KILL BILL - The Video Game'!'!'
Hey folks, Harry here... With Lorenzo DiBonaventura taking an NC-17 video game like DOOM and turning it into a PG-13 namby pamby would be film adaptation... I think it is interesting to see that Tarantino is taking his uber-violent film and is working to turn it into an uber violent video game. Boy, this'll be one for little Johnny! I can just see it, little girls around the world will cease playing with BARBIE dolls and will pick up the controls and become the revenge crazy BRIDE. Suddenly the girls in elementary schools and junior high schools begin rabidly kicking the boys' asses with the killer moves they'll learn from this game... "What a wonderful world it could beeee....."
BLACK LABEL GAMES AND QUENTIN TARANTINO PARTNER TO PRODUCE A "KILL BILL" VIDEO GAME
Miramax Films and Black Label Games Sign Co-Marketing Deal to Cross-Promote "Kill Bill" Franchise
LOS ANGELES, CA. October 01, 2002—Black Label Games, a studio of the Games division of Vivendi Universal Publishing (VU Games), announced today that it has signed an agreement to license the interactive rights to Quentin Tarantino's ("Pulp Fiction," "Reservoir Dogs") upcoming Miramax film "Kill Bill."
Slated for theatrical release in October 2003, "Kill Bill," which is being produced by Lawrence Bender through their A Band Apart production company, will star Uma Thurman ("Pulp Fiction," "Beautiful Girls") and Lucy Liu ("Charlie's Angels," "Ally McBeal"). According to the terms of the agreement, Black Label Games will develop, produce and publish at least one video game based on "Kill Bill" for next generation consoles and the PC, with Tarantino serving as creative consultant on the project and providing exclusive film footage for the game's development.
"The combination of our creative and technology teams coupled with Quentin's vision promises to deliver a high-quality interactive entertainment experience," said Jim Wilson, president of Black Label Games. "We are excited to extend this innovative franchise into an action game featuring a unique cast of female characters that will appeal to gamers everywhere."
Additionally, Miramax Films and Black Label Games will co-market and cross-promote the "Kill Bill" title. The video game will launch simultaneously with the home video/DVD in 2Q 2004.
The William Morris Agency, through its William Morris Consulting division, matched the "Kill Bill" video game project with Black Label Games. The final deal was negotiated by WMA and Carlos Goodman of Lichter, Grossman, Nichols & Adler on behalf of Tarantino. Steve Hutensky, evp of business affairs, and Barry Littman, vp of business and legal affairs, negotiated the agreement on behalf of Miramax.
About "Kill Bill"
Uma Thurman is going to "Kill Bill," in Quentin Tarantino's latest film about a former assassin betrayed by her boss Bill (David Carradine). Four years after surviving a bullet in the head, the bride (Thurman) emerges from a coma and swears revenge on her former master and his deadly squad of international assassins, played by Lucy Liu, Daryl Hannah, Vivica A. Fox and Michael Madsen.
About Black Label Games
Black Label Games is a studio of the Games division of Vivendi Universal Publishing, and is focused on developing titles based on original intellectual properties, as well as content licensed from external strategic partners. Black Label Games' title line-up includes "The Thing," the critically-acclaimed action/survival-horror game, a sequel to John Carpenter's 1982 cult classic movie of the same name, "Enclave" for the Xbox™ video game system from Microsoft, and "Mace Griffin: Bounty Hunter," for the PlayStation®2 computer entertainment system, Nintendo GameCubeÃ” and Xbox™ video game system from Microsoft. The unit is also releasing games based on the great 20th century literary epic, J.R.R. Tolkien's worldwide best-selling saga "The Lord of the Rings," as part of Vivendi Universal Publishing's long-term agreement with Tolkien Enterprises.
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Oct. 3, 2002, 6:54 a.m. CST
by Cash Bailey
Everything Harry reported from the set leaves me convinced that QT has only been improving things as he's been going along. Now that 'Yuki's Revenge' is gone and Bill's intor scene if different I don't feel so guilty about reading the script (except the last chapter).
