{"id":110071,"date":"2020-03-09T07:27:00","date_gmt":"2020-03-09T07:27:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/359009"},"modified":"2020-03-09T07:27:00","modified_gmt":"2020-03-09T07:27:00","slug":"how-john-wick-hex-establishes-character-through-action","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/03\/09\/how-john-wick-hex-establishes-character-through-action\/","title":{"rendered":"How John Wick Hex establishes character through action"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Regardless of whether it is fair or not, licensed games have received somewhat of a negative reputation over the years. So when <a href=\"https:\/\/goodshepherd.games\/en\/\">Good Shepherd Entertainment<\/a> <\/span>and <a href=\"https:\/\/www.lionsgate.com\/games\">Lionsgate Games<\/a>&nbsp;contacted <a href=\"https:\/\/twitter.com\/mikeBithell\">Mike Bithell<\/a> about a potential John Wick project, the idea was to go for a slightly offbeat approach to avoid falling to the same hurdles.&nbsp;<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Rather than trying to slap a license on an existing video game or treat it as a glorified \u201clunchbox\u201d, they wanted to carve a different path and give players a more bespoke experience. For Bithell and his studio <a href=\"https:\/\/www.bithellgames.com\">Bithell Games<\/a><\/span>, the idea that immediately came to mind was to make an action-strategy game.&nbsp;<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">In <\/span><a href=\"https:\/\/johnwickhex.com\"><em>John Wick Hex<\/em><\/a>, players can not only act like the Baba-Yaga, but think like them too. Travelling along a hexagonal grid, they are tasked with clearing a room full of targets and reaching the exit. They can fire weapons, throw their gun, strike enemies, and perform takedowns, with all of these actions chaining together in a wonderfully cinematic replay at the end of each level. The reaction this elicits is that players actually feel like they\u2019re controlling John Wick, as opposed to just another generic action protagonist wearing a Keanu Reeves&nbsp;skinsuit. This was a challenge that was important to get right, especially given the lack of the lead actor\u2019s involvement.&nbsp;<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Much like Bithell\u2019s earlier games, such as the indie platformer <\/span><a href=\"https:\/\/store.steampowered.com\/app\/220780\/Thomas_Was_Alone\/\"><em>Thomas Was Alone<\/em><\/a>, the actions of the character in <em>John Wick Hex<\/em> are inextricably tied to the personality of John Wick.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">\u201cI\u2019ve always been obsessed with action movies,\u201d Bithell tells me. \u201cActually, I used to do a talk years ago about Die Hard. I love how action movies define character through the actions they are doing. And I always was surprised that games didn\u2019t or game creators didn\u2019t talk as much about that. Because <strong>while we copy the tropes of the action movies, the idea that you should be able to define a character by what the gameplay verbs are is&nbsp;just something that we don\u2019t really talk about, but it just seems really obvious to me.\u201d<\/strong><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">When beginning to work on the game, one of the first steps was to look for reference for the character to define their moveset. But as John Wick wasn\u2019t necessarily intended as a franchise, it didn\u2019t already have an existing style guide to immediately refer to. For that, Bithell recruited Bianca Ansems, a storyboard artist and director. Her job as cinematic analyst was to rewatch all the films and dissect its style to create a bible to be used on the project. This broke down everything from the editing, to the lenses used, and how action scenes were coordinated and filmed.<\/span><\/p>\n<p dir=\"ltr\"><span><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/how-john-wick-hex-establishes-character-through-action.jpg\" width=\"646\"><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">\u201cShe did a fantastic job,\u201d Bithell recalls on stage earlier in the day as part of his talk at Yorkshire Games Festival. \u201c<strong>She kind of made us a bible by reverse-engineering the film<\/strong>\u2026She went through and did her own kind of analysis for us and some of that stuff helped with stuff like story and cutscenes, but the stuff that was about the actual analysis of the action scenes was phenomenal, because you can start balancing a game based on those numbers.\u201d&nbsp;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">This incredibly detailed document was used as a basis for how to replicate the pace of the action from the films. It also helped nail down details such as the animations they would use for the lead character, how often John Wick would need to reload, and how many enemies could attack at the same time.&nbsp;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Bithell Games were also in a privileged position when it came to the hand-to-hand combat&nbsp;too, in that the studio also had access to Chad Stahelski (co-director of John Wick, and sole-director on John Wick 2 and 3) as well as the stunt coordinator Jojo Eusebio. For the game&#8217;s push move, for instance, where players can grab a guard and use them as a shield, Bithell didn\u2019t have any reference from the film&nbsp;because the action was never performed onscreen. Instead, he workshopped the move with Eusebio to find something that would fit the character and feel right in the context of the game.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">One of the elements of <em>John Wick: Hex<\/em> that proved slightly controversial at the beginning of the project was the turn-based combat. Bithell created a rough prototype of the game out of free mannequin rigs, with blue characters being the good guys and red characters being the enemies. He showed this very rough version of the game to Lionsgate, but they had concerns over the fact that John Wick was simply standing still and waiting to get shot at. Something the character isn\u2019t exactly known for in the films.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Acting on this feedback, he retooled the game to incorporate real-time element, with each action taking a specific unit of time, indicated by a timeline at the top of the screen. Whenever John Wick makes a move, the enemy will also perform actions, similar to in the popular VR game <\/span><em>Superhot<\/em>.