Release date8 Nov 2005
Egomania. Riches. Blockbusters. Welcome to Hollywood, with The Movies, you can make a vocation in Hollywood and fabricate a definitive film studio to make a definitive film. Pick a content, pick the on-screen characters and the areas or make your own on-screen characters and areas. Check film carriages and shooting areas and contract or fire on-screen characters whenever the timing is ideal; Sit in the director's seat and make your own component movie hit, browse the game's exceptional movies, slice them to your taste, put your own voice or audio effects over these scenes, and spare them to your hard drive. Then transfer your magnum opuses to the web for distribution: The Movies' official overall site and decision in favor of the online honors. Just as making special movies, you can likewise make entertainers, change their appearance and rename them. Everything you've ever found out about Hollywood - from outrages to record-breaking film victories - everything is a piece of The Movies. From no one to film head honcho - become a super rich studio magnate, control all scenes and contract or fire at your will , Are you going to disregard the appeal of your stars? If you don't mind, kindly their massive egomania and permit them to fall brutally enamored, put on weight or perform broad restorative medical procedure? Or then again exercise authority over them is and ruin professions, crush dreams and simply consider yourself? From the plan to the debut - handpicked contents are sitting tight for your green light; Follow the beginning of shooting or shoot these movies yourself, make films as per your inclination or make fresh out of the plastic new perfect works of art. Imaginative, with the most recent innovation or let other studios put resources into. From lemon to colossal victories - make comedies, activity films, war films, sentiments, sci-fi films, blood and gore movies or whatever you concoct yourself. Every kind in its time captivates various watchers; So in the event that you follow the raving success or attempt to offer the pundits material and win grants with your film, the sky is the limit in The Movies - at last, you will be estimated by your movies. Do you have the stuff to distribute your movies on the web or to watch them with your companions? Will your film win an honor and win a genuine prize? Will this game beginning your realistic vocation? Studio powerbroker, headhunter or movie chief - you can do one or these callings. This is the enchantment of The Movies: Two sides of Hollywood, two different ways of playing - In the film sandbox, you can just focus on making films. In story mode, your primary errand is to set up your studio without any preparation. Accept this open door and see whether you have the stuff to make a vocation in Hollywood.
About The Movies
The Movies is released by Activision in 8 Nov 2005. The game is designed by Lionhead Studios. The Movies is a typical representative of the Simulator genre. Playing The Movies is a pleasure. It does not matter whether it is the first or a millionth hour in Simulator, there will always be room for something new and interesting. Thrilling levels and gameplay The Movies will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 8 Nov 2005 released games such as:
In addition to The Movies, the representatives of Simulator games also belong:
- 🎮 Mercenary
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- 🎮 Marble Muse
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A complete list of games like The Movies can be found at AllGame here.
The Movies is versatile and does not stand still, but it is never too late to start playing. The game, like many Simulator games has a full immersion in gaming. AllGame staff continues to play it.
The Movies is perfect for playing alone or with friends.
At AllGame you can find reviews on The Movies, gameplay videos, screenshots of the game and other Simulator representatives.
Peter, Peter, you are our man! You make possible what no one else can: To understand the vision behind The Movies, you first have to understand developer Peter Molyneux. The old master of design has always tried to break genre boundaries: In the funny strategy game Dungeon Keeper (1997) he turns the player into an evil jailer. With Black & White (2000) he combines the construction of gods and creature Tamagotchi. And the role-playing game Fable (2005), produced by the designer, does not value a sophisticated story, but focuses on the hero's moral development. In The Movies, Molyneux now combines the establishment of a Hollywood studio with an editor for cinema strips. Innovative? Clear! But for all their originality, Molyneux's games are never perfect, because sometimes the controls are hooked, sometimes the mechanics creak. The Movies also has weaknesses - but is still an exceptional game.
Every beginning is construction
Breaking genre boundaries, how does it work? Well, basically cautious: The Movies still basically consists of a classic building game. On the wasteland you build a Hollywood studio including an acting school, production office, casting agency and various sets for your films. Your goal is as ambitious as it is simple: From 1920 to 2000 you have time to build the best film studio of all time - with the most successful blockbusters and the greatest stars. Over the decades, new sets have become available to you, including a spaceship bridge and a bombed city. There are also buildings such as PR offices, restaurants and bars. You have to connect houses with paths and decorate the surroundings with plants and statues. Because stars and studio staff only apply when the site looks beautiful.