Oct. 3, 2002, 7:04 a.m. CST
when they were all the way over in china, we had tons of set reports, and now that they are right next to us, in the middle of L.A. somewhere, nobody tells us what's going on. what the fuck. www.tarantino.info
Oct. 3, 2002, 9:35 a.m. CST
Drunken Missiles would be a nice touch as well.
Oct. 3, 2002, 11:38 a.m. CST
by Sith Witch
It is about time someone gets to those..
Oct. 3, 2002, 2:26 p.m. CST
I can see it now, this will be the next major controversy in the gaming world. A violent, hold-nothing-back Tarantino film, and a game in the very same style. Wonderful.
Oct. 3, 2002, 3:47 p.m. CST
by Sith Witch
I knew I should have went into this earlier. The thing is, neither one of those movies would be hard to adapt as games. We just live in a world of uncreative game-designers. Here goes a rough version of Pulp-Fiction. These are just stage suggestions: 1. Mia has overdosed. As Vince, you have to safely spped across town to Lance's house, without getting wrecked or pulled over, before she expires. Of course it is safe to crash into Lance's garage at the end. 2. Mexican standoff in the diner: Control your aim, making sure to keep everyone covered. Meanwhile you must choose statements for Jules to speak to the other individuals like Pumpkin, Hunny Bunny, or Vincent. Say the wrong phrase, or say something to the wrong person at the wrong time and it can all go down. Note that the dialogue would be variable, not straight from the script. There would be quite a bit of lines newly drafted in the same style as Jules' speech. Otherwise it would be too easy to just recite from memory. 3) Dance contest: Control Vincent's dance moves to coincide with Mia in order to win that trophy! Ala the Space Channel 5 dance game, or whatever that is called. 4) Boxing match with Butch Coolidge! Defeat your opponent, then make a run from the ring, into the waiting taxi below. 5) Contol Butch as you sneak back to the apartment, ala Metal Gear. A lot of sneaking, then make sure to not get blown away by Vincent! 6) Drive the car with the dead body in the trunk VERY carefully to Monster Joe's. Follow the Wolf. If you do not signal correctly, et cetera, you could get pulled over and arrested when the officer sees what is in the trunk! 7) As Butch, fend off the pawn shop attackers. Like the diner standoff scene, this would be a very simple and short setup, but the slightest wrong move could spell certain doom. Although some of the weapons you choose from the rack could work just as well as the samurai sword, some might cause a long enough delay that you would miss and have no choice but to face the rednecks on their own terms. 8) Vince and Jules go to get the briefcase back. Your timing here is important. Again, there would be fresh dialogue lines that can be used to pass time, get different reactions out of Brad & crew, et cetera. Perhaps if you had did something differently early on, there might not be the according-to-Hoyle miracle guaranteeing your invincibility to the blasts. What is more, that one guy in the bathroom may decide to escape out the window and come back to ambush you later somewhere else if your timing was off, or if you did not kill Brad. There- that makes eight stages for what would be a varied and entertaining game, full of great graphics, dialogue, occasional cut scenes, et cetera. The best thing would be, that how you handle things could result in different paths the characters would follow, so it would not be limited to only what occured in the movie. That would also provide some great oppurtunity for circular chronolgy as you end up with things happening differently. Perhaps there would be a Fox Force Five bonus stage where you could contol one of the girls with their specialties! Why has no one ever thought of it before? I mean come on, the driving, boxing, and sneaking stages were no brainers! As for Reservoir Dogs, what the other guy described above works nicely for it. One stage might actually be the heist stakeout. Another would be the heist itself (bonus since you never get to see it in the film), next stage would be escaping the heist, and the next would be driving inconspicuously back to meet everyone at the funeral warehouse. And the very last would be the mexican standoff, in which who you aim at, and what you say makes a difference. Plus it would also be very choose-your-own-adventure like as well, so that there would be real tension. The game Terminator for Sega Genesis is one of the most wonderful games ever. And it only has four stages! But each stage is difficult enough to warrant it. Plus, since there are only four stages, they were able to pack the cartridge with wonderful music, dialogue, and graphics so you actually felt like you were playing in that movie universe. The thing is, it is simple enough to find four stages for any movie-to-video game. In Terminator they could have actually had about four more stages involving driving, running, et cetera. Game makers need to break away from their same tried and true formulas, and start experimenting more. Parappa the Rapper was a great start five years ago. Even the most serious drama can be adapted if the stages are of the sneaking around and choose-your-own-adventure type. Plus anytime vehicles are involved there is an instant stage. Imagine having schedules to stick to, other characters to meet up with, items to find, et cetera. That method has been used before in games, and since it lends itself so easily to movies without a lot of action, then why not make more use of it?
