Hollywood Monsters (video game)
Hollywood Monsters | |
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![]() Original Spanish box art | |
Developer(s) | Pendulo Studios |
Publisher(s) | Dinamic Multimedia FX Interactive (re-release) |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Graphic adventure |
Mode(s) | Single-player |
Hollywood Monsters is a 1997
Development of Hollywood Monsters began at Pendulo in mid-1994. The company sought to heavily improve its
The game drew attention in Spain as a major release from the country's small game industry, which had collapsed after the
Gameplay

Hollywood Monsters is a
Hollywood Monsters features a nonlinear system of progression,[5][6] although the player character cannot die or reach a dead-end state.[6][7] After the opening sequence, the player may travel to most of the game's areas unimpeded.[6] The game contains roughly 50 characters and 120 collectible items.[1] Once taken, items are stored in a pop-up inventory,[3] and may be combined with each other to create new objects.[4] The player employs items from the inventory to solve puzzles;[2] for example, giving a glass of punch to a doorman as a distraction.[3] Other types of puzzles in Hollywood Monsters include those based on timed action, on conversations, on pixel hunting and on repeating the same action multiple times.[4]
Setting and story
Hollywood Monsters takes place in an
As the game starts, reporter Sue Bergman of The Quill sets out to cover the Film Academy Awards Ceremony for Monster Actors, held in Hollywood.[10] The event is a major gathering of Hollywood's monster talent at the residence of film producer Otto Hannover; Sue's goal is to interview the attendees. There, she notices that Frankenstein's monster ("Frankie") is distressed and searching for the Invisible Man, so she attempts to interview him.[6] However, Sue is then kidnapped and Frankie is cut apart.[4] The following day, Quill reporter Ron Ashman learns that Frankie and Sue have disappeared. He returns to Hannover's residence to look for evidence, after which he attempts to find Sue and revive Frankie.[6] It is revealed that Frankie's body parts were hidden inside the trophies given to the previous night's winners: the Mummy, the Wolf Man and Count Dracula. As Frankie had witnessed Sue's kidnapping, he must be reassembled to solve the mystery.
Ron proceeds to undertake a journey around the world.[6] The Mummy resides in Egypt, while Dracula lives in Transylvania's Mountains.[2] Other visitable locations include Switzerland, Scotland and Australia.[6] Ron completes a series of favors to obtain the trophies from their owners, such as aiding in Count Dracula's attempt to lose weight. In a Swiss lab, Ron rebuilds Frankie, who reveals that he had overheard a plot by Hannover and his associate Dr. Karloff against Hollywood's monster actors. The pair hopes to replace them with body doubles that can be easily controlled. Ron returns to Los Angeles and helps Sue to escape from Hannover's captivity, but the pair is soon ambushed by the producer and Dr. Karloff. The villains explain that the real monsters have already been replaced, as they had grown independent and had increased their fees; their doubles are mindless servants. Ron ultimately defeats Hannover and, alongside Sue, breaks the story of his plan and frees the real monsters.
Development
Origins
Spanish developer Pendulo Studios began Hollywood Monsters in mid-1994,[7] directly after the launch of Igor: Objective Uikokahonia, the company's debut adventure game.[9] Pendulo had announced plans for another adventure title before Igor's release;[11] art director Rafael Latiegui said that it was very clear to them that they were going to make more games in the genre.[9] Because co-founder Miguel Angel Ramos had left the team after its first project,[12] the company's three remaining core members—Latiegui, Felipe Gómez Pinilla and Ramón Hernáez—gathered to brainstorm their second game.[13] The trio sought to diverge from the design process used in Igor,[9] whose whole production Latiegui later called "absolutely amateurish".[14]
The central idea upon which Hernáez, Pinilla and Latiegui agreed was to make a "classic" adventure game, including a high level of interactivity, a visual look akin to animated films,[9] a comedic tone and a lack of player death.[7] Hernáez and Latiegui disliked the trends in graphic adventure games at the time,[13] especially what Hernáez saw as an overreliance on cutscenes.[13][9] Pendulo "wanted to run away from anything like an interactive movie", according to Pinilla.[9] For the plot, the team conceived a story about movie monsters from the Golden Age of Hollywood, set around the 1940s and 1950s. Pinilla said that the designers "had the idea of going against all the preconceived notions" in the public mind about such characters.[7] Dinamic Multimedia jumped at the chance to publish the game, redoubling its efforts to sign Pendulo after its failed bid on Igor.[15]
