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The cinematic qualities of
the mainstream are making it increasingly difficult for an independent
developer to make an impact in the action genre. With my lesson learned, I
for one am retreating to the safety of an office. When I'm not breaking
tables, one of my greatest strengths is getting inside an industry and
bringing it to life on screen with unprecedented detail. Popscene
was certainly my most successful game outside of wrestling - even giving
Booking MPire a run for its money - and now the concept is trying
its luck in the movie business...
Meet The Parents
The game has finally departed
from Popscene with a universe of its own! It's the usual selection of clichéd
organizations, but there's no place for pretentious titles in a game world. Each
studio has to have a distinct style and identity, and in that respect they
succeed admirably. We've got the highly respected home for proven veterans:
"Class Act". A chart-topping, money-making machine called "Magic
In Motion". A modest, respectable home for serious actors called "Blueprint
Productions". And the big four are completed by the far less respectable output
of "Raw Reels". Then you've got the obligatory "Film School", and a deceased
pool going by the name of "Six Foot Footage". Quite where your work will end up
remains to be seen. As in Popscene, it's quite important though because
it determines who you've got access to. Snap up a deal with the trashy
studio and you'll be begging for a decent actor! Likewise, if you opt for
the more arty studios you'll be begging for somebody that can entertain.
Eventually, all that remains is to aim for a big deal at one of the big
two..
I Need A Hero
Now the studios are done, the
rosters can finally take shape too. The selection of costumes has been finalized
for that very reason, and I'm pleased to say that it goes further than every
other game put together! In addition to the casual wear, there are all manner of
superhero-like costumes for more lively films. The most noticeable being some
Superman-inspired tights, Rocky-style boxing shorts, and several
sci-fi outfits - from Jedi robes to Stormtrooper armour. Of
course, there's only so far I can take such things (no one film gets the full treatment) - but there's
certainly enough there to spark your imagination. Speaking of superheroes,
they've even seeped into the range of animations! A nice Superman flight
pose has been added, and it even takes effect by allowing you to place such a
character wherever you want! Once an actor has been assigned the action, his
movement controls change to allow him to move up and down in 3D space. And
should you change his stance in mid-air, he even comes crashing down to earth
with a thud! Just a nice little touch in what is becoming a fun filming process...
Game Of The Living Dead
The characterization is also
benefiting from some of the best faces yet. The selection is practically 100%
improved since last year's Wrestling MPire - and even gives Popscene
a run for its money! There are 80 brand new faces, and they're all better than
ever - with a frighteningly realistic Robert De Niro leading the pack at the
moment. He's accompanied by some of the most beautiful female faces yet too.
Even the ugly are represented with ghoulish vampire faces, and menacing masks
from films like The Crow and Scream. But if they're not twisted
enough, you can deform a character further with the new "Make-Up" option - which
allows you to paint various scars onto the face or body! Not only is this useful
for those blood-splattered heroes and fighters, but it also makes for a good
zombie costume. I've even thrown a creepy walking animation in there to complete
the effect...
Lust In Space
What's really bringing the
characters to life is the ever-expanding selection of acting animations. The new ones are all
about "interaction", as we have characters shaking hands, hugging, kissing, and
what can only be described as a more "pornographic" version of kissing! To my
eternal shame, let's just say that it will be possible to make porn movies.
Purists needn't fear though, because there are plenty of subtle gestures too. A
character can adopt practically any stance you'd want to use - from arms folded
to all manner of talkative gestures. They're all better animated than ever
before too, with a brand new "rag doll" system that loosens up their movements a
little bit...
Set To Go
The line-up of sets is equally
impressive, as that too finally approaches completion. The latest and greatest
is a daunting prison block; filled with barred cells and uncomfortable looking
beds. There are even prison clothes and police uniforms to complete the effect!
The selection has been boosted considerably by the addition of dozens of classic
scenes from previous games - many of which have been re-mastered. There are all
manner of outdoor landscapes from Sure Shot 3D and Wrecked, as
well as the usual indoor locations - such as the bar, which now features a
realistic pool table! The sets can all accommodate "extras" too, as a series of cardboard
cut-outs line the streets to give a location more atmosphere. It's actually an
important filming tactic that can boost your chances of portraying an
entertaining scene. It's come at a price though, because all location issues
have to be discussed with the boss (much like the venues were in Popscene)
and then paid for in advance...
