Showing posts with label cinematic. Show all posts
Showing posts with label cinematic. Show all posts

Wednesday, August 8, 2012

Alan Wake & Cinematic Games

A few days ago, I finished playing Alan Wake. I'd previously mentioned the game in an earlier post about movies based on video games; although I hadn't yet owned the game at the time, I had heard it was very story-driven, and perhaps, therefore, an ideal candidate for a film adaptation. Then again, as I pointed out before, such a movie serves no real purpose if the game already functions as an interactive movie by itself. Alan Wake is, in fact, what you might call a very cinematic game; while the term "cinematic" has often been used as a meaningless buzzword by the industry in recent years, it's fitting in this case. Not surprisingly, there has been some (wishful) expectation of an Alan Wake feature film. Though nothing has been announced, it almost seems bound to happen.

Much like the Assassin's Creed franchise (which spawned the short films Lineage, Ascendance, and Embers), Alan Wake has already branched out into the realm of live-action entertainment, and this is pretty easy to do when so many of the game's characters are modeled on the actors who play them. Bright Falls, the promotional web series that serves as a prequel to Alan Wake, somehow manages to be worth watching, and I have to say it's considerably more unsettling than the actual game.


For the moment, however, I'd like to forget about the predictable attempts to push the franchise into other media, such as movies and books, and focus instead on the game itself. Don't wait for a score at the end, though, since it's not my intention to write a proper review. I don't really see the point, since the game is already old enough that I'd surely be the millionth guy reviewing it. While it's still relevant enough to have its place in a more general discussion cinematic games (and I'll get to that shortly), it's not unfair to say that Alan Wake is yesterday's news. This is usually what happens by the time I get around to playing a game, since I'm strongly opposed to paying full price for anything.

Despite the game's age, however, I'm not as far behind the times as you might assume. While the Xbox 360 version, released in May 2010, is already more than two years old, the PC version (which I recently purchased) wasn't released until February of this year. Although a PC version was originally planned at the time of the game's announcement, the game was published by Microsoft, and selfish Microsoft wanted the game to be exclusive to its own Xbox 360 console. Apparently, this changed only after lots of nagging by Alan Wake's developers at Remedy Entertainment, who still wanted to release a PC version of the game despite the juicy exclusivity deal. It took a while, but Microsoft finally agreed, and the PC version sold well even though the console version had already been around for nearly two years.

Since the personal computer is my game platform of choice — and, more importantly, since I don't even have my own Xbox 360 — I had to wait for the port. Fortunately, once the PC version was released, it didn't take long for the price to drop low enough to get my attention. During the recent "summer sale" on Steam, I picked up Alan Wake (including DLC), along with the sequel/spin-off Alan Wake's American Nightmare, for a combined $9.99. I haven't played the latter, but the first game alone was, in this writer's opinion, worth at least one crisp Alexander Hamilton, give or take a penny.

In short, the game is pretty fun. After hearing so much about its plot-driven nature and so little about its gameplay, I feared it would be disappointing as a game, and notable only as some kind of casually interactive storytelling machine. I've heard as much about several recent titles, most notably Jurassic Park: The Game and The Walking Dead, both by the (appropriately named) developer Telltale Games. To my surprise, my fears about Alan Wake were unfounded.

The combat is seemingly very simple — dodge attacks, weaken bad guys with flashlight, shoot bad guys with gun, repeat — but there is some unexpected complexity in the subtleties of managing multiple enemies at once, and in using the environment to your advantage. More importantly, there is some real challenge involved; you'll occasionally find yourself getting cornered and chopped to pieces after the simplest mistake on the easiest difficulty setting. (The gameplay isn't actually difficult, per se, once you figure out what you're doing, but you will have to learn things the hard way if you don't learn them quickly.) Additionally, whether you think this matters or not, the combat just looks so freakin' cool. It's entertaining enough, at the very least, to stave off boredom for the duration of a single play-through.

