Showing posts with label doom. Show all posts
Showing posts with label doom. Show all posts

Wednesday, August 29, 2012

Five Great Games I'll Never Play

So many video games have been made over the past few decades that no single person could ever hope to play them all from beginning to end. This isn't an exaggeration; it's pretty clear that there just aren't enough hours in a lifetime, especially when you consider that a third of a life is spent sleeping while another third is typically spent on other irritating obligations such as a full time job. I'll let you do the rest of the math, since I'm not exactly sure how to estimate the average length of a video game or the total number of video games ever published, but I'm certain that you'd have to dedicate your life to video games in order to experience everything this medium has to offer.

Of course, no single person would really want to play all these games, either, since no one likes every genre and a lot of games are just crap. The list gets a lot shorter when you limit yourself to games which are generally considered to be worth playing, and there's an even shorter list of games that are so highly regarded and well known that they're almost considered mandatory.

I have to admit, however, that I've missed out on a lot of supposedly great classics. I grew up with Super Mario Bros. and Doom, and I've played my fair share of Zelda games, but there are a number of immensely popular games that I've never played, and most likely never will. For your reading pleasure, I present the first five such video game franchises that came to mind, listed in reverse order for dramatic effect.

5: Metal Gear Solid


I grew up with two brothers, and at some point my mother must have lost her mind, because by the time the Sega Dreamcast came out, we each had our own console. Of course, though we weren't sharing them like we did with the old SNES, it would have been silly to keep more than one of the same console in the house, so after my older brother got his own PlayStation, I got a Nintendo 64. He got Metal Gear Solid, and I got Ocarina of Time. Fair enough, right?

I watched him play the game for a while. It was pretty entertaining to watch, although I couldn't tell if it was really fun to play because he was the kind of person who would constantly get mad as hell at any game that presented any sort of challenge, which is probably why he hardly plays video games at all anymore. (That, and having a life.) I was really only interested in the story, even if it was hard to follow, but I never had a chance to play through the game myself.

Every time a new Metal Gear game is released, I think, "wow, that looks pretty cool, I should play it." But with a story-driven series like Metal Gear, I could never bring myself to play the latest installment without playing through all the ones that came before it (useless non-canonical spin-offs, if any exist, excluded). At this point, I'm so many games behind that I don't think I could possibly catch up. Even if I wanted to try, doing so would be quite an investment, since I don't even own a PlayStation 3. (The alternative is to watch a few dozen hours of "Let's Play" videos on YouTube, which would be fine, since the later Metal Gear games have such a high cutscene-to-gameplay ratio that they're practically movies anyway.)
Update: I must have psychic powers or something, because a new Metal Gear game was announced just after I wrote this stupid post. Too spooky.

4: Final Fantasy


I have my doubts about whether it's possible to enjoy Final Fantasy without liking anime, and my history with anime was short and complicated. I thought Japanese animation was awesome when I watched Princess Mononoke and Cowboy Bebop and Fullmetal Alchemist, but when I saw what typical modern anime was like, I was filled with shame and disgust.

Okay, so maybe it isn't quite fair to say that this has anything to do with Final Fantasy, but there's also the fact that I'm sickened by turn-based combat.

The Final Fantasy franchise is so famous and influential that I almost feel like I can't call myself a gamer without having played at least a couple of games in the series. Then again, I don't call myself a gamer because "gamer" is a stupid word, and on the few occasions when I actually watched my Playstation-owning older brother play Final Fantasy VII, I was bored to tears.

And don't get me started on the character design.

3: World of Warcraft


I never liked MMORPGs, and I've always refused to play anything that requires a monthly subscription fee (which is why I don't own an Xbox 360). It's probably no surprise, therefore, that I never bothered to play World of Warcraft, and that I fully intend to die without ever having played it, especially now that the newest expansion looks like an homage to Kung Fu Panda, or a strange attempt to grab the attention of the furry crowd, or both. (Okay, so the Warcraft franchise never took itself that seriously, but really, this is too much.)

I wouldn't say that World of Warcraft is a classic; it's not quite old enough for that. But it is — or was, during the height of its popularity — extremely important in the gaming world. I am, though, a bit surprised that the game ever became as popular as it did, considering its connection to a series of RTS games that the vast majority of WoW subscribers have almost certainly never played. Brand recognition wasn't a factor, for them; the game must have earned its popularity by being fun, or something. I can't say I understand it, but WoW just managed to nail the perfect combination of whatever things make MMORPGs fun for those who don't despise them.