Resource Management
In addition to funding sets and extras, there are several other developments
that you can splurge your money on. As surely as you had "Productions" in Booking MPire, you now have
"Resources" to manage in this game. It's a rather humble selection of just 6
items, but they're all suitably effective. You can commission costume and prop
departments to give you full access to your characters, hire lighting equipment
to unlock all the options on set, and even employ lawyers to keep you winning in
the courtroom! The most valuable resources are script advisors and editing
facilities though. These options ensure that only the best scripts and footage
make it into your movie. Slowly attaining all of these luxuries should mark a
satisfying difference between being a wealthy veteran and a poor student...
Back To The Studio
A very real resource is the
"soundtrack" system that has recently been implemented! While managing your scripts and footage, you can choose to buy in some music to
enhance a scene. Featuring classic tunes from previous games, it's all real
music too - which actually plays during filming and cinema showings (albeit at a
discreet volume). Even the song selection process is graphical, as you're
whisked away to the Popscene studio to talk it over with the boss! Far
from a gimmick, it's actually an important part of the movie-making process - as
each song boosts either the entertainment or artistic ratings of a scene. As in
real life, it's expensive stuff though - so it's no substitute for decent
acting...
Award Season
In addition to the music studio, plenty of other scenes have been lifted from
Popscene too. In fact, many of the features have made a return! Plastic
surgery, court cases, and award ceremonies are all back and better than ever.
Award ceremonies, in particular, are noticeably different. It's much better
suited to this game, as we now have "Best Writer" and "Best Director" in
addition to the inevitable "Best Actor" and "Best Film" (which actually shows
scenes from fictitious movies!). There's even a "Best Studio" gong that boosts
the status of an entire company. Far from a minor distraction, the award
ceremonies are actually an integral part of success. Not only do wins boost an
individual's status and happiness, but it also boosts the value of any project
they worked on. Timing your releases to coincide with an award win can result in
some serious box office!
Statistically
Speaking
Speaking of statistics, there's a whole new system behind the scenes which
ensures that they evolve more realistically than ever before. Because you release a film far more sporadically than
you did a show in Popscene, this game had to seriously rethink a few
things. The result is that the reviews are a lot more significant - affecting
the stats of those involved twice as much as before. To keep them ticking over
throughout the weeks, their skills also fluctuate with each scene they work on.
A bad scene will slightly damage their confidence and the respective skills,
while a good scene will boost them. This way, it's actually possible to train up
new talent by giving them more scenes (or ruin an existing star by using them
incorrectly!). Speaking of reputations, that value means more than ever in this
version. It's almost the artistic equivalent of "Popularity", as it affects
how good a character is at selling a dramatic movie. So, in addition to playing
to your strengths as a genre, you also have to construct the best cast to fulfil
that genre. Complicated stuff, but it should at least give the game some serious depth...
Coming To A Theatre Near You...
This shot may look a little
underwhelming, but it's the latest in a long line of tiny details that are
keeping the game's presentation in check. Following on from the map of
Wrecked, this spoof of the film classification screen is yet another
innovative loading system! It appears at all the major loading junctures (not
that there are many), and even depicts the details of your latest project where
applicable. It's one of many cool touches that should ensure this game keeps up
with other recent titles as one of the most polished releases yet. Another
weapon in that particular arsenal is the arrival of a great new theme song too!
Following Wrecked's revolutionary composition, it's another of the most
ambitious tunes yet - featuring sweeping strings for that unmistakable movie
feel. It doesn't sit in the background quite as subtly as the chilled out beats
of Popscene, but it's such a good effort that you almost certainly won't
mind...
Coming To A Theatre Near You...
As the gameplay enjoys some
stability, recent developments have been all about the content. The sets,
in particular, have been flooding in day by day. It all started with a
great looking cinema, which reappears elsewhere in the game as a real working
cut-scene. Whenever you release a new movie, you're treated to a
scene-by-scene preview of how it looks as a motion picture. It's little more
than an interlude, but it's an enjoyable one thanks to the return of crowd reactions! As in Popscene,
they react to each segment with varying degrees of entertainment and
satisfaction - giving you a good idea of how the movie plays to an
audience. You're then thrown straight into a magazine review, where the
professional verdict is delivered. Thanks to all of these cut-scenes, what
could have been a dull text game is becoming highly graphical...
