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Showing posts from May, 2020

Why Video Games Movies Never Work

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This Does Not Work Now, why does this not work? It's kind've complicated, but I want to tackle this challenge. So, lets break it down. Interactivity The very thing that makes video games it's own medium is the interactivity. It's so much easier to be immersed when you're controlling the actions of the main protagonist for 90% of the game or controlling the flow of the story. When you strip that down you're left with this bare sub product that doesn't feel right because the story and characters weren't created with television or movies in mind. However, there still have been successful adaptations into the film medium with things like The Witcher and Castlevania (Netflix), so what do those get right? First, looking at The Witcher it was originally a series of Polish novels, and the television show chose to be based off the books as opposed to the games, but still carries the same name. It takes the stories from the novels and gives us the chara

Props And How They Make A Scene

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You know exactly what this is. Even people that haven't seen Pulp Fiction know what this is. The mysterious briefcase. Nothing more than a prop, but isn't a prop essential to a scene? Without props, old westerns don't have six-shootin cowboys, Captain America doesn't have his shield, and a scene lacks depth. I want to break this up into a few parts, Functionality, Depth, and Atmosphere. Essentially, breaking down this photo, but explaining why it's all necessary in order to make the scene whole. All from one single image from a 178 minute movie made in 1994. Functionality I won't put too much detail into this, since honestly it's a pretty self explanatory part of the props. The revolver, a hold up, a robbery. This is a diner, so of course it has nice roundabout seating, little utensils on the table behind Jackson, and the wall to show that yes, this is indeed a diner. Clothing an obvious bit since they are in public. Functionality is rather obviousl