But I fear that Alan Wake's great balance of enjoyable story and exciting gameplay is an exception to the rule, and beyond that first run through the game, things can still get tedious. (I should mention, by the way, that when I say I finished Alan Wake, I mean to say I finished it completely. I beat the game on every difficulty level, found every hidden item, and unlocked every achievement. Don't ask me why I do this with every game I play; I guess I'm a masochist.) But in Alan Wake, the lack of replay value doesn't stem from repetitive combat, or even from spoiled plot twists. Playing a second time is tedious because, in its attempt to be "cinematic," Alan Wake includes a lot of dialogue and other brief but mandatory breaks in normal gameplay.

While the cutscenes can be skipped, a lot the dialogue falls outside of these cutscenes. Characters will talk (and talk and talk) to you, as you walk around and explore your surroundings during the non-combat sequences, and you're not always able to ignore them. Occasionally you'll even be instructed to follow a character, as he or she slowly plods around, revealing bits of the plot via typically one-sided conversation — which, on your second or third play-through, you won't really care to hear. The story is fantastic, but hey, it's the same story every time.

I'm using Alan Wake as an example, but these are issues that plague a lot of story-driven games, to varying degrees — even first-person shooters like Half-Life 2 and more action-oriented games like Assassin's Creed. In each case, many players will praise the plot, the characters, the acting, the soundtrack, and the aesthetics, while the rest will see these things as harmful distractions from what really matters: the challenge and the complexity of the game.

Perhaps Alan Wake in particular has some immunity to this common criticism, since it's no secret that the game aims to be as much like a TV show as possible. Divided into episodes, each ending with a theme song and beginning with a recap of prior events ("previously on Alan Wake..."), the game might as well have been a television miniseries. Take out the episodic interludes and it still might as well have been a movie. If you don't want like your games to be cinematic and movie-like, you probably wouldn't play a game like Alan Wake on purpose. The game is rather transparent about what it is, and players know what to expect, so you don't hear a lot of complaints that gameplay has, arguably, taken a back seat to plot and style and other cinematic silliness.

Ironically, one of the major problems with Alan Wake, and other similarly plot-driven games, is actually the result of misguided attempts to retain as much "game" in these shameless interactive movies as possible. All of the major plot and character development could have been confined to skippable cutscenes, but instead, we play through a lot of it. In Alan Wake, this accounts for a lot of lost replay value. Outside of the scary monster-shooting parts (i.e., during the day), you're left with little to do but walk from point A to point B, admire the scenery, listen to characters talk at you, and position the virtual "camera" at different angles while you wait for things to happen. It might make you feel more like a director than a player, and, unfortunately, this is fun exactly once.

There's something to be said for storytelling in games, but unless you're the type of person who can watch the same movie ten times in a row and love it every time, you probably won't find yourself playing Alan Wake repeatedly. When I just want to shoot things, I always go back to Killing Floor or something else with minimal character development and maximal carnage. That way, I won't have to sit through mushy romance stuff in between fights.

It's not that I have anything against story-driven games. As I said, Alan Wake was enjoyable to say the least. However, the best story-driven games are those which tell a story in a non-intrusive way. Sometimes this means condensing the heavy plot development into cutscenes which the player can opt out of watching, but this tends to cause a sharp separation between the game we play and the story we hear. An often better solution, if the developer wants the game and the story to meet seamlessly, is to have dialogue occur during normal gameplay without stopping the gameplay, or to show the player what's going on through subtle cues without having the protagonist's sidekick stop and explain everything. It's a classic case of "show versus tell" (or perhaps "let-the-player-find-it versus shove-it-in-the-player's-face").

The player shouldn't be forced to sit and listen to dialogue, or watch a ten-minute cutscene, or follow a character around at a snail's pace for the sake of plot development, because if a game is riddled with these kinds of tedious, non-gameplay moments, the best gameplay in the world can hardly make multiple replays worthwhile. I'm sure, however, that Alan Wake's developers were aware of this, for at least they gave us the ability to skip past cutscenes and rudely walk away from some of the less important conversations.