Let's Do Lunch
Following on from the suburban
street, there's even a fully decorated cafeteria to film at! Like other
recent efforts, it's one of the best sets we've ever seen in my games. It
features dozens of seating areas surrounding a counter - complete with
decorated walls, a nicely tiled floor, real glass doors, and huge windows
looking out into the outside world. It should be a popular location, where
plenty of classic movie scenes can be recreated - not least the obscure
conversations that adorn the dining tables of Quentin Tarantino's films!
That said, you can't actually sit down at the tables at the moment.
Although the locations are fully interactive as far as exploring goes, at
the end of the day they are just glorified backdrops...
The Director's Cut
It may look similar to the
cafeteria with its tiled floor, but this "Barber Shop" is actually a whole other
location. The attention to detail ensures that it's equally impressive
though - with fully decorated walls, real windows, and even a dubious
mirror effect. And, like the cinema, the location promises
to be used throughout the game too. There are plans to make hairstyling a
separate cut-scene - much like plastic surgery was in Popscene. You'll
whisk a character off to this studio and then edit his looks in real-time,
before paying the barber for his/her services. That should make the process much
more realistic and involving. And, if deemed to be a success, I'm sure the
feature will stay on for the wrestling games too...
Lost In Space
I'm so confident with the
sets now that I've even ventured into outer space! For all of your sci-fi
needs, there's a Moon-like landscape surrounded by a galactic atmosphere.
It's deliberately sparse and featureless, but the location does its job
well. There are even plans for a spaceship variation, which will squeeze
the action into a cockpit looking out into space. In the meantime, the
selection is padded out with classics from Wrecked, Sure Shot 3D,
Popscene, and practically every other game! That should ensure a
formidable collection that goes well into double figures...
The Next Samurai
Just as much work is going
into the characters too, as I put the finishing touches to an all-new wardrobe. It's already bigger than those we saw in Wrestling
MPire and Popscene - featuring all manner of costumes that a movie
star might need. The latest and greatest is a superb Samurai outfit, which goes
well with the sword. There's even a Superman inspired costume for all of
your superhero needs! In amongst the novelties, there are also more casual
outfits than ever to ensure that each character looks unique. The faces
haven't been left behind either. They're a notch better than even those in
Popscene, boasting enough detail to make each one perfectly
recognizable...
Last Action Hero
The characters will be looking
unique on camera too, because there are dozens of acting gestures on
display. In addition to fighting stances and punches, we also have a martial arts
variation for those Bruce Lee moments. There's even a cheesy disco dance
for anyone planning to remake Saturday Night Fever! Purists needn't fear
though, because there'll be plenty of general animations for your acting
needs. Whether running, walking, or crouching, you should be able to make
a character assume any position...
Reinforcements Have Arrived
The greatest graphical
development has been the props though. Almost a dozen have been thrown in
- ranging from all kinds of guns to casual things like beer bottles and
cigarettes. Critics of my graphics may be pleased to hear that I've bought
in some professional models to complete the set too. The guns weren't
looking right, so I caved and resorted to a professional library. The
results are a handful of photo-realistic firearms - ranging from a machine
gun to some shiny handguns. They were so effective that I even went
fishing for some decent cars (which I would have struggled to make myself
having never done it before). They too have breathed new life into the
graphics, as a smattering of great-looking vehicles line the streets of my
suburban road...
Meeting Of The Minds
In amongst these graphical
developments, the game continues to cement its structure as a concept. The
news and meeting systems from Popscene are the latest to be invited
back. The casual discussions now take place in the writer's office though,
which is much more realistic. As ever, there are plenty of interesting
matters on the agenda. Your cast push their luck with everything - from
asking to write a scene through to how they should portray a given
character! In an ongoing effort to perfect the system, I've provided all
the information you need too. The stats of the character in question are always
shown where appropriate, and you even get a reminder of a scene's qualities when
it comes to script suggestions. The formal meetings have returned too - where
you consider lucrative offers from characters related to the industry. New to
this game is a haggling system (much like
the one in Booking MPire), where you can turn down an offer and
suddenly find that the stakes have been raised! Push your luck, though,
and you may miss out on the entire deal. The system has been used to make
rival studios come hunting for your talent. That feature wasn't quite
appropriate for Popscene, but it should work well here...
