Indie Game: The Movie

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Indie Game: The Movie
Indie Game The Movie poster.png
Directed byJames Swirsky
Lisanne Pajot
Produced byJames Swirsky
Lisanne Pajot
Starring
CinematographyJames Swirsky
Lisanne Pajot
Edited byJames Swirsky
Lisanne Pajot
Music by Jim Guthrie
Production
companies
BlinkWorks
Flutter Media
Distributed byBlinkWorks Media
Release dates
  • 20 January 2012 (2012-01-20)(Sundance)
Running time
94 minutes (Canada)
103 minutes (International)
LanguageEnglish

Indie Game: The Movie is a 2012 documentary film made by Canadian filmmakers James Swirsky and Lisanne Pajot. The film is about the struggles of independent game developers Edmund McMillen and Tommy Refenes during the development of Super Meat Boy , Phil Fish during the development of Fez , and also Jonathan Blow, who reflects on the success of Braid . [1]

Contents

After two successful Kickstarter funds, [2] [3] interviews were conducted with prominent indie developers within the community. After recording over 300 hours of footage, Swirsky and Pajot decided to cut the movie down to follow the four developers selected. [4] Their reasoning behind this was to show game development in the "past, present and future" tenses through each individual's story. [5]

Synopsis

The film shows the high level of personal expression that typically goes into independent games, through the story of three games: Braid was released in 2008, Super Meat Boy was preparing for its 2011 release (which would actually occur in 2010), while Fez was struggling with development hell for several years.

Braid developer Jonathan Blow recounts his thought process for the game: how he wished to put his "deepest flaws and vulnerabilities" into it and how his initial design experience quickly turned from experimentation to discovery. He also talks about the aftermath of the game: When Braid comes out, it receives widespread critical acclaim, but Blow is disillusioned, when a large portion of players don't "get" the underlying message and themes of the game. He makes attempts to influence the audience's impression of the game through forum posts and blog comments, but this eventually turns him into something of a comic figure, which he feels uncomfortable with. The game remains a commercial and critical success.

Super Meat Boy developers Team Meat (Edmund McMillen and Tommy Refenes) set out to do a platform game that harkens back to their own childhood video game experiences. McMillen talks about his lifelong goal of communicating to others through his work. He goes on to talk about his 2008 game Aether that chronicles his childhood feelings of loneliness, nervousness, and fear of abandonment. He also sheds light on the level design techniques he uses, on how he teaches players to play without extensive tutorials.

About a year into development, Microsoft offers Team Meat a chance to take part in an Xbox Live Arcade promotion called "Game Feast", under the condition that they finish the game in a month, which they reluctantly accept because of their dire financial situation. The development goes into crunch time, and takes its toll on McMillen's marriage, and on the health of Refenes, who bears the brunt of the work. Refenes also laments how he sacrificed his social life to get the game done, but expresses gratitude for his family being supportive of his goal. The team successfully delivers the game, but come release day, the game is nowhere to be found on Xbox Live, which greatly upsets Refenes, who predicts low sales as a result. The game does eventually appear on the marketplace, and doubles Braid's sales, selling 20,000 units in the first 24 hours. McMillen is surprised by both the sales and touched by the fan reaction, and although Refenes, exhausted and cynical, is less enthusiastic, his joy shows through when he sees videos of people enjoying the game. The game eventually goes on to sell a million copies, providing a level of financial security to both developers.

Fez developer Polytron (Phil Fish and Renaud Bédard) is in the fourth year of the game's development: the game was first announced at Independent Games Festival 2008, which thrust Fish into the limelight as an "indie developer celebrity", but little was heard of the game since. The development is troubled, casting doubt on the future of the project. Fish himself admits to his perfectionism protracting the development, as well as losing perspective over time about how good the game really is. Similar to Refenes, Fish also notes that he does not see himself doing anything else other than indie games, saying that Fez has become his identity over time.

Polytron prepares to present Fez at Penny Arcade Expo, despite the possibility of a lawsuit lingering: Fish's original business partner (Jason DeGroot, [6] [7] who does not participate in the film) is yet to sign his side of a final separation deal, and as such, he could potentially block Polytron from presenting at PAX. This causes Fish to suffer anxiety attacks over the course of the preparation. The Fez kiosk is set up nevertheless, but the show runs into problems, when last minute changes in the build cause the game to often hang up or crash, forcing Fish to occasionally restart the game. The players are unfazed and continue to enjoy the game nevertheless; Fish gives a number of interviews, and Jerry Holkins expresses his excitement about the product as well. Towards the closing of the show, Fish's new partner Ken Schachter announces that he and the former business partner had a meeting and have come to an agreement, which relieves Fish, who in the end is satisfied with the results of the show, and vows to continue working on the game and releasing it in 2012 (which would ultimately occur).

