I’m glad Warcraft
exists, imperfect as it is, because Hollywood needs to take its mega-budgets into comparatively weird
places from time to time. The result in this case is a big galumphing fantasy
epic creating an impressively imagined world in which one could easily get
lost. In fact, the filmmakers themselves appear to have lost themselves in it
to such an extent that they’ve barely figured out a way to invite the rest of us
in. This is the sort of fantasy storytelling that’s vividly artificial – taking
style cues from Star Wars prequels’
and Hobbit movies’ sleek digital
swooping – overflowing with jargon and unusual names, and with a dense and
interconnected backstory that’s, at best, merely hinted. I found myself
grateful that the film leans on some standard conventions of the genre, like
color-coded good and evil and preoccupations with clans, lineages, and honor,
because they were a great way to get my bearings. It’s both too much and not
enough, a world whose details remain murky no matter the amount of exposition
thrown about, but remains nice to look at in the same way a striking
illustration on a genre paperback cover can be.
Based on a popular video game, Warcraft is a respectable effort at translating a clearly unwieldy
mythos into something even remotely approaching a coherent two-hour feature
film. It takes place in a peaceful kingdom of humans suddenly besieged by a new
threat: orcs, shown here as hulking motion-capture performances of toothy muscle-bound
giants. Mankind’s neighboring dwarves and elves and whatnots aren’t coming to
the rescue, so it’s up to them to fight back the invading hordes. That’s
typical fantasy material, but where it gets complicated for the better is in
its attention to the lives of the orcs. Not just the mindless monsters you’d
find in The Lord of the Rings and its
imitators, many have nobility and high ideals, so much so that one principled
chieftain (Toby Kebbell) starts to suspect the dark wizard (Clancy Brown)
leading them into battle might not have their best interests at heart. This
good orc is made a funhouse reflection of a warrior man (Travis Fimmel) who is
tasked by the King and Queen (Dominic Cooper and Ruth Negga) to help stop this
looming warfare before it gets worse.
That seems easy enough to comprehend, but try to keep up as each
new scene adds a half-explained wrinkle. There’s a youthful magic man (Ben
Schnetzer, looking for all the world like a LARPer lost on set) who quit his mystical
training, but still sneaks around trying to solve the mystery of the orcs’
otherworldly power. There’s a small, tough lady orc (Paula Patton covered in
green and sporting fetching tusks) who was a slave of the dark orc, but upon
her capture by humans decides to help them with inside info. There’s a wizard
(Ben Foster) who lives at the top of a gigantic tower and supposedly protects
the land with his spells, although he doesn’t seem to be too concerned about
the rampaging armies while he spends his time making a golem. I haven’t even
mentioned the smooth-faced young soldier (Burkely Duffield) who desperately
wants his warrior father’s approval, or the orc baby revived by the spirit of a
deer, the pool of good blue magic, the pernicious influence of the bad green
spell called The Fell, the giant eagles and wolves, the wall of lightening, the
inky black-and-purple cube Glenn Close is hiding inside, and the towering
portal to another realm powered by the souls of countless captives.
It is confusion – a mishmash of accents, intentions, ideas,
motivations, tones, and haltingly introduced plot threads – but not for lack of
trying. Writer-director Duncan Jones’s previous films, Moon and Source Code, were
models of sci-fi clarity in the face of twisty high concepts, so I can only
image the difficulty he and co-writer Charles Leavitt (In the Heart of the Sea) had wrangling the source material into
shape here. The movie is broad and complicated, expensive and chintzy, deeply
serious and exuberantly goofy, convincing and fake, exciting and risible. But it comes by its
oddball jumble honestly. Besides, you don’t have to consult footnotes or a
glossary to get the gist. Jones is effective at communicating the general
thrust of the narrative impulses and gestures, even in scenes that might as
well be performed in untranslated gibberish. (Maybe they already are.) The
emotional stakes are clear enough from scene to scene, even if they’re buried
under layers of gobbledygook, and are prone to shift without warning if that’s
where the plot needs to go. Maybe devotees of the game would have better luck
making heads or tails of it.
Figures travel hither and yon over the fantasy terrain,
speaking in negotiations of grave importance and urgently communicating a flood
of exposition. More focused on worldbuilding than building characters, the
movie ends up telling convolutions in broad strokes, while the narrative plays
out as only a slice of story, beginning with problems already in progress and
ending without satisfying conclusions. But what I appreciated about Jones’s
approach is the consideration he brings to the conflict’s two sides, even at
the expense of denying the action sequences requisite bloodlust. This isn’t a
standard good versus evil story. There are amongst orcs and humans alike those
who ultimately have to fight against the worst of their own to accomplish
peace. It’s a movie about our protagonists desperately trying to avoid war, and
we watch as chaos erupts in action sequences wherein characters view the act of
picking up their weapons as failure. They do what they must for the good of their
people, even if their efforts are doomed to collapse for the movie’s waves of
obligatory CG combat. There’s admirable effort in all this unfulfilling chaos.
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