2: Counter-Strike


Counter-Strike, the popular Half-Life modification turned stand-alone game, seems like a pretty big deal. However, at the time of its release, I hadn't graduated from console games to PC games, and the only "modern" shooters I can remember having played at length are GoldenEye 007 and its spiritual successor Perfect Dark. I never even played a first-person shooter online until my brother bought an Xbox and a copy of Halo and needed a fourth player to beat some racist kids at CTF via GameSpy Arcade.

Also, I'm ashamed to admit it, but it wasn't until 2005 (when I bought the PC version of F.E.A.R.) that I realized how much easier it is to play first-person shooters with a keyboard and mouse. The downside is that I haven't been able to go back to console shooters ever since. Awkwardly aiming with my thumbs just feels so wrong, and I don't understand how I ever managed to enjoy it.

The result of all this is that I missed out on a lot of competitive online shooters, Counter-Strike included. After the most recent winter sale on Steam, I did end up with a free copy of Counter-Strike: Source in my inventory, but I'm probably going to send it to someone else instead of playing it myself. I'm sure the game is fun, and that it rightfully earned its place in gaming history, but it's... well, it's old.

Don't get me wrong; I can appreciate old games. But Counter-Strike is a competitive and exclusively online multiplayer game. Forget the fact that I prefer single-player games and care little for competitive FPS — when I say that Counter-Strike is old, I mean that its online community, while still active, is almost entirely composed of people who have been playing for hundreds (if not thousands) of hours and already know exactly what they're doing. Considering this and the game's competitive nature, I suspect the players in the average Counter-Strike server would be less welcoming to newcomers than the other guys playing another game that came out last month.

Starting Counter-Strike or Counter-Strike: Source now would probably be like joining a random DotA server with no prior knowledge of how the ARTS genre works. (In case you're not getting the joke here, I'll just point out that ARTS players are widely known for being obnoxious jerks who talk trash more than they actually play and who frequently ban people from their servers not for cheating but simply for being insufficiently skilled at the game in question. I even considered putting DotA on this list, as well, since I have no interest in ever playing a game in which being a newbie is a bannable offense, but then I'd have to admit that DotA is "great" in some way, and I cannot.)

If I wanted to break into the Counter-Strike scene, I'd probably be better off buying Global Offensive... but, again, I still prefer single-player games and care little for competitive FPS. Haters gonna hate, I guess.

1: Sonic the Hedgehog


My first video game console was a Nintendo Entertainment System. (I was actually born just a few years after the console came out and, by the time I played it, the Super Nintendo had already been released in North America, but my parents were thrifty. I'm sure they saved some money by getting an old console, and I was too young to know I was playing with outdated technology, so everyone was happy.) Although I did, eventually, inherit a Sega Genesis from a member of my extended family, this wasn't until years later, and I only ever played the games that I got with the console. Sonic the Hedgehog wasn't one of them.

At this point, I could have gone and bought the game or one of its sequels, but I wasn't interested in collecting old games at the time, and I had no feelings of nostalgia for the spiky Sega mascot. Running fast never seemed like a very cool super-power anyway. To this day, I've never played a Sonic game, with the exception of Sonic Adventure, and that was only for a few dull minutes.

I can't really say I have anything against the Sonic games, since I've never played them. I am, though, a little freaked out by the fanbase with which I'd be associating myself if I actually decided to put the Sonic series on my to-do list. At some point over the past 21 years, the Sonic franchise began to accumulate one of the worst followings in all of video game history.

It's almost difficult to describe what makes Sonic fans so horrifying. While the most hardcore fans of any video game series tend to be a bit kooky, Sonic fans set themselves apart from the rest with some of the worst fan-art and fan-fiction ever created — loads of it — complete with innumerable attempts at "original characters" which essentially amount to badly drawn re-colorings of the original Sonic design. I learned to avoid sites like deviantART because of this stuff.

