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This Is What a "Second-Person" Video Game Would Look Like

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    Most 3D, character-driven video games
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    can be pretty easily placed
    into one of two categories:
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    either first person or third person.
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    In a first-person game,
    you see the game world
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    through the actual eyes
    of the player character
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    as though you were that character,
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    and in a third-person game,
    you see the player character
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    from the outside - often
    from behind their back
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    or from a fixed isometric perspective.
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    But the existence of
    these two perspectives
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    begs a question:
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    if this is what a
    first-person game looks like,
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    and this is what a third-person
    video game looks like...
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    what exactly would
    second-person look like?
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    Now, I'm not the first
    person to wonder about this -
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    the question of whether or not
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    a second-person shooter
    could actually exist
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    is one that has plagued
    video game message boards
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    just about as long as
    the Internet has existed.
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    It's also served as the premise
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    for some pretty good comedy
    sketches over the years,
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    like this one from Mega64:
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    - [Announcer] Introducing the world's
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    first second-person shooter.
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    (video game music)
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    (rock music)
    - No no no no!
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    - And this one from The Onion.
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    - To enter second-person shooter mode,
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    you just simply adjust
    the narrative slider
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    from first to second.
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    - You are walking down a long corridor.
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    Suddenly, a Nazi leaps out
    from around the doorway
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    and unleashes a hail of machine
    gun fire in your direction.
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    - But to help us actually figure out
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    what a second-person game would really be,
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    I think it would be helpful
    to look at this grammatically.
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    In written language, the term "first person"
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    denotes any writing
    where the point of view
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    uses phrases like "I" or m"y"
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    to tell the story from the
    perspective of the protagonist.
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    Third-person writing, on the other hand,
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    uses third-person pronouns -
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    for example, "he went this way,"
    "she went that way," et cetera -
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    to talk about characters
    from an outside perspective.
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    Now, second-person writing does exist,
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    but it's kind of a weird one -
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    in second person, the
    primary pronoun used is "you."
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    "You do this," "you go there," et cetera.
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    The second person is
    actually a lot less common
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    in narrative writing,
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    and it's actually something
    you're more likely to encounter
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    in, say, a list of instructions
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    or a choose-your-own-adventure book.
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    Now, the analogous video
    game camera perspectives
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    for first and third-person
    writing are obvious -
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    but what about for second-person?
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    We know what an "I" game looks like
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    and we know what a "he" game looks like,
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    but what about a "you" game?
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    Strangely enough, I actually
    found the answer to this
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    before I even came up with the question,
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    and, believe it or not, it
    came to me courtesy of a game
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    you may have heard me
    talk about once before -
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    and that game is Driver: San Francisco.
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    See, for all the interesting missions
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    in Driver: San Francisco -
    and there are plenty of them -
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    there's one mission in particular
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    that I swear to God I
    think about all the time.
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    The mission in question
    is called "The Target"
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    and it's the final mission
    of chapter six of the game.
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    In the game, you play as
    a cop named John Tanner
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    who, for reasons I won't get into here,
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    basically has a superpower that allows you
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    to take over the bodies
    of any other driver,
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    and has begun using that superpower
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    to foil a possible terror plot
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    from a gangster named Jericho.
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    Over the course of the game Tanner decides
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    that the best way to
    unravel Jericho's plans
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    is to do it from the inside,
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    and in order to do that,
    Tanner takes over the body
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    of a low-level henchman named Ordell
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    and uses his driving skills
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    to help move Ordell up the ranks.
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    The final mission in this story arc
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    sees you inhabiting
    Ordell's body one last time
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    to complete a major assignment
    from his boss Leila,
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    who is this international assassin
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    and Jericho's second-in-command.
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    Tanner's plan?
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    Warp into Ordell's body and,
    without arousing suspicion,
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    drive Leila and Ordell
    directly into police custody.
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    Now, the mission begins as normal
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    with Tanner and his partner Jones
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    driving their iconic
    orange Dodge Challenger,
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    and soon enough, you
    warp into Ordell's body
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    with Leila in the passenger seat
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    where she gives you some
    clarity on the mission.
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    (car engine roaring)
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    - [Leila] Ordell, I need
    nothing but your best today.
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    - [Tanner] What's going down?
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    - [Leila] Jericho's got
    a problem he wants fixed.
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    Get me to the target and I'll fix it.
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    - So you drive to the destination
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    she's given you, closing
    in on your target,
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    and as you get close, this happens:
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    (car engine roaring)
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    - Slow down.
