Metroid: A Radioplay Adaptation [UPDATE: 8/20]

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FanOingo93

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Metroid: A Radioplay Adaptation [UPDATE: 8/20]

Postby FanOingo93 » 07.18.10 6:22pm

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Metroid: A Radioplay Adaptation

Written and Directed by FanOingo93 (myself)

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This is a project I've been working on since the beginning of the year and now its finally here. "Metroid: A Radioplay Adaptation" is a cinematic audio production detailing the story of Samus and her struggle to fight against the Space Pirates and their leader Ridley.

Based on the original NES title of the same name, the radioplay was actually based on a film script that I've been writing for several years now. So I'm glad that I finally get to share this project here with everyone. :D

So far as of now, the prologue to Act One has been completed. The rest of the Act will come later this week, I'm just a little behind schedule, but it will come. But for now, enjoy the prologue!

YouTube Link:
http://www.youtube.com/watch?v=_ylAh4yT7b4 <-- Prologue
http://www.youtube.com/watch?v=KP8jrCOuVOA <-- Scene 1

Box.net Link:
http://www.box.net/shared/e7au6fkc3q

Act One Prologue Voice Cast:
Mirisha as Samus Aran
Kairi-Chan as Young Samus
FanOingo93 (myself) as Rodney Aran
dragonknighttara as Virginia Aran

Additional Voices provided by FanOingo93

NOTE: The following sequence contains an intense amount of action-oriented Sound Effects as well as a bit of language. I would suggest turning your volume down a smidgen.

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Credits:
Sound Mixing by FanOingo93
SFX: Voice Acting Alliance Effects Library, Metroid Prime
Music: A numerous amount of OSTs.
Last edited by FanOingo93 on 08.20.10 7:47pm, edited 4 times in total.

Yutrzenika
 

Re: Metroid: A Radioplay Adaptation

Postby Yutrzenika » 07.18.10 8:37pm

I've only been listening to this for about 30 seconds, and I must say that from what I've heard it's very well done!
EDIT: Just finished listening to it! Very well done! Can't wait to hear more! :D

mental

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Re: Metroid: A Radioplay Adaptation

Postby mental » 07.18.10 10:22pm

This is more like it. This is exactly the sort of "original" fan media I've been dying to see made.

(Are you interested in feedback as far as the writing/pacing goes?)
"The world will always be more delicious than it is useful." - Robert Capon

Satch

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Re: Metroid: A Radioplay Adaptation

Postby Satch » 07.18.10 10:35pm

What the.

...

If I had words, I would use them. Instead, I will use this picture.


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FanOingo93

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Re: Metroid: A Radioplay Adaptation

Postby FanOingo93 » 07.18.10 10:44pm

mental wrote:This is more like it. This is exactly the sort of "original" fan media I've been dying to see made.

(Are you interested in feedback as far as the writing/pacing goes?)


Oh yeah! Most definitely. I want this project to be as good as it can get. Any feedback on how I should keep the story flowing at a smooth pace is greatly appreciated.

Vesko

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Re: Metroid: A Radioplay Adaptation

Postby Vesko » 07.19.10 3:21am

Dude, this is just amazing. Can't wait to hear more.
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IcePotash

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Re: Metroid: A Radioplay Adaptation

Postby IcePotash » 07.19.10 3:51am

This is brilliant, can't wait for the next part!
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sockmonkey

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Re: Metroid: A Radioplay Adaptation

Postby sockmonkey » 07.19.10 6:06am

Good stuff. z:)
Helpful hint: You need the small sound effects just as much as the major ones. Leaving something out will not only stand out more than it does in a movie, it makes it harder to picture a scene. If people don't hear it, they can't see it.
Little things would include the sound of running footsteps as Samus and her mom fled. The clicking of keys as the self-destruct was set. The hum of machinery and ventillation system. Stuff like that which you normally don't notice in everyday life but can be conspicuous by it's absence.
Just about everything that happens has it's own unique sound.

