Wednesday 19 February 2014

Game Art and Machinima Research: Looney Tunes: Back in Action

By Meg Sugden 
The next game that I wanted to look at is Looney Tunes: Back in Action. This is a game based on the film Back in Action and follows the same structure of events as Daffy Duck tries to get his own film, only to be fired from Warner Brothers. This then leads to the events of Daffy and Bugs Bunny trying to recover the blue monkey diamond of a monkey who isn't all he seems. The game used very cartoony looking 3D aspects which really works even though the actual Looney Tunes animation is in 2D. 

As we wanted to look at animals in games that had human anatomy and features this game was perfect to look at as Daffy and Bugs are animals that walk and run on two legs and also talk. There animalistic natures do come through during the gameplay though as Duffy can swim and Bugs can dig holes under ground, some things that the animals are well known for doing. This is a nice touch that we could definitely use in our own game level and character creation. In terms of the character design themselves they look great, but then again they aren't original looking, just 3D versions of the original 2D designs. But nevertheless, they do look well created and the other character are all true to there original designs as well.


In terms of the environments there are 5 main areas to explore which include the Warner Bro's Studio, Paris, Las Vegas, Area 52 and Jungle Ruins. Each environment looks very different and is brightly coloured and matches up well with the rest of the designs. They all link in well together, including the right amount of interaction in each level and there are also side things to do along with an array of pick ups on each level meaning that they don't get boring. The fact that the areas aren't barren works well due to the cartoony nature. It isn't jammed with things in the way but offers a nice selection of things to look at as your exploring and means that the audience do not become bored of the same surroundings. This is something again that we will have to take into consideration as  we want to ensure that it looks nice, has a cartoony feel and also fits in well with the characters, making sure that everything is consistent throughout.


Lastly, in terms of the cut scenes used, these are all quite humourous and work well with the overall feel of the game. They are used quite extensively throughout, like even if you go into a new area there will be a cut scene to show either where the monkey has gone that you are chasing or just to show what that room is. Probably quite unnecessary in some cases, but do tell the story as there is no indication throughout the gameplay otherwise. They do work well, although there is a clear difference in quality of the gameplay in terms of the better cut scenes, but something that can't be helped in older games, especially when this one came out in 2003. The cut scenes are humourous, something that we can definitely take inspiration from and continue with the same kind of modelling, which seems to work well throughout the entire game as it again looks cartoony and doesn't look too realistic, whilst showing off the story and the environment in the background. 


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