displayed to the player: the scenes in these episodes change conforming to the decisions the player has taken and the objects he has interacted with. The looks of the characters are maintained between the live action sequences and the 3D computer generated ones, thanks to the use of the motion capture technique. Interactive films in the internet era With the advent of YouTube annotations in 2008, a series of five Interactive Adventures were created by Chad, Matt & Rob that utilized the annotations to tell interactive stories that allowed the user to guide the narrative. The series included The Time Machine, The Murder, The Birthday Party, The Teleporter, and The Treasure Hunt. Annotations were removed from YouTube in 2019, which makes many of these videos unable to be interacted with. In the 2010s, streaming services like Netflix started to grow in popularity and sophistication. By 2016, Netflix had started experimenting with interactive works aimed at children, including an animated version of Puss in Boots and an adaption of Telltale's Minecraft: Story Mode. Netflix's first major interactive film with live-action scenes was Black Mirror: Bandersnatch, a film in the Black Mirror anthology series and released in December 2018. Netflix worked with Black Mirrors creator Charlie Brooker to develop a narrative that took advantage of the interactive format, while developing their own tools to improve caching of scenes and management of the film's progression to use on future projects. Reception Although interactive movies had a filmic quality that sprite-based games could not duplicate at the time, they were a niche market— the limited amount of direct interactivity put off many gamers. The popularity of FMV games declined during 1995, as real-time 3D graphics gained increasing attention. The negative response to FMV-based games was so common that it was even acknowledged in game marketing; a print advertisement for the interactive movie Psychic Detective stated, "Yeah, we know full-motion video games in the past sucked." Cost was also an issue, as live action video with decent production values is expensive to film, while video shot on a low budget damages the overall image of the game. Ground Zero: Texas cost Sega around US$3 million, about the same as a low-budget movie would cost in 1994. Though not as crucial an issue as the limited interactivity, another issue that drew criticism was the quality of the video itself. While the video was often relatively smooth,