Back in the early 90's Disney released an obscure little gem of a game called "Stunt Island". The point of that game was to become a movie director on a fictitious "stunt" island off the coast of California and make movies of intense stunts. After shooting the primary footage you would then dissect the film in editing and eventually add special effects and music to make your film more complete. Ultimately you could construct gigantic 20 minute epics in cinematic VGA glory. Disney's "Stunt Island" enjoys a small, but devoted cult following to this day for the immense amount of latitude it allowed the player in crafting thier own home-made cinematic marvels. Until now there has not been another game like it, or even one that bothered attempting giving a player a shot at making computer-movies.
The Movies is a great, fun, and addictive game. From the get-go you will be drawn into the game, incapable of pulling yourself away for hours at a time. You are basically given the task of studio owner/producer, and it is up to you to hire Directors, Actors, and a number of Extras and Crew. When you begin your movie business in the 1920's you have only a very limited number and type of sets, including basic Western locations, and a couple of Flash Gordon-stylized Sci-Fi set pieces with which to work on.
There are 6 categories of movies you can make; Sci-Fi, Horror, Comedy, Drama, Action, and Romance. The trick to making high-profit films in "The Movies" is to listen to the radio announcer spout off the headlines. World events such as wars will put Action films in high demand. The Great Depression in the 30's will put high emphasis on making Comedies, while the Cold War space race of the 50's and 60's will pay off for those wanting to produce Sci-Fi movies. Making movies that are not in demand will get you a *much* smaller profit, so watch the news ticker often!
The movies will hastily slap together short 30 second pieces for the public, and afterwards give critical reviews and show the income the movie has made (these computer made flicks make no sense when you view them, but the public doesn't seem to notice). As the game progresses you will get the ability to make your own movies (more on that later). Based upon how your movies do at the box office every 5 years an Academy-like Award ceremony is held and distributes prizes to different film companies based upon said films. Getting an award will give your studio a sort of "perk", for instance getting Best Film award will grant a nullification of all your actors whining and complaining, as well as any addictions they may have. Obviously something to shoot for since keeping a steadying hand on your actors is an *extremely* time-consuming process, which snowballs nicely into my first real problem with the game.
Dealing with the actors is just plain annoying. Things start out civil enough. After being hired (watch the stats on each potential actor closely, and always shoot for the ones that are most patient and have the highest resistance to addiction) actors and actresses can reliably be counted on to make several movies with no major problems, however after the 5 movie-count they begin systematically caterwauling about pay, living accomodations, the clothes they wear, how much time they get to spend practicing, etc. In addition it seems pre-ordained that each actor is going to sink deep into the miasma of addiction of one form or another at some point in their careers, be it food or booze. Giving your actors nice trailers to live in helps, but there's precious little that will stem the flow of whining you'll hear on a regular basis. And there will be times when you'll just want to fire the whole lot of them.
Back to the meat and potatoes of the game, which is producing the movies themselves. If the player wishes they can construct their own movies utilizing a wide variety of sets and costumes. Said player-made movies are essentially put-together by linking a series of pre-made "scenes" and sliding your actors into pre-determined roles within each scene. For instance, constructing a movie based around a simple car chase can involve selecting up to 20 pre-made scenarios and sliding your chosen actors into the right, or closest to right positions within each scene. Due to the limited amount of scenarios they have included in the game your home movies may appear fragmentary and occasionally filled with "bloopers" (characters change positions on the set, a character may start out holding a machine gun, and in the next scene may be holding a pistol instead, etc). This particular nuance of the game is very difficult to describe to someone who hasn't played, however there will be, I suspect, a lot of nods of agreement from people who have played regarding the problems I'm trying to describe.
The Premier Edition, which I am reviewing, only adds a couple of different costumes and hairstyles to the mix. Worth the extra few bucks? I would tend to say that any chance to add to this game is probably worth it, no matter how small. Remember, the more control/options you have at your disposal, the better your movies will be.
A serious ommission from the game is the ability to design your own scenarios or scenes, by placing characters onto sets where *you* want them to be, rather than predetermined by the game. This would fix a great deal of issues with making one's own movies. Another item that would have been extremely useful would be to have a model-shop, so that we could get exterior shots of all those fanciful Sci-Fi sets, see extra-vehicular combat that would bring the actor's actions more into focus. For instance, you can shoot a large number of scenes on a generic Star Trek bridge setting. The actors can have lots of dialog with each other, action sequences of them shooting each other, and even staged ship movement sequences as though the ship was just hit by a meteor or another ship (your generic Captain Kirk flying over a railing, after being "hit" by another ship). However because the program doesn't allow you to cut to an external scene of these actions the player must basically resort to method acting by the principals to bring about the idea of what is going on.
Once you've made a movie you like you can export it to Window's Media Player and send it to friends. I made several movies about my shy, soft-spoken librarian fiance in which she suddenly becomes a Kung-Fu hero, systematically wiping out a clan of giant Easter-colored chickens who stalk her from place to place, complete with music and special effects. Needless to say they were a huge, huge hit and were popular with her family especially. The game itself is great for home-made movies, but there is only a limited number of things one can do with the exisiting program.
The game is addictive (amazingly so) for the period of about 2-3 weeks, after which you'll simply have picked up the limitations of the game and will only occasionally play it. This is not irreparable, however. Activision can *easily* fix this by releasing an add-on game which would give players more control of scene setup and perhaps even a model shop (or CGI agency) where aerial dogfights, tank battles, and space battles could be designed and made. In addition some serious tweaking needs to be made to the Actor's behavior models as well. If you reduce their whining the overall gameplay and fun would increase dramatically.
Very, very fun game and a worthwhile experience, but it still needs some fixes on behavior patterns, and more player control needs to be added. Still, major kudos to Activision for having the guts to try a game as complex as this one is in the first place!