LesserChozo

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Re: Metroid: A Radioplay Adaptation

Postby LesserChozo » 07.19.10 6:51am

sockmonkey wrote:Good stuff. z:)
Helpful hint: You need the small sound effects just as much as the major ones. Leaving something out will not only stand out more than it does in a movie, it makes it harder to picture a scene. If people don't hear it, they can't see it.
Little things would include the sound of running footsteps as Samus and her mom fled. The clicking of keys as the self-destruct was set. The hum of machinery and ventillation system. Stuff like that which you normally don't notice in everyday life but can be conspicuous by it's absence.
Just about everything that happens has it's own unique sound.

I think there are enough SFX as it is, although running footsteps would be a helpful touch. Very well done. Rod seems like a bit of a drama queen, though. :P
Don't be pushed by your problems. Be led by your dreams.

Vesko

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Re: Metroid: A Radioplay Adaptation

Postby Vesko » 07.19.10 10:47am

sockmonkey wrote:Good stuff. z:)
Helpful hint: You need the small sound effects just as much as the major ones. Leaving something out will not only stand out more than it does in a movie, it makes it harder to picture a scene. If people don't hear it, they can't see it.
Little things would include the sound of running footsteps as Samus and her mom fled. The clicking of keys as the self-destruct was set. The hum of machinery and ventillation system. Stuff like that which you normally don't notice in everyday life but can be conspicuous by it's absence.
Just about everything that happens has it's own unique sound.


Actually, I think you have a point there. It would definitely add to the experience.
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FanOingo93

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Re: Metroid: A Radioplay Adaptation

Postby FanOingo93 » 07.19.10 12:56pm

LesserChozo wrote:
sockmonkey wrote:Good stuff. z:)
Helpful hint: You need the small sound effects just as much as the major ones. Leaving something out will not only stand out more than it does in a movie, it makes it harder to picture a scene. If people don't hear it, they can't see it.
Little things would include the sound of running footsteps as Samus and her mom fled. The clicking of keys as the self-destruct was set. The hum of machinery and ventillation system. Stuff like that which you normally don't notice in everyday life but can be conspicuous by it's absence.
Just about everything that happens has it's own unique sound.

I think there are enough SFX as it is, although running footsteps would be a helpful touch. Very well done. Rod seems like a bit of a drama queen, though. :P


Ha ha! Yeah, I wasn't very proud of my performance with Rodney. I personally thought it came off rather weak. XD

AuroraUnitComplex

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Re: Metroid: A Radioplay Adaptation

Postby AuroraUnitComplex » 07.19.10 6:30pm

Greetings, fellow SoCal resident! :D This is super cool, and I really enjoyed listening to this! How many parts are you currently planning?

One of the things that I might suggest is to use the current English pronunciation of Samus, with the short-vowel 'ă' instead of the "ah" sound. I also see what you mean about the volume part. The volume of the explosions and yells was a little too high and had some clipping distortion to it here and there, but overall, I was quite impressed with the SFX. It felt believably dramatic, although... I agree with LesserChozo that Rodney perhaps had a little too much drama going on ;) Still really good though. Please keep us updated.
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FanOingo93

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Re: Metroid: A Radioplay Adaptation

Postby FanOingo93 » 07.19.10 7:03pm

AuroraUnitComplex wrote:Greetings, fellow SoCal resident! :D This is super cool, and I really enjoyed listening to this! How many parts are you currently planning?

One of the things that I might suggest is to use the current English pronunciation of Samus, with the short-vowel 'ă' instead of the "ah" sound. I also see what you mean about the volume part. The volume of the explosions and yells was a little too high and had some clipping distortion to it here and there, but overall, I was quite impressed with the SFX. It felt believably dramatic, although... I agree with LesserChozo that Rodney perhaps had a little too much drama going on ;) Still really good though. Please keep us updated.


The whole overall radioplay is going to be 3 Acts long, possibly 4 since Act One is really more of a setup. My main goal is to have the radioplay running at about 120 min. in length. But thank you kindly for the feedback! I definitely understand that there was a lot of distortion, so I'm hoping to improve that as well as my performance in the later acts.