Oct. 3, 2002, 5:18 p.m. CST
Devil May Cry. Come on. Trying to do House of Blue Leaves in a game would be just like ANY fight in DMC. Only not as cool seeing as you only have swords. And not magical ones at that. Yawn.
Oct. 3, 2002, 5:41 p.m. CST
by Massawyrm 1
a company that knew something about intuitive controls were handling the project. The Thing was a cool premise, but the controls were way too awkward and the gameplay bored the crap out of me. Add in those sorry polygon gameplay "cut scenes" and it made for a weak as hell play that I put away and returned to the store 2 hours later. And Enclave, dear god. The controls on that were a nightmare. Both sticks required at all times to move? And no control customization? Are you kidding me? (and no, what Black Label put in was NOT customizable). Add to the fact that the game states you can choose which side to play...only after you play the forces of light...THEN you get to choose. Another same day return. And if this is cross platform, then it'll be available on the PS2...which means us X-box and Gamecube owners are screwed by having to put up with the PS2's already outdated polygon graphics. Black Label has some interesting ideas, but unless they put some thought into this one, then we're doomed to ANOTHER sorry movie adapted video game experience.
Oct. 3, 2002, 10:04 p.m. CST
by Sith Witch
You make a point to argue that my ideas "would not work". Why? I know you want to avoid typing a lot (that post only took me ten minutes, but you do not even give any broad reasons at all for your defense. What, driving vehicles in games does not work? Boxing does not work? Sneaking around as Silent Snake does in Metal Gear does not work? I guess I better take all my games in for a refund if those type of game stages "do not work". I am not offended, I just cannot understand what you mean when you fail to get even remotely specific. There was a new James Bond game last year that was nothing but all the driving stages from every James Bond movie ever, all back to back. So why could they not do the same with Pulp Fiction or Reservoir Dogs?
Oct. 4, 2002, 12:16 a.m. CST
by Sith Witch
Sure, some of the theoretical stages I named were more "experimental", but there have been a lot of games that use that concept, especially for Sega CD when there was a whole slew of choose-your-own-adventure type games like Dracula Unleashed, Night Trap, et cetera. The way that format would be improved is that there would be additional control going on while a clip was playing out, rather than simply making a decision here and there. I for one would relish the chance to play a movie-based game where almost every stage was a new playing experience with lots of variety. Sure beats the standard games where you play as one character walking around repetitively doing the exact same actions over and over. Walk walk, shoot, shoot, duck, jump! I think the Golgo 13 games came closest to a movie-like experience in that one stage you were walking down the street karate chopping thugs, then suddenly attacking a helicopter from a new POV perspective in an alley, then entering a building and having a role-playing exercise where you choose responses to different characters and making sure to meet them (or not) at various times. Then, enter a building and having yet another perspective with which to navigate, then the next stage scuba diving, then the next piloting a helicopter, then the next a sports car, et cetera. Now that was an envelope-pushing series of games. But that format, mixed with a few of the other more experimental ones of late like Space Channel 5 and Parappa, where improvisation is key, are the formula to a successful game of Pulp Fiction or something else like it.
Oct. 4, 2002, 2:32 a.m. CST
I wish they would make Desperado the game...that would rule ass.All those weapons,that movie was made to be a game.....what the hell did i just say?
Oct. 4, 2002, 5 a.m. CST
I want them all especially a David Carradine with kickass tattoos.
