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Poster for The Hit Girl

The Hit Girl

2013 · Film · 86 min

Directed by James A. Ward

Crime

THE HIT GIRL tells the story of a hit man named Bill, who while on a mission encounters a magical statue that transforms him into a teenage girl. Renamed Jessica by his timid, movie quoting niece Suzy, 'she' must now rely on Suzy's help in dealing with both the problems that come with being a teenage girl, and completing 'her' latest assignment. A job made that much more difficult now that Jessica stands at 4'11" and weighs under a hundred pounds. How will she be able survive a gang of armed gunmen, when she now finds herself being easily bullied by a group of catty teenage girls? Will Bill ever get his life back or will 'she' be stuck as Jessica forever?

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1 comment on Hacker News

  1. NeutralaaronemJan 28, 2014

    If so, then one or the other has a long, long way to go. We've seen attempts to translate the movie experience into a videogame format, and they've failed abjectly every single time; there is a reason for this.

    For a recent example of the state of the art in interactive movies, let's look at "Beyond: Two Souls", a PS3 game released last year by Quantic Dream, a studio lately specializing in the format; their 2010 release, "Heavy Rain", was fairly well received. "Beyond: Two Souls" makes a halfway watchable B-movie (think "Hit Girl" meets "Enemy of the State" with a double shot of Evil Movie CIA), but as a game it is God-awful. This is because the need to maintain coherency, in a heavily pre-planned movie-style narrative, militates strongly against giving the player any kind of freedom to play the game; the result is a farrago of quick-time events ("press X to not die"), "find the blue dot" puzzles in which the game tries and fails to give an illusion of involvement by requiring the player to pixel-hunt in order to advance the narrative, and branch points at which the player gets to choose the next cutscene from a small collection of very similar alternatives. One need not be a "hard-core gamer", whatever that is, to find this a combination which utterly fails to satisfy; then again, even today's theater tickets don't cost anywhere near $60 a pop, a high price even for a good movie -- which "Beyond: Two Souls" manifestly is not.

    On the whole, this bodes ill for the future of "interactive movies"; a game and a movie are clear different things, and so far no one has come up with a means of reliably bridging the gap between them. Perhaps that will change as new technology such as the Oculus Rift offers new possibilities both to game developers and to filmmakers, but I tend to doubt it; what seems more likely to me is the genesis of an entirely new genre, possibly synthesizing traits from both movies and games, but fundamentally not the same as either.