Your Friends Close (2012)
Directed by Jocelyn Kelvin
Written by Brock Wilbur
Starring Jocelyn Kelvin, Brock Wilbur, Kovar McClure, Heather Wood, Laura Nicole Harrison, Blake Silver, Rob Ondarza, Ricky House, Michael Eliopolous, Lisa Renee Foiles, Ramsay Robinson and Yahtzee Croshaw [as well as many others]
[Disclaimer: I know Brock, Jocelyn and some of the other cast members from college. I also read an early draft of the script and served as an extra in a scene or two. That being said, I do not profit from this film, except the sense of pride someone gets from knowing about an awesome thing before other people and knowing the people involved in it]
Video game movies are pretty common at this point. Good video game movies are very very rare. Even rarer are movies that eschew adapting a video game to focusing on the people that make and play video games. Your Friends Close is not Super Mario Brothers or House of the Dead or Tomb Raider. It's not even Tron. It's more like The Bad and the Beautiful or Contempt. It's about awful, backstabbing people who somehow create something, for better or worse. As always, the question is whether that something is worth it.
Becca (Jocelyn Kelvin) and Jason (Brock Wilbur) are two up-and-coming game designers who happen to be married. They've just created a revolutionary new video game called "Your Friends Close" that basically turns the Turing Test into a multi-player strategy game. Users are put into a chatroom and must discover who is a real person and who is a computer. The winner could win anything from a rain forest named for them to a night with a porn star, depending on who the sponsor of the competition is.
Thing is, the game still needs to be developed and tested and Becca and Jason are about to fly to France to work on it. They're throwing a going away party the night before they leave, and they've invited their best friends (a mix of family, friends, professional rivals, exes, current lovers and colleagues).
And the normal tension, regret and bitterness that crop up at any party are exacerbated by the fact that, just after the party starts, Randall Sconce (Michael Eliopolous), owner of the video game company developing YFC, wants Jason to stay in San Francisco to develop a tie-in TV show for YFC. Which means there's now a slot open for someone to fly to Paris with Becca and develop the game. It's the chance of a life-time, and Jason announces that the attendees are contestants who must convince him to give them the job.
Needless to say, this night will prove to be the end of relationships, maybe even Becca and Jason's.
The first thing to note is that Your Friends Close really understands that what makes a movie (or any story) interesting are interesting and complex characters. The script balances exposition and video game theory with the establishing of relationships and characterization while never breaking a sweat. This movie is extraordinarily quotable (there's a joke about Miles Davis and Secret of Monkey Island that cracks me up each time I think of it), but all the cleverness is in service of the characters and the story. The characters are mostly overly-intellectual nerds who delight in showing off their knowledge and their verbiage, and as the night drags on, it becomes apparent that even they cannot fend off disappointment, fear and despair with clever quips.
The direction by Jocelyn Kelvin (aided by DP Chad Nagel) is lively and restless, following the party from one corner of the house to another in extended Steadicam shots that impart a video game quality to the action. However, Kelvin knows when to pause on a moment, allowing us a tension-filled long take worthy of Rohmer when the story calls for it. Two long conversations between Becca and Kaylee (Jenni Melear), Jason's assistant and possibly his lover, unwind slowly and hypnotically, teasing us with violent resolution of the rivalry at any moment.
Of course, all of the technical skill would be for naught if the actors in front of the camera weren't equally skilled. Brock and Jocelyn each prove a match for their parts, with Brock slowly drawing out the childishness and fear underlying his manipulative ways and Jocelyn possessing a enigmatic and intelligent quality that reminds me of Lena Headey or Anna Karina. The rest of the cast is just as talented, with Blake Silver drawing out the nuances of a beta male trying to will himself into alpha male status, and Heather Anne Wood, as Jason's sister, slowly stripping away the disguise of a good girl with a secret life. Finally, Yahtzee Croshaw deserves special notice for his voice acting on the titular video game, crafting a mix of charm and malevolence that is utterly entertaining and chilling.
At one point in the movie, Jason talks about how big a jump movies made between the 1920s and the 1930s, from chase scenes and pie fights to meaning and romance, before saying that video games are about to make a similar jump. I can't speak to video games, but I can say that Your Friends Close shows that movies can still develop and advance even in the video game age.
