Wednesday, April 14, 2021

Jordan Vogt-Roberts to Helm Netflix’s Live-Action Gundam Movie

(Photo Credit: Alberto E. Rodriguez/Getty Images)Jordan Vogt-Roberts to helm Netflix’s live-action Gundam movieIt has been four years since the successful release of Kong: Skull Island, and now director Jordan Vogt-Roberts has finally found his next big project with Legendary. Vogt-Roberts has officially signed on to direct the studio’s first-ever live-action feature film version of Gundam for Netflix, which will be based on the universe of Sunrise’s iconic Japanese robot franchise.This marks Legendary and Netflix’s latest collaboration together, the two companies previously worked on films such as 2016’s Spectral and last year’s Enola Holmes as well as shows like Lost in Space and Pacific Rim: The Black. They are also currently working on the anime series adaptation of Skull Island and Tom Raider.RELATED: Netflix’s Live-Action Cowboy Bebop Series Wraps Production!Plot details for the Netflix film are being kept under wraps but the original Gundam series is set in the Universal Century, an era in which humanity’s growing population has led people to emigrate to space colonies. Eventually, the people living in the colonies seek their autonomy and launch a war of independence against the people living on Earth. Through the tragedies and discord arising from this human conflict, not only the maturation of the main character but also the intentions of enemies and the surrounding people are sensitively depicted. The battles in the story, in which the characters pilot robots known as mobile suits, are wildly popular. The Gundam universe is replete with numerous storylines of love and conflict along with the popular Gundam battles, in which the characters operate robot suits called Mobile Suits.The live-action Gundam film will be penned by Brian K Vaughan. It will be produced by Vogt-Roberts with Vaughan set as executive producer. Legendary’s Cale Boyter will oversee the project along with the Sunrise creative team. The project was actually first announced in 2018 at the Anime Expo.RELATED: Sony & Netflix Ink First-Pay Streaming Licensing DealCreated by Hajime Yatate and Yoshiyuki Tomino, the franchise first started in 1979 with the TV series titled Mobile Suit Gundam. The massively popular Mecha anime and science fiction media franchise is Sunrise’s multi-billion-dollar property that has spawned a multi-platform universe encompassing televised anime, manga, animated films, video games, plastic models, toys, and novels among other media. Gundam continues to dominate Bandai Namco’s earnings almost forty years after its inception.
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    Interview: Rebuilding and expanding Kingdoms of Amalur with Re-Reckoning

    Hey all! I’m Philipp Brock from THQ Nordic. To mark last week’s launch of Kingdoms of Amalur: Re-Reckoning, I sat down with the game’s Executive Producer Reinhard Pollice to find out his perspective on what makes gameplay timeless and to find out more about the all-new Kingdoms of Amalur expansion, Fatesworn, which is scheduled for 2021.

    As we’ve seen with Darksiders and, more recently, Destroy All Humans!, THQ Nordic has gained a reputation for shepherding established game franchises to new generations of playing audiences. Is it possible to distill what you look for in a franchise down to three key components? 

    Reinhard Pollice: It’s not that easy because we are nowadays a gaming company that operates in a broad spectrum of genres and markets. I’d say a lot of our games have a strong emphasis on RPG elements, but we also love combat-focused games that have complex mechanics behind them. Most of all, we build our IP catalogue based on fan favorites. 

    What is it about Kingdoms of Amalur that made it feel it deserved a new life for today’s players?

    When the game first came out we were intrigued by the RPG systems, the combat and the lore that had a lot of potential. Over the years we realized that it still stands out in the niche it carved out.

    Before we get into the expansion you have planned for Kingdoms of Amalur: Re-Reckoning, can you share a little bit about what PlayStation players that are new to the franchise can look forward to in the remaster? 

    We are featuring reworked graphics by vastly improved texture resolution, new rendering features for lighting and shadows. So we believe technically this will show as a crisp and smooth experience. But besides that, we analyzed player feedback and realized that the gameplay also needed some improvements. So we changed some mechanics around the loot distribution and how creatures are placed in the world. Also we added the ultimate challenge with the new Very Hard difficulty level.

    How does the expansion fit into the original campaign? What’s the story? Is it directly set after the events of the main game? 

    The new content is something that starts directly where the main story finished. There is a new treat in the world and a new area that is added to the world of Amalur. The new region was previously unsettled and there is a new ruler who the inhabitants see a lot of promise in. But things are usually not that simple in this world… This story has some connections with the core of the story of Reckoning.

    How did you develop new content for an 8 year old game? Was this content part of the original concept at the time of the initial release but was never finished? 

    There were some loose ideas that we picked up, but mostly there wasn’t anything like a full concept or a blueprint ready to go. Fortunately we had some advice from people that worked on the original content back in the day at Big Huge Games and we also had a narrative designer joining us. The team at Kaiko also became really attached to Amalur and so we had really great ways to work on. The biggest challenge was to develop new tools and a new pipeline for doing the add-on. We even had to develop a new world editor to make this happen.

    How do you intend to keep the expansion feeling like an extension of the main game yet considering a near-decade’s worth of changes and improvements to the genre?

    Our goal is to make it feel natural to the world of Amalur and we also strongly feel that Amalur still holds a great niche in the genre as a combat focused RPG.

    By PlayStation Official blog (blog.playstation.com)

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