28 years later reveals why the movie “Elden Ring” can actually work

When the news arrived A24 and Alex Garland turn Elden Ring into a feature filmThere was a reason for skepticism. Development makes sense, of course, as video games are the new Hollywood gold mine. It is a disturbing repeat fact that the video game industry earns more money than music and film, so it has recognized the unused potential for video game adjustment during the studio - until they take away everything fans want for them for a strange experimental chaos like In live-action "Super Mario Bros.". (What, yes, has its defenders) and "Mortal Komat" in 1995.

Part of what makes the video game "Elden Ring" so popular is that it is set up in an epic world with huge landscapes and huge mythology. The game is also a grueling and unforgivable experience that punishes you for everything, making you feel miserable to spend money on a title that enjoys ridiculing your failures. This is to say, the adjustment of "Elden Ring" is a frightening task, which is difficult to take to be successful without spending hundreds of millions of dollars. Do you adjust the game or just the setting? How do you even start catching the visual sides of this huge world?

We do not know any details of the adaptation or what Garland's plans are, but after watching "28 years later," now I hope the movie "Elden Ring" can actually work under his watchful eye.

28 years later there is a huge post-apocalyptic world similar to the one in Elden Ring

Garland, as a writer, finally united with director Dani Boyle for "28 years later", a nasty and surprising emotional horror movie This returns the couple to a non-zombie post-apocalyptic universe that they introduced in "28 days later" in 2002. The second, of course, is the film that revolutionized the zombie genre by introducing fast zombies that are actually people infected with a virus, as opposed to literally resuscitated carcasses. And until Boyle directs "Elden Ring", it is easy to see how the elements that do the job "28 years later" can be applied to the post-apocalypse of "Elden Ring".

Yes, post-apocalypse. As fantastic as it is as the game is set (with its huge creatures, complex set designs, impossible locations, colossal monuments and a huge tree that can obviously be seen from everywhere), "Elden Ring" is a very post-apocalyptic story. Part of the uniqueness of the universe of the game is that it is a world in crisis ahead of a major accident, but not yet the past at the point of total collapse. Instead, there is a lot of life, it is desperate to fight for survival, with all you meet or miserable or turn into a living and violent. Similar to "28 years later", there are communities and life forms to be found; It just doesn't look like normal, and everything ever considered is great in ruins.

"28 years later" arms this background, which is far removed from the empty, yet otherwise untouched London streets and monuments, looked at "28 days later". Instead, by raising the story almost three decades later, the film introduces a landscape that is practically unrecognizable. What we see a little bit of the UK is either in ruins, covered with vegetation or seriously decomposed. Amidst the huge terrain, empty fields and forests lie an old cabin, an angelic statue no one remembers the true purpose, and even a temple of the bone with a massive skull tower.

The movie "Elden Ring" should also take place in an environment full of things that were once beautiful and frightening, but fell into irreversible, whether they are lavish castles or giant fortresses. Indeed, the scene in "28 years later" where the character Spike (Alfie Williams) and his mother Isla (Ododi Komer) walk through the field before they come across the ruins of a church feels like it is raised directly from the epic game of Hiddetaka Miyazaki.

The movie "Elden Ring" should be everything for visual storytelling (like Garland's previous work)

Indeed, what is an "Elden ring" if not a zombie movie in the form of a video game? Its setting is huge and relatively empty, but there are many reminders of the world. The danger is not necessarily on the screen all the time, but it is still constantly present, and unbreakable creatures can come to you at any moment.

Similar to "Elden Ring", Much of the world building in "28 years later" occurs implicitly and visually. There are also hints of a much larger world (as well as the ways the world has changed in the past three decades), but the film explicitly writes nothing. Garland took a similar approach to his directorial effort in 2018 "Destruction", which tells a simple story set against a much larger and complicated background we learn a little about, but we see a lot, leaving viewers to interpret them and ask about setting up as they want. This is the key to adjusting "Elden Ring", which is rich in mythology and orub, most of which you can easily miss if you do not pay attention.

Looking "28 years later", with my expansive landscapes and scattered ruins, made me think about the experience of walking through the frightening fields of "Elden Ring" and to see an interesting feature in the distance (it's an enticing structure that promises danger and rewards). If Garland tries to distill the essence of the game in a feature film with a budget of less than $ 150 million, then he would do a good borrowing page from the same book he used for his and the Boyle Zombie EP.

"28 years later" is currently playing in theaters.



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