Almost all fan-art is horrible, and fan-fiction of all kinds is so uniformly bad that I wish copyright holders (particularly of Twilight, Harry Potter, Sonic and every anime) would try a bit harder to crack down on unauthorized use of their intellectual property. At the very least, perhaps this would put an end to the delusion that fan-art is actual art and that a work of fan-fiction will ever be recognized as actual literature. (Please don't use Fifty Shades of Grey as a counter-example; erotic fiction is trash, and by the time it was published, the novel had no doubt shed all connection to Twilight, which is also trash.) Anyone who uploads poorly drawn cartoons of "[insert name here] the Hedgehog" to deviantART, or writes erotic fan-fiction based on Sonic or any other video game involving anthropomorphic animals, deserves to be sued into bankruptcy.

I know that playing the game would not mean participating in this foolishness, but I just can't do it. Playing Sonic the Hedgehog after witnessing what goes on in the terrifying underworld of Sonic fandom would be like watching Signs after seeing a video of Mel Gibson and Joaquin Phoenix viciously beating a small child to death with a couple of crowbars. (Disclaimer: this never actually happened.)

Wednesday, August 15, 2012

What Ever Happened to Cheat Codes?

If you've been playing video games for more than a few years, you almost surely remember a time when cheating was a standard feature a lot of games. I'm not referring, of course, to the kind of cheating that gets you permanently banned from your favorite server — the kind that requires exploitation of programming bugs or "hacking" of the software — but rather to the use of built-in cheat codes that developers would include in their games to spice things up and to assist the less gifted among us.

You might even know a few of them after all these years. If you ever played Doom, then IDDQD and IDKFA should be burned permanently into your brain. While invulnerability and instant access to the game's entire arsenal of weapons have the potential to suck all of the fun out of any demon-slaying adventure, the developers trusted us to use these codes responsibly, whether that meant using them only in dire circumstances, only after completing the game without them, or never at all. Some players, I'm sure, preferred instead to use them all the time, but that was okay as long as they had fun doing it.

It wasn't very long ago that the inclusion of cheat codes was the norm, but at some point, they gradually disappeared. Although I have nothing but anecdotal evidence to back it up, it seems to me that cheat codes faded out of common existence around the same time that "achievements" became ubiquitous and downloadable content (DLC) became the industry's choice method of squeezing more money out of their customers. There isn't necessarily a causal relationship here, but the disappearance of built-in cheats does seem to coincide with a more general transformation in the way games are made and marketed.

There were cheat codes in the 2005 horror/shooter game F.E.A.R. — one of my favorite games of the past ten years, although I don't like to admit it, since the plot went from mediocre to insufferably bad after the first installment. The same cheats worked in both expansion packs, Extraction Point and Perseus Mandate, released in 2006 and 2007, respectively. But the first true sequel, the 2009 game F.E.A.R. 2: Project Origin, was devoid of cheat codes. Want to be invincible? Too bad.

Instead of cheats, the game had a few dozen achievements to unlock (which, like most achievements, don't really give you anything except a little "congratulations" for performing various in-game tasks which usually aren't very challenging). This, along with the inexplicable removal of several useful features (like dedicated multiplayer servers and the ability to lean around corners) as well as the implementation of digital rights management (which is arguably far more intrusive than a simple product key and disc check), makes the transition from F.E.A.R. to F.E.A.R. 2 somewhat representative, in my eyes, of how video games have changed as a whole.

While achievements are by no means a logical replacement for cheat codes, they have filled the spaces formerly occupied by cheats on websites like GameFAQs. Look up any recent game and go to the "cheats" tab, and you'll likely see a list of trophies, achievements, or other unlockables instead. The page will likely tell you how to unlock each one, but this is information which can usually be accessed in-game. It doesn't make a whole lot of sense to list achievements on a cheat site, but achievements must have seemed like a logical replacement for the cheat codes that disappeared around the time that these non-functional "unlockables" emerged.

Of course, cheat codes and unlockables are not mutually exclusive features; many games have had both, and some games (like the Nintendo 64 shooters GoldenEye 007 and Perfect Dark) combined the two concepts by including cheats that had to be earned, not simply looked up and punched in. However, the trend in modern games is to forgo cheats entirely in favor of unlockables, which are more often achievements than anything useful. If a game does have achievements, cheats are usually absent, and vice versa.

I won't say this is because cheating makes the achievements too easy to get — after all, if the developers want to preserve some kind of competitiveness or genuine challenge in achievement hunting, they can just program their games to lock achievements if cheats are activated, as is done in Half-Life 2 — but developers who put achievements in their games likely care a bit too much about controlling the player's experience. They care about "challenging" and "rewarding" the player (which is unfortunate because the gameplay is rarely challenging and victory is rarely rewarding). They don't care nearly enough about letting the player have fun in his or her own way.