The majority of The Movies is not about construction, but about the stars themselves. As in The Sims 2, you take care of the wishes of your protégés. Because the Hollywood divas demand high salaries, personal assistants and their own caravan with a nice car in front of them. Typical film stars: As soon as you fulfill the wishes of an actor, his colleagues glow with envy and also make new demands. For this, you can couple stars, which makes the couple's films together more successful. When the actors are under stress, in the worst case scenario they resort to alcohol or overeat. However, this delays the shooting of their films. So send actors and directors on lengthy rehab (to the studio's own drug clinic) or keep an eye on the stars - to get them back to the set immediately when they walk to the bar. This babysitting, however, requires a lot of micromanagement and also quickly becomes monotonous.
Lift and throw
But where do the stars actually come from? Applicants line up in front of the drama school. Left-click to pick up a candidate. Then the roofs and walls of the buildings disappear and menus appear on the floor plans. At school, for example, you throw up-and-coming stars into the subjects of "actor", "director" or "extra". In this way, you also create personnel such as construction workers, janitors and researchers who invent new film sets in the laboratory. To create a script, just throw writers into the typing office. The script will then appear in Game View, you pick it up and submit it for casting. Then throw after the stars, directors and workers, and after a short rehearsal, filming can begin.
The entire interface of the game is based on the principle of “pick up and put down in the right place”. What works well during filming turns into a farce when building a studio: To demolish a building, you have to drag a worker by hand onto a bomb icon next to the house - it couldn't be more complicated. After all, you can right-click on a star or the helpful portrait bar on the edge of the screen to call up popup bubbles with detailed information. In addition, guides show what useful things you can do with the selected person: If a star is hungry, they lead to the restaurant.
However, the overview is lost in densely built-up studios. If a celebrity complains that their trailer is broken, you will have to manually find the trailer because of the useless map. Annoying: You are allowed to pause in the meantime, but not issue any commands during the interruption. In addition, there are heavy reloading stutters even with 1.0 gigabyte of RAM. You will learn how to use it in a good tutorial, and there are also tips on newly explored buildings on request.
The shoot with the stars
Weaknesses in operation, monotonous star babysitting - both of these may sound disappointing at first. But The Movies also has strengths. This includes the dense Hollywood atmosphere: Countless details bring the studio to life. For example, caretakers stare through the windows of the drama school and dream of a career as an actor themselves. You can watch filming directly in the game view. At the beginning, the workers run to the set. There one crew member hops behind the camera, another hits the door and a third holds the microphone boom. Finally the director yells "Action!" Through the loudspeaker and off you go - if no star sneaks away to take a sip from the bottle. In addition to the detailed graphics, good stereo sound and brilliant music also add to the atmosphere.
Another strength of The Movies is the ingenious interaction between the skills of the stars and the quality of the films - every detail affects the success of a flick. Every star is more or less suitable for one of the five film genres: action, horror, romance, science fiction and comedy. Muscular men, for example, are ideal action heroes. In addition, the stars gain experience in the genres by acting in films or rehearsing on a set. So you can specialize the actors in certain film genres. The mood of the stars also has an impact: if you are in a bad mood or stressed, you shoot lousy strips. You can only see how well or badly the actors play in the final rating of the film; the game scenes themselves always look the same.
For a real blockbuster, the stars have to get along well, the expenses for marketing and PR should be right and the film has to have a high novelty value - with fresh sets and previously unknown actors. In addition, you adapt the strip to the changing public taste; During the Second World War, for example, viewers preferred to watch comedies. These details motivate: You want to make better and better films. As a reward, there is an award ceremony every five years, at which the best stars, films and studios are awarded. Prices even bring advantages. For example, if you have the most beautiful studio site, you can pay halved salaries for five years. This is how The Movies keeps you happy despite the monotonous star grooming.
