Why is game adaptation always harder than comic book adaptation? I think two words: interaction. To adapt a high-interaction game product into a low-interaction movie product, there are naturally some content that must be discarded. For most audiences, movies are one-time consumer goods. By guiding the audience, it emphasizes the content and ideas that the creator wants to express; while games try to avoid becoming a one-time consumer product, focusing on the active exploration of the audience/player, enhancing the An understanding of game mechanics/background world, with a strong emphasis on the role of inner circles - the amount of information contained in this makes a big difference. When it comes to Assassin's Creed, it's not hard to see what mistakes the film's creators made.
Does Assassin's Creed's allure lie in complex conspiracy theories? Is it the ongoing struggle between the Templars and the Assassin Order? probably is. But its most attractive point should be the sense of participation in history. Players manipulate assassin ancestors to sneak and assassinate, move freely in a grand historical background, and communicate with each other between fictional and real historical figures. For most players, it is these contents that provide most of the fun of the game, not the Apple of Eden, an ancient alien technology that is invisible most of the time. But both "Warcraft" and "Assassin's Creed" rely too much on the "game itself" as a crutch, the latter even reaching the level of a wheelchair.
Out of the desire to protect IP, with the big game companies building their own labels to break into the film industry, compared with the game adaptation movies of the last 10 years, the future game adaptation movies will be more influenced by the big game companies. . This effect is two-sided. First of all, more praiseworthy game elements will be preserved in the movie. We will never see Uwe Bauer, who is the first in the world in German game adaptation, to waste other people's blood casually, and we will never see "The World No. 1 in German Game Adaptation". "Resident Evil" has twisted the prototype into a twist and held his wife; secondly, the desire for protection of game manufacturers and the existing laws of the film and television industry will inevitably have a deeper collision, which is the priority of game players or movie audiences? Do you want to please old fans, or to attract new fans? And the most crucial question, do you want to make game derivatives, or do you want to make movies?
In terms of screenwriting composition, we met two screenwriters from the "world-shaking masterpiece" "Pharaoh and the Gods", and Michael Leslie, who worked with director Justin Kurzel on "Macbeth". This combination of inexperienced screenwriters and directors is obviously economical, and it is also easier for game manufacturers to pass on ideas and exert pressure. For this reason, in the game of "Assassin's Creed", the practice of constantly emphasizing "Creed" has turned the abstract and world-scale confrontation into a hereditary and family-based martial arts struggle, weaving a complex for the individual, In other words, the background of bitterness and hatred and magnificent background, and then project it into the so-called confrontation between good and evil. But don’t forget that the focus of the gaming experience is still history. But in the movie, the historical background of the Spanish Inquisition, which accounts for 1/3 of the space, is not necessary at all, just to add performance space to a series of cool and highly restored super-long action scenes - in fact, these The action design that has put a lot of effort into this film is one of the few merits of this film. The filmmakers have even attached great importance to it to the point of affecting the normal narrative - the characters have not been explained, they have not intersected with history, and the ins and outs have not been well taken care of. The few lines are all in Spanish with hard subtitles, which creates a serious split between the audience and themselves, showing a huge sense of overhead.
What about the other 2/3 of the modern scenes? Just like the way of games, the metaphysical opposition between good and evil must fall on personal hatred in order to resonate with the audience. However, most of the entire film is confined to Abstergo's research institution. Like the ancient plot, seeing a single leaf without seeing Mount Tai will inevitably lead to fragmentation and overhead. A typical example is that although we met the protagonist Carl Lynch as a child and saw his parents tragically, the highly one-sided and short-lived performance prevented the audience from having any effective emotional connection with him. And the whole modern scene is very empty due to the too much emphasis on the mystery of the story, and tirelessly throws out philosophical and theological vocabulary, but except for the Animus kung fu leveling and twisting lines and postures, it is very important for the entire extremely talented actor and cast. is a huge waste.
There are no rules forbidding historical films from parkour and juggling, but for a film and its audience, a superficial fictional world and a stupid confrontation between good and evil are not enough to support an ambitious game adaptation film. of.
Not attractive nor connected. "Assassin's Creed" is "Soul Chariot 2" in the field of game adaptation. The highly stylized visual language is a dangerous move, but unfortunately, the too weak foundation makes this move ineffective.
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