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Matt Keller
06 Jul, 2007

Easy Mode Volume 2.4

PALGN Feature | Your monthly grump-fest.
So, we’re now half-way through 2007. Seems to have been something of a quiet year, hasn’t it? Looking back, I can’t think of many new releases that have really got my heart racing – in fact, all I see is a range of disappointment and games left on store shelves. It has been over three months since I purchased a game, and I cannot foresee myself buying anything for a further three months. Are my standards too high, is it my genre bias, or did I just skip the wrong stuff? Maybe I’m just bitter about having to review bad movie adaptations. As in most years, the second half of 2007 looks much more promising – let’s hope that we all can find something we enjoy before 2008 rolls around.

Matt’s Somewhat Serious Bit

The Australian game development industry has always been somewhat interesting. We have a range of developers; powerhouses like Krome, as well as workhorses such as Tantalus Interactive and Torus Games, not to mention a horde of lesser known studios and extensions of international developers. The development scene itself has been growing steadily for many years, and now has an industry body in the form of the Game Developers Association of Australia, founded in 1999.

Tom Crago (left) and his cronies want greater recognition for the Australian games development industry

Tom Crago (left) and his cronies want greater recognition for the Australian games development industry
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Historically the popularity of video games in Australia has always been pretty high, and that has lead to a lot of young gamers wishing to pursue a career in development. When you’re young, you tend to have delusions of grandeur; that the game you want to develop will be the next Grand Theft Auto or Halo – there’s two ways to do this; get onto one of those development teams, or start your own company and begin work on your dream game. Many opt for the second option, and as such we have a growing number of local development studios wanting to make their dream games. There’s just one big problem: funding.

Our Australian developers want to compete on the world stage, putting out those triple A titles that everyone raves about, but they lack the funds to do it. Now it’d be all well and good for me to sit here and rant about how Australian developers should quit whinging about getting hand outs and a free lunch, and develop smaller games to build their capital base before they take on the big projects – while I think that is the way that things should be done, I don’t think it is the solution. With the rise of cheaper labour from developing nations such as India and China, Australia needs to position itself in a way to prevent it from being left behind.

On Wednesday, Tantalus Interactive chief and GDAA President Tom Crago mentioned in an interview that he feels the Australian industry is being left behind, and has called upon the Federal Government to extend tax breaks and incentives received by the film and visual effects industries to the game development industry. When I first read this proposal, I thought it was absurd, given the relatively high level of investment that is required for a film to get these tax breaks ($5 Million), not to mention the fact that the Australian film industry is mature and somewhat more recognised locally than the games industry.

Krome were wise to maintain control of Ty the Tasmanian Tiger and associated IP

Krome were wise to maintain control of Ty the Tasmanian Tiger and associated IP
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The measures in place aren’t exactly feasible to be directly ported over to the games industry. Instead, I feel that the industry bodies in Australia, the GDAA and the IEAA need to pressure the Government into establishing a set of incentives that are more suited towards the games industry and fit into the development culture of Australia. On top of the existing tax offset (which could be adjusted to a threshold that is more suited to a game development budget), the Government should extend grants to developers, not unlike the grants extended to the film industry and artists across the country. Fostering overseas investment in our industry is all well and good, but I would like to see a bit more local support for the industry – outside of the local sports games, how often do people identify that a particular game was made in Australia? The State Governments, particularly Queensland and the ACT have been very supportive of game development institutions, so it’d be nice to see the top level of government take more of an interest in a growth industry such as this.

The other major issue Mr Crago has raised is the importance of building new IP to give our industry the advantage of differentiation (although historically, successful Australian developed IP has often ended up in the hands of overseas publishers). Developing new IP, especially with the increased cost of development for full retail games, is a particularly risky venture. PlayStation Network, Xbox Live Arcade and the upcoming WiiWare present the perfect opportunity for Australian developers to test the waters with new IP before launching into bigger and badder products. By jumping on board these new markets, and teaming up with local media to promote such products, I think that many of Australia’s budding development companies could really make a go of any new opportunities extended to them.

You Know What Really Grinds My Gears

Speaking of bad adaptations, the continual poor treatment of superheroes in video games really gets me fired up. It’s not exactly a new trend or anything – 90% of superhero video games are utter crap – you’d think that super powers and video games would go hand in hand, but few developers seem to be able to pull it off. What really grinds my gears is the fact that so many of the games that are tied in with the release of superhero films are utter crap, despite the fact that the films are often announced 2-3 years in advance, which is more than enough time to develop a competent piece.

