Indie Game: The Movie Page #4
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
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