EXIT 8’s director was inspired by watching people play the game


A little adaptation of video games understand their source material quite similar The EXIT 8 film. It takes rules and structure of the game – which players in the subway in the subway in Tokyo are located in the subway station in Tokyo – and then they are built on them with real characters and story. And according to the director of Genki Kavamur, one of the reasons to feel so fresh can be because he approached him. “I didn’t necessarily think about the movie adaptation of video game,” he says Edge. “I was thinking about how to create a new cinematographic experience that knocks the lines between video games and cinemas.”

The two are very similar, and the film also begins with the first face perspective in the game. And as well as a match, the film is characterized by a person who is stranded inside the repeating hallway, and the only way to go is “anomalies” – basically, strange shit that changes in each loop – and then transfer directions. Kavamura says he discovered the game because he plays a lot of title Indie and immediately attracted him as much as Tokyo felt the universe. But he also realized that the premise could make a much more universal story. “I felt like a lot of people living in the cities had that experience to lose in such a passage,” he explains. “I felt like combining Tokyo design and very universal experience could create something cinematic.”

But turning the game, which has no characters or stories and lasts less than an hour, the film needs to add a lot of elements. The main character, known only as a lost man (Casunari Ninomiya) is fighting both postures and the potential to become a father when it comes to strange, hallway loops. While there, we meet other characters, including walking (Yamato Kochi), which starts as a source of terror, along with a young woman (Nana Komatsu) and a small boy (Nara Asanuma), who are similarly trapped. There are also new anomalies that were not in the game, and Kavamura says the idea created disturbing moments related to the outside world. For example, for ninomy’s character, it means some pretty creepy sound design that applies to the baby.

One of the most interesting things about the film is how every character approaches the rules of the hallway, who require carefully inspection of the environment before deciding whether to walk forward or backwards. Some take your time, hurry and everyone looks at things differently. It’s a little like watching different people play the game – what was just a purpose.

Kavamura says he had a discussion with Shigeru Miiamotoin which it is known Super Mario and Legend of Zelda Creator told him “Good video game is fun to play, but it’s also fun to watch someone to play.” So let the inspiration for the characters appeared from a place like youtube, where the creative team looked at the game in the game to see how players approach and react to things. “Everyone plays the same rules in the same space, but each player makes different mistakes and have different reactions to every breakdown,” Kavamura says. “And I thought therefore the personality of the individual player came to the surface.”

If you played the game, watching EXIT 8 is a surreal experience. It is maintained in space that you are already temporarily understanding, then spanking on new and unpleasant ways. Kavamura had a similar experience on the set up. The hallway was built on the sound phase and consisted of two hallways – the nickname Hitchcock and Kubrick – connected small via called Mizoguchi. Kavamura says this structure has allowed the team to create long, continuous shots that looked like the hallway was looping. The idea was to confuse the viewers – though the filmmen were not immune.

“It was a good tool for adjusting the audience,” he explains. “We even confused with where we were on a set during shooting.”



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