Consider these facts about nine movies that have been
released in the last ten years:
· Their average percentage on Rotten Tomatoes is
18.67%.
·
Their average rating on IMDb is 4.91 out of 10.
· I've seen only eight of them, but my average
rating is 5.25 out of 10.
· The best-received movie has been the first one, Resident Evil (2002) with 34% on RT and
6.6/10 on IMDb (I rated it a 7/10).
· The worst-received movie has been Alone in the Dark (2005) with 1% on RT
and 2.3/10 on IMDb (I rated it a 1/10).
Forget ratings, though.
These must have been money-makers, right? Well…
· Their average estimated budgets were $350.0
million against box office grosses of $309.7 million, making an overall loss of
-$40.3 million.
·
Only four out of ten have made a profit (one
broke even).
·
The most profitable has been Resident Evil, with a whopping $7
million.
·
The least profitable has been the newest one, Resident Evil: Retribution (2012) with
a loss of $23 million.
Historically, horror movies based on video games have not
been received well critically or financially.
You could safely say there has not been a good one made. I don't remember most of the ones I've seen;
frankly, I don't want to remember House of the Dead (2003) or Alone in the Dark. But I did recently re-watch the original Silent Hill (2006) to prepare for
reviewing the sequel for Downright Creepy.
The reasons it doesn't work might be used to explain why horror movies
based on video games in general don't work.
Disclaimer: As I've written before, I do not play video
games. Therefore, any discussion is
based solely on the merits of the movies themselves rather than a comparison of
them to the source material. I will
likely make assumptions about video games that are incorrect.
Let's start with story.
Do video games really have stories?
I hear they do, but surely they are only loose frameworks for the action
taking place inside them. I'd be more
inclined to believe that video game "stories" are instead
"concepts" that set-up their players to shoot at armies of zombies,
aliens and monsters. Granted, some of
the concepts are good: government experiments gone wrong, secret societies
ridding the world of vampires, etc. But
do they really drive the outcome of the games?
Aren't they ultimately about how many "things" you can kill?
The problem with adapting a movie from a video game is that
you have to offer more than just the concept.
A movie is not interactive; the consequences are scripted and not based
on any action the audience takes. So it
must go above and beyond the set-up.
There must be creative screenwriters to turn the concept of a game into
the fully-realized story of a movie.
That may be a risky proposal, because doing so could potentially make
the movie too different from the game.
Now let's talk about the visuals. If the story of a movie based on a video game
is allowed to stray, the visuals cannot.
Since I've claimed that games have no stories, it stands to reason that
what you see in a game is what you want to see in a movie; otherwise, it's not
the same. In general, filmmakers have
done a good job with style in these movies.
It often matches the dark, creepy feel of the games.
It's these two elements combined that have failed in
previous adaptations of video games. We've
seen more style than substance, which isn't enough to sustain a full-length
movie. No one has figured out how to be
faithful to a game while going beyond it to make a compelling movie.
Speaking of compelling, that's what the characters ought to
be. It's problematic, though, because
video games have very one-dimensional characters who don't develop over the
course of their games. In a movie, they
must have other dimensions and they must change from beginning to end. It also helps if they're believable and
relatable. This is an obstacle that many
movies face, regardless of their genre.
It's seems difficult for any movie to provide fully-developed characters for
whom we care.
The "story" of Silent Hill (the movie) takes place in what is literally a ghost
town. Hidden beneath what the world sees
in the sunshine is a town obscured by smoke from coal fires burning beneath
it. Ash falls like lovely winter
snow. At night, sirens blare, warning
the townsfolk about the creatures that will rise. A mother desperately searches for her missing
daughter in the "alternate universe" version of Silent Hill.
It's a great set-up, one that I assume comes directly from
the game. And screenwriter Roger Avery (The Rules of Attraction) adds some
substance to it in the second half. I
just don't like what he's added. It's
simultaneously too little and too much, somehow both action-packed and
anti-climactic.
The visuals in Silent
Hill are amazing. In fact, based on
what I just wrote about the story, it's all about style for me. Director Christophe Gans (Brotherhood of the Wolf) and his crew
paint a terrifying picture with all kinds of creepy creatures. But not only does the story suffer, the
characters do, as well. They are
entirely one-dimensional, as if lifted directly from the game.
Despite what anyone thinks of Silent Hill, it's commonly believed to be too darned long. I agree.
At 125 minutes, at least 25 could have been trimmed. But I disagree with most people about what's good
and bad about this length. Most think
the first half, all visual, is slow and boring and that it only picks up in the
second half when the story kicks in. I
actually prefer the first half and the atmosphere it creates. The second half story and characters don't
work for me, and that's the impression with which I'm left.
As a final thought about why horror movies based on video
games don't work, I wonder if there are really two different audiences for
movies versus games, even though they share the same subject matter. Movie audiences are passive; they're required
to do nothing but sit still and be quiet.
But game players are active; they're required to think fast and
physically push buttons. To have a
successful adaptation of a video game, you must crossover and offer something
for both audiences. Failing that, it
might be a lost cause to win over game players.
Therefore, why not focus simply on making a good movie? That might just result in approval from an audience as well as profits for the studio.
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