[Music]


0:31

okay my name is Stephen kick and I'm the


0:34

CEO of nighttime Studios


0:39

and we specialize in remastering Lost


0:42

classic games that you can no longer


0:44

play on Modern computers and consoles


0:47

and other platforms I'm Larry cooperman


0:50

I'm the Director of Business Development


0:51

for night dive Studios


0:57

Larry so tell us about how how you got


1:01

into this company


1:03

um


1:03

I uh my career in games I've been in the


1:06

games industry for uh 22 years now


1:10

started off working at stardock had a a


1:15

brief time over at uh at GameStop as


1:18

their uh as their head of uh digital


1:21

publishing um during during uh the the


1:25

period between 2011 and 2013 and then


1:29

after leaving GameStop I really wanted


1:32

to get back into a company that was


1:34

creative and I knew night dive Studios


1:37

reputation and reached out contacted


1:40

Steve kick and


1:42

10 years later here we are so tell us a


1:46

little bit about this concept of uh of


1:48

remasters because


1:49

um if you look even like the launch


1:52

lineups of certain consoles you see


1:56

basically remasters as one of the launch


1:58

titles right and it seems like there's


2:00

this huge interest in


2:04

Nostalgia you know in the older games


2:06

and so why is this happening then would


2:09

you feel like the current generation of


2:12

games just does not satisfy the consumer


2:14

or do you feel like you know there's


2:17

just the consumer it's a little bit


2:18

grown up and they want to relieve those


2:20

experiences that they had you know years


2:22

ago well I think it's a combination of


2:24

like all those things there are a lot of


2:27

people that are my age that grew up


2:29

playing these games that find it


2:30

familiar and nostalgic and want to


2:33

relive it but with you know next-gen


2:35

graphics on their ps5s or their Xbox


2:37

Ones or or whatever and uh on the


2:41

business side of things I think it's


2:43

just a much easier business decision to


2:45

do something that's known to have sold


2:48

well as opposed to putting a lot of risk


2:50

in an unknown IP which typically will


2:53

take a lot more


2:55

money to familiarize your audience with


2:59

so it's it's an easy choice


3:04

so when we think about demand for these


3:09

kind of titles can you talk a little bit


3:12

about who's buying those games uh how


3:16

much are they willing to pay uh what's


3:18

like what are they getting out of it


3:21

because it's like uh I mean you can go


3:23

and Gog and probably download the older


3:25

uh System Shock and just play with that


3:28

like how what are those in fact we


3:30

published that so yes you absolutely


3:32

absolutely can't do that


3:33

um I I think that I think that there are


3:36

are multiple portions of the demographic


3:38

that that we serve


3:40

um Steve who you interviewed before


3:42

um played a lot of these games with with


3:44

his father


3:45

um that was part of his his kind of


3:47

coming of age and this is something that


3:49

that he and his dad did together well I


3:51

had the uh the other side of that


3:53

experience I was playing some of these


3:55

games with my son


3:57

um who's who's a grown man now


4:00

um and you know games like like Turok we


4:03

played on on PC you know originally when


4:06

it when it came out so that was a shared


4:09

experience that we had


4:11

um very early on before my son was uh


4:14

was even his teenage years we were we


4:17

were hooking up um two computers


4:19

um you know pre-internet so that we


4:21

could play a land game of of Doom you


4:25

would not have been able to tell me all


4:27

those years ago that um that that that


4:29

I'd be working for a company that would


4:31

bring back Doom 64. so that was kind of


4:34

cool


4:35

um so we have a we have a young uh what


4:38

I would consider a young demographic I'm


4:40

probably probably mature demographic of


4:43

people that remember playing those games


4:44

from their childhood we have an older


4:47

demographic that played those games in


4:49

many cases either as individuals or with


4:52

their children and then we have another


4:54

demographic that's that's really uh


4:57

positive for us which is which is really


4:59

young people who never got a chance to


5:01

play the games in the first case it's


5:03

amazing how much I see on on forums I


5:06

see posts from people that begin with


5:09

saying well I've heard all about System


5:10

Shock but I never had a chance to play


5:12

it before so I'm really looking forward


5:14

to this


5:15

can you tell us a little bit about what


5:17

do BD


5:19

do for these kind of like product


5:21

oriented uh because you had this


5:23

experience at game slot and this is more


5:25

like a platform like a service thing


5:26

yeah and this is like a different taste


5:28

absolutely so um my my job duties are I


5:31