It would even seem that someone on the development team isn't too fond of excessive dialogue in games... that is, unless this in-game encounter between Alan Wake and a more-than-slightly crazy video game designer named Emerson is just an attempt at self-deprecating humor:


Emerson makes a good point, even if he's too insane to know it.

But characters (and toasters) who talk, talk, talk, all the time, aren't the only problem with games that attempt to provide some kind of cinematic experience. Bad camera angles, sluggish controls, and frequent breaks in gameplay are all symptoms, and Alan Wake suffers a little from all of them in its attempt to look cool. As far as the controls are concerned, I am grateful that the developers patched the game with a "Direct Aiming" option to make the game more suitable for mouse and keyboard controls, but there's still some delay when jumping and performing other actions, and I'm fairly sure it's not just a performance issue on my computer. It's just a consequence of the game's smooth character animations.

More natural character movements often necessitate less natural gameplay, and while Alan Wake was never meant to be a platformer, this does make the game somewhat frustrating. Once the novelty of playing such a realistic-looking game wears off, you'll wish Mr. Wake could just turn on a dime and jump at a moment's notice like your other video game heroes.

Eventually, you will get used to the controls, and even the awkward camera angle, but those frequent breaks in gameplay — which usually involve the camera moving to focus on some far-off object or event, often to show the player where to go — still make replaying familiar sections a snore-fest for impatient players such as myself.

There will come a time when video game developers will need to realize that video games are not movies. I hope they also realize that trying to imitate movies is not the only way to tell a good story. For decades, stories have been an integral part of video games. We've come to expect some kind of story, especially in horror/mystery games like Alan Wake. But the video game industry has long been unable to drop the habit of turning to movies as the inspiration for their storytelling techniques, and as developers strive to make games even more "cinematic" (and otherwise more visually impressive) with every passing year, they seem to be losing sight of what actually makes them fun.

Wednesday, July 25, 2012

Video Games & Movies

Dozens of films inspired by video games have come and gone over the years, and they're rarely worth your time. It's for this reason that I was in no hurry to start "blogging" when I heard, a couple of weeks ago, that the (supposedly) upcoming Assassin's Creed movie had become a bit too real with the casting of an actual, famous, relevant actor, Michael Fassbender, for the lead role. Needless to say, I'm a bit late to this party.

So why bring it up now? Well, it seems to me that now is as good a time as any to discuss the making-movies-based-on-video-games trend in general, since we've all had plenty of time to process the latest news of this particular game-to-film adaptation. We've gone through the initial excitement of imagining some of our favorite characters appearing in a big-budget movie, the sobering realization that nearly all game-to-film conversions are mediocre at best and that the best part of the game was actually playing it, and perhaps a resurgence of hope that this movie could be the one that makes up for all the bad ones that came before. As for me, that last part might not apply. I'm finding myself increasingly confused by the absurdity of taking a concept designed for an interactive medium and translating it to a medium which involves no interaction whatsoever. It hardly ever works, but they keep doing it.

Might the plot from Assassin's Creed make a good movie? Sure. Will it add anything of value to the franchise? Only if it's more fun than watching someone play the game, and one could argue that a lot of video-game-inspired cash-grab movies fail this test.

Part of me wants to believe that an Assassin's Creed movie could work, but the rest of me knows how unlikely this is. It's not my intention to hate on any particular franchise or developer, but things didn't go so well the last time they tried to make a movie inspired by the story from an Ubisoft video game. Not even Jake Gyllenhaal could save Prince of Persia: The Sands of Time, which might have been okay for an action movie if only they had dropped the mind-numbingly obvious (and stupid) parallels to the Iraq War... and pretty much everything else in the script.

