Reservoir Dogs: the 2006 video game and its adaptation

The 2006 Reservoir Dogs video gameReservoir Dogs was developed by Volatile Games and published by Eidos for PlayStation 2, the original Xbox and PC. The adaptation begins with a specific difficulty: turning a film that concentrates much of its conflict in conversations about a robbery that has already happened into situations that can be played.

In the feature film, the survivors arrive at the warehouse with injuries, suspicions and their own versions of what happened. Before a full explanation is available, the audience has to listen to people who have reasons to justify themselves and distrust one another. The information appears tied to the person telling it.

Bringing that material to another medium requires deciding what keeps its form as a story and what becomes action under the player’s control. The comparison makes it possible to examine how the division of responsibility changes: who recounts what happened, who acts and who judges the result. Fidelity can also be assessed through that relationship to information, as well as by looking at the reproduction of characters and events.

The heist turned into a mission

Blitz Games’ retrospective profile describes a combination of action and driving, with seven playable characters. Among its additions is the jewellery heist. It presents, for example, Mr. Blue as a controllable character during the police arrival at the premises.

That example changes Blue’s position in relation to the film’s narrative. In the film, Joe reports his death; his end has no dedicated sequence. By giving him a playable intervention, the adaptation allocates him a space that the original edit does not grant. The episode belongs to the video game version and does not demonstrate how his death happened in the 1992 fiction.

The difference affects the use of testimony. In the warehouse, a story about the heist can be interrupted because another man questions what he hears. Distrust makes it necessary to pay attention both to the facts recounted and to the way they are defended. Turning that past into a mission introduces another need: recognising a situation and acting within it. The event no longer depends solely on the version conveyed by a survivor.

Sharing control among several members also makes it possible to shift position within the same disaster. In adaptation terms, that decision can expand the attention given to secondary figures. A character’s importance partly depends on the amount of time their actions occupy the player. It is a way of distributing prominence that differs from the length of their dialogue or their presence in the warehouse.

Professional, Psycho and Career Criminal

The PC manual distinguishes three ratings: Professional for anyone who advances mainly by intimidating and incapacitating; Psycho for anyone who mainly resorts to shooting and killing; and Career Criminal for mixed behaviour. It grades each mission and overall progress. Driving also counts: damage and gunfire favour Psycho; speed and care, Professional.

That vocabulary can be linked to the robbers’ arguments about how the heist should have been carried out. Mr. Pink reproaches his colleagues for having jeopardised the job. His idea of competence is organised around completing the robbery and avoiding complications. The game turns a distinction that the characters use to judge one another into labels for classifying the player’s behaviour.

It also changes who makes that judgement. Each man can present himself as competent and blame another for the disaster when speaking to the group. A system rating introduces an external criterion to that dialogue. This is one reading of the adaptation: the reputation a character tries to build with words is compared with a rating associated with what the player controlling him does.

The word Professional also preserves the robber’s point of view. A way of operating based on coercion still causes harm to other people, even if it limits gunfire. The label expresses a way of carrying out criminal work. Reading it as a statement of innocence would erase that difference between effectiveness and responsibility for one’s actions.

Michael Madsen and the continuity of Mr. Blonde

The manual credits the licence for the name, voice and likeness of the performer. That participation gives continuity to the Mr. Blonde that Michael Madsen played for Tarantino in the film.

For someone who knows the film, that recognition can shape expectations about Blonde before a new situation shows his behaviour. The calm with which he speaks during violent episodes is already part of his film characterisation. The memory of that performance may accompany the player, even if the added actions must be understood within the story built by the adaptation.

The manual includes a health indicator for Orange during a car journey; collisions worsen the passenger’s bleeding. That detail offers a concrete example of how a cinematic situation can be turned into a condition that affects the gameplay.

In the film, White drives while Orange bleeds and expresses his fear. The scene establishes their relationship through voices, pain and the attempt to comfort him. The viewer hears the conversation and sees the injured man’s condition without being able to intervene. Translating that fragility into a game variable opens up a different relationship with assistance: looking after another person becomes part of a task that has to be carried out.

From this perspective, the pressure of the journey combines the need to keep moving with attention to the passenger. The anguish conveyed through performance in the film finds a possible counterpart in the responsibility of driving the vehicle. Knowing what happens to the characters in the feature film leaves the task of completing the journey during play to be carried out.