uh I talk about being outward facing I


5:34

work with a lot of our our partners


5:37

um so I manage those partner


5:39

relationships


5:40

um but because we're also a small


5:42

company I am very much Hands-On


5:45

um with the development of our kex


5:48

engine games


5:49

um some of which are are pretty well


5:50

known uh we've done development work for


5:52

companies like Bethesda Doom 64 and


5:55

Quake and we've also partnered with


5:58

companies like NBC Universal for whom we


6:01

do the tour Rock series of games so I


6:03

manage those relationships but I also


6:06

will communicate back to our development


6:08

teams and make sure that what we're


6:11

doing


6:11

aligns with what our our partners


6:14

interests are at the same time


6:16

so what are the when you talk about


6:19

Partners what Partners do you actually


6:21

need if you want to ship


6:23

a game today that is not online that is


6:27

not multiplayer it's kind of like old


6:29

school and has this big franchise behind


6:32

it but it's kind of like you know not a


6:34

fresh thing well so first of all um


6:36

first of all you really need to have


6:38

great relationships with um our


6:41

distribute distribution Partners


6:43

um for us uh that would include


6:46

companies our our oldest partner is


6:48

gog.com gog.com


6:50

um they're certainly where where the


6:52

company started off and we still work


6:53

with them very closely steam of course


6:56

epic but also Microsoft Sony Nintendo


7:00

those are those are our major Partners


7:03

on the distribution side


7:05

um and then uh


7:08

other than other than what it referred


7:10

to as clients


7:11

um we have also had a great relationship


7:13

working with the team at Epic the unreal


7:17

team over there and uh let me just uh


7:19

say that when we've had technical


7:21

questions when we've needed support for


7:23

the Unreal Engine for a game like system


7:25

shop epic has always been a really good


7:28

partner for us to work with so talking


7:31

about this um


7:33

basically what stands behind this


7:35

franchise when you talk with big


7:37

companies they're saying


7:39

basically having a fun project


7:41

is kind of like


7:43

a key to hiring great people basically


7:47

if you have a you know if you're working


7:48

on God of War it's much easier to hire


7:51

great senior Talent than if you're doing


7:53

something you know completely original


7:55

and uh studios in California they do


7:58

leverage that like the you know to the


8:00

fullest uh what about you like you're


8:02

get you're having this incredible


8:04

franchise that has been around for years


8:07

and there's like this incredible


8:09

um you know fan base how do you approach


8:11

it does it help you hire new Talent do


8:15

you do you hunt for you guys at all like


8:17

how does that work that's a really great


8:19

question because as you may know


8:22

nighttime Studios has always been a


8:23

remote studio and we've been that way


8:25

for 10 years and when you talk to AAA


8:30

and they say oh we've we hire the best


8:33

it's not necessarily true they can hire


8:35

the best within the people that live


8:38

within that studio


8:40

whereas we can truly go all over the


8:43

world and hire the best people because


8:44

there's no requirement for them to to


8:46

you know pull up their roots and move


8:49

so that's a really big factor in in how


8:52

System Shock has turned out the way it


8:53

is is we have literally hired the best


8:55

people the most passionate people who


8:57

love the game more than anyone else


8:59

and um


9:01

it's you know the benefit of working


9:03

with an IP like that is they've come to


9:04

us in most cases or we've been able to


9:08

hire via Word of Mouth you know if we


9:11

hire an artist and they recommend


9:12

somebody else


9:13

chances are they're going to be really


9:15

good so it's taking a lot of the stress


9:17

out for us having to find and locate


9:20

people


9:21

when you think about uh platforms and


9:24

companies like Sony and then many others


9:28

um


9:29

are they more like um


9:32

you know there's this idea of like four


9:34

competitive uh forces that influence you


9:37

and the idea is that the consumer is


9:39

basically your competitor suppliers


9:41

basically are compared everybody's


9:42

trying to uh come and kill you like when


9:45

your work with platforms


9:47

do they help more uh especially like in


9:51

these environments right now like when


9:52

you talk with Sony do they give you like


9:55

a feature why is it important to have


9:58

this relationship so so first of all you


10:01

know you're working in terms of of


10:02

development right you you may need to


10:04

reach out to Sony for questions on on


10:07

how to how to optimize a particular game


10:10

for Playstation you might have a problem


10:13

that you need to reach out to them help


10:15

