How Supergiant Secretly Launched Hades - Developing Hell #01

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I like that it is just the studio interviews and delving into their process, reasoning and work without a lot of exposition from Danny (no offense!).

Gives a real perspective into what it takes just to launch into EA, none the less a full blown release. Can't wait to watch more.

πŸ‘οΈŽ︎ 75 πŸ‘€οΈŽ︎ u/HP_Craftwerk πŸ“…οΈŽ︎ Dec 19 2018 πŸ—«︎ replies

Odd that the earlier post was removed citing rule 4. As far as I know this is only other duplicate, which was posted 7 minutes ago.

πŸ‘οΈŽ︎ 42 πŸ‘€οΈŽ︎ u/idiot_speaking πŸ“…οΈŽ︎ Dec 19 2018 πŸ—«︎ replies

I love Danny O Dwyer as a host... but this β€˜fly on the wall’ style documentary REALLY works wonders... kind of wouldn’t mind ditching the host/narrator for some docs

πŸ‘οΈŽ︎ 23 πŸ‘€οΈŽ︎ u/[deleted] πŸ“…οΈŽ︎ Dec 20 2018 πŸ—«︎ replies

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πŸ‘οΈŽ︎ 17 πŸ‘€οΈŽ︎ u/[deleted] πŸ“…οΈŽ︎ Dec 19 2018 πŸ—«︎ replies

I liked this a lot. It was really great to get some more insight on the Supergiant process. I appreciated the delving into the minutiae as well, like the weekly meetings and the discussions about framing the trailer. It paints a good picture about making an indie game; it isn't just farting around with your friends, it's still work in the end.

My biggest complaint is that the pacing seemed a bit off. The silent cuts and text setup felt a bit off, like something that could have been accomplished with B-Roll instead of an animated background. Minor complaint, though.

Also, they've really come a long way since Building the Bastion. They've got a fancy studio and everything, wow.

πŸ‘οΈŽ︎ 2 πŸ‘€οΈŽ︎ u/the-nub πŸ“…οΈŽ︎ Dec 21 2018 πŸ—«︎ replies

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πŸ‘οΈŽ︎ 4 πŸ‘€οΈŽ︎ u/[deleted] πŸ“…οΈŽ︎ Dec 19 2018 πŸ—«︎ replies

This just bumped my appreciation for this studio by a whole order of magnitude

Much appreciation to no clip too

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/SonOfaSaracen πŸ“…οΈŽ︎ Dec 20 2018 πŸ—«︎ replies

I love the part at the end where the streamer beats the game just a little after it was released and the devs are in the chat speaking to him. It's just something that couldn't happen without the internet and it's kind of amazing if you think about it.

πŸ‘οΈŽ︎ 2 πŸ‘€οΈŽ︎ u/DIA13OLICAL πŸ“…οΈŽ︎ Dec 20 2018 πŸ—«︎ replies

Great doc, danny! Best one yet, IMO.

I am out of the loop about the game: why is this only in Epic store? Giantbomb will be Epic exclusive? Please, say I'm wrong.

