The movies stand by themselves; they take characters from the games and make movies around them.
My one issue is that they didn't involve much of the iconic soundtrack game soundtrack in the movie, which Super Mario Brothers fixed. I really wanted Sonic the Hedgehog to start with "Saaaaayyy-Gaaa" and then fade into the iconic intro music with a modern version of the hedgehog waving his finger at me.
The new Mortal Kombat ones did pretty well, but I prefer the original.
Honestly, video game films have been outperforming super heroes for the past several years, though Spider-Man turned that around.
Jun. 10, 2016 Warcraft Film
Dec. 21, 2016 Assassin's Creed Film
Jan. 27, 2017 Resident Evil: The Final Chapter Film
Mar. 16, 2018 Tomb Raider Film
Apr. 13, 2018 Rampage Film
May 10, 2019 Pokémon Detective Pikachu Film
Feb. 14, 2020 Sonic the Hedgehog Film
Dec. 4, 2020 Monster Hunter Film
Apr. 23, 2021 Mortal Kombat Film
Jun. 25, 2021 Werewolves Within Film
Feb. 18, 2022 Uncharted Film
Feb. 24, 2022 Halo TV series
Apr. 5, 2023 The Super Mario Bros. Movie Film
Apr. 8, 2022 Sonic the Hedgehog 2 Film
Jul. 14, 2022 Resident Evil TV series
Jan. 15, 2023 The Last of Us TV series
Jul. 27, 2023 Twisted Metal TV series
Aug. 25, 2023 Gran Turismo Film
Oct. 27, 2023 Five Nights at Freddy's Film
Apr. 5, 2024 Knuckles TV series
Apr. 10, 2024 Fallout TV series
Aug. 9, 2024 Borderlands Film
Dec. 20, 2024 Sonic the Hedgehog 3 Film
Apr. 4, 2025 A Minecraft Movie Film
Apr. 25, 2025 Until Dawn Film
Dec. 5, 2025 Five Nights at Freddy's 2 Film
Jan. 23, 2026 Return to Silent Hill Film
Jan. 30, 2026 Iron Lung Film
May 8, 2026 Mortal Kombat II Film
PS: Note the question being asked is "Will it be any good?" Not "Will it be profitable?"
And IIRC Mortal Kombat Legends: Scorpion's Revenge was a fun time.
Not a Movie, but Arcane (from League of Legends) seems to be the peak example of a video game adaptation. Take the universe of an IP and tell a separate slice of a story within that universe, in a way where fixed pacing and cinematography can flex its strengths.
Are they good?
Who cares?
What matters is if people enjoy them.
If you are willing to accept TV shows, the first season of The Last of Us was actually better than I expected. It's a shame the second season never happened, and I will refuse to believe any evidence otherwise.
The Fallout series on Amazon has also be rather enjoyable. It doesn't take itself too seriously and has the kind of lighthearted, grimdark retrofuturism that makes the Fallout series so lovable.
Cynical content from the 90s and 2000s that lack "heart" like Quake, Doom, and the like are difficult to tie a cohesive story with because there was no story or plot underlying those IPs.
[0] - https://www.rottentomatoes.com/tv/the_last_of_us
[1] - https://www.rottentomatoes.com/tv/fallout
[2] - https://www.rottentomatoes.com/m/wreck_it_ralph
[3] - https://www.rottentomatoes.com/m/pokemon_detective_pikachu
[4] - https://www.rottentomatoes.com/m/sonic_the_hedgehog_3
[5] - https://www.rottentomatoes.com/m/sonic_the_hedgehog_2
[6] - https://www.rottentomatoes.com/m/sonic_the_hedgehog_2020
[7] - https://www.rottentomatoes.com/m/mortal_kombat_ii
[8] - https://www.rottentomatoes.com/m/gran_turismo_based_on_a_tru...
Most Hollywood game adaptations are the same as the Disney live actions. They have their hands on an IP, they want to flip it into easy money. Those turn out excruciatingly bad, because for an easy flip, you need to target for mass appeal, which waters down the material.
It goes both ways. Both the video game and the film/tv IP need to have some sort of deeper meaning and writing. You just can't write a cohesive story for a cynical multiplayer FPS like Quake, Wolfenstein II, Doom, etc whose whole appeal in the 1990s and 2000s was gore and shock value.
There's a reason people my age (below 35) have never played and oftentimes haven't even heard of Quake or Doom or Wolfenstein but have heard of Fallout or Half Life.
> Most Hollywood game adaptations are the same as the Disney live actions. They have their hands on an IP, they want to flip it into easy money...
I've given a list of the majority of video game movies created this past decade. They made bank and were well written and have mass appeal.
Except you CAN! Doom and Quake films are begging to just be reskinned Aliens. Begging! I have no idea why someone doesn't just make this film.
That's my point. The fact that you need to pitch these kinds of games as a knockoff of a better movie shows why they simply aren't viable IP.
Nerdy boomer nostalgia ain't cutting it for IP whose entire value was derived from being edgy and shock+gore driven.
What group are you in? My impression is that they have the worst taste of all.
Too young to really remember 9/11 but old enough to remember watching the airstrikes on Baghdad in 2003 and the Indian Ocean Tsunami. So I guess I'm technically GenZ or a very very young Millenial.
Essentially, I grew up during the PS2, Xbox, GameCube, Xbox360, Wii, and PS3 era.
Basically, I'm old, but HNers tend to be a decade or two older.
Rockstar, for example, produced the highest grossing and most profitable piece of media of all time. If GTA VI delivers, then Rockstar might beat their own record.
