Matt and Mike’s pitch feedback

We were told to have the opening as the video game, so you don’t see the killer- don't see the real world until the end, or not even revealing the hacker. Additionally, they suggested that we make the battle more like a game- like tea bagging, or a character walking into a wall or using NPCs to convey that the battle is within a game. Mike suggested that we need an action sequence to start. A pivotal piece of feedback was the suggestion that if someone gets hurt in battle, but actually hurts the player in real life. Some players when they get shot don't actually get hurt, but our main character gets a nosebleed: “ow! how did this happen” etc. We were also told that revealing so much in the opening sequence would disengage the audience. It was also suggested that our piece needs more ambiguity: more mystery, more like an opening.

For the layout of the piece, a 3 v 3 battle was suggested: like a domination match in a first person shooter. The following was suggested: it should be friends playing a game together, the friends not reacting to getting shot “like wait for me to heal”, One friend could say “ow that actually hurts, jesus”. Show one character get killed, and then respond and take back weapon from old body: body gags, maybe messing around with old bodies
For the final scene the following was suggested: Sequence, going from cover to cover, until bomb goes off. One friend gets up and keeps going, realizes other guy is not there, goes to him, very hurt etc, cant speak/winded, coughing up blood show in the game him taking off something from his face Cut to real life, blood pouring out of the main characters’ headset and his ears. We were told also that we needed to get rid of the hacker and ensure that intro is only act one of the movie and not the whole thing. 


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