Separator
Lost in Translation: Video-Game and Movie Crossovers Should Draw Inspiration from One Another
Default_picture
Friday, August 20, 2010

Editor's note: I tend to agree with Jonathan's main argument -- that direct adaptations from games to films and vice-versa generally fail. I'd also argue that Uwe Boll crapfests are just far too common, and that we've seen few talented directors, writers, and actors create a game-based movie. On the other side, how many household-name game developers can you name who've worked on move tie-ins? That's what I thought. -Rob


Gamers want to see their digital idols at the multiplex. We flock to them whenever another movie studio releases an adaptation for the big screen.

Lara Croft: Tomb Raider brought in the most money domestically, but not even the superstar cast could prevent the press from trashing the film: Rotten Tomatoes's top critics gave the summer action flick a mere 20 percent.

That said, it was faithful enough to the game. Angelina Jolie was sexy and strong, ridiculous stunts and sets permeated the feature production, and the plot played out like an over-sexed, Indiana Jones sequel. But those don't mean that Tomb Raider works as a movie. I liked it better the first time I saw it….when it was called Raiders of the Lost Ark.

 

Silent Hill is another example. I have friends that would tell you something like “it’s cool” or “it’s pretty good.” It’s likely that most of these positive reviewers substitute their fanboy craving for Pyramid Head for honest critical analysis.

As a technical adaptation of the game, Silent Hill delivers. Plenty of fog and rusty chain link fences compose the environment, the musical score is dead on, and the characters spend a lot of time wandering between grotesque set pieces. 


Nobody leaves Pyramid Head on the cutting room floor.

But for Joe Schmoe who hasn’t played Silent Hill on a PlayStation, the movie is an incomprehensible mess. Hell, I loved the game and still found the big screen version to be nonsensical. The creative team was so intent on cramming in as many visual and character references as possible that they forgot to include a decent story. (They should have used the plot to Silent Hill 2 as the basis for the movie.)  Critics agreed that the film was not fit for mass consumption, but enough gamers went to see it to make it worth the studio’s time.

So, if filmmakers fail at copying their interactive inspirations, do developers perform any better?

Unfortunately, no. Game critics seem to think along the same lines as their cinema counterparts. A blockbuster movie does not a decent game make. But as long as these promotional cash cows continue to sucker a quick buck from fans of the source material, they are unlikely to disappear from the market.


Iron Man, the movie: Repulsors firing away; Iron Man, the game: Just repulsive.

Games and movies are not interchangeable with one another in a literal sense, but that doesn’t mean the two mediums can’t mine each other for inspiration. Direct adaptation is almost a guaranteed failure, but that doesn't mean the two art forms can't pay homage to one another.

 
4
BITMOB'S SPONSOR
Adsense-placeholder
Comments (3)
Tltwit
August 20, 2010

I wonder how often game developers and movie directors are consulted for each other's projects. Arkham Asylum used people from the animated series and not the movies, yes, but the end product was still incredible and worthy of its source.

Default_picture
August 20, 2010

Agreed. If I'm correct, 90% of the time, games based on a license which  have as much time as possible are usually good. Goldeneye is pretty much the ultimate example of this. But there are games that release at the time of the movie that happen to be excellent(Toy Story 3, Spider Man, The Lion King). 

Default_picture
August 22, 2010

I was attracted to the title of this article because it is essentially the subject of my entire dissertation.  I have tracked over 690 film-to-game adaptations (of many types) spanning 30+ years of video games, both in the US and worldwide, and across as wide a variety of platforms as I could (arcade, console, computer, handheld (including cell phone), the internet, and even some those DVD mini-games included as bonus features).  I think there are a lot of things that the film and video game industries can learn from each other and take advantage of what each medium does best, but it is a giant subject.  If anyone is interested in communicating more about it, please look up my contact information - my name is Stefan Hall and I am an Assistant Professor of Communication and Media Studies - at Defiance College.  You can also check out the chapter I wrote about James Bond video games in the 2nd edition of The James Bond Phenomenon edited by Christoph Lindner.

You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.