
(EN CONSTRUCCIÓN)
-Introducción:
Metal Gear Philantropy es una pelicula hecha por fans de Metal Gear, que ante la ausencia de iniciativa en Hollywood se pusieron ellos manos a la obra. El proyecto empezó en 2004, y según dicen en su web, en Junio de 2008 ya la tendremos lista para descarga(previsiblemente en HD y SD, 16:9, estéreo).
La película está en inglés, pero se supone que saldrá con subtitulos en español y otros idiomas. Los actores son, como ya he dicho, amateur, pero tanto su actuación como caracterización están muy logradas (en serio, no queda cutre). Además, los efectos especiales están bastante conseguidos.
-Entrevistas:
Metal Gear System (entrevista exclusiva a Giacomo Talamini, Solid Snake) escribió:
-¿Qué se siente ser tan similar a Solid Snake?
De hecho, no soy tan parecido^^, creo que cualquiera con una cara comun, barba un tanto salvaje y cabello puede jugar un excelente papel de Snake. La clave esta en conocer bien al personaje, aprender ciertas posturas basicas militares y tacticas de movimiento. Tambien, los personajes de MGS son animados por Motion Capture, personas con una manera bastante tipica de caminar entre otras cosas. Bastante japones….creo que un actor de MGS deberia prestar un poco mas de atencion a la manera en la que los personajes se mueven y actuan en un Anime, como en Ghost in The Shell que a lo que vemos en tipicas peliculas de accion.
-Que te hizo crear una película basada en esta espectacular saga?
La idea vino de un amigo mio, Gianluca. Fue con el que trabaje durante la primera fase del proyecto. Ambos quedamos fascinados con la historia original de MGS2, asi que decidimos grabar una fanmovie sobre MGS. Iba a ser una buena oportunidad para encontrar otra gente interesada para cooperar: con un contexto totalmente original habria sido mucho mas dificil.
- El equípo de producción está compuesto solo por fanáticos de la saga?
No, eso seria un completo desaste^_^ Siempre necesitas un punto de vista “externo” en lo que estas haciendo. De hecho, creo que la mayoria de nuestro equipo nunca ha jugado si quiera un episodio de MGS. Lo cual de verdad me ayuda en evitar que la pelicula de convierta en un agresivo y simple producto de fan.
- MGS-Philanthropy será su único trabajo basado en la saga, o planean hacer otro?
Creo que no haremos otras peliculas sobre MGS. Personalmente, estoy empezando a trabajar de esto, filmaciones, asique espero comenzar ASAP con un contexto y tema original y transformar Hive Division en una realidad como equipo de produccion de peliculas. Nadie hace ciencia ficcion aqui en Italia,y a mi me gustaria formar parte de acabar con esta desagrable situacion.^^
- La gente que trabaja en el proyecto, recibe algún tipo de “Paga”, o lo hacen simplemente por fanatismo?
Ni lo uno ni lo otro, de hecho^^ , ellos lo hacen porque su rol en Hive Division es una concreta aplicacion de su verdadera y gran pasion (Filmar, actuar, fotografia, music, modelaje en 3d, etc), y todos soñamos lo mismo, algun dia, convertir esto en nuestro trabajo.
- Quieren obtener la atención de algún miembro del staff original de Metal Gear, aparte de la de Hideo Kojima?
¡Nos encantaria recibir apoyo de ellos!, personalmente, traro de no tener ninguna expectacion, pero de verdad que seria genial escuchar que les gusta nuestro proyecto.
-Cuántas personas están trabajando en el proyecto?, es decir tomando en cuenta a: Actores, Dibujantes, Músicos, etcétera.
Podria decir que unos 45-50 personas, con un “nucleo creativo” de unos 10 trabajadores muy dedicados, que casi no descansan.
-La película estará hablada en italiano desde un comienzo o hablarán en inglés y luego lo traducirán?
La pelicula estara en ingles. Estamos buscando dobladores inglese y americanos: no importa cuanto nos esforecemos, nuestra pronunciacion nunca sera tan perfecta y lo sabemos.
-Cuándo será publicado el proyecto completo y listo para ser visto por los fanáticos?
Podria decirse que todo lo relacionado con Philantrophy saldrá dentro del 2008, gratis/en internet, como siempre ^^.
- El trailer que han soltado hace unos días ha recibido muy buenas críticas, que piensan sobre esto?
Me senti muy bien y satisfecho, de verdad. Pero debemos prestarle atencion a las cosas de las que la gente se quejo, como la traduccion al ingles. Aun tenemos un trabajo bastante duro por hacer, la pelicula tiene que ser perfecta.
-Sabemos que ustedes estuvieron trabajando en otro proyecto anteriormente, por qué decidieron dejarlo?
No era un proyecto diferente, era la “version antigua” de Philantrophy.Fue antes de Hive DIvision, antes de que yo decidiera hacer una recreacion de esto, antes de que yo pusiera las manos en un equipo profesional ^__^
-Dónde está siendo grabada la película?
Mayoritariamente en Veneto, una region en Italia cuya capital es Venecia.
-Han recibido algún tipo de ayuda económica? ya sean donaciones, préstamos, etcétera.
No mucho hasta ahora^^. Algo asi como US40 dolares. Pero esta bien, no esperamos recibir algo tampoco^__^.
-Historia del proyecto (en inglés, si alguien se anima...):
Metal Gear Solid: Philanthropy is a “no budget” film made by Hive Division, a collective of Italian students and young filmmakers. It's a non-profit project, based on the videogame saga Metal Gear Solid, created by Hideo Kojima and published by Konami. Driven by our passion for cinema, new technologies and Hideo Kojima's work, the aim of this project is to prove that a full-length sci-fi feature, of professional standards and with the minimum of resources, is still achievable by the hardiest amongst us. The total amount of money spent on this completely auto-produced film has been less than 10.000 Euros.
