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[Interview] Toni Kortelahti (98DEMAKE) Discusses Praise, Criticism, the Games Industry, and What’s to Come

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2018’s September 1999 is an unexpected gem of video game horror. Lasting a total of five and a half minutes, players can only move about two rooms as the environment around them changes. Taking on the visual aesthetics of a found footage game, September 1999 forces players into the role of a silent observer; by offering little to no context of the game’s surroundings and avatar, September 1999 makes for one of the most unsettling horror gaming experiences in recent times.

Responsible for this game is Toni Kortelahti (also known by his developer name, 98DEMAKE). Before September 1999, Kortelahti created OK/NORMAL, a creepy horror game built upon 90s game visuals. While September 1999 was released this past October, Kortelahti has already been working on a follow up entitled, December 2000.

Speaking to his reasoning for creating December 2000, Kortelahti shares, “Mostly it was due to the overwhelmingly positive response. September 1999 was really something to test the waters with — to see how people would respond to a very experimental gameplay style like [that of] September 1999. I really enjoyed the opportunity to focus on the environment of the game and seeing how much of a story I could tell, without saying a single word. Also, as someone who’s mostly [known] for their PS1-styled shenanigans [regarding game design], it felt great to get to show off something a bit more realistic for a change!”

Toni made his name with retro demakes of modern gaming classics such as The Last of Us, Bioshock, and PT.

Criticism towards September 1999 primarily focused on stating the game was in fact not a game. Kortelahti has spoken to this critique in the past, indicating that even if September 1999 is more experimental and doesn’t play out in a formal manner, he still considers it a game. That said, Kortelahti was happy to see that the game received a solid amount of praise.

“All in all,” he says, “I was completely overwhelmed by the overall response. Since the game is very much a “walking simulator” and only 5 minutes and 30 seconds long, I was expecting people to kind of shrug it off. As it turns out, people didn’t. People who usually don’t enjoy horror games enjoyed September 1999. People who usually don’t enjoy walking simulators enjoyed the game as well.”

Regarding what he learned from the praise and criticism, he shares, “I guess it taught me that with an interesting enough idea, you can really get people out of their comfort zones.”

As an indie developer, Kortelahti is fascinated with the medium of video games; through games, he sees the ability to tell stories and share experiences that would not be possible through other art forms. He is also aware of how to establish a sense of horror through his work and how to make the gameplay more interesting for players.

Explaining his feelings regarding video games and horror, Kortelahti shares, “Video games are obviously a unique medium in that you put the audience right there in the middle of the action. I feel that something like September 1999 wouldn’t really work in any other medium since a game is often a far more personal experience than say, a movie.” 

September 1999, Paratopic, and the Waiting Game

“As far as effective horror goes, I think it’s all about building suspense, and keeping that suspense and feel of dread. A lot of horror games tend to spill the beans too soon and too abruptly. Whatever scary things are out there, aren’t as scary as soon as the player sees said scary things.”

“I like to keep the player on their toes, without slapping them across the head with scary stuff.”

Speaking further to his craft, he adds, “I spend my evenings reading up on all sorts of real world and fictional horror stories and draw inspiration from there. I’m really messy when it comes to actually designing and building a game, and kinda [sic] just throw ideas at the wall until something sticks and feels right — hence the countless unfinished projects on my hard drive. It’s a lot of trial and error.”

Even with the praise September 1999 has received, it’s still tough for indie video games to catch a large amount of mainstream attention. For Kortelahti, he hopes that the industry as a whole will give indie titles more love; given the challenges they face among the significant competition, he sees the potential in players discovering fascinating works through indie games.

September 1999 was one of our games of 2018.

“Obviously as an indie developer, I’d like to see indies get more love,” Kortelahti states. “It’s getting there, but it’s still an industry dominated by the AAA studios. Like, take note of the games not selling hundreds of thousands of copies as well — there [are] some really good, worthy of attention [games] hidden [among them].”

Kortelahti has been hard at work in creating December 2000; with similarities to September 1999, the developer makes it clear that there will be differences for players to enjoy. “There’s a lot of different things. [December 2000’s] play area is larger, the house is far more detailed, and while the game will be short, it’ll still be considerably longer and more fleshed out; the challenge [in creating December 2000] was to keep the core gameplay concept interesting for a lengthier game.”

98DEMAKE Talks September 1999

Without any spoilers, Kortelahti hints that both September 1999 and December 2000 are connected. His main goal is that gamers will find December 2000 to be a creepier experience compared to his last game. “Yes, [the games] do link together, but December is still a stand-alone experience that doesn’t require you to have knowledge of September. You should still play it though. I hope people get the same kind of a creepy, unnerving, unique experience as they did with September — but better!”

There is no release date yet for December 2000, but we’ll keep you posted on details as they come! For now, if September 1999 somehow went under your radar, you can play it for free via Steam; OK/NORMAL is also available on Steam and for a small price.

Michael Pementel is a pop culture critic at Bloody Disgusting, primarily covering video games and anime. He writes about music for other publications, and is the creator of Bloody Disgusting's "Anime Horrors" column.

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Interviews

Paul Tremblay on Fighting AI with Horror in New Novel ‘Dead But Dreaming of Electric Sheep’

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Dead But Dreaming of Electric Sheep Review - Paul Tremblay AI Horror

Paul Tremblay didn’t start his writing career believing he’d be battling machines over the sanctity of his job, but like so many writers of his generation, the battle found him. In the years since Large Language Models (LLMs) and neural networks started gaining traction as an advertised shortcut to creativity, Tremblay has been active in lawsuits to prevent the use of his works in training AI models, and he’s found that, with each new project, he has to consider the possibility that some LLM, somewhere, is going to latch on to what he’s creating. 