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/mieiri πŸ“…οΈŽ︎ Dec 19 2018 πŸ—«︎ replies
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- We can try it now. So, yes, the game just launched, or it launched earlier. We're back from the Game Awards. I think that was the most stressful thing I've done in a long time. We knew it was supposed to go live in the first 30 minutes. And the premiere still hasn't happened. I went to epicgames.com, the store, whatever the URL is, we can edit it in. I went to the store and it was there and showed it to Greg and Greg is like basically mainlining Twitter into his veins to see if anyone has seen it. 6:10 happens, and then 6:15 happens, and no one is talking about it. And no one has seen the game, and we realize that www.playhades.com 404s, it doesn't go anywhere. And that's the URL at the end of the trailer. (acoustic guitar music) - Hello, my name is Greg Kasavin, and my title is creative director at Supergiant Games. Supergiant Games is a small independent studio here in San Fransisco, California, and we've been around for almost 10 years, since 2009. And we say we want to make games that spark your imagination like the games you played as a kid, which means something to us, hopefully means something to you. Supergiant Games was founded by my colleagues, Amir Rao and Gavin Simon, who I worked with back at Electronic Arts in Los Angeles, on a command and conquer series of real-time strategy games. But at around that era, we started to see this kind of growing trend among smaller independent developers. And there were this games like Braid, and Castle Crashers, and Plants Vs. Zombies, that were made by teams of like 10 or fewer people, give or take. And Amir and Gavin, you know, started wondering, well, what if we could do that? It just so happened that Amir's father had a vacated home in San Jose, California. And one day in, I believe it was August of 2009, Gavin and Amir dropped everything, left their jobs at EA, moved into the house in San Jose, and got busy working on the game that became Bastion, the first game from our studio. The team, you know, starting with just Gavin and Amir grew to the size of seven, over the course of Bastion's development. I reunited with Gavin and Amir about a year into development as Bastion was going into full production. Thankfully, that game was really well-received, when it came out in 2011. Two years flat, it was kinda the startup company mindset. You know, working out of a house, so Gavin and Amir were both I think pretty kinda stir crazy by the time the project was over. Gavin's car would like routinely break down from you know, not being operated for many days at a time, and things like that. - We were interested, after the sort of bright colors, and hopeful world, I mean it was a post-apocalyptic world, after the bright colors of Bastion, and upbeatness of some aspects of that game, of going to like a more serious place, going to a tone, like an operatic tone with Transistor. And going away from the really sort of hyperactive action gameplay of Bastian, into a more deliberate, tactical type of play with Transistor. You know, we kinda knew we wanted to make a sci-fi love story, and we knew we wanted to make, we wanted a game with more tactical pleasures, but we had no idea what that was gonna look like until we started working on it. We took like three years on that one, and then we made a game called Pyre, which took another three years after that. - With Pyre, it was similar. We wanted a game with a larger cast of characters that you could get closer to, and it wasn't clear to us what that game was gonna be until we spent a lot of time on it. It was something that we had a lot of joy making. And I think we were just ready to have a game where you fought some dudes, (laughs) as a starting point. There was so many lofty ambitions behind Pyre, in terms of being a larger game from us, but without us growing the team a bunch. Like, Jen drew every character in that game. You know, Darren made every piece of music and every character in that game, from the shopkeeper to the XLs you meet all have their own musical theme. Greg did like an ending that has millions of permutations based on what you decide to do over the course of that game. So you spend a lot of time doing something like that, and it's a complicated process, and it was a laborious process, and it's not that we were interested in doing something uncomplicated or that didn't take our best efforts. I think we were just interested in doing something we could play really quickly. And start working on really quickly, and start making good really quickly. - And here we are, about to announce, as well as launch, our fourth game in less than a month from this moment when I am speaking right now. For us it's very exciting, and we're really anxious and excited to see what everyone is gonna think of what we have in store next. (lighthearted music) Our fourth game is called Hades. It's a narrative driven, rogue-like dungeon crawler in which you battle your way out of the Underworld of Greek myth, defying the god of death himself, as you go. We wanted to create a game that we can keep building on, that could be replayed over and over, but that still had kinda the signature aspects of