Movie construction site
The heart of The Movies is of course the films themselves. If you order pre-made strips in the scriptwriting office, the writers will spit out a script a short time later. It has a name like "The Bride Wore Blood", the plot is set by developer Lionhead. When a film is finished, you can watch it. However, ready-made scripts often follow the same pattern. Those who make drawings of drawing board books make money, but get bored. So what can you do? Of course, you can use the film kit to create your own scripts - at least as soon as you have built the building in question in the 1950s. There you simply drop an "empty" script in the "Advanced Film Editor" compartment, enter a name for your strip and specify actors and costumes. Then you determine the sets on which the film should play in a clear menu. For the plot, choose from predefined scenes such as "knife fight" or "find corpse". Moment: given scenes? Yes, there are many variants to choose from, but you are not allowed to create your own scenes. Basically, you just distribute the stars to given roles and equip the sets with props such as weapons. Nevertheless, you can put a plot together by cleverly selecting the scenes. (GR)
You can read the full test in GameStar issue 01/2006.
We gathered the finest game reviews for you to have a better idea of the The Movies
The Movies - game review
The review was based on the PC version.
The end of 2005 was to belong to Peter Molyneux, whose polygamous Lionhead Studios recently engaged in three relationships: with Electronic Arts, Microsoft and Activision, releasing one project under each of them. Daydreams. It is boring to mention Populous and Dungeon Keeper as a testimony to the greatness of the British game designer. Without diminishing these titles, it is high time to confirm the class and vision with some "contemporary" title that will knock everyone off their feet and redefine this and that.
In spite of that, Peter began to limit himself to a role analogous to what the Rolling Stones mean on today's music scene. A legend that returns from time to time, doing its job, but not being able to try to turn the world upside down again. And so we get Black & White 2 , whose leitmotif is "better graphics", and Fable: TLC , a slightly cheeky rehearsal of a quite playable cRPG (of the light ones) from a year ago. The third entry in the AD 2005 lionhead hat-trick is heralded for what else, the big breakthrough film studio simulation, combining The Sims with Tycoons and a twist of a video editing program.
So what is The Movies all about ? Standard: we start the game with a certain limited capital and a whole bucket of good will, which we decided to transfer to invest in the fledgling (1920s, 20th century) film business. So we build our own studio, hire future stars and technicians, and the huge corporate machine is slowly starting to get going. Our first film is created in an extensive, multi-stage process, which we release to the market to collect our first revenues. For the funds obtained in this way, we expand our range of possibilities, introduce technical innovations, and hire more people. Repeat the operation. Doesn't it sound revolutionary?
By no means, this is an idea presented to us in an already incalculable collection of all games with the word Tycoon in the title. The influence of another popular trend of recent times, derived directly from Will Wright's Sims , becomes apparent when we come closer to our actors and directors, moody snobs convinced of their own necessity. We must ensure that all their physical, mental and aesthetic needs are met and that their careers are wisely conducted so that the greatness of their names contributes to the growing publicity around our filming activities. And that's basically the whole ideology behind this title, which is conceptually very close to the recent Playboy: The Mansion .
Returning to the roots of economic and decision-making games, The Movies does not guide us through an orderly cycle of missions, but over a continuous period of time from the 1920s to the present day. The creation, growth and flourishing of our studio are therefore smooth and we are not forced to start all over again every few hours - OK. On the other hand, after some time of the game, we will lack a more serious motivation to continue the game, as apart from technological development and obtaining new certificates-diplomas, we will not experience any specific challenges here.
So, once we reach the first place in the ranking of film producers, the entire film production process will start to take its toll due to the excessive repetition of patterns. Each time the sequence of actions is the same, and we do not have the possibility of using any "assistants" who would deal with little things on our behalf. We have to create each piece of celluloid with the involvement of our own bleeding, which becomes more and more boring with each subsequent image.
The first stage of the film is creating a script, which will be done by hired scriptwriters in a building specially designed for this purpose. When they are finished, the material is transferred to the Casting Office (unless we want to process it manually - change the shooting plans etc .; it is also possible to create your own script from scratch), where we assign the cast and the director. After the artists are familiar with the roles, we can start shooting. This is where the real torment begins, as it is at this stage that our stars usually start to let go of their nerves due to too much stress.
Of course, it is on our shoulders to keep their exhausted ego in order, whether by sending them to a tavern on a stirrup shop, or by taking advantage of many other recreational benefits, into which we have invested so much money. We can always force the fuss to work by being sent to the set, which, however, may have a negative impact on the final rating of the film. Overall, head off. All in all, it's good that even the biggest booty in this game pays off, only the opportunity cost of lost time remains uneven. Otherwise, the players themselves would sooner or later start acting like those exhausted, stressed actors on the computer.
