Hey, everyone. Today I wanted to talk about something a little different. I know there was both a new Power Rangers
and a
new Logan trailer last week that I probably should be discussing, but
thinking about those and other, upcoming movies has made me think a lot
about movie adaptations. Now I’m not here to say that there is some sort
of
epidemic of movies adapted from other material, because
this has quite literally been happening since the beginning of film. And
adaptations run a long gamut in quality as well, it’s not all either
good or bad. But there is one particular genre of film adaptation that
just never seems to quite… get there. I refer, of course, to the
much-maligned video game movie. So, in honor of the release of
Resident Evil: The Final Chapter this past weekend, let’s see what if we can make some sense of this.
I have formulated a few theories as where the problem may lie. Feel free to add your own in the comments!
- Aspects of gaming don’t translate well onto screen:
Characters- Characters that look really good and as though
they fit into their gaming universe may look completely ridiculous when
put into live action. This goes for both human
and non-human
characters. For human characters, it is often the costume that is the
problem, and there becomes the issue of making it work in the film
without losing too much of the distinctiveness of the characters’ look.
This is especially true of female characters, as they often have to make
their costumes more practical in the sense that they can actually be
worn in real life (see all female characters- Mortal Kombat, Cammy-
Street Fighter). Except Lara Croft, at least in the first movie.
For non-human characters this is even more difficult in that
they need to be realistic-looking enough that you can actually buy that
they are even
there. Mortal Kombat,
Doom, Resident Evil: Apocalypse, and
Silent Hill achieved this through practical effects and actors in suits for their larger monsters.
Warcraft used motion capture to great effect to bring its non-human races to the big screen.
However, even within these franchises, and
films themselves, there is examples of the opposite.
Mortal Kombat: Annihilation’s Sheeva and Baraka,
Mortal Kombat’s Reptile, and
Super Mario Bros.’ King Koopa and Goombas.
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The less said about these guys, the better. Although Yoshi was pretty darn cute |
Game Mechanics- I’ll be touching on this one in my next
point as well, but how a video game works play-wise is difficult to
bring to screen as well. A movie-goer isn’t interested in the minutia of
looting and upgrades, base building, fetch quests, resource gathering,
etc. These are best left as glossed over at best. There some mechanics
and game play styles that
have been incorporated into movies, and the results aren’t great.
DOOM and
Hardcore Henry both featured game style ‘first-person’ perspective. While
DOOM utilizes this as a gimmick near the end of the film to pay homage to the games that inspired it,
Hardcore Henry
plays through its entire runtime this way. It uses parkour and
straight-up platforming at times as well, despite not actually being a
video game movie (just looking like one). As gimmicks go, the first
person perspective, while an interesting concept, doesn’t maintain that
interest for the whole movie and gets tired, especially with the
shakiness of the camera.
- Interactive Engagement vs. Passive Engagement :
This builds off of my above point about game mechanics. The first person perspective in
Hardcore Henry
wears out its welcome not just due to the shaky, first person view, but
because it is hard to invest in the story, especially when it uses
another video game mechanic: the silent protagonist. If the movie had
been a game in which you could interact with it and feel invested in
progressing the story, then the lack of dialogue from Henry wouldn’t
matter. It would be one of a thousand first person shooters out there
and probably would have been pretty fun. But the way you engage with a
game and a movie are very different, a movie is about watching, but a
game is about doing. If you attempt to make a movie feel less cinematic
and more game-like, then you can lose the audience because they won’t be
invested in your story.
- Picking a story and characters to use.
This is where things can be very tricky. Some games,
especially those in the fighting genre are often quite thin on plot and
abundant on characters. This seems like a pretty perfect opportunity for
a movie: lots of pre-existing characters and freedom to build a lot of
plot around fairly basic premise. The first
Mortal Kombat movie
did quite a good job of balancing the characters but the sequel
completely goes off the rails. The same problem arises with
Street Fighter, as it tried to jam in absolutely every character on the roster into the film no matter what.
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Pictured: not even the full main cast |
There needs to be a balance, just the same as non-game movies. That's one complaint about
Suicide Squad,
that there were too many characters with not enough time spent
establishing them for you to care about them. An RPG-type game would be
even harder, as they are often in densely lore-packed worlds that even
in-game are supplemented with codices for the player. In addition to
this, characters are often player-made in terms of look, race, etc.
Warcraft found itself with this problem, too much story to tell and not enough time to tell it (pre-editing, the film was
2 hours 40 minutes). Side-stories are usually the way to go on this, such as
Dragon Age: Dawn of the Seeker and the
Resident Evil
series. However, that is a risk in itself, as many audiences for these
don’t want the side characters and stories, they want the
big story and characters. As it was,
Dawn of the Seeker only had a limited theatrical run in Japan, not worldwide, and a lot of complaining is made in
Resident Evil
that Jill, Chris, Claire, Leon, et al., are cameo characters rather
than the mains. People, especially game fans, just aren’t that
interested in Alice.
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Alice! Who the... you know what, never mind. |
- Faithfulness to the story vs. Creativity
Ah, the bane of adaptations everywhere. How closely do you
adhere to the source material? How much creative liberty do you take?
How much of each demographic do you alienate by changing/adhering? This
is not solely a game-movie problem, don’t get me wrong, but it is as
important for this genre as for any other adaptation.
Warcraft
was, to a tee, faithful in its story and look to its source, but was
hard to follow for those not familiar with the dense lore it brought to
the table.
DOOM took the opposite approach, taking only the
‘fighting creatures on Mars with big guns’ part and changing most of the
rest. Most of the rest of fall somewhere in between in terms of what
they keep and what they change. Again, this is a balancing act that is
walked by many different kinds of media, not just game-based films.
- Casting
Again, this is not merely a problem in video game movies,
but one for many other kinds of films as well. Who do you cast in these
roles? This also follows from what story and characters to go with. If
you do a movie based on the
Mass Effect franchise, for example,
who do you cast as Shepard? Do you go with male or female Shepard?
We’ve all seen the casting announcements for movies, and the vitriol
that can follow if some character doesn’t ‘seem’ like they were cast
properly, and it being a character that you have played as or alongside
can lead to some pretty strong feelings. Imagine, will you, if they ever
really did make a
Legend of Zelda movie, or something of that
prestige. Can you imagine the level of scrutiny that would follow the
casting of that? And a movie can suffer for its casting, there’s no
question. I thought
Max Payne was a pretty decent adaptation, but Mark Wahlberg was
not
the best choice for Max (that’s not even mentioning the fact it
should've been R rated, even if there is an unrated DVD version).
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Bless his heart, he tried, but he just doesn't have that noir vibe. |
On the other side to that, despite the fact that it isn’t a great, or probably even
good movie (but I love it), the casting of Raul Julia as M. Bison vastly improved
Street Fighter and helped alleviate some of the miscasts in that film.
There is also the point that games have become so cinematic
as technology has improved to the point where a lot of times, they are
more like movies anyway. Between cut scenes and cinematics,
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Diablo III cinematic |
improved graphics,
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Dragon Age: Inquisition. This is an in-game screenshot I took on the XBox One version |
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Fallout 4. Another screenshot I took in-game. |
more voiced protagonists, etc., it almost begs the question
of why we are making movies of games in the first place. I’m not saying
they shouldn’t be done, but more like they’re almost becoming redundant.
Unless they are expanding on the world and lore, but we’ve already
talked about how that goes.
- Budget doesn’t seem to matter.
Common sense would tell you that the reason that so many
video game movies fail because they are niche, low-budget films that
lack the production value to attract a wide audience. That, we have
discovered, is not true. Just because many game-films
are those things (even the most expensive of the blockbuster
Resident Evil
films only had a budget of $65 million), more money does not equal a
better movie, or at least a more well-received movie. Just ask
Warcraft and
Assassin’s Creed.
The latter can’t even seem to catch a break despite an Oscar-caliber
cast as well. In fact, one of the best/most faithful video game movies
is the first
Mortal Kombat film, with a budget of only $20 million dollars. Many times, even if the film is a box office success, such as
Mortal Kombat or Lara Croft: Tomb Raider,
it fares very badly critically. Is there inherent dismissal of video
game movies by critics? I wouldn’t rule it out but I wouldn’t pin it
solely on that. As a gamer and a lover of bad movies, I can let a lot
slide in terms of goofiness and other flaws in plot and execution
(whether intentional or not), but even I can admit that a
lot of these films are just bad. Some are fun bad, but some are just outright atrocious.
So what do we do? Do we stop making video game adaptations? I wouldn’t go that far, despite the fact that making a
good one seems to be as likely as finding a unicorn in your backyard.
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I typed that as 'Unicron' the first time. Point stands either way. |
It may be an almost impossible feat, but I still hold out
that faint hope that one day someone will hit upon that balance and we
will finally get that good, well-received, successful video game movie.
Failing that, I’d still love to see the
full version of
Warcraft,
even though that probably won’t happen because it didn’t do well enough
for a director’s cut. But, a girl can still dream, and maybe one day
I’ll be right.
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