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January 2005. I pick up the
phone. It's my editor.
"You want to go to Prague
to cover Doom?"
he says.
Two things crossed my mind. The
first: YES. The second: Doom
what? I had heard of Doom
the videogame. As a geeky high schooler I played it all the time.
Loved it. The shotgun, the chainsaw, the BFG…back then,
this is what guys did when they didn't have girlfriends. Or maybe
they didn't have girlfriends because they were doing this.
But a Doom movie? Never heard of it. Even
though it was starring Karl Urban (Eomer from "Lord of the
Rings") and someone called The Rock, Universal had kept this
puppy under lock and key, filming in the cold obscurity of Prague,
kinda like how Rocky trained in Russia in Rocky IV.
I hadn't heard of Doom the movie. No one
had heard of Doom the movie.
"Sure, sure, Doom," I told him.
"Right. They're filming in Prague. I'm all over it. Sign
me up."
A week later the plane lands in snowy, gloomy Prague. As the cab
took me to the Hilton, winding through the icy streets, I soaked
in the Charles Bridge, the big cool-lookin'-building-with-two-spikey-towers
that's on every postcard, and a bunch of other historic-looking
buildings that I'm even less familiar with. Prague is one of those
cities that looks better in the snow. Not because it's ugly, like
Pittsburgh, but because it seems to match the city's sense of
style. It fits.
At the hotel I met the lovely Lauren Bantit
from Universal, who would be my guide for the next couple of days.
Lauren instructed me to meet the other journalists at 8:00 in
the lobby for dinner, and I realized it probably wouldn't be hard
to spot eight journalists who were here to visit the set of Doom.
And sure enough, the other Doom-dorks did
indeed stand out, easily recognizable amidst the other hotel guests.
(I can say this because I'm one of them.) We all became fast friends.
Maybe it was our mutual appreciation of the genre. Maybe it was
the absinthe.
Oh yes. The set visit. The next morning,
escorted by Lauren and the gentlemanly Geoff Freeman, we took
a couple of busses to the set, about 30 minutes outside the city's
downtown area. Someone more skilled with navigation would probably
have a sense of north, south, east, or west, but I felt like Robert
Redford in "Sneakers" when tied in the trunk and unsure
of his directions. Unlike Redford, though, I didn't have a genius
blind man to intuit the bridges that I crossed.
Right, right. The set. Getting there. First
off, don't worry. Doom is not filmed on the streets of Prague
or anything silly like that. 99% was shot indoors in massive warehouses
that they converted to studios. So why film in Prague? Money.
Filming in Prague means cheaper facilities, cheaper talent, cheaper
unions, and all the absinthe you can drink.
Shivering in my scarf and overcoat, I'm
led into the ginormous converted warehouse. It's been about seven
years since I geeked out with the original video game, but right
away I recognized the world of Doom. Narrow corridors stretched
in each direction. Dark. Flickering lights added to the creepiness.
Further down the corridor, director Andrzej
Bartkowiak is working with The Rock. It's the final day of principal
photography, and The Rock is carrying the BFG. (Anyone who's remotely
familiar with Doom knows what BFG stands for.)
"We're all KILLERS here," The
Rock says with a scowl.
Nope. Doesn't work for Bartkowiak.
"We're ALL killers here," The
Rock says.
Nope. Take three.
"We're ALL KILLERS here."
Take four.
"We're all killers here," The
Rock says, squinting his eyes with just a hint of menace, and
this time he nails it. Cut. Next line.
While The Rock works on his last few lines,
the other Doom-dorks and I check out the rest of the scenery,
scribbling in our little notebooks as if we're doing real work.
I'll give Bartkowiak this. The set's hot. Dark and scary without
being campy. And it looks real. The more I talked to the effects
guys, the more I realized that they're avoiding CGI whenever possible.
Lots of fake corpses on the ground, lots of prosthetic monsters,
lots of bullet holes in the corridor walls.
It looks like what a Doom set should look
like.
We chat with Tom McAdams, military advisor,
who's actually seen plenty of real combat and is here to instruct
Urban and The Rock on how to hold weapons, how to move, how to
act in firefights. He shows us a rack of weapons, and most of
them look like real military firearms as opposed to space-age
gizmos.