An uninteresting plot can be ignored amidst the special effects and gratuitous violence and perhaps a smoking-hot (I mean "talented") female actress, but a downright stupid plot is just too distracting and can ruin a movie entirely. Perhaps I was also a bit overly annoyed by the lack of resemblance between this movie and the video game I so enjoyed, but hey, I can't pretend to be unbiased. And why should I? Wasn't I the intended audience?

In all fairness, I suppose we should be glad that the writers of this Prince of Persia film hadn't decided to follow the storyline of its namesake with deadly precision, since that would necessitate killing all but three characters within the first five minutes, one of whom would then be absent for most of the story. In fact, like many video games (though, perhaps, mostly the older ones), Prince of Persia: The Sands of Time doesn't have very much "story" at all. What's there is very good, for a video game, but it's not enough (and not appropriate) for a full-length movie.

Sure, the game itself takes many hours to complete — there are tons of monsters to fight, some platforming puzzles to solve, and some character development via dialogue during the completion of those puzzles — but the important parts of the story are told through a few cutscenes which don't add up to a whole lot. Of course, they might have instead used the collective plot from the entire "Sands of Time trilogy" (encompassing the sequels Warrior Within and The Two Thrones) — in fact, the film they released did borrow minor elements from all three games — but the disjointed plot you would get by trying to fully combine these three stories probably wouldn't have made a very good film either.

All of this, however, makes me wonder why they ever decided to make a movie based on this game if the story would have to be changed to the point where the script hardly even resembled the source material. If not for the familiar title, as well as the fact that the time-travel-enabling device happens to be a dagger and the fact that the main character is a Persian prince (albeit an adopted one), I never would have guessed that the film was inspired by one of my favorite video games. Actually, given that the film was published by Disney and that the main character is street-rat-turned-royalty and receives magical powers from an ancient artifact, I might have assumed instead that it was some kind of re-imagining of Aladdin. Not even the character names would have given it away, since none of the names used in the film appeared in any of the Prince of Persia games. It almost seems ridiculous to keep the title.

But of course they're going to keep the title, because a movie based on a video game typically has no attractive qualities other than its association with a popular franchise. The only people who see these movies are fans of the respective video games, parents of those fans, other old people who don't know what they're getting themselves into, and, of course, girls who care more about the lead actor than the subject matter. ("Um, a video game? Whatever, nerd, I just want to see Jake Gyllenhaal's abs.") The first two groups are arguably the most important, so filmmakers continue to draw inspiration from video games even though these movies usually turn out to be garbage and subsequently draw ridicule upon the franchises from which they spawned. The movies don't need to be good; they just need to be good enough that you, the video game fan, purchase a non-refundable ticket. In other words, while the critics might scoff, it's a neat way to make a quick buck... that is, unless your name is Uwe Boll and you just produced and directed a film based on BloodRayne.

The fact that lots of people played a stupid video game with a sexy vampire doesn't mean a movie based on its characters and aesthetic will turn a profit, so it's all kind of risky. Unfortunately, coming up with an original idea is riskier, and more expensive. That's why so many of the movies released so far this millennium are one or more of the following:
  1. an adaptation of a novel or short story,
  2. an adaptation of a graphic novel or comic book,
  3. an adaptation of a TV show or cartoon,
  4. an adaptation of a video game,
  5. an adaptation of a theatrical play or musical,
  6. a sequel or "prequel" to a previous movie,
  7. a remake or "reimagining" of a previous movie,
  8. borderline plagiarism, or
  9. crap.
Video game adaptations are particularly problematic because most would argue that the primary function of a video game, like any game, is to provide entertaining gameplay, rather than to tell a story. As such, most video games don't have awesome storylines, and that's okay if the games are still fun. What's so often substantially less than okay is taking a plot which exists solely for player motivation and using it as the inspiration for something that can't be played.

