Resident Evil
Tomb Raider
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Pay attention, now, because I'm going to tell you a secret, one
that many people already know. When talking about movies, the
phrase "based on a video game" does not have to mean simply
"dumb."
This despite Resident Evil and last summer's Lara
Croft: Tomb Raider, which, if you've seen them, probably
have you believing that the only thing dumber than movies based
on comic books (which I'll come back to later) are movies based
on video games. About the only thing Resident Evil has to
recommend it is that it begins and ends with Milla Jovovich
naked (fortunately, she's put on a little weight, and looks less
like a concentration camp victim than she used to), just as
Tomb Raider garnered loads of attention for Angelina
Jolie's breasts, and little else.
If you take a longer view, things get even worse. Remember
Street Fighter? This one actually starred Van Damme.
Street Fighter's rival at the arcade, Mortal
Kombat, also became a movie, one that was pretty good, but
the sequel, Mortal Kombat: Annihilation, is considered by
many in the know to be the worst movie ever made. Even those
video game-based movies that might have been good shoot
themselves in the foot. The Super Mario Brothers movie
was quite inventive, and incredibly weird, in a Terry Gilliam
sort of way. But the studio marketed it as "perfect for the
kids!" and it bombed.
Tomb Raider might have been a half-decent Indiana
Jones clone, which would have been better than what it ended
up being, which was, admittedly, pretty dumb. Jolie looked
great, and jumped from action scene to action scene, but no one
seemed to have any idea why. The truly tragic thing about
Tomb Raider, though, is that it had some good elements:
some interesting looks (thematically speaking) at Lara Croft,
and a sly sense of humor that seemed conscious of the odds
stacked against the picture. In the preview, there were actually
4 or 5 really good lines, like the exchange between Lara Croft
and her nemesis:
Lara: "You might try to kill me."
Manfred: "I wouldn't kill you."
Lara: "I said you'd try."
However, just prior to the picture's release, the studio recut
the entire movie against the will of director Simon West, and
took out all the good lines, and God only knows what else.
The only one out of the whole bunch to be successful was 1995's
Mortal Kombat (directed by Paul W. H. Andersen, who also
directed Resident Evil), which made over $100 million in
box office and rentals on a meager-by-Hollywood-standards $20
million budget. And, as my brother, who knows way more about
video games than I do, pointed out, it was also the only movie
based on a video game to keep the original plot intact. It
didn't try to "reinvent" the concepts behind the game, and it
didn't try to compress the plot of 3 or 4 games into one film.
This speaks to a dilemma facing filmmakers looking to venture
into the field: how to make a movie that both interests fans of
the games, and is accessible (and interesting) to a wider
audience, who may have never played them. For, although game
players are the obvious audience for a film adaptation, of a
movie costs $30 or $40 million to make, the small number of game
fans, even at $8 or $10 a head, is not going to make the money
back. What's more, traditional thinking is that if you make the
movie too much like the game, then game fans will be bored. This
is surely a fallacy, however, since it has been shown many times
that a simple story, told well, as in The Matrix, will
draw a larger audience than a shabbily-executed complex plot.
So, for Resident Evil, the powers that be decided to
change the plot around. This is a damn shame, because the
plotting in the original "Resident Evil" game is brilliant. The
primary reason for this decision? An effort to get around that
most difficult-to-pull-off device of storytelling: misdirection,
as we find out midway through the game that it's a completely
different genre than we'd thought.
While the movie begins, in a most heavy-handed way, with a text
description of "Umbrella" as the evil corporate entity that owns
everything, the game only alludes to Umbrella a few times, and
most importantly, not until the last quarter or so. What you
know at the beginning is that a team of special forces
operatives is sent to investigate a disturbance in Raccoon City.
Upon arriving, they are attacked by a pack of dogs, and the
survivors take shelter in a local mansion that appears to be
deserted.
The plot gradually unfolds from there. The obstacles the team
encounters in the house -- flesh-eating zombies, mad dogs, evil
crows, and a giant snake -- all cry out "horror," and the first
half of the game is an obvious homage to George Romero's
Night of the Living Dead. (Whenever you resume a saved
game, the game tells you that you are returning to "the world of
survival horror.") It is only later, as you stumble onto the
secret laboratory, that you learn the zombies are diseased
humans (not the reanimated dead, as in the movie), and the game
moves into science fiction territory, and you have to
re-evaluate everything you've seen already.
Even as I describe the plot now, it sounds a little wonky, as
most SF/fantasy plots do when you try to describe them to other
people, but the game is atmospheric, creepy, engrossing, and
fun. Trust me, you have no idea how much fun it is to blow off
zombies' heads with shotguns. And while the mansion sequence
takes up the first (and best) half of the game, in the movie,
that part is dismissed in a couple of scenes. If the makers of
Resident Evil had simply stuck to the original game's
plot, the movie could have been highly enjoyable. It is telling
that the creators of the game series, which has spawned 5 or 6
sequels or remakes, have recently admitted that the storytelling
has gone downhill since the first game, and are returning to the
series' roots.
Of course, critics' and viewers' reactions to VG-based movies
emerge from a larger cultural perception: that video games
themselves are dumb. It is, of course, common for film critics
to dismiss a mindless action movie by comparing it (oh, the
incisive critical wit!) to a video game. As an art form, video
games receive a level of respect slightly below that of child
pornography. The situation parallels that of comics: both media
feature some amazing storytelling, but no one outside of a
(relatively) small and insular subculture ever hears about it.