THE OLD PROJECT
Locandina MGS Philanthropy "Vecchio Progetto"The roots of this project sink as deep and as far back in time as 2002, when Gianluca and I (both just out of high school) got around to playing Metal Gear Solid 2: Sons of Liberty, the highly anticipated sequel to Snake's debut on PlayStation. The game, which to this day I still consider the most ingenious of the series, had a terrific impact on our imagination, to the point of driving us into planning and working on an amateur film based upon it. We had nothing but enthusiasm and a cheap as chips camcorder to arm ourselves with. But it was never going to be a short, as short films tend to be a way of expressing the art whose amateur and independent origins don't seem to impress anymore nowadays. It had to be a full length feature, and it was going to be called MGS: Philanthropy.
But the road was paved with problems: the initially secured means were insufficient and the original scope was simply naive. The usual inexperience problems tainted the early footage, such as poor lighting and various inconsistencies spotted too late. Mistakes really, all of which were acceptable at the time, although in hindsight they turned out to quiet inexplicable. There were new technical opportunities for us to exploit in sight though, and as new people started enrolling, with them the will to try it again came back, the will to make it right. But a finish line for this process was never drawn and so it came to be that Shamrock Creations, the small team of people gathered around the project, ran out of motivation.
Shamrock Creation LogoThe film had simply long stopped being a fun pastime activity for us, and its quality was still not professional enough to be comparable with real cinema. It was an extremely tedious wannabe. There was the need for some clarity, a need that would transcend the nature of the project, especially so when considering the particular phase in the life of the team: the end of the school years, the need to give our lives a direction. At the state it was in, MGS: Philanthropy had become too stressful a pastime to be considered as such by those who were seriously pushing their lives into other directions. At the same time, it wasn't satisfying enough for those of us, like me, who during the course of the project had come to terms with the simple, undeniable truth that cinema was going to be a part of our lives forever. These people needed to achieve a product born of higher ambitions, if they wanted to transform their passion into a job. For these people, either consciously or not, MGS: Philanthropy became a work stage. With time, it could even have become a pivotal show reel. But the tension between these two souls of the same project was now unconceivable, so much so that it threatened to shatter precious friendships for good.
In order to break this awkward stand off, MGS: Philanthropy had to die. And so it did. In the autumn/winter of 2004, with the release of the very first trailer, all production on the project came to an end. The following year was dedicated to the salvaging and editing of the best footage produced, which came out in 2005, as MGS: Philanthropy Prologue. 30 minutes or so to pay tribute to the hard, necessary and somewhat educational work that was put into the first years of production, as well as serving the purpose of a narrative link between the official Metal Gear Solid timeline and the spin-off resembled by our Philanthropy project. It would have been the diving board from which, eventually, we could have leaped forward.
THE NEW PROJECT
Just before the launch of the Prologue, in October 2005, we had a three day meeting in Venice for those of us that saw this project as something more than a mere hobby. The wrapping up of the Prologue wiped the slate clean for us and we were free to take the next step. But despite the laid back attitude and the sheer joy of the moment, there was a general feeling that we were in for a grand occasion. We had two alternatives: a serene and conscious surrender, one that would have left everyone free to ‘redirect’ our time to studies and other occupations, or another, more ambitious project, upon which to build a creative team completely focused on breaking into the video and cinema industry. The choice, as with most clichés, fell on the latter.
Hive DivisionA new plot, albeit stripped to its essential guide lines, had been ready for months: it evolved across a trilogy of three full-length features lasting 60-70 minutes each. The new team, now called Hive Division and counting up to forty plus people led by a core of a dozen key elements, was immediately put to work, with storyboards, computer graphics tests, the search for locations and everything else needed to achieve a complete pre-production. The process was slow and patient, it lasted an entire year, by the end of which everything that could have been prepared had been prepared. In October 2006 the actual shooting started, and kept going on (to the maximum pace allowed by the non-profit nature of the project) until all of 2007. At the time of reviewing the early footage, it became clear to everyone just how much we had pushed the ‘envelope’, not only technically but also from a director point of view, and how much more we could have improved before the end of the project. What we were still uncertain of though, were our post-production skills, something we eventually had to address as we came to face our first challenge: the making of a trailer to introduce the entire project. During two heated months, our 3D modelers, texturers and compositors had to give everything they had, and in the end they achieved something that completely changed our image for good. Coinciding with another Hive Division meeting, on the 7th of April 2007 we released what we decided to dub 'next gen trailer', hinting to the change of gear in the quality of our productions. The hype was encouraging: the attention from the media, the popularity amongst fan communities, and the number of views on YouTube rising above the half million mark. Even better, work opportunities and partnership invites from other talented filmmakers started coming the way of Hive Division.
TRADUCCIÓN (POR FAVOR, ECHADME UN CABLE)
Metal Gear Solid: Philanthropy es una película “sin presupuesto”, hecha por Hive Division, un colectivo de estudiantes italianos y jovenes creadores de filmes. Es un proyecto no lucrativo, basado en la saga de videojuegos Metal Gear Solid, creada por Hideo Kojima y publicada por Konami. Conducidos por nuestra pasión por el cine, las nuevas tecnologías y el trabajo de Hideo Kojima, el objetivo de este proyecto es el probar que crear una película de ciencia-ficción de larga duración, manteniendo un nivel profesional con los minimos recursos, es posible. La suma total de dinero gastada en esta película totalmente auto-producida ha sido de menos de 10000 €
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