Exit 8’s director was inspired by watching people play the game

Exit 8’s director was inspired by watching people play the game

The film Exit 8 is noted for effectively adapting its source material—a video game that places players in a never-ending hallway of a Tokyo subway station. Director Genki Kawamura aimed to create a unique cinematic experience rather than a straightforward game adaptation. He emphasized the importance of blurring the lines between video gaming and cinema in his approach to filmmaking.

The movie begins with a first-person perspective similar to the game, depicting a character trapped in a repetitive hallway. Players must identify anomalies in their surroundings to escape, which mirrors the game’s mechanics. Kawamura discovered the game through his interest in indie titles and was drawn to its authentic representation of Tokyo’s environment. He believes that the experience of getting lost in city passageways is universal and that combining this with the game’s design can offer a cinematic narrative.

Transforming the game’s brief, character-less format into a feature-length film required the introduction of new elements. The protagonist, referred to as the Lost Man, portrayed by Kazunari Ninomiya, faces personal challenges, including job pressures and impending fatherhood, while navigating the perplexing hallway. Alongside him are other characters, such as the Walking Man and a young woman and child, who also find themselves trapped. New anomalies were added to enhance unsettling experiences relevant to real life.

The film showcases how various characters interact with the hallway’s rules, reflecting diverse approaches to gameplay. Kawamura drew inspiration from discussions with game creator Shigeru Miyamoto, highlighting that both playing and watching games can be engaging. The team analyzed YouTube playthroughs to understand player behavior, noting that individual reactions contribute to character personality.

Kawamura designed the film’s set with a structure that allowed for continuous shots, simulating the looping aspect of the hall. This setup aimed to disorient the audience, creating a sense of confusion even among the filmmakers during production.

Source: https://www.theverge.com/interview/777509/exit-8-director-interview

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