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Games Entertainment

John Woo Establishes Game Studio With Sega 21

Thanks to Gamerfeed for pointing out that renowned film-maker John Woo has established a game development studio, Tiger Hill. The studio will work with Sega of America to co-create new game properties that'll hopefully capture some of the stylised action so many games have 'borrowed' from John Woo movies. What kind of chance does a film-maker have of making a difference in videogames, now films are becoming more game-like and games are becoming more film-like?
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John Woo Establishes Game Studio With Sega

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  • A new way? (Score:2, Interesting)

    by Dreetje ( 672686 )
    Making games already requires people from different expertises, artists, musicians, plot writers etc. In this mr. Woo will be no different.
    However he's an expert in entertainment, and that's what it all really comes down to, right?

    The site [tigerhillgames.com] doesn't show much promising stuff yet. Just a few images.
    I guess we'll have to wait and see.
    • You make a point, but think about it, what does John Woo really have to offer? What can he do that we haven't seen in Max Payne? He does not even know how to program (okey, you can never be to sure), make graphics or music. So as a gamedesigner he could be just O.K, but I don't think he know much about it, thats just it. Experience is vital in the gaming industry.
      However he's an expert in entertainment, and that's what it all really comes down to, right?
      It's a good point in one way, but in another way;
      • He will direct the games as he directs movies.. sega will be the 'actors'.
        • This is totally correct according to the site. It reads:
          Although Tiger Hill only supervises the products and projects it is associated with, we are adamant about their quality and service to our fans

          This just means they will produce ideas and have sega produce games around them. I wonder if specialisation in games can be driven so far. How will you control that your concept will become what you truelly wanted when you are not even in the same office?
          The whole idea sounds interesting but practically it
      • Does it really matter?

        Ever heard of LucasFilm Games / Lucas Arts [lucasarts.com]?

        George Lucas opened that studio in the late 80s/ early 90s I believe. It's created some wonderful games. Maniac Mansion has got to be one of my all time favorites.

        Shigiru Miyamoto got his start as an art director designing art for video game cabinets. He wasn't a coder at all. And do you think he's kept up with technology enough that he could sit down and contribute code to Wind Waker? I doubt it.

        But he's a great Producer / Director.
        • Hmm... just noticed this bit from the web site:

          Although Tiger Hill only supervises the products and projects it is associated with, we are adamant about their quality and service to our fans.

          So I guess that answers that question.
  • Woo-isms (Score:4, Insightful)

    by Universal Nerd ( 579391 ) on Wednesday May 14, 2003 @10:00AM (#5954226)
    I am a John Woo fan, mostly due to his glorifing of violence, so I must demand the following in his games:

    Pidgeons or doves flapping their wings in slow motion during a small interval during a major firefight.

    Guns in churches or church-like locations. Firing guns in churches is a plus.

    Slow motion. This is NOT bullet time, slow motion violence is the epitomy of movie violence.

    Two guns aerial fighting - Matrix ripped this off of the Master Woo, he makes firing guns and leaping seem so easy that even a wimp can do it.

    Gun-play, through having AWSOME golden guns, twirling them in mid air or - the coolest of all Woo-isms - the release of the magazine and the reloading while the good guy and bad guy have a breather between more lead exchange.

    Silence, five minutes of silence in an action flick is like a cool breeze in the middle of a hot summer's day. Silence and slow motion together create the perfect atmosphere during a fire-fight, add that to a reloading scene and you've got me in tears.

    I've yet to see a flick with so much style as John Woo manages to put in his. Glorified Violence, as my girlfriend calls it. :)

    • Re:Woo-isms (Score:2, Interesting)

      "Two guns"

      To me, the most satisfying experience in an arcade is pumping a dollar into Lethal Enforcers and gunning through the game with both guns blazing. I don't know why a company didn't release a game that used two guns for a single player by design. Sure, you don't get twice the quarters from the people who already play these games that way BUT I don't think that many people are playing that way. But anyway, I'm getting off topic here - yeah, two guns at the same time rule. I've heard it described as J

      • Oh, so I'm not the only one! I love to play two player gun games with two guns, a waste of money but the Coolness and Woo-ness Factors are more important.
  • by cgenman ( 325138 ) on Wednesday May 14, 2003 @10:39AM (#5954557) Homepage
    Video Gaming and movies are very, very different entertainment mediums, with the best games relying upon great play mechanics rather than a great story. John Woo has a wonderful sense of rhythm, timing, and camera angles but those things are controlled by the player in any game. His movies are also strongly character based, whereas videogames are concept based.

    The one thing that Woo will be able to bring to the table is his ability to connect good and bad characters in such a way that they find themselves intractably bound to eachother... But as games require hundreds of faceless, nameless mooks, such character on character interaction would be less important.