them help get their help to resolve the


10:17

technical side then the the other side


10:19

of it is once the game is complete


10:21

you're going to be working with that


10:23

same partner different people within


10:25

that organization but you're going to be


10:26

working with that same partner on


10:28

distribution and and marketing side of


10:30

it so it's a it's a funny relationship


10:32

you're working with them before the game


10:34

is made during the the period where the


10:36

game is is in creation and then working


10:39

with a completely different group of


10:40

people but at the same organization once


10:43

the game is complete and you're getting


10:44

it out to the public


10:46

so it's a it's a complicated


10:47

relationship which is why there's always


10:50

a room for people like me to navigate


10:52

that what are the things that the


10:54

platforms can do to help you basically


10:57

push more copies like how do you work


10:59

with them in order to and also like


11:01

maybe as an advice to other devs who are


11:04

trying to do it like what can you do to


11:06

make it more successful well that's also


11:08

a great question


11:09

um I will tell you one of uh one of The


11:11

Shining Moments uh in in night Dives


11:14

past


11:15

um was when we we first our first


11:17

console launches um which was a tourak


11:20

and tourak II launched on the Xbox


11:22

platform


11:24

um Microsoft was was keenly aware that


11:27

we were a small Studio that we were


11:28

first first working on that


11:30

um we had we had great relationships we


11:32

have a dedicated partner manager over


11:35

there Glenn Gregory and Glenn was was


11:38

really instrumental in getting those


11:40

games streamed the day that they


11:42

released on Xbox


11:44

um onto both the the Xbox oxide they


11:47

have multiple sites and and so they they


11:49

really cover that and we saw a


11:50

tremendous lift


11:52

um in in both awareness and um and in


11:55

sales


11:57

um from the as a as a result of the


11:59

partnership work that that Microsoft did


12:01

was we've done similar things with um


12:04

PlayStation


12:05

um we're very active in participating in


12:08

PlayStation sponsored sales and uh and


12:11

from uh Nintendo Nintendo has been an


12:14

absolutely great partner for us to work


12:16

with


12:17

um the reception uh for our bringing


12:20

some of the old N64 titles back and and


12:24

putting them on switch has been


12:26

absolutely great


12:27

um I have been remiss in one partner


12:30

that I didn't mention and I probably


12:32

should have um there's still a huge


12:34

appetite for a Collector's Edition in


12:37

retail boxes of of our games and uh and


12:40

we work pretty closely with the team


12:42

over at limited run games that's also


12:44

been a great partnership for us


12:46

let's talk a little bit about the kind


12:49

of the business side of it like how do


12:51

you


12:53

if you are distributed in the game if


12:56

you're kind of going to Market


12:59

do you work with a publisher do you


13:01

prefer to work alone what is like the


13:04

what are the trade-offs here and there


13:06

uh typically all of our other games have


13:08

been self-published


13:09

and but with System Shock remake we're


13:11

working with PlayOn they're our first


13:14

publisher kind of in this space and and


13:16

we really needed their expertise to help


13:18

us navigate you know some of the


13:20

intricacies that we haven't experienced


13:21

before like localizing the game in 14


13:24

different languages is something that we


13:26

haven't had experience with that they


13:28

were tremendously helpful with


13:30

also a big marketing push so that more


13:34

people knew what was going on that we


13:36

were making the game was very essential


13:38

to us and and they've been amazing in


13:41

providing those services


13:44

and then just uh you know quality of


13:46

life stuff like providing exceptional QA


13:49

teams to help us track down bugs and


13:52

ensure that the end user experience is


13:55

as smooth as possible


13:57

do you feel like it's worth it like


13:58

having the published because there's


14:00

refshare involved and it's not like


14:01

they're working for free right yeah I


14:04

mean there's definitely a trade-off I


14:05

mean we're going to be publishing and


14:07

shipping a much better game than


14:11

um than without them


14:13

and uh I mean there is a cost associated


14:15

with that but we felt like it was a fair


14:17

a fair trade all right cool


14:21

so when we talk about these IPS


14:25

there is this


14:27

um there are like when I talk with guys


14:29

who are doing business like BD or people


14:31

who are


14:32

um they're saying that basically acquire


14:34

an IP is not that you know it's not that


14:38

big of an investment but sometimes it


14:40

can be like


14:41

50 000 bucks or something and you you


