Contents

The FMV Game's Second Life

How full-motion video stopped being a graphics upgrade and became a mechanic

Contents

The most consequential full-motion-video game ever made was shot five years before anyone played it, for a console that never shipped. Night Trap was filmed in 1987 by James Riley for Hasbro’s Control-Vision, a VHS-tape-driven machine that Hasbro killed before release. The footage sat in a vault until Digital Pictures dusted it off for the Sega Mega CD in 1992. It reached the US Senate in December 1993, where Joe Lieberman and Herb Kohl held it up as evidence that games needed supervising, and the industry founded the ESRB in 1994 to keep the government out. An abandoned videotape console accidentally created age ratings in America.

That is the FMV era in miniature: a technology that arrived carrying enormous cultural weight and almost no idea of what it was for.

Video as an expensive sprite

Advertisement

The CD-ROM boom of 1992 to 1996 gave developers roughly 650 megabytes where they had recently had 880 kilobytes on an Amiga floppy. The obvious thing to put in that space was footage, and the industry did so with a speed that suggests nobody stopped to ask what footage does.

The budgets were real. Wing Commander III (Origin, 1994) shipped on four discs with Mark Hamill, Malcolm McDowell and John Rhys-Davies on a soundstage. Roberta Williams shot Phantasmagoria (Sierra, 1995) against green screen across seven discs. Under a Killing Moon (Access, 1994) took four. The 7th Guest (Trilobyte, 1993) sold in the millions and became the disc that shifted CD-ROM drives, which is the same job Shadow of the Beast did for Amigas — a demonstration reel sold as a game.

Here is the design problem nobody solved. Video is a fixed asset. Every branch you honour needs a scene shot, lit, acted and stored. The cost of the content scales directly with the number of choices, so choice gets rationed, and the interaction collapses into wait-then-press. Dragon’s Lair had established the shape in the arcades in 1983 — Don Bluth animation, and a player whose entire contribution was hitting a direction at the right frame. Ten years and six hundred megabytes later, Phantasmagoria was doing the same thing with worse art direction. The Commodore 64 conversion of Dragon’s Lair in 1986 was a multi-load joke on the whole idea: a laserdisc’s worth of ambition, redistributed across a tape that took a quarter of an hour to deliver a death.

The verb never changed. Nineties FMV inherited its verb set from the adventure game — look, use, talk, walk — and simply raised the resolution of the reply. That is video as a graphics upgrade, an expensive sprite. When texture-mapped 3D arrived and could be manipulated at sixty frames a second, the actor on the disc had nothing to offer that the polygon lacked. By 1997 the genre was a punchline, and it stayed one for eighteen years.

The database changes the verb

Her Story (2015) is one actress, Viva Seifert, 271 clips, and a police database with a search box. There is no branch structure at all. You type a word, the system returns the clips where it was spoken, capped at the first five results, and you assemble a murder case out of retrieval order.

Look at what this does to the cost curve. The footage is a fixed corpus — 271 clips, shot once, and finished. The player’s agency lives in the query, which costs nothing to author because the player writes it. Sam Barlow found the one structure where video’s fixed-asset problem stops being a ceiling on freedom. The old model bought you a shallow tree; the database buys you an unbounded search space over a small, cheap, completely authored set of scenes.

The real ancestor of that search box is the parser. You compose a phrase, the machine matches it against its dictionary, and the world answers or refuses. Her Story is a two-word text adventure where the corpus happens to be a woman on a VHS tape, which is why it inherits the parser’s exact failure mode as well as its exact pleasure: the misery of guessing a word the author never entered, and the electric moment when a word you invented turns out to be in there.

Telling Lies (2019) ran the same engine over a leaked surveillance archive and four performers. Immortality (2022) changed the verb again: three unfinished films spanning 1968 to 1999, and a match-cut mechanic where clicking an object in one scene throws you to another scene containing it. Barlow co-wrote it with Allan Scott, who wrote Don’t Look Now — a film assembled out of premonitory cuts, which is not a coincidence. Manon Gage’s Marissa Marcel carries it, and it collected BAFTAs in 2023. The player is doing editing work, physically scrubbing the reel back and forth, and the game’s central horror is buried in frames you only find by dragging.