Darkus Triforce

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Re: Metroid: A Radioplay Adaptation

Postby Darkus Triforce » 07.19.10 7:19pm

FREAKING AMAZING!!! Animated93 should have a job in hollywood! the only problem is... i cant think of any!
SOOOOO MUUUUUCH WIIIIIN!!!
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mental

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Re: Metroid: A Radioplay Adaptation

Postby mental » 07.20.10 3:58am

FanOingo93 wrote:
mental wrote:This is more like it. This is exactly the sort of "original" fan media I've been dying to see made.

(Are you interested in feedback as far as the writing/pacing goes?)


Oh yeah! Most definitely. I want this project to be as good as it can get. Any feedback on how I should keep the story flowing at a smooth pace is greatly appreciated.
All right. This is without question one of the best-quality Metroid fan creations I've ever seen; there are just a few really glaring issues. So if I seem particularly harsh in places, it's only because I think you're already so close to greatness. (Sylux can attest to this I think.)

First of all, the pacing in the introductory monologue is iffy. This is more of a performance/editing issue than it is a writing one. The sixteen-second delay before the first dialogue is just short enough to keep audience interest, but the subsequent Shatneresque pauses are really painful: "'Why am I still alive?'[odd pause]That is a question I frequently ask myself,[long pause]but for some reason[awkward pause]I can never find the answer.[overextended pause]It always goes back[overly-dramatic pause]to the flames." I think that could be tightened up considerably editing-wise, though from a directorial standpoint it might be good to encourage the actress to use vocal inflection rather than pauses for emphasis. (A touch of inflection/passion in an otherwise deadpan delivery can go a long way.)

Dead spaces are less and less of an issue with the editing as Act I progresses, but the timing remains a bit strange in places; for example, although the computerized voice says the self-destruct will go off in thirty seconds, it actually takes much longer than that -- if that is in fact the cause of the huge explosion we hear later, which brings us to another issue:

For the most part, the sound effects are a soup without context. We hear lots of combat sounds and Ridley roaring and explosions, but we never get a context for them. There's no dialogue or sound effects which directly link the big explosion near the end to its cause, for example. (Did Ridley cause it? Was it the self-destruct going off belatedly?)

More generally, as others have noted, we never hear crucial sounds like footsteps indicating that characters are moving around or whether they're coming or going, and no cues even in dialogue from which a listener can infer the blocking of most of the scenes. One example of this issue is when Rodney says "To save my family!": it isn't clear whether or not he's actually moving at that point. Did he start running and then turn around and stop momentarily? Has he remained in place up until that point (the gruff "Where are you going?" might indicate he's moving, but it doesn't necessarily)? Is he moving the whole time?

To get down to strictly writing issues, in the absence of visuals there are also a lot of things which need to be revealed (though not necessarily explained) in dialogue. Who is attacking the colonists and with what? We do eventually find out that the attackers are "space pirates" -- halfway through -- but what are the space pirates like? What are Rodney and the rest defending from them exactly? (And actually we never get to find out that we're on a human space colony, or that Rodney and the rest are colonists.) What is the layout of the complex? Where are the pirates in relationship to the colonists? Why can't the colonists retreat? Do the pirates have them surrounded? Where are Virginia and Samus relative to Rodney's position? How are Virginia and Samus supposed to escape, and where to? What does Rodney hope to achieve by activating the self-destruct? What (in vague terms at least) does Ridley look like? How big is he? What is he doing at various times? In what fashion does he attack people? (Is that creature we hear roaring even Ridley? How are we supposed to know?) [Most of us are familiar enough with the Metroid comics etc. to fill in the details ourselves, but it's kind of cheating to rely on that. A new listener or a casual Metroid fan who hasn't read all that material beforehand isn't going to get it.]

The switches in POV between Rodney and Samus also get confusing, since we don't have any interstitial sound or linking narration to indicate what's happening. In radio plays it's usually better to avoid switching POV or scene as often or abruptly as you would in a visual medium, since without visuals these changes require more work to set up properly for the listener. (I also wonder whether it makes sense to use Rodney as a POV character if these are supposed to be Samus' memories.)

In short, a lot of really important information is getting left out from the dialogue and sound effects.
"The world will always be more delicious than it is useful." - Robert Capon

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