our past games, the attention to world-building, the attention to narrative, a style of play that really rewarded experimentation and let you kinda find your own play style within it. One of the aspects of the theme that was fun for us to explore and to answer was like, well, for a game set in the Greek Underworld, what happens when you die? You're already in the land of death, you're just there already, so the premise of our game is the protagonist is attempting to escape from Greek hell. We kinda pitched it to ourselves as like a reverse Diablo. Instead of trying to fight your way down to hell, you're trying to rise up to the surface. But every time you get close, you know, you die and back down you go, and you get to try again. But in our game, you particularly wind up at home, not just in a random spot in the underworld, but in the house of Hades himself, because you play as his son. And his son and Hades himself do not, they're not on the best of terms here. There's been some kind of blowout fight between them. His son has basically said, "Screw you Dad! I'm outta here." Climbs out his window, is running away from home, but Hades is like, "you miserable ungrateful brat, "you're an idiot if you think you're getting out of here." - Be on your way, indeed, what do I care? You shall never reach the surface. Go, see for yourself. - So, to remind ourselves where we are at. Today's November 12th, our game comes out in early access on December sixth. The Game Awards are December sixth. We are in the last week of content number seven, which is the last full milestone we have before early access. There is a play test tomorrow. Next week is a short week, because it's Thanksgiving. the office is closed on Thursday and Friday. We have always treated those days like weekends. So you know, we can email and stuff on Thursdays and Fridays, Saturday, and Sunday. Between today and the 30th, there are three or four huge things happening. So one is we are going to basically wrap the build. We will wrap a trailer also. And we're sending a version of that trailer out hopefully the end of this week to key people. So you may get bugs that are like, "Hey, this is affecting trailer capture," or something like that. If you get a bug like that, just make sure to try and bump it up or to have a conversation about it if it seems like something you can't do fast. - To us, it seems boring to see a dude running through this environment, but I think it's just because all of the time, you're seeing the isometric world and all that. - Yeah, there's a lot to take in. - There's a lot to take in and like, it's pretty awesome looking. - Yeah, I think my feedback is coming from the part where, like, that particular shot is framed really weirdly, like he's way to the left. - By comparison to Red drawing from the guy, and winding up in the pose there. It's like, as an introduction to this character, it's just, you don't get anything from this. Of course, thankfully, you got it from here, so it's fine. We give you the, kinda like, whatever, the intimate scale, and then we're like, yeah but you're this guy! I don't know, just as much as possible as we can bridge that for people, the more that we could do there the better, even though it's like a costly-- - I'm hung onto the feedback, I just don't think we should something about it. - The thing I want to make sure of, though, is that we have the, that we know exactly what all the shots actually are, so then we can like focus, alright? - We toil on games for a long time, and they come out and that's it. You know, we often support them by making different versions and you know, we go to packs and we see our fans and that kind of thing, but we're really interested in trying to do something almost in collaboration with the people who have allowed us to make games together for many years now. - A lot of developers I think would agree that you only feel truly at your peak, kind of working on the game that you're making in the last few months of development. It's almost tragic, you're working on it for three years, or whatever, not quite understanding what you're making, and at the end, you feel a real efficiency around it. You're like, you're at your prime. But you're having to wrap up, and then you move onto your next project. So with early access, it means that we can sort of keep working on it at the height of our ability for the longest period of time. We could keep iterating on aspects based on feedback that we get. And we can make really smart decisions hopefully over a longer period of time, and then, do new things with the storytelling that aren't possible when we have to sort of deliver the whole story all in one chunk. So there's just a laundry list of reasons why it was exciting for us to explore. It will have it's twists and turns as we develop it over time. Of course, for the player who wants the more traditional Supergiant experience, with a beginning, middle, and end, you know, they can always hang out for a couple years until we're done with early access. And one day, the game will be complete from start to finish in that sense. But for everyone else, we're really excited to have them kind of along for the ride, as we first put this out there, and then evolve it based on our own plans and the