SFX

The Complex

Lynn Renee Maxcy, the writer of new interactiv­e film The Complex, explains why “Bandersnat­ch” was a gift

- The Complex will be out for PC, Mac, PlayStatio­n 4, Xbox One and Nintendo Switch in Spring 2020.

UPON FIRST GLANCE, THE SCENE THAT director Paul Raschid is shooting today seems like a fairly ordinary one. A scientist called Amy, played by Michelle Mylett, has been called to the site of an apparent outbreak, and is inspecting a bio-protector pod containing Patient Zero. As usual, the scene will be shot several times over, from different angles. But the twist is that it will also be re-shot with different dialogue, reactions and endings too.

“You are effectivel­y showing different sides of the same character,” says Mylett. “It’s a pretty good acting exercise.”

This is The Complex, a new interactiv­e film in which the fate of the world will be decided by your choices. The obvious comparison is Charlie Brooker’s interactiv­e Black Mirror special “Bandersnat­ch”. But according to writer Lynn Renee Maxcy, best known for her work on The Handmaid’s Tale, The Complex was in developmen­t way before that episode premiered on Netflix.

“My initial response to ‘Bandersnat­ch’ was, ‘Oh, thank god something like this exists’”, she says. “When I first started developing this project, no one knew what I was talking about. They were like, ‘It’s a videogame?’ And so I was like, ‘You’ll see it when it comes out.’ And then with ‘Bandersnat­ch’, everybody came back and was like, ‘Wait, is that what you were talking about?’ So I was actually thankful.”

Set primarily in a locked-down laboratory, with both time and air running out, The Complex follows two scientists (Amy and Rees, the latter played by Al Weaver) as they try to uncover the mystery of a deadly biological weapon. Not to mention also trying to save the life of a potential terrorist, stopping the spread of the disease, and working through their feelings about each other – all storylines that will be shaped by the decisions you make.

“I didn’t want these choices to all be lightheart­ed ones with no stakes or impact,” explains Maxcy. “So, for example, one of the first choices you make is during a flashback where we find Amy and Rees in the middle of a war zone with people who have been infected by a disease. They realise that there’s only one dose of the cure left, and two patients in front of them. One is a little boy holding a soccer ball. The other is a pregnant woman. And the choice you make has a big effect on the future story.”

Maxcy originally wrote The Complex as a more convention­al 80-page thriller. However, after a meeting with videogame developer Wales Interactiv­e, creators of 2016 interactiv­e film Late Shift, she was persuaded to adapt her story into an enormous 180-page branching narrative.

“It was so complicate­d,” she says. “At one point I had 150 sticky notes on the wall of my office, just trying to keep everything in line… There would be times where I would be writing and I’d get distracted and I would come back and be like, ‘I have no idea where I am. Are you angry in this scene? Are you happy? I can’t remember!’”

It’s no easier for director Paul Raschid (White Chamber). Today the scene he’s shooting can end in two ways: by the viewer choosing to transport the pod to the lab by ambulance (safer, slower) or by drone (faster, riskier).

“We shoot scenes on The Complex in a way we wouldn’t shoot normally,” he says. “A lot of attention has to be paid to things like a piece of set dressing that would be different because you made a decision in the past. Luckily I have an amazing script supervisor who keeps on top of the script and understand­s it on a deep forensic level. It’s a mammoth task.”

For both Raschid and Maxcy, the most striking thing about working on an interactiv­e film like The Complex has been the medium’s storytelli­ng potential.

“What I wanted was to harness the ability to affect relationsh­ips,” says Raschid. “I want you to build or destroy relationsh­ips, to choose your allegiance­s: who you trust, who you don’t trust. You could play this game and piss everyone off if you wanted to.”

“As a writer, you go through all of these different options for a scene and decide on one direction,” says Maxcy. “But this allowed me to explore lots of different options and stories. Unless I’m doing something like this, I couldn’t do that otherwise. You couldn’t make 180 pages into a traditiona­l movie. It would be five hours long.” SK

At one point I had 150 sticky notes on the wall of my office, just trying to keep everything in line

 ??  ?? You’re probably going to kill one of them.
You’re probably going to kill one of them.
 ??  ??
 ??  ??
 ??  ?? Shooting a 180-page script can have this effect.
Very nice, but will it be as “good” as Night Trap?
Shooting a 180-page script can have this effect. Very nice, but will it be as “good” as Night Trap?
 ??  ??

Newspapers in English

Newspapers from Australia