But I can't lay all the blame on developers. They're not alone in their belief that cheats can ruin a game, even though the player is free to decide not to use them. A lot of self-proclaimed "hardcore gamers" share this sentiment. I do not.

The fact is that cheats aren't always about gaining an advantage or winning a game with minimal effort. When cheat codes were commonplace, it wasn't unusual for developers to include cheats that had little or no effect on a game's difficulty. These cheats existed either for laughs (see "Paintball Mode" in GoldenEye 007 and Perfect Dark) or to alter the rules of the game in fun ways that didn't necessarily benefit the player (like the reduced gravity cheat in Vigilante 8), not because we needed them to win. Even when they did have an obvious effect on difficulty, cheats in single-player games were used primarily for screwing around rather than getting to the end of the game as quickly as possible. For players with an ounce of restraint and self-control, cheats add replay value rather than subtract it.

Unfortunately, cheats are unlikely to make a big comeback. Today's developers don't seem to have any interest in hiding secrets in their games, and if they think of anything that adds extra value to their product, they'll most often try to sell it to you on the side. Usually, this means offering "additional" features (such as levels, items, and playable characters) as DLC with a price tag, even when these things are already available at the time of the game's launch and could have been included in the game itself. Occasionally, however, a developer actually has the balls to try to charge you for cheats, whether they're sold as DLC (such as the "Invincible Pack" for Saints Row: The Third) or as unique codes that unlock features already included in the game's files (as in Clive Barker's Jericho and some other games published by Codemasters).

From the back cover of the Clive Barker's Jericho manual. I have no idea if the hotline still works (nor do I want to try it), but it seems that the web page doesn't even exist anymore. The small print at the bottom of the page [not pictured] clarifies that codes obtained via the hotline would cost only what they charged for the call, but that getting codes online would require a "small" payment by credit card or PayPal.

This is pretty horrifying, but the success of the microtransaction business model applied to video games — most prominently to "free-to-play" massively multiplayer online games — has shown that a staggering number of people are essentially willing to pay to win. Since it works for multiplayer, it's not so crazy to think people might be willing to pay extra to gain an advantage in a single-player game as well.

I still think selling cheats is insanely dumb, but people are still going to buy them, just like they'll blindly pay for everything else the publishers take out of the finished product at the last minute and set aside as "DLC" for the purpose of grabbing more cash. (Imagine buying a movie ticket only to find out that the last ten minutes of the film will cost you an extra $3.95. Now imagine all of the people who don't boycott that movie. My point is that day-one DLC is evil and consumers are stupid.)

Since the current attitude of big video game publishers is that anything non-essential should be sold off as "extra" content, cheats might regain some real popularity in the form of DLC, but it seems unlikely. Cheat codes clearly went out of style for unrelated reasons, perhaps for the same reasons that we haven't already seen every major developer jumping at the chance to make some extra money by selling invincibility and extra ammo. Perhaps the most obvious problem with cheat codes is that most video games have gotten so easy that developers think we don't need cheats at all. Again, however, I should point out that it's not about need; it's about fun.

Personally, I'd like it if things would go back to the way they were before. Oh, sure, everyone feels that way, especially the nostalgic, aging video game enthusiasts such as myself, but I have no desire to hold the industry back. I realize that most of the changes made by the industry in recent years were, successfully or not, made for the sake of progress. But cheat codes only have the potential to make a game better — never worse — and the fact that they've almost completely been taken away can only be seen as a step backward.

Wednesday, July 25, 2012

Video Games & Movies

Dozens of films inspired by video games have come and gone over the years, and they're rarely worth your time. It's for this reason that I was in no hurry to start "blogging" when I heard, a couple of weeks ago, that the (supposedly) upcoming Assassin's Creed movie had become a bit too real with the casting of an actual, famous, relevant actor, Michael Fassbender, for the lead role. Needless to say, I'm a bit late to this party.

So why bring it up now? Well, it seems to me that now is as good a time as any to discuss the making-movies-based-on-video-games trend in general, since we've all had plenty of time to process the latest news of this particular game-to-film adaptation. We've gone through the initial excitement of imagining some of our favorite characters appearing in a big-budget movie, the sobering realization that nearly all game-to-film conversions are mediocre at best and that the best part of the game was actually playing it, and perhaps a resurgence of hope that this movie could be the one that makes up for all the bad ones that came before. As for me, that last part might not apply. I'm finding myself increasingly confused by the absurdity of taking a concept designed for an interactive medium and translating it to a medium which involves no interaction whatsoever. It hardly ever works, but they keep doing it.

