Saturday, June 5, 2010

Prince of Persia: The Sands of Time: The Movie, or An Object Lesson In Why Hollywood Can't Make A Decent Video Game Adaptation

Above: The hands on hips pose makes Jake Gyllenhaal look like less like a fearsome 'Persian warrior and more like he's waiting impatiently for bar service at a leather club. Who does a boy have to blow to get a vodka and Red Bull in this place?

Over last weekend, when I was visiting my family and girlfriend in St. Louis, we all went out to see Prince of Persia: The Sands of Time. My sister was the main person who was interested in seeing it, but I was kind of curious myself, seeing as this is probably the highest-profile and most expensive video game to movie adaptation to date, having been midwifed by blockbuster merchant du jour Jerry Bruckheimer in a thinly veiled attempt to replicate the success of the Pirates of the Caribbean movies. Plus, I've played the 2003 Xbox/PS2 game, which I enjoyed and is widely regarded as a minor classic to boot, so I had a pretty good point of comparison against which to judge it.

I'm not going to waste a lot of time reviewing the movie itself - it sucked, but if you saw the ads, you probably guessed that already. I would like to point out that while I admire Jake Gyllenhaal's ability to Bowflex himself into the $10 million dollar abs you see on display above, he's really not right for this type of part. Gyllenhaal works best when he can break out that look of slight naive confusion that he employed to such good effect in Donnie Darko and most-underrated-movie-evar Zodiac. He can't really conjure the mocking insouciance that his character in Prince of Persia is clearly intended to have. Come to think of it, most of the under-40 A-list male crowd in Hollywood these days is lacking in the smart-ass factor - that was always the weakest part of Tobey Maguire's performance as Spider-Man as well.

Anyhow, the point I want to raise is that adapting a video game into a crowd-pleasing blockbuster shouldn't be nearly as hard as the dismal results of the many attempts to do so would seem to indicate. As I see it, this is a classic Hollywood problem: lack of respect for the source material. Check out this trailer for the original Sands of Time game:

 

You can basically summarize what the game's like from it: you play as a prince who performs amazing acrobatic feats and can rewind time with a dagger powered by magical sand. He spends a lot of time swordfighting with monsters possessed by the same magical sand that powers his dagger. This is kind of a stupid plot, but the plot isn't really the point. The cool stuff you can do in the game is the point, and the plot is a means to that end.

The Prince of Persia movie, by contrast (I'd embed the trailer below for comparison, if it weren't for the fact that the trailer is pretty misleading about the actual content of the movie) does away with the idea of possessed monsters, barely has any time rewinding at all, and stages the action scenes mostly in spatially confusing medium-close shots stitched together with quick-cut editing. Most of the movie is divided between watching Jake Gyllenhaal and Gemma Arterton walking through the desert and engaging in limply-written bickering, and listening to various characters spout boring expository dialogue about court intrigue and the rules for protecting the dagger. To add insult to injury, whereas the game was renowned for its lighthearted storybook aesthetic, the tone of the movie veers erratically between goofiness and self-seriousness. 

Prince of Persia would have been a much better movie if it had been built around the same stuff that went into the game instead of all the superfluous crap thrown in as a desperate attempt to have a story to focus on. Summer blockbusters get a lot of crap for being overly reliant on action set pieces, but I think that criticism speaks more to mediocrity of action set pieces these days rather than the basic template. Put it this way: Raiders of the Lost Ark is just a bunch of set pieces with the barest minimum of exposition connecting them, and everybody in the world loves that movie. Prince of Persia was obviously never gonna come close to that, but why not try? Why not hire some parkour experts to try and top the foot chase sequences in Casino Royale or District B-13? Why not keep the sand monsters idea and turn the swordfights into a PG-13 friendly version of the battles in 300? Who decided that this movie needed to be a slow-witted homage to Romancing the Stone? Making a video-game based blockbuster movie doesn't entail re-inventing the wheel, but it ought to entail a careful consideration of how to keep whatever made the game appealing in the first place in the film. 

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