feedback that we get from folks who play. - It is, what is the date today, December? - November. - It's November (laughs) it's Novemeber 13th. And this is our play test day. Once a month, we all sit down for at least 90 minutes and play the same version of the same build. And then, we get into a room and share our high-level thoughts about our experience with that build. And we try to talk through, what are the big things that we might want to change as a result. And then that helps us determine what we're gonna do for the next four weeks. - I came in early, I got my play testing done. And now I'm fixing some of the many, many bugs that are caused by the play test. Right now, there's this really weird one where the swarmers aren't getting the Ares curse applied correctly if you like have this very specific combination of traits, I'm trying to figure out why. - This one is kinda special because it's our very last one before the early access build comes out, so like, our audience has been almost entirely just people on the team. And there's already a million things I want to change. So it's like harder for me to play it. But I, too, must do my 90 minutes, just like everyone else. And what's kinda cool is like, no matter what you do at Supergiant, you've gotta play test the builds, you've gotta bring your feedback, and you've gotta send your notes. - I also for the first time, played with the keyboard and mouse this time, knowing that our primary audience will be PC players. This game's way harder with keyboard and mouse was my experience, just like, aiming was a lot harder and targeting. Like, it took me like five runs to last more than like four rooms. - I always play with keyboard and mouse. And I just wanna say that it was super easy and I beat the whole thing without dying. (laughter) - I did feel that secret rooms no longer felt worth it. You take a decent amount of health damage just to get a regular reward, so it almost feels like you're giving up on like, you can either go to a room and try to not lose any health and get the same reward, or you can just give up and take 13 damage and get the same reward. - I'd mention secret rooms, I had like an unfortunate experience where I spent 19 health to go into a secret room, and then only got 19 health back in the secret room. (laughter) So that was sort of frustrating. - The biggest set of changes we're making in the last couple weeks are actually to like, there's the whole category of like, stuff that just still needs time. Like, it just needs a little bit of art, it needs one more iteration on the feedback. You know, it needs better text, it needs a better icon, it needs better visual effect, it needs more clarity in what's going on, the game needs to slow down or pause here, the gam needs a better sound effect, it needs a more appropriate sound effect, oh my God, we left an acid in there from Pyre, oh crap, we have to switch that one out. The other kinds of changes that are being made are like on the experience. It's like, hey, no one ever takes this particular keepsake, no one every uses this particular god boom, everyone's avoiding using the spear, and why is that? And so we have to start making these tuning changes. And typically, this is a very stressful process for me because we shipped the game and it's already done. And I've tried to like assuage my, my anxiety around this, by telling myself that hopefully, when players play it, they will tell me if it's bad, but the kinds of changes we're making right now are trying to make it not embarrassingly bad. (laughs) Or not embarrassingly off-pace. Or not embarrassingly outside what you would expect. We had, you know, 12 weapons on Bastion, and I was getting feedback about the same set of weapons a lot. And what that meant, I think what it meant is that no one was using the other ones. So we did a set of play-throughs towards the end of the game where we split up the weapons. And so finally people were using like the bow, and some of these other things. And like, that's when people gave me the real dirt. Like, when you just have to use the bow all the way through, then suddenly, we had these like passionate advocates for the bow, and what it's upgrade trees were, and what it can do, and what it should do. And so, for us, I think we're still, we're kinda at that point where you know, I need a lot of information from people on the team, everyone's trying different stuff, and we're finding out a lot about our own game. And trying to push on the stuff that's good, and kinda, you know, tidy up the stuff that is maybe a little messy. - I hadn't played since the last play test, and it took me a couple runs to remember the door icons, for whatever that's worth. I kept getting confused between I think it's, Aphrodite is the heart, and then also the health room. - The safe slot activation was confusing to me. I like, didn't know that I had to go up to hit continue after selecting a safe slot. I kinda wanted to just like, double click into it. It was just kind of a weird little note I had. - I think we were talking about it, we have like two and a half weeks, or three weeks, until our ship. That actually calculates down to like nine days of work, because it's also gonna be Thanksgiving, and because it's early access, we kind of