Two revivals, one of them the old one

Advertisement

The revival splits cleanly, and it is worth being honest about the split.

Wales Interactive built a genuine business on branching FMV — The Bunker (2016), Late Shift (2016), Five Dates (2020), Who Pressed Mute on Uncle Marcus? (2022). These are well-made, and they are structurally Dragon’s Lair with better compression and a phone app for a controller. The cost curve is unchanged, so the branches stay shallow, and a second playthrough mostly reveals how few of them there were.

The other branch changes what the player’s hands do. Not For Broadcast (NotGames, 2020) hands you a live vision-mixing desk and makes the verb cut — you choose the frame the nation sees, and censorship becomes a button you press under time pressure. Contradiction: Spot the Liar! (2015) makes the verb compare: you hold two statements against each other and force a witness onto the discrepancy. That one deserves a footnote here, because it was directed by Tim Follin, whose Commodore 64 and Spectrum soundtracks are a genuine chapter of the 8-bit archive this desk keeps returning to. He left games, came back thirty years later, and made his contribution to the medium a man in a cardigan called Inspector Jenks. Rupert Booth’s performance carried it to an audience of people watching each other play it.

Why the actors lost to the polygons

The standard story is that Doom and Quake killed FMV, and the standard story is lazy. Full-motion video and texture-mapped 3D were solving different problems, and they only collided because both of them were sold to the same person as “the future”.

What actually finished the genre was a change in what the disc was for. Between 1993 and 1996 the CD went from being a storage medium to being a delivery medium. When 650MB was storage, the natural thing to fill it with was the biggest asset available, which was footage. Once the id Software model demonstrated that a modest amount of code plus a level format could generate hours of unrepeated play, footage looked like what it was: the most expensive possible way to buy a minute of a player’s time. Quake’s engine went on to eat the industry partly because a BSP tree is content that makes more of itself, and a soundstage is content that costs forty grand a day and then stops.

There is a cruelty in the timing. Phantasmagoria shipped in 1995, the same year Roberta Williams’s employer was sold to CUC International, four years before Sierra’s studios were closed by the wreckage of the Cendant accounting fraud. The largest bet the adventure business ever placed on video came due at the exact moment the business that placed it stopped existing.

But the interesting question is what got thrown out with the acting. FMV’s genuine advantage was never fidelity — it was ambiguity. A real human face doing something slightly odd is the richest unresolved data the medium has ever had access to, because faces are the one thing every player has thirty years of training in reading, and every player reads them differently. A polygon face in 1996 could be trusted absolutely, because it could only mean what the animator meant. The nineties had the ambiguity in its hands and used it to signpost the correct branch.

What the corpus is good for

The structural fact about FMV is permanent and clarifying: footage cannot be procedurally generated. There is no procedural generation escape hatch, no combinatorial content, no way to make more of it at runtime. An FMV game will always be a fixed corpus with a fixed number of facts in it.

That makes it structurally a deduction genre, and the good ones have all worked this out. Return of the Obra Dinn has a fixed ship, sixty fixed corpses and a fixed truth, and it is the finest deduction game of the last decade precisely because the answer was authored before you arrived. Video’s limitation is the same limitation, and it stops being a limitation the moment the game admits that its job is to hide a knowable thing rather than to simulate an open one.

The nineties spent millions trying to make video behave like a world. It was never going to. It behaves like evidence — a fixed, indexable, re-readable record of something that already happened, which is the one thing polygons are bad at and film has been good at since 1895. It took the medium twenty years and one search box to notice.

Where to play them: Her Story, Telling Lies and Immortality are on PC, Mac and iOS, with Immortality also on Xbox; all three are small, complete and finishable in an evening or three, and none of them will ever need a remaster, because the footage is the footage.

Advertisement
Advertisement
Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.