Chronicling Riddick - Making A Decent Movie-Licensed Game?
Thanks to Eurogamer for its two-part feature discussing developer Starbreeze's path to making a high-quality licensed videogame in Xbox FPS Chronicles Of Riddick, as the author asks of movie licenses: "Should they mimic the structure of the film and allow players to relive key events? Should they act as a supplement to the main picture, fleshing out secondary characters and back-stories whilst adhering to the tenets of genre?", before analyzing the development of the well-received title, which has drawn impressive scoring from GameSpot, who rated it "one of the most-impressive games on the Xbox and seems destined to be remembered as the most inspiring collaboration between Hollywood and the gaming industry yet." The Eurogamer article concurs with this, praising the "very cohesive first-person game blending elements of stealth, all-out action and storytelling." What did Starbreeze do right?
Are they just assuming that the movie will do well when they start creating a video game for it?
What if the movie flops a-la waterworld, then you're stuck with boxes and boxes of a game that is doomed to the 10 dollar bin at office depot..
Tivo pushed a 2-minute 'preview of'/'making of' 'Chronicles of Riddick' out to my Tivo unit this last Sunday as per their normal marketing arrangements.
It claims (IIRC) that the movie starts where the quite good action sci-fi adventure 'Pitch Black' left off. The character played by Vin Diesel was apparently too intriquing to let go, and a numbered sequel (a la` Pitch Black II) was probably too ordinary.
I admit the universe presented in Pitch Black is interesting. They got a good bit of science right in that they used a planetary eclipse for the mating time, which is unusual enough to be a natural idea. I would have liked to see some vegetation to support this biological system, but on the whole it seemed pretty good.
The spacecraft, the concept of a prison ship, this is pretty normal stuff, but I like the concept of either electromechanichal or biologically enhanced eyesight as a mini-superpower, given present technology trends this seems reasonable given the rest of their technology structures.
If anyone has a further comment on the hard-sci-fi tech aspect of these movies, please post, I am interested if they conform to the almost-reasonable traditions of Niven and Asimov.
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2) It's visually impressive. This is one of the best-looking games I've seen on the Xbox, with lighting only rivalled by Splinter Cell.
3) First-person brawler. It's funny that it took ten years since the invention of the first-person shooter for developers to start making first person games that use one's fists in a more realistic manner than Goldeneye's karate chop. While Escape from Butcher Bay isn't the first to try this, it's probably so far the best implementation. Snapping somebody's neck in first-person is very satisfying, as well. 4) It's immersive. Escape from Butcher Bay really makes you feel like you're Riddick as you play this, and not just because you're playing through the eyes of him. The game has a very immersive, cinematic feel to it, similar to Half Life or Call of Duty. As you first get walked into Butcher Bay with the opening credits on the screen, you can look around, hearing fragments of prisoners' conversations as you walk by, hearing screams of prisoners getting beaten in the distance, you can see the dried blood and filth on the walls, the flies swarming around the trash...you feel like you're in Butcher Bay.
Although not the longest game in the world, it's incredibly enjoyable, and I suggest everybody with an Xbox at least go out and rent it. I think a lot of development companies can learn a lot from this game, especially those that develop movie-licensed games.
From what I've read/seen, Vin himself was involved in the game's design, to what extent I don't know, but was involved further than just recording some dialog and sitting still for a body scan.
He's said to be a pretty avid gamer, so maybe this made the difference in this case? Not saying he made the game better, but it could be assumed that he knows the difference between a good game and a bad game and wasn't going to let his image be used in a crap game.
So maybe the fact that he was able to pop his head in at various points in the game's development and put the kibosh on anything that sucked (and his ability to tell suck from not suck) kept the whole thing from turning into the usual fubar license.