are trying to encourage the team to kind of slow and steady wins the race, because it's gonna go into early access, and it's not like we get to go on a break for four weeks. We're just gonna have to keep working on it. So we gotta maintain our health and mental health. So I've been working on polishing, a lot of polish at the studio. We like to call it going to Poland, we take a trip to Poland so that we can polish, Polish sausage, all of our assets up. And then, I'm also like, in the middle of, and kind of tying up some of the loose ends on marketing art, finishing and composing key art, working on logo treatment, and then also working on the art that will go into the trailer eventually. - We carve out lots of time at the end of our schedules for fixing ang polishing. There's tons of important kind of micro-decisions happening every single day across all dimensions of the project. Like art assets that are still being touched up or polished or replaced, audio being updated, new voiceover and events and stuff still going in. So, so much of the game, as it's being solidified is really, truly taking shape for the first time. - Hey, did we change something about the Aggro one's light range? - Sorry, what? - Did we change something about the Aggro light range? - No, I never actually committed that. - You never committed that? Okay, I think there's a bug, because she keeps eliminating. They have no interest in fighting back. Why does this bastard not want to fight back? Do we know? Will we find out before it's too late? - We have to keep telling ourselves it's a marathon, not a sprint. All of our colleagues in the development community who have worked on early access games reiterate this to us. They say, prepare yourselves, 'cause it's kind of, the beginning of a whole new chapter. (suspenseful music) - Alright, if I may be so bold, my Lord, perhaps the merest sight of me still stirs in you a memory of my performances of your. It gladdens me you used to like my songs. Drama. - Yeah, thank you. - Yeah, no problem. - Well done. - Also just him talking about being glad and happy, but-- - Not actually being glad or happy. - It's Monday, November 26th, and our video game is gonna be announced and released in 10 days. Normally, I find this part of the process to be one of the best, because usually so much is going into the game, you're finally getting around to some of the things that you might have postponed for a really long time. But this is a unique thing for us, 'cause we're actually announcing it and launching at the same time. It feels like so much more can go wrong, but also, we'll be okay, 'cause we're committed to working on the game through early access so everything is gonna be fine. So, what you're hearing is the constant loop of rationalization that I go through every morning, on this game, to try and justify where we're at. (ukulele music) - Are you remixing the trailer music? - No, I'm just fidgeting. - Acoustic version? (rock music) - What am I doing? This is, I should not be doing this. - So let's actually, if we could, wanna just see this whole thing, it's pretty cool. - Oh, with the new-- - Yeah, I changed it. (rock music) - Dude, it's gonna, you think... Are you sure you're gonna? Let's go to the death moment. That's gonna be a better version - Well, I would jump cut like, it is pretty fucking cool as it is, yeah, I don't know. - I could try it a couple times, maybe I'll get lucky. - Where is that effect, like that blood effect? - I mean, I wouldn't try... - No no, like maybe I could just ask Josh to render me, like that effect, separate and I can just put it on or he can put it on? - So, to remind yourselves what's happening again the week of the Game Awards. The Monday is when we're gonna lock the build. Tuesday, some of us go down to LA. We're down there Wednesday, Thursday's the Game Awards. Everyone else will watch the Game Awards from the office up here, and then launch the game that Thursday. And then, work on the problems Friday, Saturday. - And then work on it for years after that. (uplifting music) - It is Wednesday, December fifth, and tomorrow is the Game Awards. Those of us who are back here at the office are just doing something that we don't always get a lot of time to do which is playing the game, and playing it in a way where we're not constantly looking for problems and things we would fix. It's actually really hard to play a game that you can't change. (laughs) 'Cause we don't want to destabilize it for the launch. So we're doing that, I think a lot of us wish we had more to do right now than we do. In terms of our emotional state, I think there's a lot of excitement. Epic just announced their platform yesterday, and people seem really exited about it, and we're gonna be a part of that story tomorrow. So there's just a lot of different pieces coming together. I wish tomorrow was right now, that is my big wish. How are you feeling about the announcement tomorrow? - Um, pretty nervous. - Mostly excited, yeah. - I'm like, super excited. I know like a bunch of people are nervous, but I'm just like really excited. - I'm just like extremely excited, but also unsure what's gonna happen. - Mostly just focused on the work, put the rest of it out of my mind. Whatever happens happens, and we're