just Meat, basically.
He's trying to rescue his girlfriend,
who is made of bandages...
From an evil doctor,
that's a fetus in a jar...
... wearing a top hat and a monocle.
Dressed in a tuxedo.
During my early years.
Going through school and everything...
It was all 'Mega Man', 'Mario'
and 'Metroid'
Older, very very difficult games.
Every game on this wall...
... 'F Zero' was hard ...
... 'Mega Man' was very difficult.
'Spy Hunter' was stupidly difficult.
In Super Meat Boy,
we get to do whatever we want.
We don't have a publisher.
Or investors.
We don't answer to anybody.
A lot of that is shown in the game.
We get away with a lot of stuff.
We can have Dr. Fetus
give the middle finger.
Because he only has 3 fingers. So it's
not technically his middle finger.
We can put in any sort of humor
or parody that we want.
We have parodies of 'Street Fighter'
and 'Castlevania'...
... 'Mega Man' intros
... 'Bubble Bobble'
'Super Meat Boy' will release
on Xbox in 7 months.
People want to know:
Is this game going to be substantial?
Or is it just all the quirk
and character?
going to be ...
... along the lines of Castle Crashers
In 2008, 'Castle Crashers' and 'Braid'
were the 2 games that...
... really made people look at go:
'Oh, I can download games on my Xbox.'
People are expecting this game to be
the next big thing on 'XBLA'.
As long as it comes out
and does something ...
Even if it made me $ 20,000
over the next 2 years or something...
That would be enough
to make the next game.
Based on
what I'm living off right now.
And I'd have to do that, because...
I'm not going
to go work at 'EA' or 'Epic'.
That sounds horrible.
That sounds like Hell to me.
So, if it comes out
and people don't like it.
And people hate it.
And it has a Metacritic score
of, like, 20.
And everyone thinks its awful...
It doesn't make a difference
because ...
Even though it's a game
that people are supposed to buy ...
... it's not a game
that I made 'for people'.
I made it for myself.
Ed and I made it as a reflection
of ourselves.
And we tried to make it as fun
and as accessible as possible.
Whatever. If people want
'Modern Warfare' or 'Halo Reach'...
...that's fine because I think
those games are sh*t.
If that's what people want.
Then they don't want my games.
Because I don't make sh*t games.
... even remotely ...
'FEZ' is one of the projects that
you've been hearing about for a while.
It's been several years in development
FEZ has been in development
for the past 3 years.
FEZ will be memorable for
it's release ....
And the winner is...
FEZ!
So FEZ wins an award at the IGF...
It was hardly finished.
It won on the back of small tech demo.
In the clear blue sky ...
Within a week, I saw it on
My name is Phil.
I'm an independent game developer.
It's mostly about this little 2D guy.
Who lives in a 2D world.
And then one day realizes that
the world is 3D.
All of a sudden, Phil,
who is making this game on his own...
... with a grant from
the Canadian government.
Is some Indie Gaming Rock-star.
This is f***ing awesome.
Phil is trying to walk around
in a Cubist painting.
That's what FEZ is ...
... you're walking around
a cubist painting.
2D characters in a 3D rotating world.
At any point, you're only
seeing one side of the world.
And everybody is clamoring.
They want to see the game.
"When do we get the game..."
"When can we play the game..."
There's been so much speculation about
When? Where? ... How?
If EVER this game is going to come out
I'm working on it.
As hard as I can.
All the time.
"What's taking so long"
"What the f*** are you doing Phil?"
I'm doing the best I can here!
I don't hear people b*tch about
Valve taking-
Well, no, they do b*tch about Valve
and Episode 3.
And there's hundreds of people
working there!
ICO took five years...
Red Dead Redemption:
A thousand people. Five years.
GTA4:
A thousand people. Five years.
Nobody b*tches about that-
A THOUSAND PEOPLE!!
There's two of us here
"It's taking too long"
F*** OFF!
JESUS F***ING CHRIST!
Like...
It really gets to me.
I guess, that's the price you pay
for being indie.
And being the one guy that
people know is making the game.
You open yourself up to
these kinds of personal attacks.
That I wasn't ... uh ...
That's not something I was expecting,
when dreaming about being independent.
Not this Army of A**holes online ...
... to, not ruin my life,
but to make it that more ...
...hard to enjoy.
It's a complicated game also.
It was ridiculously over ambitious.
It's a classic mistake.
And we didn't realize
we were making it.
We thought it was going to take a year
a simple game.
And it became a completely
different game many times.
[Phil & Renaud converse in French]
My name is Renaud.
I've been programming FEZ
since the beginning.
Day to day, it's just coding stuff.
Adding features. Fixing bugs.
That's what I do.
There's a lot of
personal pressure to ...
... finish what you've been working on
for so long.
And there's a lot of people
expecting it to be really awesome.
And much bigger than we've shown.
Because, every time we show something.
We say:
'oh that's nothing'.'that's just a small part'
'you'll see how much better it gets'
The personal pressure is bigger to me
than the outside world pressure.
I really need to get this done.
It's a learning experience
I've made games before. But I've never
produced an entire game from A to Z.
For commercial release
On a real platform.
With Microsoft.
I've never done that before.
It's terrifying.
It's really really really scary.
Especially when you lose funding.
Or something like that ...
There's just no safety net there.
There's nothing to fall back on.
everything falling apart.
Any day now.
FEZ is now scheduled
to release in 2011
13 months left.
It was very difficult to make the game
But in some ways,
it was less difficult...
... than what I had
Having a lot of big ideas about
what I wanted to do in games.
And not finishing anything that had
[Jonathan has been making
games for 22 years]
I think as one ages
and establishes a pattern of that.
It becomes a little bit demoralizing.
You start to look at things and say:
"Maybe I'm never going to do the
things I thought I would."
Then one day, I said: I'm going to
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