But we might, someday, see a genuinely good video-game-to-feature-film adaptation. After all, a lot of modern games are practically interactive movies already. Some video game fans will tell you that this is the end of "gaming" as we know it, but let's not get carried away just yet. While it's true that we often get stuck with less challenging, less sophisticated gameplay in exchange for a more "cinematic" experience, the industry has churned out a decent number of story-driven games which miraculously nail the winning combination of worthwhile gameplay and an engaging narrative.

Ironically, it's usually the heavily gameplay-driven titles, fun as hell to play but often lacking in depth, that end up having films named after them (see Doom). As a result, these films are mostly the trashy action/horror sort, which only sometimes do well at the box office and almost never do well with the critics. Why not make a movie out of a strongly story-driven game like Metal Gear Solid or Alan Wake or... Assassin's Creed?

Maybe it's finally happening.

Although it's too early to tell if the film will ever be made — a famous name attached to a project does not necessarily guarantee its completion — it's an interesting possibility. A film based on Assassin's Creed could actually follow the plot of the game rather closely without sucking. Furthermore, a film based on the Assassin's Creed franchise just makes a whole lot of sense. The publisher has already branched out into every medium they can afford to exploit. In addition to the five games that make up the core of the series, and a bunch of handheld/mobile spin-offs, they've released several books, some comics, a Facebook application, and even a few short films.

The irritating part is that some of these tie-ins occupy their own space in the series' alternate history, rather than simply re-telling or expanding the story from an existing game. It gives me the sense that I'm missing part of the expansive story if I don't check out all this peripheral stuff (including the one comic which was only printed in French). The film, if they're serious about making it, could be the same way. Rather than basing it on an existing game, they might instead stick it chronologically between two existing games, or give us a new story with a new protagonist and only subtle ties to the familiar story we've all been following. All we know so far is that Ubisoft wants to retain as much creative control as possible, which means they probably won't screw up their own canon.

In other words, it might be cool. Certainly it can't be worse than the short film Ubisoft made to promote the original game's first sequel.


I'm still not getting my hopes up, however, because the very thing that makes an Assassin's Creed feature film seem so natural is exactly what makes it kind of pointless. The game is "cinematic" enough. Modern video games, for the sake of becoming more mainstream, attempt to emulate movies, so creating a movie based on one accomplishes nothing but an upgrade of visual effects and the complete removal of interactivity. Films based on video games are primarily for the video games' fans, and fans of video games don't often wish they could experience a video game without actually having to play it. Playing it is the whole point. (Perhaps somewhere out there is a screenplay based on a game with an amazing story and horrible gameplay — a film adaptation of a game that should have been a film all along — but no one is going to see a movie based on a game that basically sucked.) The only way to make it worth watching is to make the story new and original, but then the fans will say they liked it better how it was.

When fans of a game care too much about the canon, a movie based on it is almost sure to fail in their eyes. Game-to-film adaptations are often despised by the game's fans for changes to the story and, more generally, for not living up to unrealistic expectations. Meanwhile, those unfamiliar with a game often don't care enough to see the film at all. It's for this reason that I'm always surprised by the few adaptations that actually do well (see, for example, Resident Evil... although I guess you can't go wrong with zombies).

Finally, whether the filmmakers appease the hardcore fans and create a faithful adaptation, or take a risk and try to improve upon the narrative, or do something completely off-the-wall and unrelated to the game (see Final Fantasy: The Spirits Within), they also have to deal with the fact that the film's association with a video game can easily do more harm than good. It might snag all the fans, but it might also alienate everyone else, namely the older audiences who think they're too grown-up for video games and, by extension, too sophisticated for such a movie. Then there's everyone else who didn't play the game, everyone who hates the game, et cetera.

But I hope for Ubisoft's sake that I'm just being pessimistic. Maybe all they need to make it work are good actors, good writers, and a good director. It's pretty clear that a lot of game-to-film adaptations have none of these things.