ready to just keep going after that. (suspenseful music) - We somehow survived. Where are we, Darren? - We are at the Burbank Airport, across from Guy Fieri's burger joint. - We should film the sign. - We should, yeah, it's a pretty good sign. Yeah, it's a good landmark for Logan. He's gonna meet us here in a minute. - Hello, good sir. We are filming for the documentary. Good to see you, sir. - What documentary? - We're doing the Noclip thing. - Oh, yeah, yeah, yeah. - It's been a while. - Nice hat. - Thank you. - [Jen] Hey man. - [Joanne] I got, no, we want. - [Jen] I don't know. - [Joanne] I bought six of both. - [Greg] Hold on Jen, we're skipping a lot of layers here. - Okay, okay, okay, I'm sorry. I come from a Chinese family. - [Greg] Too many layers. - [Gavin] Wait, can I just hand the rest to you? - [Greg] Are you not partaking, Gavin? You're just eating cookies and watching? - Watching here for a moment. - They critique, and make snarky comments. β™ͺ Rudolph the red-nosed reindeer β™ͺ β™ͺ Had a very shiny nose β™ͺ - From this angle, Jen, it looks like just the tree is singing, because... - While you're on it, because it's not the most stable. - Oh, wait, just, if you're gonna stand. - Don't believe Jen, it's stable. - Don't believe her lies. - Aahh! - Look, it's snapped in, you're good. I'll hold the side, good luck. - [Gavin] Does it have to be on the tallest one or could it be like second tallest? - [Joanne] No, it's supposed to be up on the very top. - [Jen] This is a team building exercise. - To both? - Yes. - Yeah, to both. - [Jen] Does it stay? (laughter) It's perfect! [Joanne] Put it lower to the base of that. - [Alice] I love it! - Supergiant Games presents. - Put it lower to the base so you can't see the battery pack. - I need to make the like, here's who you call if shit goes sideways document right now. - The doors open to the Game Awards in like 45 minutes or something like that, at 4:30. So we are getting ready to head out there. There have been some other Game Awards related news items that did leak today, so we dodged a few of those bullets, I guess. Gonna be an interesting night. I think afterwards, yeah, we may double back here and just figure out what the heck is going on and try to help manage the launch, even though most of our, most of the folks back at the studio are gonna help us make sure it all goes smoothly. We're the lucky ones who get to just show up to this thing and try to have a good time, smile and nod, and cheer for ourselves if nobody else does, once the trailer rolls, so. - Alright. - [Amir] Pre-dinner for the-- - Pre-celebration, pre-funking on all the pie. We have so much pie, it's crazy. - [Amir] Oh yeah, I don't think we've seen this yet tonight. - No, look at this beautiful pie. Alice made this one. - Homemade, store-bought. Has anybody touched the siders? - [Joanne] I have. - [Amir] I have as well. - [Joanne] It was great. - And the winner for best role-playing game goes to Monster Hunter World, congratulations! - [Amir] Oh, they're doing awards already? - Yeah, the pre-show awards. - [Amir] Does that go on the award when you get it? Pre-show award winner? - My good man, we're doing it, it's really happening. (laughter) - What are you watching on Gavin? Are you on Twitch or YouTube? - YouTube I guess, random link. - They put the game live early. But we can't do anything till they show the trailer. So people can start buying the game now. - What do you mean we can't do anything? Like, promote it? - Yeah. Man, you've not been reading Slack chat. - Do you think it'd be good for me to try and do those purchases now, too? - Yeah, mine isn't working, but I think it might have to do with like the address on my credit card or something like that. - I can give you my card and then I'll hop on, hop on it myself as well. - It's going up, oh my god! - Really? - Yeah, on the epic games store. - Oh, online? - It's online. - If you have the store open already, like before they updated it, it didn't update. - Nope, nope, it still wants me to buy it. - Trailer is playing! - Oh my God, aahh! - From the Pyre of Bastion and Transistor. - Camillo, turn it up. - Who do you think you're talking to? Nobody gets out of my domain, whether alive or dead. You wish to learn the hard way. Fine, then go, get out, don't let me stop you. - (chuckles) Wasn't planning on it, father. (electric guitar music) I'm home, well, time to go get killed again. - Death is your only family. Death and delight. - Yeah, whoo! (applause and cheering) - There we go. - [Geoff Keighley] Congratulations to the guys from Supergiant, that is an early access title. They're gonna be updating over time and it's available tonight, right now. - So, yes, the game just launched, or it launched earlier. We're back from the Game Awards. I think that was the most stressful thing I've done in a long time. There is some parts of it that were a little bit unexpected for me, so I had my phone, and I have the whole team in a Slack channel, and I have Epic in a text message. And they, the whole idea was, Geoff was supposed to go out, announce the game, and then the store was supposed to go live. And I got a text from our friends at Epic saying hey, we need to set the store live, basically right away, that was around 5:30. And I thought, that