03 / 05 · Long-form6 reference pieces

Hundreds of hours of play, reduced to the decisions that mattered.

[ 6 pieces ]

The standard

Reference pieces by other creators, chosen to set the bar for long gaming videos. Our own named client work lives on how we work.

  • Bullying Kids The Video Game

    TotallyPointlessTV · 5.3M views

  • Batman: Arkham Asylum - A Horror Retrospective

    Asad Anjum · 923K views

  • The Making of PREY - Documentary

    /noclip · 951K views

  • The Making of Dishonored | Noclip Documentary

    /noclip · 746K views

  • Portal Retrospective

    Liam Triforce · 1.2M views

  • A Gruesome 'Masterpiece' | Postal Retrospective

    Hey Peter · 631K views

[ How this gets made ]

Enter on the decision. Leave on the consequence.

Turnaround 36–44h
  1. 01Dead air goes before anything else: walk-ups, reloads, rotations, menus, loading.
  2. 02Every clip enters on the moment of choice and leaves on what it cost — not on the kill feed.
  3. 03A retrospective is an argument about a game, so footage is chosen to evidence a claim rather than because it looks good.
  4. 04Zoom, shake and hit-stop are rationed. Used on everything they stop meaning anything.

Gameplay is mostly waiting, and nobody is there for the waiting. Cutting on the decision keeps the tension the raw footage already holds and throws away the part that leaks it. On a forty-minute retrospective about a game nobody is currently playing, that discipline matters more rather than less: every sequence has to be paying off a point, or the runtime is just runtime.

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