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    We should acquire the target any time now.
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    (car engine roaring)
    (tires screeching)
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    The yellow Dodge, up ahead.
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    Stay close but don't be obvious.
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    - ...that's my car.
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    - What?
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    That's the cop that's
    been getting in our way.
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    - Do we follow him to the target?
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    - ...he IS the target.
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    - [Narrator] It's you.
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    You've been assigned to kill... you.
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    (music)
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    Now, after that cutscene ends,
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    you are back in Ordell's
    body in the first person
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    with Leila sitting to your right.
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    But then... you press the
    throttle to accelerate,
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    and the car in front of you moves.
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    You steer to the left and to the right...
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    and the car in front of you moves
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    to the left and then to the right.
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    And then, quickly, it sinks in
    that the car you're controlling
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    is actually the car you're following.
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    Your perspective as the
    player is entirely separate
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    from what you're
    controlling as the player.
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    In other words, you're pursuing... you.
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    Now, as you can see, the
    car that you're sitting in
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    is moving, too - but, crucially,
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    you're not the one who's
    controlling that car.
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    The car you're sitting in
    is moving automatically,
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    seemingly operated by
    an AI-controlled driver
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    who's tailing the car
    you're actually controlling.
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    It's basically like a chase
    mission in any other video game
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    just like you've seen
    countless other times -
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    except for this time,
    it's flipped on its head.
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    This time, you're the one being followed,
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    while simultaneously seeing it all unfold
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    from the perspective of the
    car doing the following.
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    And while it's hard for me to guess
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    how well this comes across on video,
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    all these elements
    combine to make something
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    that is very, very odd to play.
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    There's something
    shocking and disorienting
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    about seeing a first-person
    perspective on your screen
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    but also not controlling that perspective
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    while remotely operating
    the car that you're tailing.
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    It's the closest a video
    game has ever gotten
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    to feeling like a true
    out-of-body experience,
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    and it's an experience
    that has stuck with me
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    ever since I first played
    this game back in 2011.
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    Now, when I first played
    Driver: San Francisco
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    eight years ago,
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    I kinda just played
    through this mission once,
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    start to finish, marveling
    at the unique perspective
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    that this mission granted you,
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    but then moving on to
    the rest of the game.
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    But I've always felt like if
    I ever came back to this game,
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    I'd wanna pick this mission apart
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    and see what makes it tick,
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    and that's part of what
    I hope to accomplish
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    with this video.
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    See, as cool as this mission
    is, it's also pretty linear.
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    The whole thing takes
    place with you driving down
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    this completely locked-down race course
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    with no exits or detours -
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    pretty much just a
    straight shot to the exit.
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    I've always assumed that
    the developer Reflections
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    designed this mission this way
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    due to the technological limitations
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    of this weird second-person camera
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    that they built just for this mission.
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    Perhaps there was no way
    for them to get this camera
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    to behave properly in
    the actual open world
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    with all the various streets, elevations,
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    and alleyways you could dip into -
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    not to mention the other street traffic.
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    And on top of that,
    they built this mission
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    with a pretty strict countdown timer,
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    forcing you to hit the
    checkpoints in rapid succession -
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    something that I've always
    assumed was placed there
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    to keep you from ever
    veering too far off the path
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    and breaking the game somehow.
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    Still, I've always wondered about
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    the actual limitations of this mission,
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    and I knew that this time
    around I wanted to test out
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    whether or not there
    was any way to escape -
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    so before finishing the mission, I paused,
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    started it over, and then this time,
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    instead of starting the race as intended,
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    I swung the car into a 180,
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    driving the car backwards
    in the wrong direction.
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    Now, when I do this, the AI driver
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    immediately begins panicking,
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    rapidly spinning the steering wheel
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    trying desperately to
    keep my car visible in frame,
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    and then eventually, it
    turns around 180 degrees
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    to reveal what looks like
    the entire open world
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    of Driver: San Francisco -
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    seemingly 100% accessible to the player.
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    Now I drove away from the
    racetrack and began exploring,
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    and I kept bracing myself to
    hit some kind of invisible wall
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    or failure state for going off course,
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    but it never happened.
    It all actually worked.
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    I merged into traffic
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    and the second-person camera followed me,
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    immaculately bobbing and weaving
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    through the other cars on the road.
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    It was around this time that
    I noticed...
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    there was no timer.
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    It turns out that Reflections
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    had generously designed this mission,
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    intentionally or unintentionally,
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    so that the mission countdown timer
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    doesn't actually begin until
    you reach the first checkpoint -
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    meaning that if you never
    hit that first checkpoint,
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    you can drive around forever.
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    (car engine roaring)
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    (car passing on right honks)
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    This led to what I can only describe
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    as a transcendent video game experience.
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    It felt like I was seeing something
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    that I was never meant to see.
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    This ability to explore the
    city as much as I wanted to
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    all from this wholly unique,
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    extremely surreal second-person viewpoint:
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    it felt like a magical experience
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    and one that almost nobody else
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    has experienced for themselves.
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    Now, revisiting this mission
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    and managing to escape the confines
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    laid down by the developers
    all those years ago,
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    I really wanted to try and
    push this thing to its limits.
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    I couldn't resit trying
    to break things a little:
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    I drove the car off ramps, into
    upcoming traffic, all of it.
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    But surprisingly, it
    held together perfectly.
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    That is, until I tried one specific thing.
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    See, I haven't talked about it before,
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    but this mission actually
    does have a failure condition.
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    In the lower-right corner of the screen
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    there's a health meter,
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    and it represents the
    health of Tanner's car:
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    the car you're chasing / driving.
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    But if you get into
    one too many collisions
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    while driving this car
    in the second person,
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    you can actually run out of health,
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    causing Tanner to die and
    the mission to end in a loss.
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    This is actually pretty hard to achieve
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    on the default mission path they laid out,
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    but driving into
    oncoming lanes of traffic
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    and ramping off car transporters
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    had taken its toll on my vehicle
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    and I only had a small
    sliver of health left.
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    Wanting to explore this
    mission as long as possible,
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    I gingerly pulled Tanner's
    car into a narrow alleyway
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    and then decided to try out the one thing
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    I hadn't attempted yet:
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    I turned around and drove
    the car,
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    in the second person,
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    directly at myself.
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    (music)
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    This put the AI driver
    in a weird position.
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    It now had to drive backwards
    just to keep me in the frame,
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    and it was also narrowly sandwiched
  • 9:06 - 9:08
    between the two walls of the alley,
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    giving it almost no room to maneuver.
  • 9:10 - 9:12
    I kept driving towards myself,
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    putting on the pressure,
    closer and closer, and then...
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    (car engine roaring)
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    (car screeching)
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    (cars crashing)
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    - [Leila] Nice work.
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    - It broke.
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    All at once, the second-person
    vehicle shoots into a wall,
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    clips through it,
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    and then launches hundreds
    of feet into the air.
  • 9:29 - 9:30
    Briefly, one frame at a time,
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    we can get glimpses of
    the chaos that unfolded:
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    we see the car inside the wall,
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    then we see the car's
    front console flipped over;
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    we see what appears to be the ocean floor
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    and then the pavement
    as seen from underneath;
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    we see rooftops, the driver's arm,
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    the sky, trees, abstract geometry -
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    and then the city from above,
  • 9:49 - 9:52
    flooded with unloaded geometry.
  • 9:52 - 9:54
    After that, we see the car
    spinning and spinning in mid air,
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    giving us glimpses of
    San Francisco from above,
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    before finally getting so high
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    that nothing can be
    seen but endless ocean.
  • 10:01 - 10:03
    And then,
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    black.
  • 10:04 - 10:07
    (music)
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    Suddenly, all at once, the
    car snaps back to earth.
  • 10:10 - 10:13
    The health meter for Tanner's
    vehicle turns blindingly white
  • 10:13 - 10:14
    and then the second-person viewpoint
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    fills with an orange-yellow
    hue: Tanner's car.
  • 10:17 - 10:19
    Quickly it becomes clear
    that the second-person car
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    has somehow spawned inside
    of Tanner's vehicle,
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    dealing infinite damage to the car.
  • 10:24 - 10:26
    (cars crashing)
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    A deafening crash sound can be heard
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    and shattered glass flies everywhere,
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    and then, for a brief moment,
    right before the mission ends,
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    the camera inexplicably
    shifts into Tanner's car
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    where the car is balanced on its nose,
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    its windshield shattered,
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    thrust impossibly through another vehicle.
  • 10:41 - 10:43
    And then, horrifically, the camera clips
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    through the back of
    Tanner's partner's head
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    and shows us the backside
    of his eyeballs and tongue:
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    a truly terrifying
    second-person perspective
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    if ever there was one.
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    (music)
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    Shaken by my other-worldly
    encounter seemingly brought on
  • 11:02 - 11:05
    by pushing this already
    existential mission to its limits,
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    I reset the mission
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    and played it beginning
    to end one last time -
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    this time careful to do it the right way,
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    not wanting to disturb
    whatever eldritch being
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    I'd upset by breaking the
    mission in the first place.