wouldn't be great at the moment because they needed time, because it takes between five and 15 minutes for the store to propagate, and for everyone to be able to see it. And Geoff gave us the sense that we would be towards the beginning of the show, but we didn't know exactly when. So he couldn't give us the time, because it's a live show and you don't know what's gonna happen. So I had all this pressure, on one side, because I wanted to make sure that the store was gonna be live, because there's a URL at the end, telling people where to go to buy it. And I also wanted to make sure that nothing would leak, because we were so fortunate sitting in our seats around 5:30 that no one knew about the game or anything about it, or that it was coming. And I really wanted the world premiere at the Game Awards to be a world premiere. Ended up going up around 6:08, at least the store started to propagate. Or that was when we were supposed to start to set it live. It was supposed to take five to 15 minutes, and I think it took 45 seconds or something before it went live. And so suddenly, I went to EpicGames.com, the store, whatever the URL is, we can edit it in. I went to the store and it was there and showed it to Greg, and Greg is like, basically mainlining Twitter into his veins to see if anyone has seen it. 6:10 happens, and then 6:15 happens, and no one is talking about it. And no one has seen the game, and the premiere still hasn't happened. We knew it was supposed to go live in the first 30 minutes. And then, some other stuff happens, and we realize that www.PlayHades.com 404s, it doesn't go anywhere. And that's the URL at the end of the trailer. And thankfully, one of our own guys found that and at the beginning of the trailer, I went to www.PlayHades.com and it 404ed. It wasn't working, and at the end of the trailer, I went to www.PlayHades.com and it was working. So I don't know what magic they pulled there, yeah. It went live and it's live and I guess people are playing it and you know, the team is talking about it and I have no idea what they're saying. - Jesus Christ, it's true, if you can beat... - I have never made it to the hydra. - If you can beat it and get to the hydra, I guess. - That's been less true lately, but he has a really good build. - He's at 98 health, though. - What's the bug that someone has? - I don't think it's a bug. - He has two sandwiches that he's not eating. - Yeah, die, die! - The thing is, he's gonna win because he's invulnerable all the time. And he's got one more death insurance. - But this is really easy, this part is easy. - All you have to do is get hit, though. - Oh, she did it! - Yay! - No, goddammit! - Alright, type in a congratulations message. Congrats from the Supergiant team, we're watching you. - Are you serious? - Oh my god! - Are you fucking kidding me? - I was looking at it, he doesn't even have any epic booms. - Being permanently invincible surely helped him. - Is that the guy talking? - Oh my gosh! - I mean, he had a fun time. - He's gonna be said when it's over. - Yeah, he just understood what. - Is this the end? - There's more, there's more, don't worry. - That's as far as I can get for now. - We got you, fam, it's like fucking Transistor again, man. - Nice, thank you, thank you so much! - You're welcome, bro. - There's more, talk to Hades. - Go talk to Hades dude, come on. - I guess we just have to ship that bug forever. - Alright, thank you. - Well that's good, that's a good reaction. - It was a blast, oh my god! (laughter) - That's pretty good. (sentimental music) - We've always wanted to help show how games are created to help introduce folks to the idea that game development, while fraught with challenge, is not magic. It's something that is achievable to many people out there if they have an internet connection, and the time and the wherewithal to learn the tools and learn the trade and learn the craft. We hope, in developing the public eye, that, you know, yeah, hopefully it's good for our game, but also if it helps some folks out there on their own journeys to discovering where they stand with respect to wanting to be game makers, I, on a personal level, I hope that that happens since that's how, yeah, since that's how I got into it myself. (sentimental music) - Should we do the upstairs, I guess we should. They can use as little of this as they want. - There are like more closets in this house than in like, all of Queens. - Yeah, than in all of the places I've ever lived, combined. There are more closets in this house. - Just me staring, and I'm looking at the death area, where, well it's our internal name, it's the house of Hades, where when you die you go back to. These little ghosts, I picked all their little patrol paths. So sometimes I just watch them to make sure they're going to the right place, since every ghost's patrol path is done with great intention and gravitas. (electronic music)
Info
Channel: Noclip - Video Game Documentaries
Views: 512,481
Rating: 4.9642162 out of 5
Keywords: hades, early access, developing hell, documentary, docu-series, danny o'dwyer, greg kasavin, supergiant games, noclip
Id: JzyE9hi912c
Channel Id: undefined
Length: 39min 45sec (2385 seconds)
Published: Wed Dec 19 2018
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