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a while now and it will likely continue to
be a problem for years to come. And who can we blame for this problem?
Certain douchebag German frauds cum directors notwithstanding, there are
plenty of people to blame. Producers who are looking to cash in on the
latest hot fads, lower level studio executives who are desperate for
anything that might boost their precarious careers, game developers who
aren't thinking clearly, game publishers who want or need to pad out the
bottom line, writers who treat the source material as utter crap,
directors whose "vision" is blinkered at best, and actors who basically
don't give a damn so long as they at least make scale. Me, I blame
Chris Roberts for getting us into this mess.

Scenes from Wing Commander III
Some of the younger gamers out there may be
asking "Who's Chris Roberts and what did he do wrong?" Chris Roberts
was a developer who, like so many other people on the road to Hell, had
the best of intentions. Computer games and video games were either all
story (like the text based adventures that ruled in the early days of PC
gaming), all action (flight sims or arcade ports), or ungainly RPGs (you
think 4th Edition Dungeons & Dragons is bad, try figuring out the
system behind the original Wizardry or Bard's Tale
games). Roberts wanted something better. He wanted more than just
mindless shooters, boring flight sims, or overwrought retreads of
Tolkien pastiches. And so, he gave us Wing Commander. The fast
action of a shooter, simplified flight sim conventions, and a branching
storyline that was tied into the player's success or failure a lot more
intimately than any RPG on the market, combined with cinematic cutscenes
that helped flesh out the story. It was an excellent game for it's time
and one I remember quite fondly. The cutscenes weren't anything fancy,
just cartoon-style heads with moving lips and eyes, but with top notch
writing the characters came alive. Naturally, a sequel had to be made,
and it was with better animation and small segments of voice acting to
help further bring the characters to life. And when you make one
sequel, you have to make another. And it was here that Chris Roberts
began the downward spiral not only for the Wing Commander
franchise, but the entire computer game industry.
Now, it must be pointed out that during the
early 90's, there were numerous computer games that were making use of
full motion video (FMV), and a few were using decidedly big name talent
(Take 2 Interactive's FMV adventures Hell and Ripper cast
names like Dennis Hopper, Christopher Walken, Grace Jones, and John
Rhys-Davies just to name a few), but the FMV sequences were usually
something that you saw inbetween puzzles and pre-rendered corridors.
They had movie-like elements but were nowhere near the "interactive
movie" experience that had been advertised. The Wing Commander
series, prior to the third installment, was more of an interactive movie
than titles like Ripper or The 7th Guest. Yet, Chris
Roberts decided that he was going to bring in cameras and make Wing
Commander III even closer to his vision of an interactive movie.
Yeah, he got Mark Hamill in front of the camera again after a long
absence after Return Of The Jedi. He got Malcolm McDowell to be
a hardass admiral. He got Thomas F. Wilson from Back To The Future
to be an overconfident ass instead of a big bully. And the game was
successful, which demanded yet another sequel. Only this sequel got
attention for precisely the wrong reasons. When your project lands on
the cover of a magazine with news that your budget is $10 million US and
might possibly be the most expensive game ever made, that should stop
you cold right there. It should cause one to reflect, to wonder if
maybe this path is not one you want to go down. Either that moment of
self-reflection never occurred or the answer to the question was "Hell,
yeah, I wanna go down this road!" The result was a big expensive
"interactive movie" that managed to also mortally wound the Wing
Commander series. The fifth entry in the series, Wing Commander:
Prophecy managed to look even more like a movie, but also managed to
have some genuinely lackluster gameplay as well as issues stemming from
the raging 3D card wars at the time. Privateer II wasn't much
better, though it still boasted big name talent. The more the games
tried to be movies, the less fun they were as games.
The
deathblow to the franchise was when Roberts wrote and directed the film
version of Wing Commander. Having already seen the general trend
in video game movies up to that point (I'm sure Robert Patrick would
love nothing more than to have Double Dragon disappear from his
resume), I'd hoped Roberts would have stuck to his original vision,
giving us a good fast paced sci-fi popcorn film evocative of that first
wonderful game. Not only did he manage to fail on a truly epic scale,
Roberts sealed the dark bargain that haunts video game development AND
video game-based movies today. The actors were badly miscast in some
cases (I like David Warner, but he was wrong for his part, as was Tcheky
Karyo), the plot was nonsensical even to somebody who hadn't played the
game, and the makeup effects for the alien Kilrathi were substantially
worse than the overgrown and poorly made Muppets from the third game.