Geek blog on speculative fiction, movies, and comics through the lense of an over-intellectual Southern transplant.
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Thursday, May 2, 2013
Tuesday, May 4, 2010
Considering how much they love Guilds, you'd think they'd like unions...
So, for various reasons, I recently signed up for Actor's Access, the website showing casting calls & breakdowns for commercial/film/tv work, both union & non-union. You can set up the system to notify you if there are any casting calls matching your profile.
About a week ago, I got an e-mail regarding voice-overs for World of Warcraft. They were looking for men 25-55, able to do accents.
But what was interesting about this was that it was non-union work.
It's hardly news that video game work for actors isn't very lucrative. Take a look at this NY Times article from 2008, about the dude who provided the voice & movements for GTA IV's Niko Bellic:
Now, $100,000 isn't a bad salary, but it is spread out over the course of three different years (altogether 15 months), and the sticking point is royalties. He put a lot of time and effort into a character in a game that has enjoyed both critical acclaim & commercial success.
And one of the areas video games have traditionally had problems with is voice acting. Rock Star, the games company that put out GTA IV are known for their careful work on characterization and voice-casting. But as that linked Guardian article suggests, Rock Star is the exception rather than the rule. And considering that even Rock Star treats actors as session players, the mentality isn't surprising.
But Rock Star was paying the going union rate for some of supporting cast ($730 a day). Hellick made $1030 a day.
The posting for World of Warcraft set the minimum day rate at $200. $25 an hour doesn't sound too bad IF they keep it to an 8 hour day. However, if it's non-union, they aren't restricted to an 8 hour day.
And context is important here. Remember, Rock Star paid $730 a day for work on GTA IV. WOW is paying just barely above a quarter of that.
Further context: in a recent on-camera class in Chicago, a freelance casting director (who works on commercials all the time) said to not bother booking non-union work if you were getting under $400 a day. That's for regional and local commercial work that's maybe seen over a couple of states. Not a video game which sold 4 million copies within the first month of release.
In other words, a Chicago-based restaurant chain could be paying actors more for a thirty second ad than one of the most popular MMOs is paying someone for recording pages and pages of dialogue.
This is why unions matter.
About a week ago, I got an e-mail regarding voice-overs for World of Warcraft. They were looking for men 25-55, able to do accents.
But what was interesting about this was that it was non-union work.
It's hardly news that video game work for actors isn't very lucrative. Take a look at this NY Times article from 2008, about the dude who provided the voice & movements for GTA IV's Niko Bellic:
Mr. Hollick was paid only about $100,000 over roughly 15 months between late 2006 and early this year for all of his voice acting and motion-capture work on the game, with zero royalties or residuals in sight, he said.RTWT, because there's a lot of great stuff in there.
Now, $100,000 isn't a bad salary, but it is spread out over the course of three different years (altogether 15 months), and the sticking point is royalties. He put a lot of time and effort into a character in a game that has enjoyed both critical acclaim & commercial success.
And one of the areas video games have traditionally had problems with is voice acting. Rock Star, the games company that put out GTA IV are known for their careful work on characterization and voice-casting. But as that linked Guardian article suggests, Rock Star is the exception rather than the rule. And considering that even Rock Star treats actors as session players, the mentality isn't surprising.
But Rock Star was paying the going union rate for some of supporting cast ($730 a day). Hellick made $1030 a day.
The posting for World of Warcraft set the minimum day rate at $200. $25 an hour doesn't sound too bad IF they keep it to an 8 hour day. However, if it's non-union, they aren't restricted to an 8 hour day.
And context is important here. Remember, Rock Star paid $730 a day for work on GTA IV. WOW is paying just barely above a quarter of that.
Further context: in a recent on-camera class in Chicago, a freelance casting director (who works on commercials all the time) said to not bother booking non-union work if you were getting under $400 a day. That's for regional and local commercial work that's maybe seen over a couple of states. Not a video game which sold 4 million copies within the first month of release.
In other words, a Chicago-based restaurant chain could be paying actors more for a thirty second ad than one of the most popular MMOs is paying someone for recording pages and pages of dialogue.
This is why unions matter.
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