Activision had all of the time in the world to make a decent Spider-Man 3 game

Activision had all of the time in the world to make a decent Spider-Man 3 game
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One could make excuses in the case of a game adaptation such as Enter the Matrix, where the rights for the game were only settled months before the movie was due, but Superman Returns and Spider-Man 3? These games had their rights settled 3 years before release. Given that the movies would obviously be smash hits, and the games would be guaranteed enough sales (at least in the case of Spider-Man) to get their budget back, wouldn’t the developer put their all in to make sure the game was a) fun and b) bug-free? Obviously not.

Cross Media Mania

The early 90’s are a period of outright debauchery that we may never recover from. Music acts such as New Kids on the Block, MC Hammer, and Marky Mark & the Funky Bunch, TV shows such as Blossom and Full House, and the first of the video game movies. Double Dragon, being a groundbreaking and extremely popular arcade game was, according to Hollywood producers at least, begging for a big screen adaptation. The result was a piece of cinematic shame.

My video store has this, and not Citizen Kane

My video store has this, and not Citizen Kane
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The Double Dragon film deviates substantially from the original video game. Rather than twin brothers on a mission to rescue Billy’s girlfriend, the film involves a bunch of hokey stereotypical Asian mysticism, magical amulets, post apocalyptic Los Angeles (now New Angeles), and other non-sensical crap. The brothers Lee, portrayed by Scott Wolf (of Party of Five fame) and Mark Dascacos (who played Eric Draven in The Crow TV series) are no longer twins, Marian is no longer a damsel in distress, but a gang leader, and game boss Abobo looks like he was squeezed out by a wino after a night on the booze. Robert Patrick (the T-1000) plays the rather silly looking antagonist, who wishes to get the fancy amulet to grant himself ultimate power. Despite clocking in at 89 minutes, Double Dragon is not exciting for a single moment.

An anthropomorphic after grog bog?

An anthropomorphic after grog bog?
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The film did not perform very well at all, shunned by critics and audiences alike, and grossing a mere $US2.3 million at the US domestic box office. According to the film’s Wikipedia page, Knight Rider star and singing sensation (in Germany, at least) David Hasselhoff was originally set to star as the Lee brothers’ father, which would have probably made the film about eleventy billion times better. Despite the obvious shiteness of the film, it is apparently popular in South America. Kinda like the Sega Master System, I guess.

Blast from the Past

In 1989, Capcom released Strider, which proved to be a smash hit in the arcade, thanks in large to its unique approach to platforming action. Licensor US Gold produced an abortion of a sequel entitled Strider II in 1992, which was bad enough to make even the greatest Strider fan cry himself to sleep. After the inclusion of Strider Hiryu in Marvel vs Capcom, and his popularity with players in that particular game, Capcom commissioned for a new Strider game to be made, simply entitled Strider 2.

Long red scarves are popular fashion accessories for ninjas

Long red scarves are popular fashion accessories for ninjas
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Released ten years after the original, Strider 2 uses a mixture of 2D sprites and 3D backgrounds, and retains similar gameplay to its predecessor. Hiryu is capable of much faster movement and more impressive acrobatics, making him seem far more ninja-like. The game offers four different missions to select initially, with a fifth mission available when they’re all complete. Each mission has several smaller stages and boss fights, which are all quite impressive. New abilities can be added to Hiryu’s arsenal throughout the game.

Pray that John Denver isn't piloting

Pray that John Denver isn't piloting
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Due to the game appearing on the ZN-2 arcade board, Strider 2 was ported to the PlayStation in 1999. It came on two discs, one for the main game and a second which featured a port of the arcade version of the original Strider. While the game was generally well received across the board, it did not sell very well – less than 100,000 copies worldwide. As such, it’s not an easy game to find, particularly in good condition, but one would not expect to have to part with too much cash to acquire this rather fun, albeit brief game.

The views and opinions expressed in Easy Mode remain those of the author and do not reflect the views of PALGN, its affiliates, sponsors advertisers and other interested parties. Do not attempt to sue the author as he is just a man. What is a man? A miserable little pile of secrets!

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12 Comments
4 years ago
Once again another great read, lol I completely forgot about the Double Dragon movie. I remember reading the poor reviews when it first came out and never watched it. I think I might have to watch it to see how crap it really is. I don't know if it'd be as bad as Master of Disguise though.
4 years ago
I'm disappointed at your lack of Double Dragon the movie love. It's one of the best **** movies I've ever seen. Watch it as a comedy and you'll have a blast. I mean, how can you pass up a villainess saying "Now who's the boss?" to Alyssa Milano?

I do agree with your views on the whole "give us money" thing with the GDAA though. A very good friend of mine is involved in film, and most of the tax breaks and grants are given to big companies instead of the smaller ones that need it. I'd rather not have a system like that in my industry.
4 years ago
Quote
Given that the movies would obviously be smash hits, and the games would be guaranteed enough sales (at least in the case of Spider-Man) to get their budget back, wouldn’t the developer put their all in to make sure the game was a) fun and b) bug-free? Obviously not.
If the game is going to be a success anyway, then why whould they bother to put work into it when that would cost them money, which they don't need to spend to make it a success, because it's already going to be a success anyway because of the brand/license.