&nbsp;<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Something they opted to stay away from in the game, though, was prop work;&nbsp;essentially interactions such as picking up items in the environment to throw them. Instead, the team focused on line of sight and using a mixture of cover and the available attacks to provide variety.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">\u201cWe realized early on, in context, [prop work] isn\u2019t interesting,\u201d Bithell reveals. \u201cLike in a movie, it\u2019s really cool to see someone grab something from their environment and use it as a tool and fight with it. In a game context, if you\u2019re going to make that in a logical gameplay way, you basically make the thing you can pick up or attack with and throw, but then a coffee cup is functionally the same as a bottle of coke. So you get very bored of that mechanic very quickly\u2026The fun wasn\u2019t there in that style.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/how-john-wick-hex-establishes-character-through-action-1.jpg\" width=\"646\"><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">One move that they did opt to include, however, was a gun throw, allowing players to launch their weapon at enemies to quickly stagger them and buy themselves enough time to get close to them or escape into cover. This was a move directly taken from the movies, such as in the museum fight scene from John Wick 2, where John Wick throws his weapon at an armed guard to momentarily disorientate them. It was a perfect way to showcase not only the frenetic pace of certain battles, but the fact that John Wick is great at thinking on his feet.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">\u201cGuns are interesting,\u201d suggests Bithell. \u201cThere\u2019s enough gameplay and interesting differences. A shotgun will feel different to a pistol. So we definitely did that. And yeah, throwing guns, I love it. It\u2019s the John Wick franchise, you have to do it. I\u2019ve seen people who have played through whole levels throwing the gun. You can achieve it in a couple levels, which is great and a hundred percent intentional. We wanted that to be an overpowered skill, because when you are doing this, <strong>the internal rule was, the movies are a let\u2019s play of someone playing our game well<\/strong>.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">One of the most popular features in <em>John Wick: Hex<\/em> ended up being the replay feature that occurs at the end of each level. After finishing a stage, players will be able to view a replay of their actions cut together with a more cinematic overall presentation. How this works is that the developers will track where players and the enemies are and the game will interpolate the perfect shot from a number of available preset cameras. They did this to help players connect to the character in a similar way to how they do when they watch the films.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">He explains, \u201cFor me, it was about putting that rhythm in, so it makes your actions look cooler because you can go \u2018Oh, I behaved like he does in the movie. I strung some stuff together&#8217; \u2026What was surprising was [playtesters] liked it because they could use it show off. They didn\u2019t need it to feel like they were playing as John Wick, because when you were playing the game you don\u2019t remember the pauses.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">He compares this phenomenon to saccadic suppression or more plainly looking in the mirror and switching between looking at your left eye and your right eye. The brain tricks you into ignoring the change, to avoid distracting you or making you feel nauseous. He argues that a similar thing happens with the game, with players forgetting the pauses and only remembering the actions they took as opposed to the time taken making those decisions.&nbsp;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">\u201cOne thing that is interesting about John Wick as a protagonist is the audience is very much already used to watching him,\u201d says Bithell. \u201cHe\u2019s kind of a video game protagonist in how the movies treat him. He doesn\u2019t talk much. Or at all. You don\u2019t have a favorite John Wick line. You probably couldn\u2019t name one for me. Which is weird when you think about it, because most action heroes have like things they say after punching someone. And you\u2019re also used to him being kind of a mysterious figure, so from a gameplay point of view it\u2019s kind of okay to be a bit further away.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-52074fe8-7fff-6363-ae9d-88ef89adfbeb\">Obviously not every developer will get the opportunity to mess around with a character as iconic as John Wick, but there are some lessons still to take away from Bithell Games\u2019s approach. Throughout the process, Bithell Games paid respect to the IP and the performance that Keanu Reeves gave, constantly studying the material in order to ensure that they were as faithful as possible. This included breaking down who the character is in great detail and instilling that into other aspects such as their movements and their performance. Something that was equally important, however, was what they did after, with the team also going to great lengths to communicate this concisely to players in between the bone-crunching action through the replay function.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Regardless of whether it is fair or not, licensed games have received somewhat of a negative reputation over the years. So when Good Shepherd Entertainment and Lionsgate Games&nbsp;contacted Mike Bithell about a potential John Wick project, the idea was to go for a slightly offbeat approach to avoid falling to the same hurdles.&nbsp; Rather than [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":110072,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-110071","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110071","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=110071"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110071\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/110072"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=110071"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=110071"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=110071"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}