Might the plot from Assassin's Creed make a good movie? Sure. Will it add anything of value to the franchise? Only if it's more fun than watching someone play the game, and one could argue that a lot of video-game-inspired cash-grab movies fail this test.

Part of me wants to believe that an Assassin's Creed movie could work, but the rest of me knows how unlikely this is. It's not my intention to hate on any particular franchise or developer, but things didn't go so well the last time they tried to make a movie inspired by the story from an Ubisoft video game. Not even Jake Gyllenhaal could save Prince of Persia: The Sands of Time, which might have been okay for an action movie if only they had dropped the mind-numbingly obvious (and stupid) parallels to the Iraq War... and pretty much everything else in the script.

An uninteresting plot can be ignored amidst the special effects and gratuitous violence and perhaps a smoking-hot (I mean "talented") female actress, but a downright stupid plot is just too distracting and can ruin a movie entirely. Perhaps I was also a bit overly annoyed by the lack of resemblance between this movie and the video game I so enjoyed, but hey, I can't pretend to be unbiased. And why should I? Wasn't I the intended audience?

In all fairness, I suppose we should be glad that the writers of this Prince of Persia film hadn't decided to follow the storyline of its namesake with deadly precision, since that would necessitate killing all but three characters within the first five minutes, one of whom would then be absent for most of the story. In fact, like many video games (though, perhaps, mostly the older ones), Prince of Persia: The Sands of Time doesn't have very much "story" at all. What's there is very good, for a video game, but it's not enough (and not appropriate) for a full-length movie.

Sure, the game itself takes many hours to complete — there are tons of monsters to fight, some platforming puzzles to solve, and some character development via dialogue during the completion of those puzzles — but the important parts of the story are told through a few cutscenes which don't add up to a whole lot. Of course, they might have instead used the collective plot from the entire "Sands of Time trilogy" (encompassing the sequels Warrior Within and The Two Thrones) — in fact, the film they released did borrow minor elements from all three games — but the disjointed plot you would get by trying to fully combine these three stories probably wouldn't have made a very good film either.

All of this, however, makes me wonder why they ever decided to make a movie based on this game if the story would have to be changed to the point where the script hardly even resembled the source material. If not for the familiar title, as well as the fact that the time-travel-enabling device happens to be a dagger and the fact that the main character is a Persian prince (albeit an adopted one), I never would have guessed that the film was inspired by one of my favorite video games. Actually, given that the film was published by Disney and that the main character is street-rat-turned-royalty and receives magical powers from an ancient artifact, I might have assumed instead that it was some kind of re-imagining of Aladdin. Not even the character names would have given it away, since none of the names used in the film appeared in any of the Prince of Persia games. It almost seems ridiculous to keep the title.

But of course they're going to keep the title, because a movie based on a video game typically has no attractive qualities other than its association with a popular franchise. The only people who see these movies are fans of the respective video games, parents of those fans, other old people who don't know what they're getting themselves into, and, of course, girls who care more about the lead actor than the subject matter. ("Um, a video game? Whatever, nerd, I just want to see Jake Gyllenhaal's abs.") The first two groups are arguably the most important, so filmmakers continue to draw inspiration from video games even though these movies usually turn out to be garbage and subsequently draw ridicule upon the franchises from which they spawned. The movies don't need to be good; they just need to be good enough that you, the video game fan, purchase a non-refundable ticket. In other words, while the critics might scoff, it's a neat way to make a quick buck... that is, unless your name is Uwe Boll and you just produced and directed a film based on BloodRayne.

The fact that lots of people played a stupid video game with a sexy vampire doesn't mean a movie based on its characters and aesthetic will turn a profit, so it's all kind of risky. Unfortunately, coming up with an original idea is riskier, and more expensive. That's why so many of the movies released so far this millennium are one or more of the following:
  1. an adaptation of a novel or short story,
  2. an adaptation of a graphic novel or comic book,
  3. an adaptation of a TV show or cartoon,
  4. an adaptation of a video game,
  5. an adaptation of a theatrical play or musical,
  6. a sequel or "prequel" to a previous movie,
  7. a remake or "reimagining" of a previous movie,
  8. borderline plagiarism, or
  9. crap.
Video game adaptations are particularly problematic because most would argue that the primary function of a video game, like any game, is to provide entertaining gameplay, rather than to tell a story. As such, most video games don't have awesome storylines, and that's okay if the games are still fun. What's so often substantially less than okay is taking a plot which exists solely for player motivation and using it as the inspiration for something that can't be played.