The film bookends itself with Jonathan Blow's opening monologue about how indie gaming differs by offering flaws and vulnerabilities, making the games more personal. During the closing credits, videos of other upcoming indie games are interspersed.

Reception

Directors Lisanne Pajot and James Swirsky, 2012 Indie Game The Movie directors Lisanne Pajot and James Swirsky at the 2012 XOXO Festival (7991638723).jpg
Directors Lisanne Pajot and James Swirsky, 2012

Indie Game: The Movie received a high level of interest from the gaming community almost from its inception. [8] [9] [10] [11] [12] Rotten Tomatoes reports 93% approval based on reviews from 26 critics, with an average rating of 7.7/10. [13] The film also holds a 73/100 average on Metacritic. [14] G4 TV praised the film saying "Indie Game: The Movie is definitely worth your time, and should be seen by everyone in the video game industry on the publisher, developer, and consumer sides." [15] Ain't It Cool News echoed these statements, stating that "there are victories, defeats, tears and smiles. Indie Game: The Movie is a must-see doc for anybody that fancies themselves a gamer or for anyone who gets sucked into a good underdog story." [16]

The film was criticized for its one-sided portrayal of Phil Fish's ex-business partner, Jason DeGroot, who was portrayed by Fish as trying to sabotage Fez. [7] DeGroot was neither interviewed nor shown in the film, and the film's credits originally stated that he "asked not to participate" in the film. Shawn McGrath, who worked with DeGroot on Dyad , said on Twitter that the disclaimer was "bullshit," calling the filmmakers "liars." [17] Ken Schachter, Fish's new business partner shown later in the film, was also the executive producer of the film. [6] Several days later, the message in the credits was silently revised to state DeGroot "was not asked" to be in the film. [17]

Accolades

The film won the World Cinema Documentary Editing Award at the 2012 Sundance Film Festival. [18]

Indie Game: The Movie was also named 'Best Documentary' by the Utah Film Critics Association [19] and nominated for a Canadian Screen Award at the 1st Canadian Screen Awards in the category of 'Best Feature Length Documentary'. [20]

Release

The producers chose a non-traditional distribution method for the film, coupling the usual film festival circuit with a focused theater tour and aggressive online distribution. Online distribution was initially via iTunes and the gaming platform Steam with a DRM free release, expanded later to other online distribution services and direct downloads from the producers' website. The result of their distribution experiment has been documented by the directors online. [21] Over 50% of gross revenue came from online distribution. [21] The film premiered on Channel 4 in the United Kingdom on 30 November 2013, and was preceded by the documentary How Video Games Changed the World . [22]

Special Edition

On July 24, 2013, Indie Game: The Movie was rereleased with a special edition. [23] Buyers of the new physical copy would receive a hand signed three-DVD box set including posters of the movie's logo and additional packaging artwork designed by Edmund McMillen. [24] The announcement of additional content being released as pre-purchasable downloadable content (DLC) for Steam users [25] and as a new physical version for collectors was met with mixed reactions some of which questioning the uncommonness of DLC for a movie. [26] Both the original and the Special Edition continue to rate positively on Steam. It features over 100 minutes of additional short documentary content to the original film, also created by James Swirsky and Lisanne Pajot, including epilogues for Fish, McMillen, and Refenes two years after the film's conclusion. [27]

Epilogues

Phil's epilogue picks up ten months later as Fez is nearing release, having been in its development cycle for five years. He discusses the game's growth, improvement, and closure after the events in IG:TM. It also features Polytron’s win at the Independent Game Festival for the Seumas McNally Grand Prize in 2012. [28]

Edmund reflects on the “life-changing” experience following the release and subsequent success of Super Meat Boy. Discussing how he continues to strive to remain working hard towards game development and seeks creative inspiration for new projects.

Tommy talks about the success of Super Meat Boy on Xbox Live and Steam pushing them into a level of financial security. Tommy and Edmund say how happy they are to be able to support their respective families following the financial success of Super Meat Boy.

The special edition also includes additional shorts regarding other independent game developer's experiences such as Jason Rohrer’s Passage , Derek Yu’s Spelunky , and Steph Thirion’s Eliss , as well as two shorts regarding visual artist David Hellman’s thematic choices for the aesthetic of Braid and multiple others regarding McMillen's and Refenes' earlier works (Tri-achnid, AVGM, and Coil) including lessons learned and their experiences and influences in development. In many of the shorts, emphasis is placed on how each developer’s work was received and their experiences in dealing with the problems that their newfound notoriety brought. Short documentaries entitled “Edmund & Teh Internets”, “Tommy & Teh Internets”, and “Phil + Japan” all focus on each developer’s struggle with maintaining a professional presence online as newly established and critically acclaimed independent developers, similar to Braid developer Jonathan Blow’s struggles with popularity and presence on the internet in the original film.