King Of The World
Yet another feature lifted
from Popscene is the chart system. They're taken one step further
in this game though, as we now have 2 separate lists for box office and DVD
sales. Another modification is that you can release multiple projects! While one
project is cleaning up at the box office, you can release an older one on DVD or
plough straight into work on the next one. This version is so much more drawn
out that it's good to have those other distractions. It was a nightmare to
program, but the results should boost the game's lifespan considerably. All in
all, what was supposed to be a clumsy sequel to Popscene could very well
end up being the superior game...
Black &
White Movies
The game finally feels official thanks to the arrival of a logo and
the accompanying presentation. As you may be able to make out from this shot,
it's a reworking of the 2-colour Popscene logo with a movie reel motif
running behind the text. You may also notice that the colour scheme has changed
from red to black & white. That may sound monotonous, but it's actually working
out quite well...
Star Power
The new presentation has filtered
through the entire game, as I continue to plough through the many
management screens. The heart of any project is the 5-scene representation
that was hinted at in earlier previews. It's now a reality, as a series of
scripts and screenshots summarize your efforts - complete with stars and
hearts that indicate each scene's qualities. It's proving to be a very
involving process, as you sculpt a decent script and then try to do it
justice on film. I had worried that it would feel unnatural, but it's as
effective as anything in Popscene - ensuring that this game will be
just as good (if not better)...
Script
Development
In case you thought all
that writing would be boring, you'll be pleased to know that it's been
made into a graphical process! Upon selecting to
write (or re-write) a scene, you're treated to a cut-scene which shows the
writer and director toiling over a computer. By the time the camera has glided
around the room, the fruits of their labour are reported in Popscene
fashion - as the "entertainment" stars and "artistry" hearts rattle onto the
screen. It's a tense moment because your team can only work once per turn - and
you have to throw away your old ratings to gamble on new ones. That may not be
entirely realistic, but a little bit of risk is always good for gameplay...
Defining The Genre
To help you refine the project
further, there's a "Publishing" screen similar to the one in Popscene
- where you can switch projects, enter a new title, and eventually choose
when to release in theatres and on DVD. A nice new touch for this game is
that you can even specify a genre. It's a simplified selection consisting
of just "Action", "Drama", and a hybrid of the two. However, the effects
of these choices are very significant. Establishing that the movie is
supposed to be action-based will make viewers value the entertainment
qualities more than the artistry. Likewise, setting out to make a dramatic
film will give you more credit for artistry than entertainment. This means
a film doesn't always have to be perfect as long as it does its job. It's
a very tactical choice that can pay-off nicely if you deliver what you
promised. If you don't, however, you could end up being criticised more
than ever...
Tabloid Junkie
Speaking of which, the magazine mock-up from
Popscene has returned for this version - and it's even better suited to the
movie industry. Everything is a notch better, with project summaries that depict
who the movie was "produced", "written", and "directed" by - not to mention who
stars. The reviews themselves are also much more interesting. For a start, there are 5
lines of text instead of 3. The game spends an extra couple of lines talking
about how faithful the performances were to the script and direction. That may
be a lot more work for me, but it ensures that each and every review is somewhat
unique. It makes them a bit more coherent too, and therefore more enjoyable to
read...
Funding The Five Thousand
We're also prepared for the
benefits of those rave reviews! The financial breakdown from the music
game is yet another feature to be borrowed, as your earnings filter
through up to 7 employees. To cope with that unpredictable cast, this
version rearranges the characters depending on how many there are - so
things don't always look this cluttered. You can see why it was so
important to tone things down though. Any more than 8 men and we'd have to
lose this graphical breakdown. As it is, it displays your cash flow in
crystal clear fashion - which, in this game, ranges from box office
takings to DVD sales...
Contract Killer
Speaking of finances, it's also worth noting that the contract
negotiations are being finalized. As hinted at in earlier previews, they
centre around a big signing-on fee and a smaller weekly wage. Both of
which need to be balanced nicely to seal the deal, while royalties are on
hand to provide the icing on the cake. As ever, nothing is that simple in
business though! Like the musicians in Popscene, your prospective
employees have all manner of other concerns that need to be addressed.