Which is consistent with the overall tone
and direction of Doom the movie. Early on in the project, fans
panicked. The film is loosely--loosely--based on the story for
Doom 3, which is set in the future and takes place on Mars.
In the movie, the shoot-'em-up action takes
place on some fictional planet, not Mars. This had fans in an
uproar. Please. Does the name of the planet really make a difference?
For that matter, doesn’t it stretch credulity that we'll
soon be on Mars?
Another key difference. In the game, the
demons are from Hell. Not figuratively. Not allegorically. They're
literally from "Hell," as in Heaven and Hell and all
that good stuff. Maybe that makes sense if you're Paul W.S. Anderson
and you're directing "Event Horizon."
God knows how it'll turn out, but Bartkowiak
isn't gunning for "Event Horizon." He's thinking more
like the early "Alien" films, and this means grounding
the film in some sort of reality. No Mars. No Hell. No way the
writers (Dave Callaham and Wesley Strick) will avoid getting lynched
by fans.
Speaking of "Alien," one of the
producers, the peppy Jeremy Steckler, tells us that Doom will
be a "Hard R." No compromises, he assured us.
After awkwardly picking up the weapons
and pretending we knew what we were doing, we met up with Jon
Farhat, VFX Producer. He can relate to the wrath of the fans.
"Somehow my e-mail address got out, and I get e-mails from
Doomers. And you wouldn’t believe the stuff they say. 'Will
the doors have that same sound?' You know it’s been the
same since the first game. And a lot of e-mails like, 'You better
not fuck it up like the other games.'"
One thing Doom has to distinguish it from
other game-to-movies ("Resident Evil," "Tomb Raider"),
though, is the eagerly-anticipated 1st person shooter segment.
Back in January they didn’t' have any footage to show us,
or maybe we just didn't ask nice enough, but Farhat spoke some
about the segment.
According to Farhat, the most difficult
element to translate to the 1st person segment was the actual
layout of the screen. "In the game you have this square aspect
ratio. In the movie you have this widescreen, so where do you
put the guns?" The segment runs about four minutes, and yes,
there is an explanation of how we come to see the world through
the eyes of the main character, Reaper.
After talking with The Rock and Karl Urban
(full Q&As below), we bussed to another studio and took in
some more laboratories and more dark corridors. We met the Creature
Effects Supervisor, John Rosengrant, who delighted in telling
us all about "The Baron."
Who is "The Baron?" We don't
really know. But he's a bad guy. A really bad guy. Or a monster,
technically. He's slimey and scaley and makes Gollum look like
Keira Knightley.
Apparently this Baron character is something
of a big deal. Happily, he's not made out of CGI, but instead
he's brought to life through several different costumes, robotics,
and old-school prosthetics.
For those of you with girlfriends, John
Rosengrant is a big name in the world of creatures and special
effects. He's worked on the original "Terminator," "Aliens,"
"Predator," "The Lost World," "Interview
With the Vampire" and "Terminator 3."
Rosengrant encapsulates everything we know
so far about Doom. The dialogue is a question mark--could go either
way. The story--which involves a distress call, an attempted rescue
mission, and shooting shitloads of nasty monsters--is lean enough.
And as you'll read in Karl Urban's interview below, the characters,
or at least his, might even have some depth. Who knows?
Thanks to Rosengrant, though, and to the
sober darkness of the film's visual effects, the film should at
least LOOK good. And for a slasher horror/action film, that counts
for a lot.
After we finished up on the set, I had
some time to kill in Prague.
This is another story for another time,
but in the next 48 hours I got drunk and lost $80 playing blackjack.
Then, in a moment of sober lucidity, I realized that my math was
wrong on the foreign currency exchange--I was off by a decimal
point--and I actually lost eight HUNDRED dollars playing blackjack.
Oops. The next day, instead of sight-seeing, I spent cooped up
in the hotel room and wondered why I had that final shot of absinthe.
After that the trip was fairly uneventful,
except when my digital camera was pick-pocketed by a Prague hooker.
Bring on Doom!
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