    Unfortunately, this is just another example of the hollywood types trying to get into something they don't understand. Nobody expects Stephen King to be able to cross over mediums from books to movies, why do people make that assumption from movies to videogames? Simply saying that they are both visual mediums and are on some sort of "convergence" shows just how little Woo understands this industry.
    • Video Gaming and movies are very, very different entertainment mediums, with the best games relying upon great play mechanics rather than a great story. John Woo has a wonderful sense of rhythm, timing, and camera angles but those things are controlled by the player in any game.

      I disagree. Game developers have often employed triggers, timers, spawn points, hidden doors, environment changes and the like to sculpt the player's actions into a clearly scripted experience, even in FPS games.

      Case in point: U

  • Why haven't game companies approached acclaimed film director Barbra Streisand? Surely "Yentl" and "The Prince of Tides" would translate into great games... Plus these films already have a built-in fan base!

    Come on, Sega et al., give gamers what they want!

    • I thought "The Sims" catered for that demographic...
      • You're right, but then again I'm pretty sure the "John Woo" demographic is already being catered to by other games already out there.

        I didn't mean my initial post to be taken seriously (I don't think Barbra Streisand is the right person for this sort of thing), but maybe a movie tie-in like this might attract customers from the "Sims" demographic.

        • Your fine sarcasm was not lost my dear friend, although it probably was not obvious in my reply. I never saw the point nor fine philosophical points of John Woo movies myself but to each his own, I guess...

          You know, with all respect to everyone out there who bought and is enjoying "The Sims", every time I see someone play that piece of crap I think "well, what do you expect when you de-marginalise gamers - you get pointless drivel for people without the skills to play proper games"... Again, no offence...

  • I'm a big John Woo fan. I enjoy his american-made action films more than most of the genre, but his true genious is in the films he made in his Hong Kong days. What I love about movies like "The Killer" and "A Better Tomorrow" is that in addition to the unmatched action/gunplay, the movies are extremely thematic and symbolic. His Hong Kong pictures all revolve around themes like loyalty, brotherhood/camaraderie, humanity/compassion, and duty. His films often put two or more of these themes in direct con
  • What kind of chance? (Score:4, Informative)

    by AnamanFan ( 314677 ) <<anamanfan> <at> <everythingafter.net>> on Wednesday May 14, 2003 @12:42PM (#5955742) Homepage
    "What kind of chance does a film-maker have of making a difference in videogames, now films are becoming more game-like and games are becoming more film-like?"

    I know this seems like a shameless promotion since it comes out tomorrow, but the answer to that question will be answered with "Enter the Matrix." [enterthematrixgame.com]

    This is a very rare project where film directors are in the director's chair for a video game. This is revolutionary mainly because it breaks taboos in Hollywood about video games.

    A few weeks ago, Emerson College [emerson.edu] in Boston held their 'Web Night' panel discussion which included Randy Fenton, the founder of Dare to Play (DtP) [daretoplay.com]. DtP is a tool to create a non-liner narrative structure using a hotmail-like account to interact with characters. The intent is for branding for movies where audiences experience a sort of prequel to a movie (as well as some Edutainment applications).

    The common problem he has faced is being labeled as a game. For example, DtP was featured under the Sundance Interactive Festival [sundanceon...stival.org], but only by a hair. The board was at a fight between calling DtP a game or not. Sundance Interactive do not want to incorporate 'games' into the festival, but how can an interactive project not be constructed as a game? Under this logic, titles like 'Myst' [imdb.com] or 'The Longest Journey' [imdb.com] do not have narrative merit. This is the challenge between the movie and gaming industries.

    Hollywood thinks all video games are variations of Pong.

    There are a lot of reasons and theories as to why, from union issues to change in audience positioning. But now, special effects work is very similar to video game creation, especially with motion-capture and human scanning practices. The film industry is already making mini-videogames as non-interactive movies for a few years now. Something needs to point out this fact to the industry.

    I believe the Wachowski brothers will make that point with The Matrix. The principal photography of the new series of The Matrix was of 3 main units, "Matrix: Revolutions," "Matrix: Reloaded," and "Enter the Matrix." Film people made a video game. [enterthematrixgame.com] The game may or may not be revolutionary for the audience (out side of the plot's involvement with the movie), but it will be for the process of creating a video game.

    It shall be exciting to see what happens next...

  • Clive Barker [clivebarker.com] was involved in a game called "Clive Barker's Undying." [ea.com] It was a fantastic horror game that received excellent reviews. Interestingly enough though, it sold very poorly. Do gamers want excellent storylines and thoughtful gameplay? Some of us do, but to the masses, pretty flashing lights are usually enough. Woo's strength in the action genre may be a bit more accessible to the public than Barker's horror themes though. It'll be interesting to watch just how far involved Woo gets involved w
  • I read an interview with Brian de Palma during his press for Femme Fatale and he mentioned that gaming and movie making are starting to merge. He said "The next generation of movie directors will be game designers". Granted, de Palma isn't the most respected director, he has done some good stuff, and it might even be possible he knows what he's talking about.

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