Also featured is the trailer for the Special Edition, Phil Fish’s first impression of the original IG:TM, Edmund McMillen showing their collection of official Super Meat Boy merchandise as well as the different kinds of fan-made submitted gifts they’ve received, and Tommy Refenes’ reflections the immediate day following the release of Super Meat Boy.

Dedicated to its own short entitled " GameJam " is a documentary about the “TIGJam” (The Indie Game Jam) hosted in Mountain View, California by Spelunky creator Derek Yu and other indie game developers in 2013. It focuses on the community around independent games development, in particular the TIGSource online community and participants talking about their passions and inspirations for game design.

Related Research Articles

<span class="mw-page-title-main">Indie game</span> Class of video game, generally independently published

An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through digital distribution channels rather than at retail due to a lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums.

<i>Braid</i> (video game) 2008 puzzle platform video game

Braid is a puzzle-platform video game developed by Number None and considered an indie title. The game was originally released in August 2008 for the Xbox 360's Xbox Live Arcade service. Ports were developed and released for Microsoft Windows in April 2009, Mac OS X in May 2009, PlayStation 3 in November 2009, and Linux in December 2010. Jonathan Blow designed the game as a personal critique of contemporary trends in video game development. He self-funded the three-year project, working with webcomic artist David Hellman to develop the artwork. An anniversary version is planned for release for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, Windows, Mac, and Linux with updated graphics and developer commentary.

<i>Fez</i> (video game) 2012 video game

Fez is a 2012 indie puzzle-platform game developed by Polytron Corporation and published by Trapdoor. The player-character Gomez receives a fez that reveals his two-dimensional (2D) world to be one of four sides of a three-dimensional (3D) world. The player rotates between these four 2D views to realign platforms and solve puzzles. The objective is to collect cubes and cube fragments to restore order to the universe.

<i>Aether</i> (video game) 2008 video game

Aether is a video game designed by Edmund McMillen and Tyler Glaiel and published by Armor Games, released on September 3, 2008. Players control a lonely boy and an octopus-like monster that the boy encounters, solving puzzles on different planets to restore them from monochrome to color. The pair travel through space by swinging on clouds and asteroids with the monster's elongated tongue, searching other planets for life to which the boy can relate. It is also a part of The Basement Collection.

<i>Spelunky</i> 2008 video game

Spelunky is a 2008 source-available 2D platform game created by independent developer Derek Yu and released as freeware for Microsoft Windows. It was remade for the Xbox 360 in 2012, with ports of the new version following for various platforms, including back to Microsoft Windows. The player controls a spelunker who explores a series of caves while collecting treasure, saving damsels, fighting enemies, and dodging traps. The caves are procedurally generated, making each run-through of the game unique.

<i>Super Meat Boy</i> 2010 platform game

Super Meat Boy is a 2010 platform game designed by Edmund McMillen and Tommy Refenes under the collective name of "Team Meat". It was self-published as the successor to Meat Boy, a 2008 Flash game designed by McMillen and Jonathan McEntee. In the game, the player controls Meat Boy, a red, cube-shaped character, as he attempts to rescue his girlfriend, Bandage Girl, from the game's antagonist Dr. Fetus. The gameplay is characterized by fine control and split-second timing, as the player runs and jumps through over 300 hazardous levels while avoiding obstacles. The game also supports the creation of player-created levels. Super Meat Boy was first released on the Xbox 360 through Xbox Live Arcade in October 2010, and was later ported to Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita, Wii U, and the Nintendo Switch. A Wii version was in development but was ultimately cancelled.

<span class="mw-page-title-main">Edmund McMillen</span> American video game designer and artist

Edmund Charles McMillen is an American video game designer and artist. He is known for his Adobe Flash games with unconventional visual styles. His works include 2010's side-scroller Super Meat Boy, 2011's roguelike game The Binding of Isaac, and its 2014 remake, The Binding of Isaac: Rebirth.

<span class="mw-page-title-main">Tommy Refenes</span> American video game programmer

Tommy Refenes is an American video game designer and programmer, best known for his work on the game Super Meat Boy, a platformer he co-created with designer Edmund McMillen.

