Action
intensive film adaptations were always money makers for publishers. But at a
time when the medium was believed to promote violent behaviour, how do you turn
an “anti-conflict” animated movie into a video game?
Developed
by Disney Interactive
Published
by Disney Interactive
Released
in 1995
In
the mid Nineties video games were getting a bit of a bad reputation. More
realistic graphics had lead to more realistic depictions of violence,
ultimately leading to game certification. Of course, despite the opinions of
the mainstream press at the time, not all games were violent. However, in even
the most cutesy platformers it was implied that you should kill anyone standing
in your way. For games aimed at children the player wasn’t murdering everyone in
sight of course, designers would mask all the death. In these games your
playable avatar would liberate possessed foes, knock them out, put them
to sleep or embarrass them until they ran away. Typically Aggression was
justified in a games’ plot; the prince would have no choice but to flatten
everyone in sight it was the only way to save the princess. If the brave hero
didn’t massacre every invading monster the world would fall to an evil oppressor.
The end justified the means and violent acts, though undesirable, were
necessary to achieve the best outcome. What happens then if you’re tasked with
making an action platformer where any form of aggression can’t be justified by
your playable protagonist? It was an issue faced by Disney Interactive when adapting
the film ‘Pocahontas’.
This
1995 Disney animated classic
follows the romance between a young
American Indian woman named Pocahontas and English Captain John Smith, who has
journeyed to the New World with other settlers to begin a fresh life. Her powerful
father, Chief Powhatan, disapproves of their relationship and wants her to
marry a native warrior. Meanwhile, Smith's fellow Englishmen hope to rob the
Native Americans of their gold, caring not for the inhabitants or their way of
life. Of course despite brutal almost fatal opposition, Pocahontas' love for
Smith prevails and conflict is avoided. The native way of life is preserved,
but at the cost of Smith and Pocahontas being together.
Disney
based Action Platformers had proved incredibly popular throughout the late
eighties and nineties. Indeed ‘Aladdin’ was the most successful non-‘Sonic’
game on the Mega Drive. It was the goto genre when it came to film adaptations
and while critics had become bored of them by 1995 consumers hadn’t. While ‘Pocahontas’
is viewed from a familiar Side-on perspective, the Native American’s stance on
conflict meant a shift in gameplay was required. “We don’t have to fight” Pocahontas cries in
the film, “there has to be a better way”. In the game this “better way” is
puzzle solving, completing stages by manipulating the environments to get both
Pocahontas and her Racoon pal Meeko from the left of the stage to the right.
The
player plays as both characters swapping between the two when the needed
arises. Meeko is fast, can leap and climb trees. Meanwhile Pocahontas can
initially do little more than walk and climb to low ledges. As you progress
through the stages she encounters animals in need of help. As a lover of the
nature the Native American will obviously not be able to resist the opportunity
to return a baby bird to its nest, help otters play or guide a bear cub down a
tree.
Providing aid means you earn a new
skill and as the game explains, Pocahontas must “use animal powers to find a
path through the forest”. The acquired abilities are varied but by the end of
the game our heroine will be able to dive from great heights, swim, climb
trees, swing on branches, sprint and even scare enemies using a furious bear
growl. The skills are automatic so it’s not a case of selecting the right
ability, Instead, ‘Pocahontas’ echoes a ‘Metroid’ game. You’ll reach a point
you can’t pass and have to explore the level to find an animal to learn a skill
from. Most Level Puzzles involve using the double act to move various items; a
boulder can be shoved to allow access to a higher place. Logs can be placed by
Pocahontas to help Meeko cross a fast flowing stream. It’s not revolutionary
game play but it is well implemented and enjoyable. Electronic Gaming Monthly
magazine was certainly impressed. “One of the best features is the team work
you have to use between the characters in order to solve the puzzles. Without
this strategy element, the game would have had little to offer.”
The
levels themselves are huge, which in itself is a technical achievement. “The
producer suggested that we'd build larger levels” recalls programmer
Carl-Henrik Skårstedt. “To make that work we did a lot of technology to swap
out background graphics as you traversed the level (usually you would keep all
the background tiles in VRAM but we had to make a system to page the tiles from
ROM)”. However you can’t really get lost in the vast levels as unsubtle arrows
appear whenever you stay still for longer than a few seconds.