Some new ones to this game include script objections. As in real life,
major stars like Tom Cruise are unlikely to climb aboard unless they see a
decent script first. If you're serious, you then have to go away and
develop a script that's worth talking about. On the other hand,
out-of-work actors will take anything that's going! In any case, there are
very few problems that can't be solved with money - so you can make
anything happen if you're prepared to pay...
Getting In Character
Exactly who there is to
sign up will be the last thing that I turn my attention to, but I am
sewing the seeds for some good characterization. I'm slowly building a
wardrobe of classic costumes - such as the Indiana Jones gear being
sported in the above shot! You should be able to recreate all kinds of
classic images. I've even found time to add yet more hairstyles to what was already a
healthy list. "Corn Rolls" are the latest (and most unusual) addition to the
selection. It's a shame they weren't here in time for Popscene, but at
least these movie stars will get to enjoy them. The black community get yet
another consideration with a smaller version of the "Afro" too. It's a
much more subtle look, which is somewhat reminiscent of Muhammad AlI's
style. Unlike its bigger counterpart, it also goes nicely with a ponytail
or length. Speaking of hair, another nice touch in the editor is that the
game automatically detects when a hairstyle conflicts with a piece of
headwear and then tries to squeeze it underneath! It means you can happily
browse the hats without having to constantly alter the hairstyle to
match...
Toy Story
The props are growing
alongside the fashions too. We've already seen a real glowing lightsabre
and a pistol, but now there's a Samurai sword for traditional combat! It's
fairly well constructed, and even shines when light hits it - which makes
it look nice and sharp. All manner of other props are set to follow -
ranging from more weapons to domestic items such as beer bottles and
cigarettes. The headwear is even getting in on the deal, as the army
helmet from Sure Shot 3D joins the list! That should be good for
recreating war settings. It remains to be seen what effect these props
will have on your progress. I'm tempted to make them an asset to the
scene, but it seems unfair to punish filmmakers that don't want to use
them...
The Burbs
Of course, the biggest
props of them all are the actual sets! I must say that it's absolutely
agonizing to spend so much time making what is essentially a glorified
backdrop. I had tremendous difficulty making a suburban street, but I
finally seem to have stumbled across a good look. I got to work on the
most detailed buildings we've ever seen in my games - with neat porches,
foundations, and real wooden window frames. We've even got trees dotted
around the various gardens, and white picket fences to keep everything
separated. All of which will, of course, go completely unappreciated by
the ignorant people that plague my games. However, I can assure you that
some serious developments have been made in this neighbourhood...
Store Wars
The location even doubles up as a
city setting, as several stores and concrete structures sit across the
road. These look especially good - even boasting 3D signs above the doors.
The most noticeable being a huge MDickie logo, as we finally get to
the see the MDickie MPorium from the outside! That may be a little
self-indulgent, but I'll be damned if I'm making yet another fictitious
logo for a fictitious store. Although this will be a popular setting,
there are plans for dozens more. In fact, there should be dozens by
default because I can call upon many of the sets from previous games. The
Wrecked island has already been rebuilt for this game, and I'm sure
we'll see some stuff from Popscene and Sure Shot 3D - not to
mention a certain wrestling arena...
The Running Man
The breakthroughs made in
Wrecked mean that your cast can be placed on any of these
landscapes and trusted to explore properly. It's not quite necessary to
turn it into a full-on platform game, but you can position your characters
wherever you want them. For the first time in my games, we even see a
decent walking animation! Actually, it's not perfect - but it was so
unbelievably difficult that I'll take it. They walk by default, but you
can always make them run to get around quicker. You can even lift them up
into the air to place them on higher surfaces. When they're in the right
place, you can even decide how they act. If they've got a prop, for
instance, they can point a gun or swing a sword. Dozens of other classic
acting gestures will follow over the coming weeks...