14:44

got like yourself like a he-man license


14:46

or something like that if if the IP is


14:49

not really hot if there's like no TV


14:52

show around it if there's like no you


14:54

know animation series and Netflix is not


14:55

interested then it's easier kind of like


14:57

to do this deal can you talk a little


14:59

bit about this you know market for these


15:02

IPS because this is a very interesting


15:04

I'm sure there's a lot of companies who


15:05

want to


15:07

you know dip their toes figure out how


15:09

it works


15:11

um give us a little bit of a background


15:12

like how does that how do you do it


15:14

well we would typically start looking


15:16

for games that we played when we were


15:18

kids that we wanted to enjoy again or we


15:21

wanted to reintroduce to a new


15:23

generation and so a lot of those IPS are


15:26

things that hadn't been touched for


15:27

quite some time and the price tag on


15:30

them kind of reflected that and so it


15:32

was a lot easier for us to go in and and


15:34

say hey this is something that a lot of


15:37

people used to love and there's a lot of


15:40

fandom's still surrounding it but you


15:43

haven't done anything with it for a


15:44

while so if you entrust us with us we


15:47

can not only add value to it but we can


15:51

we can bring it back so that the


15:53

community can kind of rally around it


15:54

again and we can rebuild that what do


15:57

you think what do you think this happens


15:59

like when you have these um you have


16:02

this IP like System Shock which is like


16:04

if you go on any list anywhere and


16:07

immersion Sims they're going to be


16:08

system strong because I'm either a


16:10

number one or a number two it's like


16:12

there's no way around it and at the same


16:14

time people are


16:16

you know not doing anything about it or


16:18

they're trying to you know reinvent the


16:21

wheel a lot of times and uh


16:24

a lot of times they fail because


16:26

sometimes there's like there's some kind


16:28

of magic there that it's not you know


16:30

reliable


16:31

yeah why is this happening that's a


16:34

really good question too because I would


16:36

a lot of what made System Shock great


16:39

obviously to the developers but looking


16:42

glass was really special because pretty


16:44

much everybody that made up that DNA


16:46

came from somewhere other than games I


16:48

mean in the early 90s it was hard to


16:50

find somebody who was well versed or


16:52

well experienced in making games and so


16:55

a lot of their talent came from people


16:58

in like the pharmaceutical industry or


17:01

um from a higher education specifically


17:05

you had a lot of people on their team


17:06

with phds in physics that type of thing


17:10

and when they got together to make a


17:12

game


17:12

they came away with lightning in a


17:14

bottle and something that I mean to my


17:17

opinion anyways has never really been


17:19

replicated


17:21

you've funny you should mention this I


17:23

didn't actually know that there were


17:25

like uh a bunch of guys from different


17:27

Industries so sort of like which is


17:29

saying basically the versatility of the


17:33

genre that they basically invented right


17:34

it comes from kind of the mindset of


17:37

people who were doing it and they were


17:40

they were not really thinking and


17:42

outside the box they were thinking like


17:43

a normal you know terms as a human being


17:46

should be thinking not kind of


17:47

restricted by the rules that the you


17:51

know virtual world is kind of pushing on


17:53

you yeah and they were trying to


17:54

recreate basically reality in this uh


17:57

entertainment package yeah and you just


18:01

don't see that much anymore because a


18:03

lot of the people are making games now


18:04

are people like me we grew up playing


18:06

them and so a lot of our experience and


18:09

our inspiration comes from games that


18:11

have already been made as opposed to


18:14

outside influences like what you know


18:17

the secret sauce would have been at


18:19

Looking Glass


18:21

um one of the one of the things that we


18:23

really found interesting about bringing


18:25

on one of the original developers Rob


18:27

Waters who is the the artist back then


18:30

was that he spent his whole career


18:32

working in games but he doesn't really


18:33

play them


18:34

and he doesn't really digest the same


18:38

media that everybody else does and so


18:40

his artistic vision is


18:43

I guess for the lack of a better term


18:44

it's very pure and so we have something


18:47

that's very unique at the same time and


18:49

I think when you play The System Shock


18:52

remake it really shines through


18:54

so let's talk about System Shock in


18:57

particular because this is one of the


18:59

big titles that you're working on right


19:00

now


19:01

um


19:02

