Warcraft: The Beginning, the film adaptation of the video game Warcraft: Orcs and Humans (1994) is now in the cinemas. It was ravaged by the mainstream press; at the time of writing it has a rating of 27% on Rotten Tomatoes, making it not just ‘rotten’ but rancid. The Herald Sun called it a ‘dull, soulless slurry of sucktastic SFX’. For The Guardian, watching the film was ‘like being bludgeoned by the war hammers of a thousand orcs’. One journalist working for the BBC was so angry he abruptly ended an interview with the director because he dared to defend his own film. To quote King Theoden in Lord of the Rings, ‘What can men do against such reckless hate?’
I went into the film expecting it to be a mess, but one that I would probably enjoy nonetheless, as I’m a fan of the video game series. Instead, I watched a film that I not only enjoyed immensely, but also considered a highly valuable and important contribution to the fantasy genre.
There’s been many attempts to make video game movies, and most of them have been terrible. Warcraft itself has been stuck in development hell for about a decade.
Still, studios keep trying to crack the formula that would translate the huge popularity of video game franchises into box office success, and Warcraft director Duncan Jones (Moon, Source Code) was keen to crack the much harder artistic formula: how to translate a story from a video game, shaped by gameplay restrictions, into a cinematic story, unrestricted by anything except for length. Jones hoped that Warcraft would ‘right the wrongs’ of previous video game movies that had failed to make this leap.
For some journalists, the odds were stacked against Jones before he’d even started; The Radio Times questioned whether a video game movie could ever work, asking ‘can this kind of narrative really compete with the original version, where the adventure is [the audience’s] to choose and experience?’
The Radio Times suggests that game narratives are always interactive and defined by player actions, whilst film narratives are only passively observed, and never the twain shall meet. In fact most video games borrow heavily from the cinema.

Read More »