<i>Gish</i> (video game) 2004 platform video game

Gish is a 2004 platform game developed and published by Chronic Logic. After eight months in development, it was released in May 2004 to a positive reception. A sequel, Gish 2, was canceled. The game became open-source software in May 2010 and received a 15th-anniversary update in January 2020.

<i>The Binding of Isaac</i> (video game) 2011 video game

The Binding of Isaac is a roguelike video game designed by independent developers Edmund McMillen and Florian Himsl. It was released in 2011 for Microsoft Windows, then ported to OS X, and Linux. The game's title and plot are inspired by the Biblical story of the Binding of Isaac. In the game, Isaac's mother receives a message from God demanding the life of her son as proof of her faith, and Isaac, fearing for his life, flees into the monster-filled basement of their home where he must fight to survive. Players control Isaac or one of the 33 other unlockable characters through a procedurally generated dungeon in a roguelike manner, fashioned after those of The Legend of Zelda, defeating monsters in real-time combat while collecting items and power-ups to defeat bosses and eventually Isaac's mother.

Nicalis, Inc. is an American video game developer and publisher based in Santa Ana, California. The company focuses primarily on indie games and has developed and published both original games as well as ports of existing games. Nicalis was founded in 2007 by Tyrone Rodriguez, a game designer and former game journalist. In 2017, Nicalis announced that they had acquired SuperVillain Studios and Cowboy Color.

<span class="mw-page-title-main">Danny Baranowsky</span> American electronic music composer

Danny Baranowsky, also known as Danny B or by the company name dB Soundworks, is an American electronic music composer, composing music mainly for indie films and indie games. He founded dB Soundworks to sell and promote his music. He is most known for providing the music for games such as Canabalt, Super Meat Boy, The Binding of Isaac, and Crypt of the NecroDancer. Baranowsky has also contributed to the soundtrack of the 2016 Amplitude remake.

<i>The Basement Collection</i> 2012 video game

The Basement Collection is a compilation of Edmund McMillen's Flash games released on August 31, 2012. The games were remade with added features and music tracks.

<span class="mw-page-title-main">Phil Fish</span> French-Canadian former indie video game designer

Philippe Poisson, better known as Phil Fish, is a French Canadian former indie game designer best known for his work on the 2012 platform game Fez. He was born and raised in Quebec, where his experiences with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008.

<span class="mw-page-title-main">Adam Saltsman</span> American video game designer

Adam Saltsman, also known as Adam Atomic, is an American indie video game designer best known for creating the endless runner Canabalt. He is a founder of Semi Secret Software and Finji video game studios.

<span class="mw-page-title-main">PETA satirical browser games</span> Satirical browser games created by PETA

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Development of <i>Fez</i>

The high-profile and protracted five-year development of the video game Fez led to its status as an "underdog darling of the indie game scene". The 2012 puzzle-platform game built around rotating between four 2D views of a 3D space was developed by indie developer Polytron Corporation and published by Polytron, Trapdoor, and Microsoft Studios. Over the course of the game's development, Fez designer and Polytron founder Phil Fish received celebrity status for his outspoken public persona and prominence in the 2012 documentary Indie Game: The Movie, which followed the game's final stages of development and Polytron's related legal issues. The game was released to critical acclaim as an Xbox Live Arcade timed exclusive, and was later ported to other platforms. It had sold one million copies by the end of 2013.

<i>Super Meat Boy Forever</i> 2020 video game

Super Meat Boy Forever is an indie platform video game developed by Team Meat for Nintendo Switch, Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, iOS, Android and Linux. Originally planned as a mobile-only version of Super Meat Boy, Super Meat Boy Forever was gradually developed into a full-fledged sequel featuring its new auto-runner control scheme and randomly generated levels.

<i>The End Is Nigh</i> (video game) 2017 video game

The End Is Nigh is a platform action-adventure video game developed by Edmund McMillen and Tyler Glaiel. It was released on July 12, 2017 on Microsoft Windows via Steam. Ports of the game were released on August 15, 2017, on macOS, December 12, 2017, for Linux and Nintendo Switch and on April 30, 2019, for PlayStation 4. The game has been described as a spiritual successor to McMillen's Super Meat Boy.

<i>Mewgenics</i> Upcoming 2024 video game

Mewgenics is an upcoming tactical role-playing roguelike life simulation video game developed by Edmund McMillen and Tyler Glaiel. The game has players breed cats, which assume character classes and are sent out on adventures, featuring tactical combat on a procedurally-generated grid. Originally announced by Team Meat in 2012 as a follow-up to Super Meat Boy, the game experienced a protracted development cycle, before being cancelled and subsequently reacquired by McMillen for development with Glaiel in 2018. Mewgenics is tentatively set to be released via the digital distribution platform Steam in summer 2024.

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