Wednesday, October 19, 2016

Tools of Construction (Epilogue): The Kingsglaive Conundrum


On the plus side, “Assassin’s Creed” looks a little less terrible comparatively.

The fortuitous timing of several high profile adaptations hitting within the span of the summer season allowed me to indulge in discussions of the cinematic worth and value of video games regarding their “controversial” history of film adaptations. Little did I realize that mere days after ending this series I would come face to silver screen with a microcosm of everything wrong with the video game industry approaching their own material for movies without the buffer of veterans dealing in the craft of cinema.

Set in the world of Eos, The kingdoms of Lucis and Niflheim open up negotiations for peace after years of armed conflict, built upon the political marriage of royal heirs Prince Noctis and Princess Lunafreya.

Unfortunately, Niflheim’s agenda to seize power via the Lucis king’s Ring of Lucii leads to a betrayal of this peace, placing the life of the princess in danger. The only person that can stop the conspiracy is Nyx Ulric, a member of the Kingsglaive, an elite military unit granted magical abilities by the Lucian king.

If any of that sounded like gibberish, rest assured, you’re not alone; it’s just as stupid as it sounds in the film itself.

To be fair, one of the biggest consistent flaws of the “Final Fantasy” games has been the tendency for its almost “Dune-esque” lores to wind up with their heads up their asses but unlike those games, which focus on relatable outsiders learning about new aspects of their world, feature length and diverting interactive experiences to make the knowledge of foreign cultures more digestible, contain in-universe dictionaries and codexes for the ficitional terminology, or some combination of the three, this film lacks those benefits of media formatting.

“Kingsglaive: Final Fantasy XV” will occasionally offer a single line of explanation for less than half of its nonsensical flailing of magical mechanics and deity worship that is never decently laid out beyond a dull opening exposition dump that makes 5-10 minutes feel like an entire act of the nearly 2 hour feature.

This general disregard for defining its own critical concepts is symptomatic of a larger problem; “Kingsglaive ” is more in love with its own mythology than the basics of storytelling, which would have been problematic in a videogame but renders a non-interactive film a chore to sit through.

Tons of lavish visual detail is put into creatures, battle techniques, and settings clearly designed to drive action sequences rather than feed into plot complexities or bolster character drama. This was clearly intended to push the release of the upcoming “Final Fnatasy XV” and its more action oriented approach to combat, as, ignoring the awkward pacing of the film between action sequences, the battles all offer an admittedly visceral appeal when thinking to yourself “I might be able to do that with a controller.” As a movie however, the result comes off as watching thinly defined card board cut outs resembling human beings that you don’t care about punch and blow things up for vaguely defined reasons.

“Kingsglaive” was clearly conceived of and executed by people used to storytelling through a medium intended to emphasize payoff through means of interactivity. The film was clearly meant to be a marketing tool to promote the upcoming game but its vague presentation of a visually inconsistent world through a story that’s simultaneously paper thin yet highly convoluted, it’s not doing the brand any favors.

Perhaps the most unfortunate aspect of all of this is that within the movie, you can see several plot threads that could have made a worthwhile feature alone had they been beefed up and added focus.

“Kingsglaive” could have been the story of a forsaken soldier driven to the edge of treason before chasing redemption after seeing what his actions have wrought. It could have been about a strictly procedural man whose code brings him to fight for his nation despite being destined to be viewed as a monster for it. It could have been about a Princess whose entire world is collapsing around her for reasons she wants to discover but must set aside for the moment merely to survive.

Less would have been more but the final result of game designers and cutscene directors making a movie amounts to a cutscene roughly 2 hours in length for a game that is still nearly a year off from release; the worst case scenario of video game adaptations occurring in the opposite direction from what Hollywood tends to provide.


Maybe it will satisfy those willing to overlook its flaws for a glimpse of the new set of toys they can look forward to playing with on their Next Generation consoles, but to anybody else, “Kingsglaive” should stand as a testament that the key to making a good video game movie will not be from shirking the film industry entirely but through an equal cooperation of parties with some eye set towards an artistic achievement in mind.

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