Plot Development
Like the music industry, movies
are a frustratingly difficult art form to simulate in a game. The sheer scale of
the business means that you can't possibly allow the player to become a real
filmmaker - at least not with results that a computer appreciates! With that in
mind, "symbolism" is very much at work in this game - much like it was
throughout Popscene. Fortunately, I've managed to conjure up a fairly intuitive
system though. In the same way that writers and producers delivered your
material in Popscene, it's writers and directors that sew the seeds in
this game. Then, as surely as performers brought songs to life in the music
game, it's actors that bring the script to life here. The system hasn't been
fully integrated at this early stage, but the plan is to break each project down
into 5 acts. A script must be churned out for each act, which has entertainment
and artistic qualities, and then the scene must try to fulfil that potential on
celluloid. Unlike Popscene, however, re-writes will feature quite heavily
in this game. You'll have to waste your weeks rolling the dice on better scripts
and performances until you gradually mould a decent project. Time is money
though, so you'll have to call it a day sometime - and the overall quality of
your footage then determines what the future holds...
On Location
Fortunately, as with all of my
games, this whole process is very graphical. Although you can't record live
footage, the game does ask you to compose each scene (like a glorified
screenshot). Once you've chosen a location, everything comes to life like any
other game - with actors that you can take control of and place anywhere on the
scene. In the finished game, there'll be all manner of gestures, props, and sets
to help you recreate any scene you can imagine...
Lights, Camera, Action
You can even adjust the lighting
of a set (in real-time) to create the right atmosphere. In addition to the
daylight hours that Wrecked gave us, there are all manner of unusual
settings for sci-fi environments! Unlike in other games, you can even dissect
the atmosphere into 3 parts. There's a setting for the actual lighting, a
separate setting for the fog colour, and then a third setting for how thick the
fog is (if there at all). This ensures that you can get completely different
results from the exact same set...
Wardrobe Department
Of course, this game is also the
first to enjoy the brand new character model. In fact, the editor is already
fully integrated. As you'd expect, it's almost identical to that in Popscene.
Not necessarily out of laziness, but because that system worked so well. One or
two things have been tweaked even further, but it should all feel blissfully
familiar. At the moment, even the textures have been borrowed! Although the game
does promise to introduce hundreds of its own. I should point out that the slim
character model is the only one available at the moment too. All manner of
variations are sure to follow, and they should reach even further than those in
previous games...
Tale Of The Tape
The presentation is also
borrowing quite a lot from Popscene at the moment. I'm not sure how true
that will be of the final game, but for now we have to start somewhere. What I
can confirm are the statistics that will fuel this version. They're mostly
similar to the previous management games, with "Popularity", "Reputation",
"Attitude", and "Happiness" forming the basis of a character's personality.
However, new to this game are the movie-making and acting skills. A character's
talents are spread amongst "Directing" (the ability to deliver entertaining
material), "Writing" (the ability to deliver artistic material), "Performing"
(the ability to bring entertaining material to life), and "Acting" (the ability
to bring artistic material to life). Each of these expertise will be essential
for producing a substantial movie and making it successful...
Gang Members
Although Mr. Cruise comes close,
very few characters will be able to deliver everything that a project needs! You
will, of course, need to construct a crack team to share the workload. Some
players may be disappointed to find that symbolism rears its head here too. I
obviously can't have you hiring the hundreds of people that go into making a
real movie. You don't want to go through that process, and I certainly don't
want to program it! So, in the same way that Popscene focused on the band
members, this game focuses on the starring roles. You, as a producer, are on
board as standard and you must then bring in writers, directors, and a handful
of key actors. Although there are only 8 spots on the team, that will feel more
than enough when they're all bickering about the production schedule and
throwing tantrums...
Power Lunching
You bring these characters on
board with the contract negotiation system that was perfected in Popscene.
The discussion points promise to be slightly different here though. It hasn't
been finalized yet, but royalties are expected to take a back seat. They WILL be
involved, but they've been broken down into just one percentage from the
project's takings. As in real life, even that one privilege is beyond the reach
of your average employee. The real negotiations surround a signing-on fee and a
guaranteed weekly salary. The contract length returns too, to determine how long
a character is tied to the project. You can book a major star for a cameo to
boost one scene, or you can shell out enough cash to make them the backbone of
the production! As a producer, you have your own deals to worry about too. In
the same way that Popscene labels funded your music career, it's film
studios that bring you on board to make movies. They throw money your way (in
what is essentially a budget) in return for a commitment to their studio. The
more successful you become, the bigger your budgets will get - but, of course,
the pressure will increase just as much! It promises to be a very interesting
ride...
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