Oct. 7, 2002, 6:46 p.m. CST
by Sith Witch
>>What, driving vehicles in games does not work? > >Not while you are trying to be Jules and Vincent who'd just shot a >guy in the back seat, or not while you are trying to be a taxi >driver taking Butch back to his hotel, or not while you are Butch >trying to hit M Wallace, not while you are Vincent trying to get Mia >to the dealer's house. The scenes in Pulp are known and loved for >their dialogue, not their brief on-screen and short lived "action." >If I wanted to re-live those scenes, then I'd watch the movie again, >not play a video game and pretend I was talking about a glass of >beer in a Paris theater. I see what you are saying finally. Thanks for going into a bit more detail. I have to admit the games I have always loved most are almost invariably the ones based off movies, no matter how bad they may turn out. This is because when I really like a movie, I want to see as many different variations and interpretations of the work as possible. That is why as a hardcore Star Wars fan I do not mind the countless deluge of merchandise. But to be more succint, the video games I love playing most are the ones that have cinematic roots because I love both mediums so much I find it wonderful when they cross. My favourite system to this day is still the Sega CD system, because I was in absolute heaven with the whole slew of full-motion video games that came out, like Mad Dog McCree, Dracula Unleashed, Night Trap, Sherlock Holmes, Rebel Assault, et cetera. The best part of gaming to me, even when Ninetndo was the only thing around, was always the beginning story, the cut-scenes between levels, and the ending. The gameplay in-between seemed inconsequential because of the fact that no matter how difficult a game is, given enough time or strategy tips, anyone could finish them. So it makes perfect sense that the Full-motion video games like Dragon's Lair appeal to me most, because you have a movie that you can alter along the path. >>Boxing does not work? > >Boxing was never a visual part of the movie. We saw no boxing ring >or any action from the fight. Why try to "re-create" what wasn't >shown in the movie, whe then game is supposed to be based on what >we've *seen* in the movies? (you mentioned the Bond car chase >game... how many "chases" are in the game that were never on a >screen?) All the better reason to make it a part of the game, the fact that it was never visually seen in the movie. Why do an interpretation of something into another medium if you are not going to give glimpses of extra things that transcend the movie's limits? >>Sneaking around as Silent Snake does in Metal Gear does not work? > >A what, 250 yard straight line from a parked car to an apartment >complex? No thanks. It'd be more fun trying to re-create the >camera switch off through the chain-link fence than to recreate the >out-in-the-open "sneakiness" of a scene that happens in broad >daylight. >Bond games work because they are action movies, not dialogue films. >They're fun to re-create and possibly branch off of. Pulp is not >remembered for action, but the 10 minute dialogue-driven preludes >and aftermaths of the extremely abbreviated action scenes. I'm >sorry, but I don't see how a large number of consumers could be >entertained trying to find an alternate choice of dialogue to "What >does Marcellus Wallace look like?" > >-241 Okay, again I see your point. Pulp is more dialogue than action. Makes sense. I just wish games could be developed that are NOT merely action driven. If people can sit around together in groups for 6 hrs. at a time to play a board game like Life or Monopoly where you mimic a play of reality vicariously, then why not in a more graphic, computerized form? Maybe that is why the Sims is so popular these days. That was what I loved about the FMV games is that there were rules and limits, and speed of response was often important, but mainly it was just the dialogue, listening to the clues the characters would give you, HOW they intoned certain things or what they may stress through voice diction, body language, et cetera. I think what it all boils down to is what type of gaming you prefer. Most people like big explosive arcade-style action, and the minority (me) prefer more subdued mystery-style games with lots of mood, varied gameplay, and a TON of stuff to watch. As for the most recent game I felt approached this is the Resident Evil remake on Gamecube. However I lament the loss of the old FMV's. Anyway, I do not expect another big reply from you. I understand what you mean now, and thank you for clearing your view up for me. It has really helped me to put my views on video games into a more concrete realization. I am just upset that more games are not made along the lines I most enjoy.
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