Pendulo's co-founders developed the Hollywood Monsters script full-time for between three and six months. This process was collaborative: Pinilla noted that the three leads held equal weight in decision-making.[7] The script ultimately detailed all of the puzzles, dialogue, characters, areas and objects set to appear in the game.[7][13] Pendulo opted for a "very open, non-linear" design that emphasized player freedom, according to Latiegui.[16] He, Pinilla and Hernáez also purposely increased the difficulty of Hollywood Monsters' puzzles compared to those in Igor: they saw their first title as overly short and easy, and hoped to remedy these issues in their next game. Hernáez cited the then-new project's large size as another aspect of its increased difficulty.[13] The team estimated an average playtime of around 100 hours for Hollywood Monsters, according to PC Manía.[1]
Production
Pendulo began developing Hollywood Monsters with the same
As with the engine and game design, Pendulo "started from scratch" in the creation of Hollywood Monsters' animated graphics, according to Pinilla.[9] The company began production of the visuals by concepting the environments and key objects, while seeking an art style that suited the team's goals.[7] MeriStation's Jordi Espunya reported that Pendulo settled on a stylistic direction inspired by Spanish comics, in particular their use of esperpento and satirical imagery.[17] All backgrounds, characters and other art assets were designed on paper first, then realized digitally.[2] The developer hired graphic artists and background painters to fill out the art staff as production ramped up.[7] Including the voice cast, roughly 40 people contributed to Hollywood Monsters, most of them outside contractors. Hernáez said that managing the large number of contributors was the "most important change" to Pendulo's development process since Igor,[13] which had involved six people.[18] Hollywood Monsters' backgrounds took roughly one year to complete.[7] As the art team worked on the backgrounds, it added unplanned visual red herrings for the game's puzzles; Rafael Latiegui noted that Pendulo was "amused by the idea of getting people a little dizzy with some false trail[s]".[12]

During development, Dinamic Multimedia suggested a plan to hire a well-known band to compose music for the game. Pendulo was uncertain at first about whom to contact, but ultimately settled on the Spanish new wave group La Unión. According to Latiegui, the team "thought that [La Unión] could do a good job and that their style fit the game very well".[7] Dinamic subsequently secured a deal with La Unión's record label, Warner Music Group, on the condition that Hollywood Monsters advertised the band's next album.[15] As a result, La Unión composed the game's main theme, "Enigmas". Latiegui said in late 1997 that the collaboration had gone smoothly and that La Unión had "got[ten] along very well" with the team.[7] In 2002, La Unión similarly recalled that working on Hollywood Monsters had been "a very fun experience", and reported that it was pleased with the results of the collaboration.[19]
In retrospect, Pendulo labeled Hollywood Monsters a difficult project. The team found it to be a significantly greater challenge than Igor had been, and reported that resources were tight during production.
Distribution and sales
Dinamic Multimedia first published Hollywood Monsters in Spain during December 1997.
Around the time of the game's launch in Spain, Latiegui told MeriStation that game development in his country "is not profitable unless it can be
In 2002, Hollywood Monsters was included as part of
According to HobbyConsolas, lifetime sales of Hollywood Monsters in Spain alone totaled 250,000 units by 2011.[42] A writer for MarcaPlayer summarized it at the time as "one of the most played and best-selling adventures in Spanish software" history.[43]
Reception
Publication | Score |
---|---|
MeriStation | 8/10[4] |
Hollywood Monsters drew attention in Spain as a major release from the country's struggling game industry.
Discussing the visuals in Hollywood Monsters, Bono and Melguizo offered praise,[10][1] while Garcia wrote that the game's "presentation is simply magnificent".[2] The reviewer for Sólo Juegos similarly complimented the graphics in Hollywood Monsters—despite the "outdated", "neglected" interface—and echoed Garcia's and Melguizo's approval of the voice acting.[44][10][2] Conversely, Jordi Espunya of MeriStation called the voices uneven and cited several "terrible" performances among the good ones; he also argued that the graphics, although above average, were inferior to those of foreign titles like The Curse of Monkey Island.[4] Regarding the puzzles, César Otero of MeriStation later said that they "cause[d] schisms among adventurers, with those who defend[ed] their madness and those who condemn[ed] the absurdity of their solutions".[49] While Garcia found Hollywood Monsters' puzzles logical,[2] and Melguizo praised their "tight difficulty",[10] Espunya called them frustrating and recommended the game primarily to genre veterans as a result.[4] Sólo Juegos's reviewer fell in between: while highlighting the game's length and "many" sensible puzzles, the writer felt that certain moments "are not as logical as the game promises".[44] In 2003, Just Adventure's Michal Necasek sided with Espunya on the puzzles, and found Hollywood Monsters' visuals "adequate" but its sound quality low. He summarized the game as "well done though not excellent".[6]
Legacy
Writing for HobbyConsolas, Clara Castaño Ruiz said that Hollywood Monsters became "a benchmark for the development of graphic adventures in Spain".
