My studio didn’t so much have The Midas Touch as it had The Midas Vague Gesture. The other thing is that once you’ve got the ball rolling, you will end up with so much money it would give both Scrooge McDuck and Flintheart Glomgold pause for thought.Īs in, I was at the level of making “small” movies and had a bank balance of $10bn – yes, that’s billion dollars – from making movies whose real-life equivalents would be on the scale of things like Clerks. Sadly, there is no option to frustratedly yeet your coffee into a nearby bush while demanding to know how come absolutely no-one in your literally multi-million dollar movie studio has the same level of knowledge as anyone who ever took media studies in high school. If you’ve seen Team America: World Police, you know a song about this.Perfect example: Getting a pop-up saying the editor “needs to show the passage of time in sequence, but everyone has forgotten how”, and asking you to choose between “use a skip frame”, declare “ this calls for a montage“, or pay an outside consultant a ludicrous sum of money to state the obvious. Occasionally the game will ask for your input resolving “trouble on set” – not juicy issues like “The Lead Actor is drunk again” or “The script writer has been exposed as a Communist” or anything fun like that, but with incredibly obvious film-making technique stuff that pretty much everyone with a passing interest in movies or TV should know, and certainly people you’re paying lots of money to make films should know. The novelty of making my own posters wore off very quickly as a result. Later on in the game you get the ability to design your own movie posters, which seems like a neat idea until you realise the text (besides the title) on them doesn’t match up with the facts – the actors names are different to the people who were actually in the film, there’s a different director, and so on. The game also doesn’t explain what those props do or how they impact your movies, at least as far as I was able to ascertain. You can create a range of props in the game, but there’s no way to choose exactly which ones you want the propmaster to create – or any clear indication of how props actually affect your movies in the game.Ī lot of other important things are pretty opaque or seemingly arbitrary too – you can build a range of props, but instead of saying “Create a copy of the Necronomicon”, you have to select three different attributes and then you seemingly get a random prop as a result. I still have no idea what the sliders for the different aspects of a movie trailer did, for example. The game really doesn’t explain itself very well at all – in a lot of cases, I was relying in my experience with Game Dev Tycoon to understand mechanics, like what percentage of the budget should be devoted to certain aspects. Moviehouse: The Film Studio Tycoon is such a promising concept, but sadly you don’t have to look very far to find trouble on the set. You task writers with writing scripts, get directors to direct films, and help guide the project through its various stages from inception to cinematic or video release, then (hopefully) reap the financial and critical rewards from the result. These help you bring together the story you want to tell and give you an idea (as the player) of what sort of movie you’re putting together. Scripting a movie consists of selecting a genre then choosing different setting, hero and villain plot cards. While the game implies you’ll have control over all aspects of making a film, the reality is this is basically Game Dev Tycoon but with celluloid instead of bytes as the theme. The subject of this review – Moviehouse: The Film Studio Tycoon – is developed by Odyssey Studios and published by Assemble Entertainment for PC & MacOS, and represents a notable attempt at recapturing the magic, even if the overall result ends up falling somewhat short.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |