URBANK, Calif.
AS if in a shadow play of a major Hollywood premiere,
photographers pressed up to a procession of film stars
strolling into a theater aglow with hype and klieg lights.
Keanu Reeves chatted on camera with "Access Hollywood" and MTV
reporters. Will Smith and his wife, the actress Jada Pinkett
Smith, waved to onlookers. Carrie-Anne Moss and Laurence
Fishburne glittered on a black carpet ordered for the
occasion.
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The event at Warner Brothers Studios was a sort of
coming-out party for Enter the Matrix - not one of the
long-anticipated sequels to "The Matrix," the cyber-chic 1999
thriller, but a video game.
With a production cost that some industry experts estimate
at as much as $20 million, Enter the Matrix is likely to be
the most expensive video game yet made. More important, the
game, laced with an hour of new "Matrix" film scenes and
megabytes of cinematic tricks, represents the closest
collaboration so far between the converging orbits of
moviemaking and game production in an entertainment universe
that is finding new profits, partnerships and possibilities in
ever more sophisticated digital technologies.
The game's 244-page equivalent of a shooting script was
written by Larry and Andy Wachowski, the brothers who wrote
and directed "The Matrix" for Warner Brothers Pictures, as
well as two sequels that are being readied for release this
year. (The game's release by Shiny Entertainment is to
coincide with the May 15 opening of the first sequel, "The
Matrix Reloaded.") Similarly, the films' set and custom
designers and much of their departments did double duty for
the game, as did the movies' Hong Kong fight choreographer,
Yuen Wo Ping, and the films' lead actors.
"We had a notion to take the stars of the movies and have
them play supportive roles in the video game and tell a story
that is a companion story to the movies'," said Joel Silver,
the films' producer. Blending the productions, he said, became
essential to maintaining the quality and requirements of the
"content driven" projects.
"There are scenes that start in the video game and will
complete the movie," he said, noting that the game was
conceived to "feel like it's a part and experience of the
movie." Some of the plot lines intersect, and one of the
player's missions is to get a character to a location pivotal
to the story in "Reloaded."
Bruno Bonnell, chairman and chief executive of Infogrames,
which recently acquired Shiny Entertainment, calls the
phenomenon "a revolution in interactive entertainment."
Of her months of work on both the "Matrix" sequels and the
game as the tough hovercraft pilot known as Niobe, Ms. Pinkett
Smith said, "It's all one project."
Some of the bigger video game developers, like Activision
and Electronic Arts, have also been quick to capitalize on
securing licenses to movies, gambling millions of dollars on
whether movie premises and characters can make top-selling
games.
This year, besides Enter the Matrix, game enthusiasts can
expect a slew of movie-related video games that are being
developed with the increasingly close cooperation of the
moviemakers and actors. Even Disney's
"Piglet's Big Movie," due in theaters March 21, is being
accompanied by a video game, Piglet's Big Game, made by Gotham
Games. It took advantage of Disney's willingness to help blur
the line between movie and game by giving both the same look,
feel and vocals, said Greg Ryan, general manager of Gotham
Games.
Last year, Activision, with games like Spider-Man: The
Movie, and Electronic Arts, with Lord of the Rings: The Two
Towers, struck gold with movie-to-game projects. Both games,
executives for the companies said, were created with unusually
high access to the films' makers, including having the movies'
actors reprise their roles specifically for the games.
And at an average retail price of $50 a game, the economics
of translating a blockbuster movie into a game that could sell
millions of copies is attractive, many gamemakers and
moviemakers said.
"I think what is going on is that everyone has realized
that we are going after the same target audience," said Kathy
Vrabeck, an executive vice president at Activision, referring
to young males. "I'm not surprised to see more convergence of
movies and video games, bringing that experience into the
interactive realm where they can continue that experience for
hours and hours.''
Neil Young, an Electronic Arts vice president in charge of
production for the company's "Lord of the Rings" game
franchise, said he had video conference calls from his office
in Redwood City, Calif., with Peter Jackson, the New
Zealand-based director of the film trilogy.
"It is important to keep him in the loop," Mr. Young said.
"We're trying to understand the language of the film and adopt
and retain its core essence, but diverge in ways that are
right for the game medium."