As a greater commercial and critical success than Igor: Objective Uikokahonia,[62] Hollywood Monsters marked a turning point for Pendulo Studios. It has been cited by publications such as PC Actual,[63] 3DJuegos,[54] Defconplay,[64] Vandal and MeriStation as the title that put Pendulo on the map.[65][62][56] Francisco Delgado of Micromanía wrote in 2011 that Hollywood Monsters "was the game that really brought fame and the mass market to" the developer,[66] while Xan Pita of El Mundo remarked, "Thanks to this game, ... Pendulo made a good dent in the industry."[40] A writer for MeriStation named Hollywood Monsters the beginning of Pendulo's signature cartoon visual style, which it proceeded to carry throughout the rest of its work.[49] Pendulo went on to become an important Spanish game developer,[50] particularly in the adventure genre.[24] It followed Hollywood Monsters with the Runaway trilogy—Runaway: A Road Adventure, Runaway 2: The Dream of the Turtle and Runaway: A Twist of Fate—which brought the company international success.[62][24] In 2011, MarcaPlayer dubbed Pendulo "the masters of the graphic adventure".[24] Likewise, Ruiz wrote in 2017 that Pendulo had become "synonymous with graphic adventures in Spain" and one of the country's "most important studios".[50]
Successor
In early 1998, Rafael Latiegui left open the possibility of a Hollywood Monsters sequel if the first game's sales and reception were strong enough. He told MeriStation that "we have a lot of ideas left [over] that were not possible to put in Hollywood Monsters" because of time constraints.[12] Pendulo Studios soon began working on a second Hollywood Monsters, but the project changed shape to become Runaway: A Road Adventure,[67][68] which started to form as an idea in summer 1998.[69] Nevertheless, Latiegui said during Runaway's development that Pendulo was still considering Hollywood Monsters 2.[70][57] In 2001, he remarked that Pendulo had produced "a very fun script" for the sequel that was "full of familiar characters and others to get to know, with great humor and a great pre-design". It remained a tentative project at that time.[57] Later in the year, Pendulo encountered serious financial trouble due to the bankruptcy of publisher Dinamic Multimedia,[24][71] which hampered Runaway's initial launch in Spain.[69] Most of Pendulo's staff was laid off following Dinamic's closure,[71] and Pendulo discontinued all game development.[72]
Thereafter, the developer spent a year trying to obtain the rights to release Runaway internationally.
At the start, Pendulo conceived The Next Big Thing as a high-definition remake of Hollywood Monsters, but it increasingly drifted from this framework over time.[5] Designer and writer Josué Monchan came to the conclusion that the original game's puzzle design and nonlinear structure did not hold up to modern standards.[80] As a result, Pendulo created something that "is not a second part, nor a remake", as Latiegui explained.[24] Rather, the team borrowed heavily from Hollywood Monsters and attempted to take its ideas in new directions.[24][74] Sue Bergman and Ron Ashman were removed in favor of new protagonists:[5] reporters Dan Murray and Liz Allaire of The Quill. As with Hollywood Monsters,[77] The Next Big Thing takes place in a fantasy version of Hollywood where monsters act in films. The story explores the film industry's shift away from monster movies, which threatens to leave their casts out of work.[81] Pendulo tried to imbue the game with a feminist outlook; Monchan called Hollywood Monsters "a bit male chauvinist" in retrospect.[80] The Next Big Thing launched in the United States on April 21, 2011.[82] In late 2012, it received an iOS release under the name Hollywood Monsters.[83]
See also
- 3 Skulls of the Toltecs
- Mortadelo y Filemón: El Sulfato Atómico
- Universal Classic Monsters
References
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External links
- Official site (archived)
- Hollywood Monsters at MobyGames