“Now I feel like I’m thinking about, ‘Man, how am I going to write things that would be really hard or impossible for an AI to replicate?’,” Tremblay told me, speaking by Zoom from his home in Massachusetts. “Maybe some of that is ego. I’m sure every writer thinks, ‘Oh, an AI could never write what I write.’ Yes, I’d be lying if I said that wasn’t part of the thought process.”

While that’s something Tremblay might consider with any new work at this point in his career, the Bram Stoker Award-winning author of A Head Full of Ghosts, The Cabin at the End of the World, and many other novels and short stories tackled it in a more direct way with his latest book. Inspired by Philip K. Dick, Harlan Ellison, and the quirky humor of the Coen Brothers, Dead But Dreaming of Electric Sheep is Tremblay’s attempt at a sci-fi-horror mash-up that’s both darkly funny and existentially nightmarish. It’s also, in his own words, a screed against the movement by AI companies to supplant human artists. 

I didn’t want to make it too didactic, but no, I playfully described this book as an anti-AI screed,” he said. “This book, in particular, was driven by anger and frustration, for sure. Not every book is going to be driven that way.

Despite the emotions that fueled it, Dead But Dreaming of Electric Sheep does not read like a screed. Instead, wielding offbeat humor and tech concepts that feel both lived-in and frighteningly tactile, the book lays out tandem narratives all building to the same conclusion, each of them exploring our relationship to machine learning in a different way. One of these narratives belongs to Julia, a former gaming streamer looking for a new challenge in life, who gets a call from a California tech company with an interesting offer.

Paul Tremblay in documentary series “First Word on Horror”

The company has, it seems, implanted some new technology in a brain-dead middle-aged man which will, in theory, allow them to pilot the man’s body through a rudimentary, still-developing system of controls. Julia, with her gaming background, would be the pilot, in her own way just as much a test subject as the human vegetable she’s controlling. 

Julia is a Gen Z streamer with an omnivorous pop culture appetite, inspired by Tremblay’s own adult children, who riffs on The Big Lebowski constantly and calls her strange new meat puppet “Bernie” in reference to Weekend at Bernie’s. Her wide frame of reference, and her interest in art and stories far beyond video games, is in part informed by Tremblay’s own experiences with Gen Z, and in part a response to AI companies who scrape art and culture as a means of consuming it for reference without really experiencing a story. 

“I know that one of the arguments that OpenAI and other tech companies are trying to make is like, ‘Hey, you writers, you artists, you take pop culture, you take your influences, and you create something. That’s just the same thing that the bots are doing.’ And it’s just not,” Tremblay said. “I wanted to have Julia have her outlook informed by all this pop culture, and I wanted to make that feel really human as a way to show how inhuman the AI is.”

The other side of the story belongs to “Bernie,” who’s addressed in his point-of-view chapters as “You.” In these chapters, the technology in Bernie’s body starts to flicker images through his seemingly dead brain, delivering half-remembered imagery and perspective in a nod to the “hallucinations” of an AI model groping for understanding it can never reach. These chapters in particular show off Tremblay’s flair for formalist shake-ups, and echo the kind of hyperstimulated writing that Dick and Ellison made so influential. 

“I think it was more just the general Philip K. Dick feeling of ‘The world is so strange,'” Tremblay said. “He’s a lot funnier, I think, than maybe a lot of people credit him. That’s definitely what I was thinking of when writing the book.

Bernie’s chapters embody the strangeness of Dead But Dreaming of Electric Sheep, presenting imagery that’s at times puzzling, at times eerily filmic, and always unnerving. They also mirror Julia’s own journey in fascinating ways as the odd couple – the Gen Z gamer and the middle-aged vegetable – traverse the United States, and the tech in Bernie’s body wakes up to the possibilities of using his flesh for its own purposes. It’s a compelling narrative technique, but it presented some new writing challenges for Tremblay. 

“I quickly realized I couldn’t write this book the same way I have in the past,” he said. “By that, I mean all my other novels I had written in the order in which it was presented, even things that are nonlinear, which is most of them. I knew I couldn’t do that in this book. It’s not a spoiler, but hopefully the readers figure out pretty early that the Bernie chapters are a little bit of a preview of the next chapter from Julia, what’s actually happening with Julia. It’s all refracted from him.”

Mary Roach’s Stiff

Dead But Dreaming of Electric Sheep began with a simple image, inspired by Tremblay’s reading of Mary Roach‘s book chronicling the history of our treatment of corpses, Stiff. As he read, Tremblay imagined a body sitting on an airplane, remote-controlled by someone else. At the time, it was a “silly what-if” concept, filed away in his head. Years later, when he became an author suing a tech company to keep AI from scraping his work for ideas, it started to feel frighteningly plausible, taking the “silly what-if” into the territory of a high-concept horror show about what happens when we try to exploit and commodify uniquely human aspects of consciousness. 

“It stuck with me,” Tremblay said of that what-if imagery. “And then a few years later, when I was a part of the case suing OpenAI on behalf of writers, that what-if suddenly didn’t seem as silly. The more I learned about how that corporation operates and without really any sort of ethical thought to anything, I was like, ‘Oh, I’m going to play with that. That’s actually happening.”

So, what if someone actually in favor of generative AI picks up Tremblay’s self-described “anti-AI screed?” He hopes that, at the very least, he’s made the ride enjoyable in a distinctly human way that might begin to reshape the conversation. 

“I think that was another reason why I wanted to have the humor,” Tremblay said. “If people are reading this book who aren’t on the side of like, ‘Hey, LLMs taking authors’ books is bad,’ maybe if they read something that’s cut with some humor, that maybe they’ll be more easily swayed.”

Dead But Dreaming of Electric Sheep is now in bookstores everywhere. 

Dead but Dreaming of electric sheep

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