Mr. Young cautions that not every film, no matter how
popular or celebrated, can be adapted into a video game. For
example, gamers are not likely to see "The Hours" or "Chicago"
games popping up on their Play- Station 2 consoles. Action,
fantasy and science fiction genres appear to be the most
adaptable.
"We rule out chick movies," Ms. Vrabeck said with a
chuckle.
Trying to capture box-office lightning in a game cartridge
is not new. Some of the first mass-market video games to
emerge in the late 1970's were inspired by "Star Wars." But
video games based on popular films have often disappointed
gamers. For years, they tended to be marketing afterthoughts
or blatant money grabs churned out with little more
imagination than it took to flood the market with movie-themed
lunch boxes and T-shirts, critics noted.
Only in recent years, with explosively powerful
microprocessors and 3-D graphics chips, as well as the immense
popularity of consoles like PlayStation 2, Xbox and GameCube,
have game technologies matured enough to begin to approach
convincing filmlike qualities, said David Perry, president of
Shiny Entertainment.
"And we're still in our infancy," he added.
High on a California hillside in temporary quarters near
Laguna Beach, Mr. Perry, 35, is overseeing Shiny
Entertainment's completion of Enter the Matrix, its most
ambitious project since the company was founded 10 years ago.
Because of the game's crucial tie-in with the film's release
in May, the game must be finished some time in April. So, Mr.
Perry said with cool confidence, the pressure is on him and
his 70-member team to complete the game, which will be
available for PlayStation 2, Xbox, GameCube and PC.
It was more than two years ago when Shiny landed the deal
with the Wachowskis to produce the first commercial video game
based on the world and characters of their blockbuster film.
Mr. Perry said he remembered thinking how fortunate it would
be if he could persuade the filmmakers to devote just a tad of
the shooting for the "Matrix" sequels to the game's
introduction.
He said he had no idea how committed the Wachowski
brothers, who are known to be avid gamers, would be in lending
their ideas and creative energies to the game itself. In
addition to giving Mr. Perry and his game developers almost
full run of the "Matrix" film studios and locations in the
United States and Australia, they wrote the script, produced
an hour of film sequences for the game and completed another
hour that Shiny turned into computer-generated imagery that
Mr. Perry calls "cinematics."
The effect, he explained, is having a game that is so
thoroughly infused with "Matrix" action, scenery and
characters that it does not simply retell the film's story,
but greatly elaborates upon it. "Our game and 'Reloaded' run
in parallel, but they do affect each other as the story goes
down," he said.
On first impression, the game still has more of a
video-game look than the deep, richly colored tone of a
multimillion-dollar movie. But as Mr. Perry notes, the game's
characters are designed to move with the agility and fine
facial expressions of live action. A major reason is that the
Wachowskis insisted that all the characters' movements in the
game be based on those of the actors or their stunt
doubles.
"When Jada reaches for a phone in the game, she was
motion-captured reaching for a phone," Mr. Perry said,
describing a painstaking process that required actors to wear
custom-fitted suits and strategically placed markers so that
an array of up to 32 special cameras could capture their
movements. The information was then uploaded into computers
and incorporated into digital versions of the actors.
And because the Wachowskis favor tight close-ups in their
filmmaking, Shiny incorporated new methods for capturing fine
facial expressions as well as scanning actors' heads - a
technique that Mr. Perry calls alpha-mapping - to create faces
and hair that look real.
Shiny Entertainment technologists also developed programs
that can shift the tiny picture elements, or polygons, of an
object or a character to where and when they are most needed.
The result is a smooth fade from a long shot of two characters
going hand to hand to a cinematic zoom into a close-up of a
victorious expression.
Hard-core "Matrix" fans may be disappointed that they
cannot play any of the leading characters, including Neo, who
is portrayed by Mr. Reeves and who does appear in the game.
But Mr. Perry said playing the film's practically all-powerful
character did not necessarily translate into the most engaging
game play.
Characters new to "The Matrix" in its film sequels - Niobe,
portrayed by Ms. Pinkett Smith, and Ghost, a weapons expert
portrayed by Anthony Wong - are the figures that can be guided
through the game's seven major missions, which cross several
game genres, including shooting, fighting, flying and driving.
The goal is to help Neo and his crew save humanity.
"We're really, really focusing on letting people have fun,"
Mr. Perry said. "That's the most important
thing."