There are two ways to approach this game. One of its layers, the economic one, has been discussed above. The second is a relatively extensive (for a game, of course) movie editor, which we can assemble at our discretion from ready-made elements: set design, choreographic sequences, shots, costumes, decorations, etc. Do not expect Adobe Premiere disguised as a toy, The Movies all the time remains quite a simple tool, from which, however, with a little creativity, you can unexpectedly squeeze a lot. In addition to editing the script before making the film, we also have the option of post-processing it: adding music, dubbing (own, recorded with the use of a microphone), subtitles, applying some effects to the image, generally a disco plays.
The culmination of our efforts is to export the work to a standard video format and make it available on the Internet, or to let it in the growing vortex on the official website of Lionhead community. There you will find official rankings of movies, actors and producers, supported of course by the possibility of browsing the ever-growing archive of fan art. Playing a filmmaker in the "official" way and taking part in competitions and tournaments organized by developers is certainly a more exciting way to use the game than the schematic slamming of money in a single player (the images we export can be created in the Sandbox mode, which allows you to start the game at a later stage, with a lot of money in the account and turned off disturbances like the moods of actors). Just go for a quick walk on the Lionhead side to see that people can really get a lot out by putting these ready-made pieces into a coherent whole.
Peter Molyneux cannot be accused of not trying to come up with new solutions for the user interface. The minimalism of the GUI presented in B&W does not exist in The Movies and we are simply flooded with dozens of information panels and indicators, mainly indicating the mental state of our stars. The catch is the way we control it all. 90% of operations are performed by grabbing objects with the cursor and dragging them to the right place, as in "black and white". So if we want to hire someone, we "pick" him up with the mouse and head towards the appropriate building, which will suddenly collapse into a flat blueprint divided into rooms. Each of them is described in a way appropriate to the effect that we will achieve by dropping the culprit in the indicated place. It is easy, intuitive, inventive and, importantly, explained in detail in the tutorial. Even learning how to use a movie editor shouldn't take more than 15 minutes.
In terms of graphics, there are no clear deviations from the relaxed, Sims convention, additionally supported by a positive sense of humor in the presentation of the everyday life of our tabernacle. It's hard to find fault with anything here, except for a bit of plastic animations of characters in ready-made scenes. Perhaps their wooden nature is dictated by the fact that they had to be universal enough to be used in various visions of users from around the world. Fortunately, the final effect can be made up through the aforementioned image filters (e.g. the style of the 1930s looks nice). Anyway, to find out what the editor built into The Movies really can do, just go to the official website of the game and browse the works there.
The musical setting plays a very important role in the game, being one of the most varied and interesting soundtracks of the year. Our walk through the decades of the last century is accompanied by changing musical styles, corresponding to individual epochs. The interplay between the developing world of film and the fledgling phonographic industry is perfectly reflected. Anyone who at the end of the 1940s will hear jazz songs performed by Big Bands, which gradually and almost imperceptibly evolve into the OST film styles that dominate in subsequent years, will understand it. This is all overlapped by the amazing radio announcers (also changing over the years), occasionally producing themselves on the air with texts that trigger spasmodic bouts of laughter again and again, reaching the level of uncontrolled spitting on the monitor at peak moments. We will see how all this is presented in the Polish language version. An optimist would say there is a lot to do, a pessimist would say there is a lot to spoil.
The Movies works better as a simple directorial game than a game. A good idea has been so skillfully transferred to the zero-one code that it will catch anyone who catches the bug for a long time. The only question is how many people are really interested in this kind of entertainment? There is no doubt that this is a great position for the younger part of game enthusiasts (after all, it is based on an idea similar to Lego bricks itself), but older ones may feel a bit unsatisfied while playing with it.
The economic layer was not well designed, for it forces us to automatically repeat certain patterns over and over again, where individual cases differ only in small details. And just as the Stones mentioned at the beginning have recently released their next comeback, Molyneux is doing its job perhaps more out of a calling and a desire to remember than to build the world anew. But apparently legends never die, right?
Krzysztof "Lordareon" Gonciarz
Screenshots will help you evaluate the graphics and gameplay of The Movies.
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