WEBVTT

00:00:00.040 --> 00:00:06.040
Linus Tech tips coverage of pxs 2013 is brought to you by Western Digital Intel

00:00:04.600 --> 00:00:10.920
and steel Series so we're here with Nick Herman

00:00:08.559 --> 00:00:15.080
co-director of a Wolf Among Us also The Walking Dead and apparently a million

00:00:12.880 --> 00:00:19.400
other things is that correct uh yeah I guess we make a lot of games if someone

00:00:17.800 --> 00:00:25.760
said it it must be true and it's on the internet right sweet yeah oh yeah totally a million games so give me the I

00:00:23.160 --> 00:00:29.320
guess give me the 30 to 60c pitch for how why you want a gamer to invest in

00:00:27.920 --> 00:00:33.160
the experience you guys are delivering here yeah um I mean uh with The Wolf

00:00:31.320 --> 00:00:38.840
Among Us uh we sort of you know we're following up The Walking Dead and um I

00:00:36.200 --> 00:00:43.239
think a lot of people are sort of putting the pressure on us to make this

00:00:40.280 --> 00:00:45.760
good and I and I think we uh instead of you know taking this really dark and

00:00:44.640 --> 00:00:50.640
really serious I mean the game actually is really dark and serious so what am I saying we wanted to push it in a

00:00:49.000 --> 00:00:53.960
different direction it's not it's not about you know it's they're two

00:00:52.760 --> 00:00:58.760
different characters right two different stories Lee's you know a story of uh

00:00:56.160 --> 00:01:02.519
sort of redemption and sort of um being someone's Savior and and this game I

00:01:01.079 --> 00:01:09.119
think is is a little bit about redemption in the fact that Big B wolf who's the sheriff of fabletown you know

00:01:06.400 --> 00:01:13.240
he he used to be the big battle wolf and now he's sort of in charge of protecting

00:01:11.000 --> 00:01:16.640
everyone and it's and it's sort of up to the player to figure out how they want

00:01:14.880 --> 00:01:20.840
to do that like the the the problem with him is he's got all this power right and

00:01:18.759 --> 00:01:24.680
you have to choose whether or not using that power is worth it and and if when

00:01:23.079 --> 00:01:29.320
you do what how that affects you know the people around you and what people think of you and um I think it's really

00:01:27.799 --> 00:01:33.079
interesting and I mean with this game too you can look at of the art and it

00:01:31.360 --> 00:01:36.520
looks so different the game feels different it's a different story so I

00:01:34.880 --> 00:01:40.960
think people should just be excited for something new and yeah now I played a

00:01:39.000 --> 00:01:44.360
10-minute demo of it here in the booth and the thing that I noticed more than

00:01:42.320 --> 00:01:48.119
anything else is looking from my screen to the guy next to me is we were playing

00:01:46.280 --> 00:01:52.920
the same 10-minute demo and he had completely different stuff on his screen

00:01:50.320 --> 00:01:57.520
whether it's down to um an option in the combat or whether it's down to um

00:01:55.680 --> 00:02:01.399
driving away in the car versus falling out of a window on top of the car it

00:01:59.439 --> 00:02:05.759
felt like the choices I was making were having we're having a huge impact on how

00:02:03.600 --> 00:02:08.679
the story was progressing I mean you guys obviously have a branching

00:02:07.039 --> 00:02:13.239
structure to it but are there you know 101 endings or is it pretty linear yeah

00:02:11.840 --> 00:02:19.200
I mean I would say it's it's closer to The Walking Dead I mean we don't have I mean with episode one we don't have you

00:02:16.319 --> 00:02:22.280
know 40 endings but um I think a lot of the things we're playing around with are

00:02:20.400 --> 00:02:26.720
just giving the player more Choice more often um letting them sort of uh choose

00:02:25.319 --> 00:02:31.400
how they want to play on on a more of a micro level a lot of the times and um

00:02:29.920 --> 00:02:36.040
something we're playing with too is is sort of the sense of time so uh even in

00:02:34.160 --> 00:02:39.760
the demo when you're talking to Mr toe downstairs you can leave the

00:02:37.640 --> 00:02:43.280
conversation early in favor of sort of getting to figure out what's going on or

00:02:41.640 --> 00:02:46.440
you can sort of drill them a little bit more and get more information and and

00:02:44.800 --> 00:02:52.280
that comes into play in a much bigger way later in the episode too fascinating

00:02:49.319 --> 00:02:57.680
I mean speaking of sense of time um the combat was felt very frantic felt very

00:02:55.159 --> 00:03:01.879
urgent but didn't feel very punishing because whenever I made a mistake I was

00:02:59.440 --> 00:03:06.360
able to go back to about you know 3 to 5 seconds ago and and get a do over so

00:03:04.680 --> 00:03:09.879
what does that say about the experience you guys are trying to deliver here yeah

00:03:07.959 --> 00:03:13.040
I mean with with a combat specifically it's really about I mean we're not we

00:03:11.959 --> 00:03:17.239
don't want to punish people for not being able to play an action sequence I think most people play our games for

00:03:16.080 --> 00:03:22.920
sort of the narrative and the characters in the story and and getting to make

