Thứ Tư, 30 tháng 8, 2017

Waching daily Aug 30 2017

(upbeat music)

- Why do video game movies always suck?

It's a simple question that no one seems

to be able to answer.

Beginning with 1993's mind-boggling disaster piece

Super Mario Brothers, video game movies,

especially live action ones, have almost uniformly

been what scientists describe as just astoundingly bad

and wait, does that means their names

are Mario Mario and Luigi Mario?

- It's Mario Mario and Luigi Mario.

- Now sure, some of them are halfway decent

and others are deeply guilty pleasures,

but why is that the bar for success?

Why aren't video games able to make the leap

from plastic case to the silver screen

like comic books have?

Well that's exactly what we're gonna talk about

on today's episode of the Dan Cave.

Now like it or not, video game movies

are the next big thing, at least they are if you ask people

that work in acquisitions for major Hollywood studios.

Now according to an article on Den of Geek,

there's approximately 61 video game movies

currently in development, let that sink in for a second.

This includes a Call of Duty cinematic universe,

Five Nights at Freddy's, Fruit Ninja, The Last of Us,

a Tomb Raider reboot, and a trilogy of films about Tetris.

How the hell you can make one film about Tetris,

let alone three, is a question that will haunt me

to my dying die, and if I live long enough

to see two Tetris films get made, that day may come

well before the finale of said trilogy.

Now despite the repeated failure of many video game films

both critically and at the box office,

Hollywood remains hell bent on finding that next big thing

or making games that next big thing.

For example, look at film history, everyone, for example,

used to make westerns until they went out of fashion

in the late '70s and early '80s,

then Star Wars and Alien came out,

and everyone and their mother was making sci-fi films

and then the '90s happened and we got more Steven Seagal

than any of us knew what to do with.

What do we do with that ponytail and those kimonos?

Nobody knows.

Now we have comic book movies as far as the eye can see.

How many comic book movies do we have?

We have so many that we've drained the world's supply

of handsome white dudes named Chris

to slake our impossible thirst for more.

Now my point is that once Hollywood sees something

being successful, it wants to milk it for all

that it's worth and the next udder they've got their eyes on

belongs to video games, except that this cow to date

has not yielded a film that scored about 50%

on Rotten Tomatoes and as for Meta Critic,

the highest score there belongs to 1995's Mortal Kombat,

a DVD that I, an 11-year-old at the time,

convinced my family to buy, and while I love that movie

dearly, I like many 11-year-olds, was dumb as hell.

- Hello baby. Did you miss me?

- But these films do make money on occasion

and because Hollywood at its core is a risk-averse industry,

it will always follow the money,

desperately clinging to the popular and well-known

intellectual properties like Ramora

clinging to the bottom of a shark.

Now if you try to think like a studio executive,

this gamble does make sense.

On paper, a Metal Gear Solid movie or a The Last of Us

or a Mass Effect movie sounds like a great idea,

they are all incredibly addictive video games

that sold millions of copies, have a massive international

fan base, and are renowned for their superior storytelling

or in the case of Metal Gear, it's more of us trying

to figure out what the hell's going on in Hideo Kojima's

brilliant mind, the dude is bonkers.

But these are all ingredients that would make

for a potentially successful and profitable movie franchise.

However, the problem in turning these games into movies

is that Hollywood has a fundamental misunderstanding

of why games are fun.

Like movies, they offer an escape from the humdrum reality

of work-a-day life, they immerse the player

in far-off fantasy realms, new galaxies,

and the nine-to-five jobs where they try to raise a family

before eventually killing them off in rooms

full of bookcases and fireplaces and no doors,

and actually, maybe that's just how I played the Sims

but I think you get what I'm trying to say here.

They let us travel down sewer pipes to rescue princesses,

scale snow-capped mountains to fight gargantuan dragons

and even throw pornographic magazines

to distract genetically modified super soldiers.