Think about that a moment. A big budget Hollywood film with worse
creature makeup than the FMV portions of a video game made for a tenth
of the cost. The movie bombed. Roberts never directed another film
again, though apparently he continues to serve as a producer and
executive producer to various films. However, his last game effort was
as a producer on the RTS Conquest: Frontier Wars from now defunct
Digital Anvil.
It is my firm and unwavering belief that
the desire of many developers, Chris Roberts chief among them, to
elevate video games from basement dwelling pleasures to an art form
equal to if not superior to film has managed to have the opposite
effect. It's a noble thought but the process has managed to inflict
serious damage upon the business. Just as Hollywood cranks out sequel
after sequel because it's a safer bet financially, so too does the games
business crank out sequel after sequel. Just as Hollywood resists the
provocative and the innovative for the comfortable and familiar, so too
does the games industry. Bloated budgets, bloated development times,
bloated egos, companies that are simultaneously corpulent beyond belief
and as fragile as a house of cards. Yes, we get some good games that
aren't sequels, but those almost invariably get sequels made in short
order, just as some good movies come out and immediately get sequelized
to the point of irrelevance.
This
brings me to the problem of video games being adapted from movies. Just
as FMV was getting more and more use in the early 90s, and slowly being
infected with the dread "Hollywood Production Values Syndrome,"
Hollywood was discovering video games as a source of material. Cheap,
easily exploited, and low cost material. One has to wonder if Midway or
Nintendo would be in a better financial situation if they'd been a
little more circumspect about the terms by which their properties were
licensed. Super Mario Brothers wasn't too awful, but it probably
could have been a lot better, and this was a Nintendo property.
Nintendo, the guys who (if the stories are to be believed) had reps
stand over reviewers while they played their latest releases and
actually locked up the consoles when the reviewer stepped out to get a
snack. Mortal Kombat could have become a wire-fu phenomenon.
Street Fighter could have been a glorious end to Raul Julia's
career. Uwe Boll could have stayed in Germany directing crappy movies
that nobody would watch, leaving more talented writers and directors to
make House of The Dead and Alone In The Dark. However,
none of these things happened, and all for exactly the same reason: the
publishers let Hollywood get away with it. Instead of demanding that
their properties be treated with a modicum of respect, they let
Hollywood treat them like three dollar whores while movie studio execs
said "Don't worry, we've been doing this for years, we're the pros at
making movies, trust us." The first movie adaptations of Moby Dick
or Romeo & Juliet might not have been line for line to the
originals, but I have to believe that the cast and crew wanted to make a
good show from such venerable material. And yes, I'm well aware that
movies are a medium with stringent limitations on time not only in
production but in performance, whereas a game can go anywhere from ten
to a hundred hours or more. I'm also aware that no game or game
developer can make the sort of claim that Herman Melville or William
Shakespeare can in regards to the impact on human society. That doesn't
invalidate the basic point: nobody said "Waitaminute!" Even the most
soulless executive at Nintendo should have had a look at the rough cut
of Super Mario Brothers, or even a first draft of the script, and
called the studio out on it if he thought something was amiss.
Unfortunately, that's not how Hollywood works. Clear visions are rare.
Consensus rules the lots. The guy who gets the writing credit for a
script is not the same guy who did the umpteen million rewrites between
the time filming started and the time it left the editing room.
Everybody's got to get their finger in the pie, which pretty much
destroys the pie.
I tried to watch Alone In The Dark
on cable once. God help me, I tried really hard. But I couldn't sit
through it. Not because it was too scary. Not because it was too
gory. Because it was a great steaming mountain of crap. I have to
wonder if it was because of this film that Tara Reid felt so little
self-esteem that she got a botched boob job. I have to wonder how
Christian Slater, a guy who had a really great film career going for a
while, could have let himself get talked into doing this film. I have
to wonder what sick pleasure Uwe Boll gets from taking a video game
setting and brutalizing it. I have to wonder why the hell the video
games industry hasn't woken up to the fact that the man shouldn't be
allowed within a thousand miles of their offices to even suggest
adapting their games into movies. Unfortunately, too many have let him
do it, with predictable results.
