Finally had a chance to see this movie. I won’t spoil the story but it suffices to say, the plot is not original (e.g. Boy-Meets-Girl romantic comedy). The reason I wanted to see this movie was for the special effects. Scott Pilgrim VS The World does not disappoint.
In order to appreciate the special effects, it needs to be seen. There were 8-bit game references, a giant yeti, twin pixelated dragons, glowing light swords, and a vegan, Dragonball Z-like bass player. There were so many elements it was definitely fun to watch. The director Edgar Wright manages to balance the amount of compositing through the whole film. As an audience member, it felt natural to be seeing people have Street Fighter-esque brawls with bad guy minions or having an onomatopoeia appear to bring attention to certain sounds. Scott Pilgrim VS The World‘s story is told more through the visual elements which translates perfectly from the graphic novel source material.
DRAWBACK
The biggest letdown in the special effects and editing were the credit sequences, both the beginning and end. The initial credit sequence features a scratch film texture with varying colors. I came really close to having a seizure and that doesn’t happen. In comparison to the film as a whole, the opening credits do not match the style (e.g. 8-bit art, halftone comic book texture). When the film closes, I was surprised that the credits were default white text scroll on black background. As vibrant and alive as the film feels, the closing should reflect in part the style the movie had. Case in point: Pixar’s Wall-E. At the end of the film, the closing credits has a bit of animation to coincide with the animated movie, an epilogue if you will. Eventually, Pixar uses a white text on black background but adds a few touches that tie into the film. It’s this extra step that ties the whole composition together.
Game Demo Skills
I was watching an episode of X-play on G4TV. The segment involved a hands-on look at the upcoming title, Halo: Reach. As the developer rep talked about the game’s features, the presentation was edited together with gameplay footage. The part I found interesting was that the person playing (call him the driver or pilot) got himself killed by the enemy AI. This happens a lot in game demos which makes me question, “Who is playing so poorly?”
In-game death during a demo can be acceptable if it showcases a game mechanic. Case in point: Ubisoft’s Prince of Persia: The Sands of Time series. To prevent character death, players could use a Rewind feature to undo mistakes during combat or level platforming. In a later installment of the series, a companion character Elika serves as your life saver during every mistimed jump and combat death moment.
Outside of this example, there is no reason for the driver of a demo to get killed. I don’t know if he is playing on a hard or brutal difficulty setting; however, this would be ill-advised in my mind. A demo’s purpose is to show game mechanics and graphics. Tougher game play is more appropriate for a personal game experience than a public group offering.
Game demo drivers need to be proficient at the game. The last thing the crowd wants to see is the main character die. It’s okay to come close to in-game death without actually achieving it. A single death or even repeated deaths can communicate to the public that the game is too hard, which could translate to fewer purchases.