Video games let us do the impossible by putting us

in the driver's seat, the key word in all of this is us.

We are the player, we are in control,

there's a certain sense of agency involved

in playing video games that does not translate

to the intrinsically passive experience of sitting

and watching a film.

Now for example, the Angelina Jolie starring Tomb Raider

movies were fun, active-packed larks but they felt hollow,

capturing neither the Indiana Jones-like joy of the games

or the charisma of the character.

You weren't the one raiding the tombs,

you were the one paying an exorbitant amount for popcorn

to watch someone else do it, and yeah that someone else

was Angelina Jolie but was it as much fun as the games?

I don't think so.

Likewise, the Assassin's Creed movie seemed like it really

understood the appeal of the source material

but as it turns out, watching Michael Fassbender fumble

his way around a sterile abstergo facility

is even less enjoyable than playing those bull (bleep)

levels in the game itself.

News flash, the best part of Assassin's Creed

is exploring the past in living, breathing color,

and using cool parkour to pull off moves

that you could never pull off in real life.

It's not Jeremy Irons sneering his way to a paycheck.

- It's not my best work, but it gets the point across.

- Back in 2005, the late great film critic Roger Ebert

sent gamers into a tizzy when he declared

that video games are not art.

He wrote that, quote, video games by their nature

require player choices, which is the opposite

of the strategy of serious film and literature

which requires authorial control, end quote.

Now while I don't agree with his sentiments

regarding video games' capacity to become works of art,

he is correct in that films need directors in order to work.

Without a director steering the ship,

it'll inevitably scuttle itself on the rocky shores

of creativity and logistics.

In 2010, Ebert doubled down on this idea,

declaring that, quote, no one in or out of the field

has ever been able to cite a game worthy of comparison

with the great poets, filmmakers, novelists, and poets,

end quote, and yes, he said poets twice, for some reason.

Now this statement might rankle some of you out there

but he's not saying it to invalidate

the medium of video games.

He's saying that to highlight a problem

with trying to force video games into a medium

where they're ill-suited.

The biggest problem with many video game movies

can actually be summarized by another thing

that Roger Ebert wrote, his delightfully vicious

one-star review of 2005's Doom.

The late great critic wrote that the movie has been

inspired by the famous video game.

No, I haven't played it, and I never will,

but I know how it feels to not play it,

because I've seen the movie.

Doom is like some kid came over and is using your computer

and won't let you play.

Wow.

While Doom is decidedly not a good movie,

Ebert's point can be applied to video game movies

as a whole because as they stand now,

they feel kinda like you're stuck watching some other kid

play through all the good parts,

forcing you to just watch the cut scenes.

It's kinda like you're Rod and Todd Flanders

while Bart tells you, don't worry, you're on a team with me.

- Yay!

- Now some might point to the rise of things like Twitch

and YouTube Let's Play as evidence

that audiences don't mind watching others play games

but that's something of a false equivalency

because in these instances, audiences care less about

what's actually being played than who is playing it.

They're watching these videos to create the virtual

equivalent of hanging out with a friend in the living room,

playing games and commiserating about what's happening

with other friends in real time.

And speaking of personality-driven content.

Many video games are themselves anchored by strong

charismatic protagonists that keep players coming back

year after year to continue their adventures.

Uncharted has the puckish rogue that's Nathan Drake,

The Last of Us has the post-apocalyptic father-daughter

dynamic of Joel and Ellie,

and Mass Effect has Commander Shepherd,

whose sole mission is to smooch everyone in the galaxy

or die trying.

At least that's how I role played Shepherd, what about you?

These characters are the end result of teams of writers

and designers laboring for months and months

to create characters that would not only feel fun to watch

but also who you'd want to control and whose destinies

you'd want to shape.

Cut scenes work in video games because they feel like

the end result of your actions.

What happens when you divorce these cut scenes

from the feeling of control and just leave players

with a narrative that you've been made to watch?

Well you get Metal Gear Solid.