Pocahontas
won’t meet any actual enemies until the third level and even then you don’t
really attack them. You either use her bear skill to scare them from a distance
or work out how the environment can hurt them. Typically this involves dropping
bee hives on the Savage English settlers.
Peppering
the levels are lots of nice incidental touches that echo the film. Pocahontas does her iconic swan dive,
confuses the sails of a British navy ship with clouds and she of course shows
John the beauty of nature as they stroll through a swirling rainbow of leaves .
Meanwhile clumsy Meeko breaks pots and gets chased by a familiar white dog.
They are small unobtrusive details that feel integrated into the gameplay while
prompting a smile of recognition from dedicated fans of the movie.
But
despite the tranquillity it is possible to kill Pocahontas. Leaping from too
great a height, confronting the invading British force or drowning in a
waterfall will cost you energy. Doing something silly five times will lead to
our heroine getting absorbed by a spirit wind. This death is temporarily though
and infinite use continue-points are scattered fairly liberally throughout the
game.
While
it’s nice to learn new animal skills as you progress through the game’s three
main levels it doesn’t really disguise the fact that you’re doing largely the
same thing throughout. The fourth and final stage does offer a change of pace
le though as Pocahontas “must use all her animal powers to beat the sunrise and
stop a war destroying the land”. It’s the first and only linear stage where
failure to beat the strict time limit leads to John meeting a very un-Disney
death. It’s all terribly frustrating and stressful, destroying the calm
tranquillity created by the rest of the game.
That’s
not the only weak part of the game of course; there are certainly some
needlessly fiddly parts. An example sees Meeko jumping across Lilly pads that
annoyingly disappear off screen as soon as you press the jump button.
Throughout the game getting Pocahontas to perform a specific action or jump
will also demand she stands on a very precise point. “At times Pocahontas won't
want to run or she doesn't always jump when you hit the button” observed
AllGameGuide. “If the game were an intense platformer, this would be very
serious, but the game moves at a leisurely pace [...] so the control is just a
minor nuisance”. It’s usually obvious what needed to be done but occasionally a
bit of fine tuning is required to achieve the desired goal. I certainly felt
more baffled and confused in ‘Flashback’ which this games has certainly been
influenced by. Slightly more annoying is the autonomy of your dormant
character. While they are safe when you don’t have control over them, Meeko and
Pocahontas do have an annoying habit of wondering around when no one is
watching. Another influence, ‘The Lost Vikings’, sees your team mate’s stay put
when you’re not directly guiding them. In ‘Pocahontas’ though, when you flip
between the two players you’ll find they aren’t always in the same place you
left them and usually they have strolled back in the direction they have come from. Again, it’s
marginally annoying but not in any way game breaking. Re-treading steps at
least makes the game slightly longer, which is perhaps a blessing in disguise.
It’s hard to imagine anyone will take longer than three hours to finish the
game on a first attempt. Obviously once you know the solution to the stage
puzzles subsequent play throughs will halve in length and speedruners on
YouTube have finished the game in close to half an hour.
“The reason
‘Pocahontas’ is so short is that Disney decided that they wanted to match the
movie acts with levels in the game” claims Carl-Henrik Skårstedt. If this is
true, Disney Interactive clearly didn’t have to adhere to the same game making
rules that licensees did. Louis Castle
claimed that Disney demanded the ‘Lion King’ game was made longer and harder;
with a difficulty spike that prevented casual players getting further than two
hours into the game. “Disney had a rule that you couldn't get past a certain
percentage of the game in a certain period of time". Clearly anyone
renting ‘Pocahontas’ for the weekend would almost certainly finish the game.
Perhaps Disney was right and this contributed to the weak sales. ‘Pocahontas’ sold far less than ‘Aladdin’ or
‘The Lion King’ games, but it’s also based on a film that performed worse at
the box office.
Licensing
films out to other companies had been the standard practice for Disney when it
came to consoles games. However by 1995 they were keen to go it alone and
decided to start making their own games based on their biggest summer
blockbusters. According to former Disney Interactive senior VP Alex Seropian
"[Disney said] ‘we're gonna do it ourselves and not let other people do
it. And the profit margins that come from that are gonna be even bigger. So
let's do it!'”. Mean Machines Sega
magazine clarified the situation for their readers. "Basically Disney want
to keep the rights to the 'super' films for themselves as they ramp up
production of video games".
However, it was a short lived venture ending on April 15 1997, when
Disney Interactive reduced its staff by 20% and terminated in-house video game
production. Of course during this brief time, ‘Pocahontas’ was released in the
cinema.