there are two aspects when I think about


19:04

remake and remaster


19:06

and I I think this is


19:09

in the in those words right so you think


19:12

about remasters basically like a like a


19:15

facelift like the better graphics you


19:18

know it supports modern systems when


19:20

we're talking about remake there are


19:22

some some improvements I guess to it


19:24

like and so so where do you kind of


19:26

stand there like do you feel like those


19:29

games


19:30

that are older they need really to go


19:32

into the systems do you need to go into


19:34

like interfaces and some other bits and


19:37

pieces to kind of make them you know


19:39

make the necessary quality of life


19:42

improvements to make them kind of more


19:44

attractive to a current user or do you


19:47

feel like you just need to you know run


19:48

it through you know a couple of very


19:51

good artists they remake the textures


19:53

and it's good to go I think it really


19:55

depends on the game


19:57

um a lot of us have played games in the


19:59

past where you know the first time we


20:02

played them it was it was wonderful it


20:03

was state of the art but we go back and


20:05

we revisit it now and yeah like it's a


20:08

little buggy it's a little janky it


20:09

doesn't play as smoothly as we all


20:11

remember it uh we run into frustrating


20:14

game design issues and I think that one


20:17

of the things that we do specifically


20:19

when we revisit these remasters is we go


20:21

back and we evaluate all that and we


20:23

make those changes just to smooth out


20:26

the presentation and to take those bumps


20:28

and those boards off so that you're left


20:30

with something that feels more modern


20:32

and smooth and probably more closer to


20:34

how you remember it being than it


20:35

actually being


20:37

and uh you know with a with a complete


20:40

remake we're starting from from Ground


20:41

Zero essentially and we're rebuilding a


20:44

game from scratch and so that leaves us


20:46

with a lot more room to change and alter


20:50

things while also hopefully keeping with


20:53

the spirit of the original


20:55

you know what when I think about System


20:57

Shock in particular in my experience is


21:00

um kind of those drawbacks when you look


21:03

at it now and you it's kind of like an


21:05

old game and this you know I wouldn't


21:08

say bucket but it's


21:09

it has a certain level of how how you


21:12

play it right yeah


21:14

um it's janky yeah


21:16

um when I look at it now I feel like


21:18

this was part of the experience


21:20

basically like this horror of your like


21:23

being compressed in this uh space and


21:26

you're you're I was literally afraid to


21:28

open the door and proceed the sound as


21:32

well it's just kind of pushes like on


21:34

your psyche and you're just sitting


21:35

there you're afraid to move


21:37

do you feel like you can replicate that


21:39

and maybe you probably do like how do


21:41

you replicate this and and when you're


21:43

doing the the Remake well we wanted to


21:46

all be as close to the original as


21:49

possible but while giving the player you


21:52

know new things to experience and


21:55

replicating again that that atmosphere


21:57

of horror and that tension was really


21:59

important to us and so we felt that the


22:02

combination of the level design uh the


22:05

lighting and the sound was was more


22:07

important than restricting the player's


22:10

ability to kind of move and interact


22:12

with the environment


22:13

and that's one of the biggest things


22:15

that people talk about in their


22:17

inability to kind of enjoy the original


22:18

is that it's just hard to navigate and


22:22

that was by Design originally but it was


22:25

also during a time where all the


22:27

developers were just trying to figure


22:28

out the best way to allow the player to


22:30

interact with their worlds and so no one


22:34

um kind of


22:36

standard had been decided upon yet and


22:39

now with the you know 30 years of


22:42

experience behind us we're all familiar


22:44

like you know the analog sticks are


22:46

going to make you look up and down and


22:47

and move and you know if you deviate


22:50

from that it's going to upset people


22:53

and so there's a standard that we've


22:56

applied with the Remake that will enable


22:59

people to still play


23:00

essentially what's the original gain but


23:03

just with more freedom but hopefully


23:06

we've maintained that that crushing


23:08

oppressive kind of feeling of being


23:10

alone on a space station full of dead


23:12

people and monsters thanks for enjoying


23:15

another episode of the 80 level


23:17

Roundtable podcast check out upcoming


23:20

episodes on the 80 level website at 80.


23:23

LV join our career site at 80. LV RFP


23:28

and share our podcast with friends and


23:31

on your social networks


23:34

[Music]


23:36

foreign