It's a scene from, potentially, the next Hollywood blockbuster. Earth is threatened by imminent extraterrestrial attack. Our hero points his heavy duty weaponry at the sky and takes aim. The audience holds its collective breath. And then the defender of life on this planet catches a glimpse of what humanity is up against: Five rows of 11 aliens descending in formations which look, to the 21st-century eye at least, like a series of poorly drawn emoticons.
Welcome, in all seriousness, to Space Invaders: the movie.
Earlier this month, The Hollywood Reporter announced that producers Lorenzo di Bonaventura and Gigi Pritzker had optioned the rights to the classic arcade video game from the late 1970s. And for "option the rights" one imagines they simply mean "buy the name", because as any gamer of a certain age knows, there is no story to Space Invaders beyond firing a laser at a load of blocky aliens inching down the screen. When those pesky aliens are defeated, another wave appears. Repeat until thumbs bleed.
But it does make some kind of sense. Not only do moviegoers love a good alien-invasion film, but Space Invaders' video game creator Tomohiro Nishikado credited a childhood spent watching a movie adaptation of HG Wells's The War of the Worlds as a major inspiration. It was surely no coincidence that Star Wars had hit cinemas just a year before, either.
Space Invaders, the game, might look endearingly retro now, but when it was first released it revolutionised gaming. Tap into some of that cultural cachet and not only will kids flock to see the film, but their dads will probably fancy a nostalgia-laden trip down memory lane, too.
Di Bonaventura certainly has form when it comes to bringing games - and toys - from the 1980s and early 1990s to the big screen: he previously produced the GI Joe and Doom movies. Most notably, though, he's been a producer on all three Transformers films. Transformers, of course, began life as the must-have mid-1980s action figures, then became an animated television series and comic book, and only in 2007 ended up as a Michael Bay-directed, crash-bang live-action blockbuster featuring those robots in disguise.
And this is where the guardians of Space Invaders' reputation would do well to take note. Transformers has been, well, transformed from a toy children would play with into a pretty unpleasant, aggressively sexualised film series for adolescents. In the current movie, a model, rather than an actress, plays the lead female role. Similarly, Masters of the Universe (starring Dolph Lundgren as He-Man) hardly channelled the power of Grayskull - it was such a poor film, the original toy line on which it was based was scrapped just a year later.
From Silent Hill to Super Mario Brothers, Tomb Raider to Doom, the main problem in adapting video games or toys isn't so much rendering the characters or setting, but writing a believable, coherent script. If a child is playing with a toy, or guiding Lara Croft around a labyrinthine tomb, they are creating their own narrative, writing chapters for themselves. Such personal involvement is why video games are so addictive - the story is constantly shifting.
Doom, the movie, meanwhile, was like watching somebody else play a video game, which, in the boredom stakes, ranks right up there alongside listening to people recount their dreams.
Even so, there are still those who hope that realistic, all-action video games such as Call of Duty or Halo make it to the big screen one day. Given the highly cinematic sheen both games possess, it makes some kind of sense (indeed, Lord of the Rings director Peter Jackson was briefly attached to a Halo project), but once again, one wonders if these games' fans have actually considered how watered-down and disappointing a version of Call of Duty would be if they weren't actually directing the action.
The real reason these adaptations get made, of course, isn't as some kind of validation of the original toy or game's brilliance. It's because Hollywood bean counters know that they have a ready-made market. Essentially, we're suckers: anyone who grew up with Space Invaders would naturally be intrigued by what a film might entail because it was such an iconic experience to play the game as a child. But, just for once, how about getting someone really good to write the screenplay and direct the film? A Christopher Nolan or the Coen Brothers? Or is that just too adult and cerebral for an industry that still treats video games fans as kids?
THE SPECS
Engine: 3.9-litre twin-turbo V8
Transmission: seven-speed dual clutch
Power: 710bhp
Torque: 770Nm
Speed: 0-100km/h 2.9 seconds
Top Speed: 340km/h
Price: Dh1,000,885
On sale: now
Five famous companies founded by teens
There are numerous success stories of teen businesses that were created in college dorm rooms and other modest circumstances. Below are some of the most recognisable names in the industry:
- Facebook: Mark Zuckerberg and his friends started Facebook when he was a 19-year-old Harvard undergraduate.