But while people are starting to recognize the artistic value of
comics, thanks to the work of people like Art Spiegelman, Neil
Gaiman, and Alan Moore, even the most legendary video game
creators remain unknown to the general public.
This is too bad, because the medium is finally starting to move
beyond the conventions and genres that emerged in the first
great boom of video games, in the early '80s. The recent trend
has been for games with a richness of storytelling that is
alternately timely and timeless. The 2 "Metal Gear Solid" games
(which did garner a fair amount of mainstream press) are
brilliantly plotted, examining issues like patriotism, loyalty,
national sovereignty, simulation and simulacra, the nature of
technology and society, and the role of soldiers in a post-Cold
War world; they certainly blow anything Tom Clancy wrote right
out of the water.
On the other end, reaching back to the birth of storytelling,
the "Legend of Zelda" games, which have consisted of a series of
remakes, each one adding a level to the overall plot, culminate
in the Nintendo 64's "Ocarina of Time," which is, among other
things, a good approximation of mythologist Joseph Campbell's
"monomyth," the hero's journey. Both "Zelda" and "Metal Gear
Solid" also use the best features of other media, such as film,
in combination with the interactivity of video games. MGS uses
voice acting that's actually, well, acting, and varied
perspectives (instead of the same type of interface over and
over), while Zelda puts the N64's graphic capabilities to great
use in creating an immersive and "lifelike" fantasy environment
similar to Peter Jackson's version of Lord of the Rings.
And just as we are seeing VG technology reach the point where
graphics arguably can't get any more lifelike, there has
recently been a massive shift in the video game demographic.
While video games are traditionally considered kids' fodder, a
growing number of gamers are 18 and older. This can be
attributed in part to video games' increasing complexity in
recent years; most 8-year-olds simply don't have the motor
coordination to do well in a lot of games these days. The other
explanation, perhaps a bit romanticized on my part, is that the
generation that grew up on Nintendo (some now lit majors) has
now grown up, and now demands more complex games; some are even
designing games of their own. More to the point, a growing
contingent of game designers consider themselves storytellers
first, and video game designers second.
No company typifies this shift better than Silicon Knights, best
known for the game, "Blood Omen: Legacy of Kain." "Kain," in my
opinion, the best-written game of the last decade, tells a story
of a man reborn as a vampire in a dying land, who must choose
between revenge and the healing of the land, which will require
him to sacrifice himself. While video game plots have frequently
wandered into the realms of mythology, either explicitly (the
original Nintendo Entertainment System's "Kid Icarus"), or with
the trappings of sword-and-sorcery fantasy (like the "Zelda"
series) "Kain" is the first game I have encountered in the
medium that has the dramatic and moral weight of myth.
Admittedly, this quality is difficult, if not impossible, to
define, but "Kain" has it.
Furthermore, the story behind "Legacy of Kain" has
implications for the future of the medium. "Kain" was released
in 1996, under a system where Silicon Knights designed the game,
and another company, Crystal Dynamics, distributed the game, a
common arrangement in video game circles. Crystal Dynamics then
went on to make a sequel that many people (including those at
Silicon Knights) believed betrayed the theme and character
development of the original. Silicon Knights sued to prevent the
release of the second game. Both parties are prohibited from
talking about the settlement, but it is known that Crystal
Dynamics, not SK, retained the rights to the franchise,
including sequel rights. The "Legacy of Kain: Soul Reaver"
series has spawned 3 games to date, with more on the way.
The "Legacy of Kain" struggle, while largely ignored by the
gaming public at the time, stands as the first large-scale fight
over creative control in the industry. Every medium has its own
stories about the creators wresting control from those who
sought to imprison their work (think the printing press, the
"open source" movement in software design, or Todd McFarlane's
founding of Image Comics, prior to his dealings with Neil
Gaiman).
On www.siliconknights.com, the online guide to the first "Legacy
of Kain" game includes a description of the longer "cinema"
scenes, along with the important themes encountered therein.
When was the last time you saw a video game's creators talking
about "themes"? Also on the site, the game's creators espouse
the following view:
"There is a problem in our industry. The problem is that the
majority of the developers of products do not get credit for
their creations. Let's make an analogy to the book industry: if
'Kain' was a book (which is a linear form of entertainment), we
would be known as the authors. However, we believe that this is
not always the perception with the game industry. Perhaps our
industry has not matured yet. We believe that as the book
industry matured to the point where the readers began to look
for the authors when buying books, so will the game industry
mature so that gamers will look for the developers (or authors)
of games. Make no mistake: we created 'Kain.' The game industry
is changing in many ways, this is just one of the ways in which
it will change."
While Silicon Knights' view of the industry's future may sound
optimistic, they are at the forefront of advancing the role of
storytelling in that industry.
The shifts in video games towards a greater interest in
storytelling, however, have yet to see any large-scale results
in the recent proliferation of video game-based movies. Even
with better-written games, the question remains: how do you
produce a good cinematic adaptation? The question reminds me of
the one that was asked about comic book-based movies, and
answered, at least temporarily, in 2000's X-Men: hire
talented writers and a talented director, and then let them
work. (Of course, X-Men was still a major blockbuster,
and its creative team had their share of battles with the
studio, but the film was far better than any previous comics
adaptation since 1989's Batman.)
And in the coming years, those looking to adapt video games into
movies will have much to choose from, because at last, we are
dealing with well written, sometimes funny, sometimes
sophisticated stories. And it all comes down to stories.