So what must we do? How can the scourge of
crappy movies based off video games be thwarted without resorting to
violence? As gamers, bugger all, really. Yes, we can pay attention to
Variety, we can keep Ain't It Cool News bookmarked, and we
can keep our eyes and ears open for word that our favorite titles might
be coming to the big screen. Problem is that by the time such news
actually gets out into the world, the deal's already done. When I heard
that BioShock was going to be turned into a movie, my initial
reaction was less than charitable. However, word that it was Gore
Verbinski at the helm actually gave me hope. If he could make the
concept of a Disneyland attraction into an asskicking blockbuster
powerhouse trilogy, what could he do with the meaty ingredients in
BioShock? Word is that the film is currently delayed because of
budgetary concerns, which dims the hope considerably since the property
may end up getting passed around like a teenage hitchhiker at a Hell's
Angels' clubhouse. Hopefully, 2K Games will find their fangs and take
the property back rather than let it languish in development hell.
Another recently announced adaptation is for Shadow of The Colossus.
This one worries me even more than the BioShock adaptation.
BioShock might have the mechanics of a shooter, which makes it easy
to put fast paced action on the screen, but it's also got a strong
element of psychological and sci-fi horror, themes on the nature of
humanity and the costs of playing God which can make for a strong
storyline and strong characters. Shadow, on the other hand, is
more meditative and surrealistic. While there's action elements to it,
I almost see it more as a sort of art house Lord Of The Rings,
the environment of the Valley of the Colossi being as much a character
in the film as the actors themselves. It could be done as a feature
film, but I have a sinking suspicion that all the surrealist elements
will be stripped out in favor of a dumbed down action flick where the
Lone Hero goes to stop the Evil Rampaging Giants. That would, of
course, completely miss the point.

One venue which I don't think either game
developers or Hollywood has really given a lot of thought towards is
adapting games not to the silver screen but to the small screen. Rather
than trying to cram loads of material into a two hour movie, why not try
cramming it into a short run TV series of six or eight episodes? Or
even a one season blink-and-you'll-miss-it series, no renewals, just a
one shot deal? The idea isn't as far fetched as it might sound. Chris
Roberts, for whatever reasons he might have had at the time, made an
animated Wing Commander series and got the cast from the games to
lend their voices to that effort. Sony's Arc The Lad was turned
into an anime series and those don't go more than a season's worth of
shows as a general rule. I could see American Movie Channel (home of
surprise hits Mad Men and Breaking Bad) doing a one-off
adaptation of Shadow of The Colossus a lot better than a two hour
movie could. Yes, TV viewership is contracting. Yes, people are using
DVRs and the Internet more than sitting down and watching. Maybe that's
because the TV industry is just as moribund and hidebound as the movie
industry, so tightly linked are the two. Maybe instead of creating yet
another version of CSI or another insipid American Idol
clone, the networks could take a chance on creating TV shows that are
less about the familiar and more about the unique. And yes, I'm well
aware that the economy is in the tank and everybody is losing money left
and right. I submit to you that the networks are bound to be losing
money anyway, that the hemorrhaging is going to happen whether they put
on the safe bet or the risky bet, and since that's the case, the safe
bet isn't really all that safe and the risky bet isn't as risky as it
looks. Think of the DVD sales. Think of the merch. Think of the
advertising dollars that come in once word gets out that your network
has got the shows people are actually staying home to watch as opposed
to simply recording it for later. There are angles to be played here,
and ones that can make everybody not only happy, but possibly rich as
well.
For now, gamers are probably going to be
stuck watching crappy adaptations. And it will likely happen in the
future as well. The question is whether we're going to stop hauling
ourselves to the multiplex out of some perverse sense of fandom or keep
up the status quo. Remember, Uwe Boll is still out there, and he's got
sequels in the works. Be afraid. Be very afraid.
- Axel Cushing
(May 28, 2009)
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