00:03:19.480 --> 00:03:24.360
these decisions and um yeah I think I

00:03:22.920 --> 00:03:27.760
think it's really about in the fight sequence just sort of creating Your Own

00:03:26.000 --> 00:03:32.280
Story I mean we now we have this a branching fight sequences really just to

00:03:30.360 --> 00:03:35.799
let the player Express themselves more like I was saying more on a micro level

00:03:34.120 --> 00:03:40.239
and um even if you get the kicked out of you it's still fun to watch right

00:03:38.080 --> 00:03:43.040
it's still it's still something it's an exciting experience and there's only you

00:03:41.720 --> 00:03:47.760
know a few death States in that in that fight but um it's really about creating

00:03:45.840 --> 00:03:51.159
narrative I mean one of the things I noticed is during the fight okay so when

00:03:49.840 --> 00:03:56.000
you're talking to people you really have the option to be a total or to

00:03:53.599 --> 00:04:00.000
just be very passive or to be very helpful you you can go one of even in

00:03:58.239 --> 00:04:04.120
the fight you have an option to throw them and you can decide what to throw

00:04:01.360 --> 00:04:07.400
them against um how does that affect who how you're building yourself out as a

00:04:05.319 --> 00:04:11.280
character yeah I mean it's it's funny that that there's a you know there's a

00:04:09.840 --> 00:04:14.599
couch you can throw them into and a lot of people are like well I threw him into

00:04:13.159 --> 00:04:18.840
the couch because you know like I wanted to be kind of soft on them but you know

00:04:16.519 --> 00:04:23.160
just you like they just sort of you know read into it more than than we even

00:04:21.600 --> 00:04:28.280
expect sometimes and that's that's sort of the fun part of it um and I think in

00:04:26.199 --> 00:04:31.000
in that fight specifically there's uh it we're sort of just teaching you the

00:04:29.240 --> 00:04:34.199
mechanics but but later on there's going to be ramifications for how you treat

00:04:32.400 --> 00:04:38.080
people in those types of situations that's absolutely very very

00:04:36.639 --> 00:04:41.880
cool I really enjoy the demo and I'm really excited to see this when it's

00:04:40.199 --> 00:04:47.080
available for me to buy Yeah well yeah it'll be available uh early or late SE

00:04:44.479 --> 00:04:52.080
September early October yeah sounds great thank you so much thank you we're

00:04:49.560 --> 00:04:56.800
here with Pierre shet lead writer of a Wolf Among Us well at least episode one

00:04:54.960 --> 00:05:01.520
anyway hopefully episode two assuming things go really really well with this

00:04:58.120 --> 00:05:03.800
one tell me about how how challenging is

00:05:01.520 --> 00:05:08.919
it to write for a character like Big B wolf when the charact or the the player

00:05:06.680 --> 00:05:11.800
gets to make a lot of the decisions and you just kind of have to make sure that

00:05:10.400 --> 00:05:18.319
everything makes sense regardless of what they do luckily for us um Big B

00:05:15.240 --> 00:05:20.919
comes from fables the uh Bill Willingham

00:05:18.319 --> 00:05:24.960
comic book um he's a dynamic enough character that the range that you have

00:05:23.199 --> 00:05:30.240
with him the way you'd want to swing this character um emotionally whether

00:05:27.600 --> 00:05:35.639
you want to play the role of the enforcer the the

00:05:33.120 --> 00:05:39.120
law-abiding Sheriff of fabl town or you want to be the guy who kicks a door in

00:05:38.080 --> 00:05:45.000
and gets answers all that still fits in with who

00:05:42.199 --> 00:05:49.560
Big B is and allowing people to sort of choose who their Big B is is still

00:05:47.560 --> 00:05:54.880
possible even with a character that U many people know and love okay so I mean

00:05:52.800 --> 00:05:59.639
if that if that's not the big challenge of writing for a for a game like this

00:05:57.680 --> 00:06:03.400
then what what were the things that you were sitting around the table or

00:06:01.960 --> 00:06:08.199
discussing or sitting at your desk tearing your hair out well

00:06:06.479 --> 00:06:14.720
figuratively that's that must be where it all went so um tell me what was so

00:06:11.560 --> 00:06:16.599
difficult it was definitely giving the

00:06:14.720 --> 00:06:24.199
game and giving The Wolf Among Us an identity that is different

00:06:19.960 --> 00:06:26.039
and sort of sticks out from what The

00:06:24.199 --> 00:06:31.800
Walking Dead has done not trying to relive the same beats not trying to have

00:06:28.960 --> 00:06:35.720
similar characters is it's its own thing it's it's based on fables it's a

00:06:33.560 --> 00:06:40.440
Fantastical world and just being true to that and giving it its own feel and

00:06:37.759 --> 00:06:43.919
atmosphere and tone and dialogue uh was probably the biggest challenge from a

00:06:41.639 --> 00:06:48.440
writing standpoint thank you so much I really appreciate you taking the time

00:06:45.280 --> 00:06:50.800
Pierre and uh hey good luck thanks

00:06:48.440 --> 00:06:55.240
thanks nice talking to you so guys don't miss any of our packs Prime 2013

00:06:53.680 --> 00:07:00.520
coverage remember our trip to the show here is powered by Western Digital Intel

00:06:57.199 --> 00:07:00.520
and steel series