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    After all, I thought, I
    know that every mission
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    in Driver: San Francisco
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    ends with a continue and retry option,
  • 11:21 - 11:23
    so if I really wanted to
    explore this mission again,
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    I could always hit the retry
    button to give it another shot
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    after running through it normally.
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    So I proceeded to complete
    the mission as intended -
  • 11:30 - 11:33
    a mission, by the way, that
    ends with the antagonist Jericho
  • 11:33 - 11:34
    actually taking over your body
  • 11:34 - 11:37
    and attempting to drive you
    into a lethal car accident:
  • 11:37 - 11:40
    (car engine roaring)
    - You mean... Jericho!
  • 11:40 - 11:42
    - [Leila] Sit back and enjoy the show.
  • 11:42 - 11:45
    Not many people get to
    watch themselves die.
  • 11:45 - 11:47
    - ...a problem that
    Tanner decides to solve
  • 11:47 - 11:49
    by, disturbingly enough, shifting
  • 11:49 - 11:51
    for the first and only time in the game
  • 11:51 - 11:53
    into his partner Jones' body.
  • 11:53 - 11:54
    Yes, that partner.
  • 11:54 - 11:56
    - [Jones] What the heII is going on?
  • 11:56 - 11:58
    - Anyways, I
    go to finish the mission
  • 11:58 - 11:59
    the normal way, staying on the path,
  • 11:59 - 12:00
    fully expecting the restart option
  • 12:00 - 12:02
    that appears after most
    missions to show up.
  • 12:02 - 12:04
    Instead, I get to the end of the mission, and -
  • 12:04 - 12:06
    for some reason that
    I still can't explain -
  • 12:06 - 12:08
    the only option was continue.
  • 12:08 - 12:10
    The reset option had vanished.
  • 12:11 - 12:13
    Panicked, I quickly hit
    ALT+F4 and existed the game,
  • 12:13 - 12:15
    hoping I could load up my save file
  • 12:15 - 12:17
    and play through the mission
    again, but it was too late.
  • 12:17 - 12:19
    It had already autosaved over my file
  • 12:19 - 12:23
    and the mission was gone with
    no way to replay it again.
  • 12:23 - 12:26
    (music)
  • 12:26 - 12:28
    Look, Driver: San Francisco is a game
  • 12:28 - 12:31
    full of weird, interesting,
    strikingly-designed missions -
  • 12:31 - 12:33
    but, to me, "The Target"
    has always stood out
  • 12:33 - 12:36
    as the perfect example of
    what makes this game special.
  • 12:36 - 12:38
    Video games are an entire medium
  • 12:38 - 12:40
    built around taking over others' bodies,
  • 12:40 - 12:43
    and Driver: San Francisco
    is a richly existential
  • 12:43 - 12:45
    and metatextual reflection of this idea.
  • 12:45 - 12:47
    This mission in particular
    brought these ideas to the fore
  • 12:47 - 12:49
    in a way that I wasn't fully prepared for
  • 12:49 - 12:51
    and that I'm only now beginning
    to wrap my head around,
  • 12:51 - 12:53
    years and years later.
  • 12:53 - 12:55
    Even writing the script for this video
  • 12:55 - 12:56
    felt like a mind-bending exercise
  • 12:56 - 12:58
    in trying to explain something
  • 12:58 - 12:59
    that is borderline unexplainable.
  • 12:59 - 13:01
    You really have to play it for yourself
  • 13:01 - 13:04
    to get a full sense of how
    crazy this mission feels.
  • 13:04 - 13:06
    In designing this mission,
    Reflections took decades
  • 13:06 - 13:09
    of 3D video game conventions
    and turned them on their head
  • 13:09 - 13:12
    to create what feels a truly
    out-of-body experience.
  • 13:12 - 13:15
    That, to me, is an
    accomplishment worth celebrating.
  • 13:15 - 13:17
    Please play "Driver: San Francisco."
  • 13:17 - 13:18
    (car engine roaring)
  • 13:18 - 13:21
    - [Leila] If you're
    here, who's in your body?
  • 13:21 - 13:22
    - [Tanner] Well, no one.
  • 13:23 - 13:23
    ...oh God.
  • 13:25 - 13:27
    (door shuts)
  • 13:27 - 13:28
    (keys jingling)
  • 13:28 - 13:30
    (car revving)
  • 13:30 - 13:31
    - All right, so a couple quick updates
  • 13:31 - 13:33
    on the "Driver: San Francisco" situation.