The
Disney Corporation had high hopes for the film, convinced it would gain an
Oscar nomination as ‘Beauty and the Beast’ had. ‘The Lion King’ film
was also in production at the same time, and many animators opted to work on the higher profile 'Pocahontas'. Studio chief Jeffrey Katzenberg certainly saw it as the more
prestigious project of the two. For video games this meant that the ‘Lion King’
was passed on to Virgin Interactive while Disney themselves would work on a
game based on ‘Pocahontas’.
“Disney interactive designers are bringing you an
exciting new way to live ‘Pocahontas’s story” explained adverts for the game.
“In the ‘Pocahontas’ videogame you are Pocahontas, in this breakthrough
adventure on Sega and Nintendo game systems” claimed a promotion included on Disney’s
1995 VHS releases. “Classic story telling and innovative technology all from
Disney Interactive”.
The
problem was Disney Interactive didn’t initially have a team able to make the
game it promised. “The video game
business that existed [before] I showed up was really built on the back of the
licensing” former VP Alex Seropian told TechInsider. “[Disney Interactive] were
a group that didn't have a lot of institutional knowledge making games."
To fill in the knowledge gaps, and actually craft the games, an “internal” team
was contracted, primarily using staff from Funcom. “In the early years of
Funcom, we were mostly guns for hire making games for other major entertainment
corporations” notes the company’s own website. “Disney approached us after seeing
‘A Dinosaur's Tale’ which they thought was cool” recalls programmer Carl-Henrik
Skårstedt. Details of the exact relationship between the two companies are hard
to source but it’s known that Disney producer Patrick Gilmore steered the
project. Gilmore was considered a safe pair of hands, producing games based on
many Disney IP. He had worked on ‘World of Illusion’, ‘Aladdin’, ‘Good Troop’,
‘Pinocchio’, ‘Mickey Mania, ‘The Jungle Book’ and ‘Disney’s The LittleMermaid’. It seems Gilmore liaised between Disney executives and Funcom. The
Oslo based team then handled the actual game creation although they had little
say on its direction. That’s not to say there weren’t perks to the job:
According to Funcom sound designer Geir Tjelta the team “got a trip to Disneyland”
and “got to see a rough version of the movie”.
The
involvement of Disney Animation Studios suggests that the ‘Pocahontas’ game benefited from technology
similar to the DigiCel process used on ‘Aladdin’ and ‘The Lion King’. Frames of
animation were drawn by the 36 individually credited Disney animators which
were then scanned and turned into sprites by a team, headed up by Oliver Wade.
To fit all the art in, ‘Pocahontas’ was one of a handful of Mega Drive games to
come on a huge 32meg cartridge. Other
developers have discussed the conflict between Disney Animators and Game
developers, where the former want more frames and the latter wants less.
Clearly the more frames there are, the more elegant the game looks but the
slower it plays; a problem for an action game but less so in puzzle based
adventure. While slow, even when running, every movement Pocahontas makes is
graceful and fluid. The game really
looks spectacular even if the main sprite is smaller than I would ideally like.
The characters all look like their cinematic equivalents with some pleasing
visual tricks that bring the environments to life. In the film Pocahontas gets
lost in the beauty of the world that surrounds her, the same thing could happen
in the game. It offers “gorgeous pastoral settings” as Game Pro notes.
Sadly
the game's audio pales in comparison to its visuals. The game’s rendition of
“Just beyond the river-bend’ heard in level two is all rather lovely, but it
lasts just 48 Seconds. As this level is probably the games’ longest, a player
should expect to hear it close to fifty times in a first play of the game.
Impressively though there is the inclusion of voices taken from the film, with
the original actors acknowledged in the end credits. It’s testament to how
close the developers have tried to stick to the source material, even if it was
ultimately a film that simply doesn’t lend itself to video game adaptation.
“‘Pocahontas’
is a pretty unusual game concept at least, attempting to fit in with the film
non-violent themes” wrote Angus Swan in a Mean Machines magazine review. “This won’t satisfy your bloodlust” Marcus
Hearn adds. “But if you’re looking for something more cerebral then
‘Pocahontas’ has more to offer’.
Where did I get this game from?
Disney games always carry a higher price tag than other Mega Drive games, but for some reason this was an exception. It was purchased on eBay for less than £10, which considering its length is probably a fair price.
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