But we might, someday, see a genuinely good video-game-to-feature-film adaptation. After all, a lot of modern games are practically interactive movies already. Some video game fans will tell you that this is the end of "gaming" as we know it, but let's not get carried away just yet. While it's true that we often get stuck with less challenging, less sophisticated gameplay in exchange for a more "cinematic" experience, the industry has churned out a decent number of story-driven games which miraculously nail the winning combination of worthwhile gameplay and an engaging narrative.

Ironically, it's usually the heavily gameplay-driven titles, fun as hell to play but often lacking in depth, that end up having films named after them (see Doom). As a result, these films are mostly the trashy action/horror sort, which only sometimes do well at the box office and almost never do well with the critics. Why not make a movie out of a strongly story-driven game like Metal Gear Solid or Alan Wake or... Assassin's Creed?

Maybe it's finally happening.

Although it's too early to tell if the film will ever be made — a famous name attached to a project does not necessarily guarantee its completion — it's an interesting possibility. A film based on Assassin's Creed could actually follow the plot of the game rather closely without sucking. Furthermore, a film based on the Assassin's Creed franchise just makes a whole lot of sense. The publisher has already branched out into every medium they can afford to exploit. In addition to the five games that make up the core of the series, and a bunch of handheld/mobile spin-offs, they've released several books, some comics, a Facebook application, and even a few short films.

The irritating part is that some of these tie-ins occupy their own space in the series' alternate history, rather than simply re-telling or expanding the story from an existing game. It gives me the sense that I'm missing part of the expansive story if I don't check out all this peripheral stuff (including the one comic which was only printed in French). The film, if they're serious about making it, could be the same way. Rather than basing it on an existing game, they might instead stick it chronologically between two existing games, or give us a new story with a new protagonist and only subtle ties to the familiar story we've all been following. All we know so far is that Ubisoft wants to retain as much creative control as possible, which means they probably won't screw up their own canon.

In other words, it might be cool. Certainly it can't be worse than the short film Ubisoft made to promote the original game's first sequel.


I'm still not getting my hopes up, however, because the very thing that makes an Assassin's Creed feature film seem so natural is exactly what makes it kind of pointless. The game is "cinematic" enough. Modern video games, for the sake of becoming more mainstream, attempt to emulate movies, so creating a movie based on one accomplishes nothing but an upgrade of visual effects and the complete removal of interactivity. Films based on video games are primarily for the video games' fans, and fans of video games don't often wish they could experience a video game without actually having to play it. Playing it is the whole point. (Perhaps somewhere out there is a screenplay based on a game with an amazing story and horrible gameplay — a film adaptation of a game that should have been a film all along — but no one is going to see a movie based on a game that basically sucked.) The only way to make it worth watching is to make the story new and original, but then the fans will say they liked it better how it was.

When fans of a game care too much about the canon, a movie based on it is almost sure to fail in their eyes. Game-to-film adaptations are often despised by the game's fans for changes to the story and, more generally, for not living up to unrealistic expectations. Meanwhile, those unfamiliar with a game often don't care enough to see the film at all. It's for this reason that I'm always surprised by the few adaptations that actually do well (see, for example, Resident Evil... although I guess you can't go wrong with zombies).

Finally, whether the filmmakers appease the hardcore fans and create a faithful adaptation, or take a risk and try to improve upon the narrative, or do something completely off-the-wall and unrelated to the game (see Final Fantasy: The Spirits Within), they also have to deal with the fact that the film's association with a video game can easily do more harm than good. It might snag all the fans, but it might also alienate everyone else, namely the older audiences who think they're too grown-up for video games and, by extension, too sophisticated for such a movie. Then there's everyone else who didn't play the game, everyone who hates the game, et cetera.

But I hope for Ubisoft's sake that I'm just being pessimistic. Maybe all they need to make it work are good actors, good writers, and a good director. It's pretty clear that a lot of game-to-film adaptations have none of these things.