  • 13:33 - 13:36
    The petition to get
    Ubisoft to re-list the game
  • 13:36 - 13:37
    that I mentioned at the
    end of my last video
  • 13:37 - 13:42
    is now at over 70,000
    signatures, which is insane.
  • 13:42 - 13:43
    Please, if you have any
    interest in this game,
  • 13:43 - 13:45
    please sign this petition.
  • 13:45 - 13:48
    It now feels like 100,000
    is within our grasp,
  • 13:48 - 13:50
    which is crazy, and I
    can't believe I'm saying,
  • 13:50 - 13:52
    but it could happen -
  • 13:52 - 13:54
    which, to me, feels like
    an unignorable number.
  • 13:54 - 13:56
    But! In the meantime, as
    you might have noticed,
  • 13:56 - 13:57
    Ubisoft has not re-listed the game -
  • 13:57 - 14:00
    they have been ignoring the
    70,000 signatures we have.
  • 14:00 - 14:03
    And on a totally unrelated
    note, not connected at all,
  • 14:03 - 14:05
    Driver: San Francisco,
    since my video last month,
  • 14:05 - 14:08
    has been in the top 10
    most downloaded games
  • 14:08 - 14:09
    on The Pirate Bay.
  • 14:09 - 14:11
    ...totally no relationship there,
  • 14:11 - 14:12
    not mentioning that for any reason at all.
  • 14:12 - 14:14
    Just saying, the game is not available
  • 14:14 - 14:17
    and it's also one of the
    most pirated video games,
  • 14:17 - 14:20
    and has been in the top
    10 most pirated games
  • 14:20 - 14:20
    for the past month.
  • 14:22 - 14:23
    Just a coincidence.
  • 14:23 - 14:25
    Also, totally unrelated to the fact
  • 14:25 - 14:29
    that this game is apparently
    very popular on Pirate Bay,
  • 14:29 - 14:33
    did you know that if you go
    to NordVPN.org/babylonian
  • 14:33 - 14:38
    you can go to websites,
    illicit or non-illicit,
  • 14:38 - 14:41
    without being tracked by
    your ISP or anybody else?
  • 14:41 - 14:42
    So that means that, for example,
  • 14:42 - 14:45
    if you were to go to - and
    I'm not saying you should -
  • 14:45 - 14:48
    a website that allowed you
    to download a video game
  • 14:48 - 14:50
    that is no longer available
    and can be easily pirated
  • 14:50 - 14:51
    with just a few clicks
  • 14:51 - 14:53
    and you don't wanna get an
    angry email from your ISP
  • 14:53 - 14:54
    saying you can't do that,
  • 14:54 - 14:57
    you should invest in a VPN. (laughs)
  • 14:57 - 14:59
    If you go to NordVPN.org/babylonian
  • 14:59 - 15:01
    and use coupon code "babylonian",
  • 15:01 - 15:03
    you'll get 70% off their three-year plan
  • 15:03 - 15:06
    and get one full month
    of VPN coverage free.
  • 15:06 - 15:07
    But yeah, if you enjoyed this video,
  • 15:07 - 15:10
    please share it with anyone
    you think would like it,
  • 15:10 - 15:12
    and/or subscribe to my channel
  • 15:12 - 15:14
    if you'd like to see more
    stuff like this in the future.
  • 15:14 - 15:15
    I've got a lot of videos
  • 15:15 - 15:17
    in various stages of production right now
  • 15:17 - 15:20
    that I'm really excited
    to get out into the world,
  • 15:20 - 15:21
    and I can finally start
    thinking about them
  • 15:21 - 15:22
    now that this one's done.
  • 15:22 - 15:24
    So yeah, that's it from me for this time.
  • 15:24 - 15:27
    Hopefully the next video
    comes out a little quicker.
  • 15:27 - 15:28
    I've got a lot of ideas
    that have nothing to do
  • 15:28 - 15:31
    with Driver: SF, I just... this one
  • 15:32 - 15:33
    has been on my mind for a while
  • 15:33 - 15:35
    and I'm glad to finally have it done.
  • 15:35 - 15:38
    So thank you for watching,
    and I'll see you next time.
  • 15:38 - 15:39
    (music)
Title:
This Is What a "Second-Person" Video Game Would Look Like
Description:

more » « less
Video Language:
English
Duration:
15:57

English subtitles

Revisions