![]() ![]() Posted Wed 20th Oct 2010 2:29pm by Gavin Lowe
Ninja Theory, creators of Enslaved: Odyssey to the West, have set out on a bold mission to bridge the gap between video games and cinema. In a meeting with their head designer, Tameem Antonaides, Game Kudos got an insight into the production process and talked about the significant talents brought together to create what Antonaides hopes is a character and story-driven game, like a “buddy” movie for the video game generation.
The basis for the story in Enslaved is the ancient Chinese text Journey to the West, but what might have been a fantasy story was translated into science fiction by Ninja Theory. “Games often take obvious roots, like Lord of the Rings for anything that involves dungeons and wizards, Aliens for anything with Space Marines, and Mad Max 2 if it’s post-apocalyptic,” Antonaides said. The ancient Chinese story was “a new source of Fantasy for the west.”
![]() Switching the setting for the story from the ancient past to a post-apocalyptic future required a tremendous change in artistic style that drew on a number of different inspirations. “Our art directors, Alex Haley and Stuart Adcock, really like to have colour and movement and light in the games that we make, so we draw a lot of influences, from classic artists like Caravaggio to comic artists like Moebius, to Miyazaki movies,” said Antonaides. Ninja Theory used a juxtaposition of sorrow and beauty to add a desperate emotion to the overall aesthetic of the game. “Influences for the style include a documentary called Life After People which shows what the world would actually do if people weren’t around, which is basically nature would reclaim everything and it would actually be lush and beautiful, and in a way sad,” Antonaides said. The game aims to create a feeling of desolation, a future where mankind is no longer the dominant species. The struggle of Monkey and Trip to escape the robot Mechs and return safely to her village is made more involving and poignant when seen against the crumbling remains of a once-great human civilisation returned to nature.
The story and “feel” of the game were heavily influenced by its writer, Alex Garland, the acclaimed screenwriter of The Beach, 28 Days Later and Sunshine. Massive dialogue changes and subtle alterations to the mood of scenes, and even the idle stance of a non-player character, all were informed by the desire to create a game that “feels” more like a movie.
![]() All of the action and drama is hinged on the interaction between the two main characters. Antonaides hopes it isn’t seen as an escort mission but rather a buddy movie where, over time, a burgeoning relationship grows and becomes more important to the player’s experience of the game. “What we wanted to do was create a kind of buddy movie vibe with the two main characters and go as deep as possible into their relationship in a way that games haven’t really done before. We wanted to go really deep into the drama with this game,” he said. This is something that Garland was able to produce in his extensive re-scripting of the story.
Does Antonaides think that employing big name Hollywood writers is the way forward for the industry? “We were lucky with Alex because he’s a big gamer…and he thinks games are as valid a medium for storytelling as any other and so he took it really seriously,” Antonaides said. “Equally, you could approach a Hollywood writer who may think ‘oh – video games, easy money, just knock it out’ and you would end up with a disaster.”
Garland’s effort was sizable. “He happens to live near us so we’ve had a two year relationship where he would visit us often, and it’s that hands-on approach that you need,” Antonaides said. Garland involved himself not only in the script writing but in the development stages of the game too. He consulted on camera angles, cut scenes and action scenes. Choices such as removing camera control from the player at pivotal moments to support the story were initially resisted, but faced with Garland’s persistence the developers acquiesced. Antonaides is glad they did. “I wouldn’t say work with Hollywood, I would say work with the best person of their craft that wants to make games.”
Ninja Theory’s recent titles, Heavenly Sword and Enslaved, have had a heavy focus on performance capture. Andy Serkis, the actor behind Gollum and King Kong, has starred in both of these games and, as a veteran performance capture artist, was integral to producing the cinematic feel of Enslaved. “He introduced us to WETA the digital artists and special effects specialist behind Lord of the Rings and treated it really seriously,” Antonaides said. “We’d rehearse the script for weeks leading up to the shoot. We would spend three days rehearsing just like you would for a play or a movie.”
![]() Enslaved’s universe will receive added background depth in the form of downloadable content due to be released shortly. The DLC will be a totally new experience based on Pigsy (one of the game’s supporting characters), and will sport totally different gameplay mechanics, and a new story that won’t affect the buddy movie feel in Enslaved. “I think DLC should be seen as an optional extra that wouldn’t exist if the DLC method of delivery wasn’t there,” Antonaides said. “It’s all about when you pay for the main game you get a start, middle and ending. It’s complete. If you want to play the DLC it’s not going to affect that or ruin it or feel like a chunk of the game has been taken out.”
Ninja theory’s next big project is the re-boot of the much-loved Devil May Cry series. Antonaides’s reaction to the news that he’d get to carry the torch? “Thrilled, amazed, but also really worried. Because it’s a huge responsibility.” There has been an outcry of Internet unrest in the Devil May Cry fan circle over the re-imaging of the character of Dante, but Ninja Theory is merely delivering what was asked for by the IP holders. “CAPCOM were clear that they wanted a totally new vision for the DMC series,” Antonadies said. “We’ve all been working together on this new vision.” With Ninja Theory’s recent move toward the cinematographic, and the depth of talent involved in the production of Enslaved, fans may wish to pause before passing judgement on the fledgling re-boot. Perhaps a movie-esque, story driven DMC may be on the way.
Enslaved: Odyssey to the West was released on October 8th. Related Articles
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