- Dell: When Michael Dell was an undergraduate student at Texas University in 1984, he started upgrading computers for profit. He starting working full-time on his business when he was 19. Eventually, his company became the Dell Computer Corporation and then Dell Inc.
- Subway: Fred DeLuca opened the first Subway restaurant when he was 17. In 1965, Mr DeLuca needed extra money for college, so he decided to open his own business. Peter Buck, a family friend, lent him $1,000 and together, they opened Pete’s Super Submarines. A few years later, the company was rebranded and called Subway.
- Mashable: In 2005, Pete Cashmore created Mashable in Scotland when he was a teenager. The site was then a technology blog. Over the next few decades, Mr Cashmore has turned Mashable into a global media company.
- Oculus VR: Palmer Luckey founded Oculus VR in June 2012, when he was 19. In August that year, Oculus launched its Kickstarter campaign and raised more than $1 million in three days. Facebook bought Oculus for $2 billion two years later.
Company%20Profile
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What vitamins do we know are beneficial for living in the UAE
Vitamin D: Highly relevant in the UAE due to limited sun exposure; supports bone health, immunity and mood.
Vitamin B12: Important for nerve health and energy production, especially for vegetarians, vegans and individuals with absorption issues.
Iron: Useful only when deficiency or anaemia is confirmed; helps reduce fatigue and support immunity.
Omega-3 (EPA/DHA): Supports heart health and reduces inflammation, especially for those who consume little fish.
WHAT IS A BLACK HOLE?
1. Black holes are objects whose gravity is so strong not even light can escape their pull
2. They can be created when massive stars collapse under their own weight
3. Large black holes can also be formed when smaller ones collide and merge
4. The biggest black holes lurk at the centre of many galaxies, including our own
5. Astronomers believe that when the universe was very young, black holes affected how galaxies formed
Omar Yabroudi's factfile
Born: October 20, 1989, Sharjah
Education: Bachelor of Science and Football, Liverpool John Moores University
2010: Accrington Stanley FC, internship
2010-2012: Crystal Palace, performance analyst with U-18 academy
2012-2015: Barnet FC, first-team performance analyst/head of recruitment
2015-2017: Nottingham Forest, head of recruitment
2018-present: Crystal Palace, player recruitment manager
Key changes
Commission caps
For life insurance products with a savings component, Peter Hodgins of Clyde & Co said different caps apply to the saving and protection elements:
• For the saving component, a cap of 4.5 per cent of the annualised premium per year (which may not exceed 90 per cent of the annualised premium over the policy term).
• On the protection component, there is a cap of 10 per cent of the annualised premium per year (which may not exceed 160 per cent of the annualised premium over the policy term).
• Indemnity commission, the amount of commission that can be advanced to a product salesperson, can be 50 per cent of the annualised premium for the first year or 50 per cent of the total commissions on the policy calculated.
• The remaining commission after deduction of the indemnity commission is paid equally over the premium payment term.
• For pure protection products, which only offer a life insurance component, the maximum commission will be 10 per cent of the annualised premium multiplied by the length of the policy in years.
Disclosure
Customers must now be provided with a full illustration of the product they are buying to ensure they understand the potential returns on savings products as well as the effects of any charges. There is also a “free-look” period of 30 days, where insurers must provide a full refund if the buyer wishes to cancel the policy.
“The illustration should provide for at least two scenarios to illustrate the performance of the product,” said Mr Hodgins. “All illustrations are required to be signed by the customer.”
Another illustration must outline surrender charges to ensure they understand the costs of exiting a fixed-term product early.
Illustrations must also be kept updatedand insurers must provide information on the top five investment funds available annually, including at least five years' performance data.
“This may be segregated based on the risk appetite of the customer (in which case, the top five funds for each segment must be provided),” said Mr Hodgins.
Product providers must also disclose the ratio of protection benefit to savings benefits. If a protection benefit ratio is less than 10 per cent "the product must carry a warning stating that it has limited or no protection benefit" Mr Hodgins added.
'The Lost Daughter'
Director: Maggie Gyllenhaal
Starring: Olivia Colman, Jessie Buckley, Dakota Johnson
Rating: 4/5
In Full Flight: A Story of Africa and Atonement
John Heminway, Knopff