It's all a vicious circle riding on the fact that it'll sell anyway cause of the brand/license.

EDIT: Yay! 500 posts! I'm now a Regular!!!
4 years ago
Quote
On Wednesday, Torus Games chief and GDAA President Tom Crago mentioned in an interview...
Tom is the CEO of Tantalus, not Torus. And where'd you find that photo?
4 years ago
Quote
Speaking of bad adaptations, the continual poor treatment of superheroes in video games really gets me fired up. It’s not exactly a new trend or anything – 90% of superhero video games are utter crap – you’d think that super powers and video games would go hand in hand, but few developers seem to be able to pull it off. What really grinds my gears is the fact that so many of the games that are tied in with the release of superhero films are utter crap, despite the fact that the films are often announced 2-3 years in advance, which is more than enough time to develop a competent piece.
While it's true that 2-3 years is plenty of time for a good game, the truth of the matter is that the publishers want a movie tie-in rather than a seperate game. This means the devs will be needing to change the game every time the movie changes, resulting in increadibly unstable and flimsy code. The artists will be contantly revising their existing models to conform with the movie and/or publishers desires which means there's very little manpower for more content let alone quality content. And often the story will end up a muddled pile of crap because there were too many changes and there wasn't enough time to remove parts that no longer make sense.

Along the life of a movie tie-in you'd essentially make about 3-10 different games that all get muddled together. If however you had a finnished movie to work from you could easily put out a great game 1 year after the movie came out (starting the tech and preliminary art for the game 6-12 months before movie release) because you'd be able to set in concrete what you will/wont need to do and budget time for polish/gameplay testing.

The problem of course is you'll have a great game that no one cares about any-more and wont sell as many copies and a POS game around the time the movie comes out.
4 years ago
tootie_kicks wrote
Quote
Given that the movies would obviously be smash hits, and the games would be guaranteed enough sales (at least in the case of Spider-Man) to get their budget back, wouldn’t the developer put their all in to make sure the game was a) fun and b) bug-free? Obviously not.
If the game is going to be a success anyway, then why whould they bother to put work into it when that would cost them money, which they don't need to spend to make it a success, because it's already going to be a success anyway because of the brand/license.

It's all a vicious circle riding on the fact that it'll sell anyway cause of the brand/license.
Exactly, it would be stupid for companies to waste their time on titles that are going to make millions reguardless of the quality. It's unfortunate for fans of the movies, but that's life.
4 years ago

Would have sold maybe 1.5-2 million tops if it was baloney, but sold 10 million because it's awesome.


Movie was one of the biggest bombs of 2004, but the game outperformed expectations - probably because it was awesome.

Basically, if a game based on an existing IP is decent, it will continue to get catalogue sales for many years, rather than a hefty upfront dump and nothing else. If you could push sales of that licensed game to 2 million instead of just one, that's a heck of a lot more money for every party involved.
4 years ago
re: Movie games.

I wouldn't say that developers have the luxury of a '2-3year' development cycle, considering that all scripts of the movie aren't finalised when they are announced. There's also possiblity of late changes. But generally, most games that are based off the games there isn't enough time to iron out every single problem.

With the GoldenEye example; the game was released two years after the movie was released. So they probably had an early start with script, early screenings to set-up game environments, and then the added year of development, and probably another few months for finalising and 'correct' QA testing.

I never saw The Chronicles of Riddick so I'm not entirely sure how well the game is based off it.
4 years ago
Matt wrote
So, we’re now half-way through 2007. Seems to have been something of a quiet year, hasn’t it? Looking back, I can’t think of many new releases that have really got my heart racing – in fact, all I see is a range of disappointment and games left on store shelves.
Hello! God of War II.
4 years ago
Nice read Matt, you angry, angry man.

Oh yes, and thanks from rekindling my memories of Double Dragon icon_smile.gif Whilst the movie stank, Mark Dacascos is still a legend. Watch the direct to DVD movie 'Drive' and you'll forgive him.
4 years ago
I think with superhero films there is definitely an audience worth making a good game for. Comic book heroes have very strong Internet communities which would speedily spread the word if a game was actually good.

Goldeneye wasn't even a movie tie in. It came 2 years too late and still did tremendously.
4 years ago
Mark wrote
I never saw The Chronicles of Riddick so I'm not entirely sure how well the game is based off it.
The game is seperate from the movie. Escape from Butcher Bay (the game) tells how the title character got his unique abilities and sets the scene for Pitch Black (the first appearance of Riddick).
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