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Getting A Bad Review Is No Fun

I feel sorry for the people who worked on Warner Bro’s DC Comics films.  Man of Steel got mixed reviews for its ho-hum take on Superman, while its sequel, Batman v Superman: Down of Justice got resoundingly panned for its muddled storyline.  From its trailers, Suicide Squad, looked like it might be a winner with both a critical and box office hit, but it too is taking a beating from the critics.  Now I know that Warner Bros. did just fine at the box office will these three films, but let me tell you from personal experience, it isn’t fun getting bad reviews.

In 1995 I produced two similarly themed adventure games for Cyberdreams: one received stellar reviews, while the other received awful reviews.

The former, I Have No Mouth, And I Must Scream, was a video game I developed in collaboration with author Harlan Ellison. It received excellent reviews, was named Best Adventure Game of the Year by Computer Gaming World, and received the award for Best Game Adapted From Linear Media at that year’s Game Developers Conference.

The latter, Dark Seed II, was a game I developed in collaboration with artist H.R. Giger. It received terrible reviews, and one reviewer privately told our marketing director that I should be fired.

And the odd thing was, as I was developing both games — which had similar scopes, interfaces, game mechanics and even storylines — I thought Dark Seed II was turning out to be the better game.

Well, obviously it feels great to receive rave reviews and awards, and it feels terrible to be panned by the critics. But all I could do was try to figure out what went wrong (I eventually decided that the main problem was that I cast the wrong actor to do the main character’s voice — he was much too depressing, and no one wants to play a depressing character), and do better next time.

Game development is fast-paced, and by the time you’ve launched one project, you’re busy starting up the next one. There’s no time for moping.

So, don’t spend too much time licking your wounds, Warner Bros. and DC Comics.  You’ve got a big slate of films to put out.  Just one thing: you better not screw up Wonder Woman!

 

 

Looking Back At The Virtual Reality of The Lawnmower Man

Last Thursday at The Los Angeles Film School we held a private screening of the film The Lawnmower Man, which is a 1992 science fiction film about an experiment in virtual reality gone wrong.  One of our alumni knew the film’s director, Brett Leonard, and asked if he could host a screening of the director’s cut of the film followed by a question and answer session with Leonard.  I had never seen the film before but seeing it was on my bucket list due to my interest in virtual reality, and I suggested that we screen it on the same day that we have our monthly Game Fair, where one of our student teams was demonstrating a virtual reality project of their own.

Based on a Stephen King film of the same name (although according to King himself, bearing “no meaningful resemblance” to it), the film stars Jeff Fahey as Jobe Smith, a simple-minded gardener (the titular “Lawmower Man”), and Pierce Brosnan as Dr. Lawrence Angelo, the scientist who decides to experiment on him.  Dr. Lawrence Angelo has been running experiments in increasing the intelligence of chimpanzees using drugs and virtual reality, When of the chimps escapes using the warfare tactics he was being trained for, Dr. Angelo finds a human subject to work with when he spots Jobe mowing his lawn.

Dr. Angelo makes it a point to redesign all the intelligence-boosting treatments without the “aggression factors” used in the chimpanzee experiments, and like the protagonist in the story story Flowers for Algernon, Jobe soon becomes smarter, for example, learning Latin in only two hours.  The story also has a resemblance to Altered States, where Jobe develops telepathic abilities and eventually becomes a being of pure energy.  Jobe uses the lab equipment to enter the mainframe computer, to become a wholly virtual being,  Angelo then joins Job in virtual reality to try to reason with him. but Jobe overpowers and crucifies Angelo, then continues to search for a network connection to escape. Each eventually escapes their entrapment in virtual reality, and the film ends with Jobe ringing hundreds of telephones all around the globe to signal his birth as a being that now resides in every networked computer system.

The story may be a bit derivative, but how prescient were its quarter-century old predictions about virtual reality?  Much of the technology was dead-on to where we are today.  Characters were connected to computers by wearing helmets with visual displays for seeing the virtual world, gloves allowing users to manipulate virtual objects, touchscreens for operating the computer controls, and hand-held controllers for additional input.

Unfortunately, time has not been kind to the film as the virtual reality graphics themselves are now primitive by today’s standards (although at the time they were state-of-the art, the eight minutes of computer generated special effects taking seven people eight months to complete on a budget of $500,000).  Also, the film did not anticipate bluetooth, as there were wires everywhere, and characters were locked into giant gyroscopes, apparently so that they could tumble through the ether when other characters punched them in virtual reality.

As far as the application of virtual reality goes, the film explored its uses for therapy, education, and training, which are indeed three fields for which virtual reality is being developed today.  Of course, for dramatic purposes this is all made menacing by the use of a not-properly-tested drug as well as an evil military overseer that introduces aggressiveness factors into the treatment with the inevitable disastrous outcomes.

So, is this a film worth seeing if you are into virtual reality and its depiction in cinema?  Unless you are a diehard science fiction film buff, I suggest taking a pass now that we have the real thing to now available to play with.  Brett Leonard told us after the screening that he was developing some virtual reality applications with his team. I trust that he’s learned from both this film and his 1995 similarly-themed film, Virtuosity, of the dangers of virtual reality, and it will be interesting to see what benefits filmmakers will bring to the medium.

After all, the film did inspire the scrolling action game The Lawnmower Man (1993) for Game Boy, Genesis and SNES as well as the full-motion video adventure game The Lawnmower Man (1993) for DOS, Macintosh and SEGA CD , which used clips from the movie and is a direct sequel to the movie, since Its plot begins. The adventure game Cyberwar (1994) for DOS and PlayStation is a non-FMV sequel to the FMV game.  Now technology is at a point where I don’t expect to play the movie, I want to be in the movie.