Hey-o!

Just kidding, I really love those games

and they have kickass game play to back up

their feature-length nonsense.

(garbled speaking)

You need that!

If you don't have compelling game play along with the story,

all you have is a non-interactive movie where none

of the stakes feel like they have any weight.

On the flip side, many video games don't even have

these outsized personalities to wrap themselves around.

Some of the greatest games of all time,

ones that are renowned for their storytelling,

star largely silent protagonists as a means of helping

players project themselves

into the role of the main character.

Games like Half-Life, Portal, the Legend of Zelda,

remember the Legend of Zelda animated series?

Yeah, there's a reason that Link never opens his mouth

other than to say, "Hop!"

- Well excuse me, princess.

- Now this isn't to say that video game movies can't work

but perhaps the problem lies

within the medium of film itself.

I mean, look at the average length of a game.

Even some of the shorter triple A releases

clock in at a respectable 10 to 20 hours of game play.

Because at $60 a pop, you wanna feel like you're getting

your money's worth from a brand new video game

and that is already the length of five to 10 feature films

or 2.5 Transformers films.

Maybe video games simply shouldn't be movies, period.

Maybe based on decades of empirical evidence

and the scores of unwanted DVDs filling up gas station

bargain bins, maybe video games are better suited

for the medium of television, where you can give these

sprawling narratives room to breathe

and meaningfully expand on the lore put forth

by the original rather than just giving us a microwaved

rehash of what we've already played.

A Mass Effect TV series, for example, could do for modern

sci-fi what Battlestar Galactica did in the mid-2000s.

The Last of Us, by putting it on television,

you could really encapsulate the relationship-building

between Joel and Ellie and get the drama

that the designers wanted players to have

over the course of dozens of hours,

that sounds so much better.

After all, we're supposedly living in the golden age

of television so why not capitalize on that

by turning these mega popular franchises

into the next Game of Thrones?

But maybe I'm wrong.

Maybe now with a decade of Marvel movies

showing the right way to build a cinematic universe

based on long-standing IP with legions of dedicated fans,

a video game franchise could transcend the genre

and do the same thing.

Maybe all it takes is three Tetris movies

to prove once and for all that yes, mom,

video games are art and that video game movies

should be winning Oscars.

Or maybe not.

One way or another, we're gonna find out,

and we're gonna find out whether or not certain

achievements were actually meant to be unlocked.

What do you think?

Are video game movies doomed to fail?

What do they need to do to succeed,

what would actually make a video game movie and why?

Let me know in the comments below and press thumbs up

to continue while you're there.

Now be sure to like and subscribe

or else you might miss next week's show

about the story of a weapons-dealing Nicholas Cage

who gets caught up in an inter-dimensional conflict

between orcs, humans, and whatever Paula Patton

was supposed to be, in The Lord of Warcraft.

Until next time, keep on digging.

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For more infomation >> Why Video Game Movies Suck! (The Dan Cave w/ Dan Casey) - Duration: 11:10.

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Tributo a Chester Bennington cantante de Linkin Park(Anime Movie Video) - Duration: 4:40.

Good evening, everyone,

welcome back for a new video and welcome to my YoutTube channel.

I should have uploaded today's video a while ago

but I didn't know what point of view

I should take nor how to do it.

I finally found the way and I wanted to share it with you.

It's a tribute to Chester Bennington,

Linkin Park lead singer, who has recently passed away.

Linkin Park was, and will always be,

one of the most well-known band of the AMV.

AMV stands for Anime Movie Videos.

They are epic scenes from anime

edited by fans

and the great majority have

Linkin Park songs as background music.

So that's it with the introduction.

I hope you enjoy this small tribute I made.

If that's the case, please, every like

will help making this video a bit more special.

I would also appreciate if you could share it with more anime fans and,

of course, with every Linkin Park fan.

And well, Chester, I hope that,

wherever you are, you found the peace

you couldn't find here.

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