While I will hold back my comments on the quality of most EA games (Jedi: Fallen Order series was legit fun), EA seems to be doing just fine (sadly). The other AAA studios like Sucker Punch, Naughty Dog, CD Projekt Red, etc. are doing well too. AA studios like Sandfall and Warhorse are producing absolutely bangers too.
As for the east, some Japanese companies have had mixed success during the same duration. Konami hasn't recovered from firing Kojima and Nintendo was going to pull out of the West if the Switch didn't save them. Sony's had some complete and utter failures recently, but the impact has been softened by the lack of competition from Xbox's colossal implosion. Some figures estimate that Sony spent of near $400 billion on "Concord" to only sell 25k copies and be pulled within 14 days of release.
China and South Korea are really picking up steam, and I am excited to see what comes out of them.
All in all, Empires rise, empires fall.
(I blame corporate greed and the MBAs for most of the perversion).
So none of the things listed here are clearly related to "storytelling quality" -- those are marketing advantages.
I think the real questions for _quality_ for comics vs games are things like:
- do games, which force players to explore and interact, forcing better world-building by front-loading some consideration of internal logic and mechanics?
- do games, which put players more directly in the perspective of characters, at the level of having to choose actions, force writers to create more compelling dilemmas?
- do comics, which have to give consideration to static visual images, make for better posters than films?
- do comics, which world-build over long sequences, make for stories that feel too compressed in films?
For every one good movie or show you get ten bad ones.
Executive: So what you're telling me is I only need to make 11 movies to per hit.
Huge losses on movies are rare I think, but being risk averse comes at a cost.
I find the opposite. I play a game and get into the story only to put it down and totally forget what the hell I was doing the next time I pick it up (sometimes a week later). I really wish there was a re-cap feature in games. Playing Elden Ring required a guide since the game is incredibly dense and has little to no quest tracking.
This is why as I get older and have less time I play more Fortnight and alike as I can just drop in and play for 15 mins
And then season 2 started. They forgot their core audience (gamers, horror, fans of post-apocalyptic themes) and tried to make it a soap opera that appeals to everyone. At one point the main character spent 5 minutes sitting on a couch talking with a therapist. It was more slick, less gritty ... the cast was wearing brand-new jackets and backpacks and boots, 20 years after the mushroom zombie apocalypse. What a disappointment.
Yet that's pretty typical for Hollywood suits. They want to expand the audience or chase some trend, push the creatives out of the way, and end up ruining it.
Much easier to make a kids movie based on a franchise like Mario than a more complex game like Fallout.
For those who haven’t seen it, recommended
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Much of Fallout's success is also because Bethesda also puts effort into worldbuilding and supporting a community.
Contemporary boomer game franchises like Doom, Quake, Wolfenstein, etc just don't have "heart". They were games that were created as technical demonstrators but with no care or input for story writing aside from being edgy for the sake of being edgy, and as a result were unable to age well.
Meanwhile, Fallout and Half Life are both products of the same era that were also technically demanding (especially Half Life) yet they have actually been able to stand the test of time.
So usually you end up with a piece of shit that nobody likes.
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These are reasons to invest in video game adaptations that do not necessarily lead to high quality storytelling.
Hollywood has long looked to video game audiences as an untapped market that they desperately wanted to break into. Who doesn't want a huge, built-in audience for their new movie? The problem was that most video games used to have fairly simple stories and settings. e.g. Pacman. It's a circle with a mouth that runs from ghosts and eats dots. That's it. Somehow, that very basic concept has been expanded to multiple animated TV series and, amazingly, some live action appearances.
Then video games started trying to incorporate cinematic story telling. e.g. Ninja Gaiden took a standard side-scrolling platformer and gave it cut-scenes that told a story. It was basic and low budget at first. Video games used to cost a fraction of what a movies did to make. Early attempts at storytelling in video games were often basic and, frankly, not very good. They real meat and potatoes has always been the gameplay. Even today, a game with a good story but bad gameplay is unlikely to succeed.
Over time, games became bigger and bigger productions. "Silliwood" arrived in the late 90's, when bankable actors like Mark Hamill portrayed video game characters for live action cut-scenes. In this era, video games were a lot like TV during the golden age of film. They were viewed as being mostly for actors who couldn't find "real" jobs. The respect wasn't there. Video games may have ditched live action video for the most part, but the role of actors has simply become more and more essential. So too have plots and universe building really taken off. Modern video games can still be as shallow as Pac Man, but they can also have deep and compelling story lines set in universes that are incredibly detailed. Video game budgets have eclipsed and surpassed movies, and they often build worlds that players spend hundreds or even thousands of hours in. And yet, until fairly recently there were remarkably few successful adaptations of video games in film and TV.
That has changed, perhaps mostly because television has embraced long-form storytelling. There are still people trying to make films out of popular video games that have little or no original story, and these are generally as bad as ever. e.g. I'll definitely take a pass on "Fortnite: The Movie". Trying to make a two hour film out of a video game that takes dozens of hours to cover just its early chapters is also unlikely to be successful. What we're now seeing is TV shows like Fallout making the larger time commitment necessary to really bring huge and detailed game worlds to life. They're succeeding, not just because of the built-in audience, but because the results of adapting such rich and detailed worlds is compelling.
What I see going on now is more akin to the interplay between Chanbara and Westerns in the early 20th century. Chanbara learned a lot from Westerns. Kurosawa was heavily influenced by Ford. Then the influence went the other way, and back and forth. Both genres fed off each other and became better. I think that's what we're seeing now with video games and film. It's not just marketing and audience size. Both genres have something to give to the other.