How Video Game Movies Stopped Being Terrible

From Super Mario to The Last of Us, video game adaptations are finally good. Here's what changed.

Gaming controller transforming into a film clapboard against theatrical lighting

The Super Mario Bros. Movie made $1.36 billion at the box office last year, making it the second-highest-grossing animated film ever. HBO’s The Last of Us swept the Emmys. Amazon’s Fallout dominated streaming charts for weeks. If you’ve been paying attention to Hollywood, you’ve noticed something remarkable: video game movies don’t suck anymore.

For thirty years, “video game movie” was a reliable synonym for disaster. The original Super Mario Bros. (1993) was such a notorious flop that Bob Hoskins called it his biggest career regret. Assassin’s Creed wasted Michael Fassbender and a $125 million budget. Uwe Boll built an entire career on terrible video game adaptations that seemed designed to offend fans. The curse was so consistent that audiences learned to expect disappointment.

Now that curse is broken. The question worth asking: What actually changed?

Respecting the Source Material

The primary shift is deceptively simple: respect. Early adaptations often hired directors who didn’t play games and actively disdained the source material. Paul W.S. Anderson, director of the Resident Evil films, famously said he found the games “boring.” These filmmakers saw games as raw material to “fix” for sophisticated film audiences.

Director reviewing game footage on screen while planning adaptation scenes
Modern adaptation creators immerse themselves in source material before writing a single scene

The new wave of creators is different. Craig Mazin, showrunner of The Last of Us, logged hundreds of hours in the game before writing the pilot. The Fallout creative team includes producers who built their careers on respecting beloved franchises. They understand that what makes a game special isn’t just the plot, but the tone, world-building, and emotional core. They adapt the spirit, not just the mechanics.

This approach extends to casting and production design. Pedro Pascal studied the game’s cutscenes to capture Joel’s mannerisms. Set designers recreated environments pixel by pixel. The result is adaptations that feel like the games, not Hollywood executives’ idea of what games should be.

The Streaming Catalyst

The shift to television series has proven transformative. Games are long experiences, often spanning 40 to 100 hours of gameplay. Cramming that narrative depth into a two-hour movie destroyed pacing and forced impossible compromises. A ten-episode series allows for the character development and world exploration that games excel at delivering.

According to data from Parrot Analytics, video game adaptations as TV series average 35% higher audience engagement than their film counterparts. The format simply fits better. The Last of Us could take an entire episode for a side story that enriched the world without advancing the main plot, something a film could never justify.

Streaming economics also align incentives differently. Traditional studios needed massive opening weekends, which meant marketing to general audiences who might not know or care about the source material. Streaming services value engagement and retention, making passionate fanbases an asset rather than a limitation to overcome.

The New Franchise Goldmine

Hollywood has realized that gaming IP is the new comic book IP, perhaps even more valuable. The stories are deep, the fanbases are massive and willing to spend, and the visual language is already established. According to Newzoo, the global gaming market generated $184 billion in 2024, dwarfing the film industry’s $42 billion box office.

Movie theater marquee displaying upcoming video game adaptation titles
The adaptation pipeline is packed with gaming's biggest franchises

With Zelda, God of War, Horizon, and Minecraft adaptations in the pipeline, we’re entering an era where the biggest cultural touchstones may come from consoles, not comics. Nintendo’s deal with Illumination reportedly gives the gaming giant unprecedented creative control, a model other publishers are now demanding.

This parallels Hollywood’s ongoing struggle with original content, where studios increasingly rely on existing IP to minimize risk. Gaming franchises offer something reboots often lack: genuinely new stories audiences haven’t seen before, with built-in visual spectacle.

The Bottom Line

The video game adaptation renaissance isn’t a fluke or a passing trend. It’s the result of Hollywood finally understanding what gamers always knew: these stories are worth telling properly. The combination of creator respect, format flexibility, and economic alignment has unlocked adaptations that honor their source material while standing as genuine entertainment.

For an industry navigating the post-Peak TV landscape, gaming IP represents exactly what studios need: established worlds, passionate audiences, and stories designed from the ground up to be immersive. The question isn’t whether video game adaptations will continue succeeding. It’s which franchise will be next to prove the doubters wrong.

Sources: Box Office Mojo, Newzoo, Parrot Analytics.

Written by

Shaw Beckett

News & Analysis Editor

Shaw Beckett reads the signal in the noise. With dual degrees in Computer Science and Computer Engineering, a law degree, and years of entrepreneurial ventures, Shaw brings a pattern-recognition lens to business, technology, politics, and culture. While others report headlines, Shaw connects dots: how emerging tech reshapes labor markets, why consumer behavior predicts political shifts, what today's entertainment reveals about tomorrow's economy. An avid reader across disciplines, Shaw believes the best analysis comes from unexpected connections. Skeptical but fair. Analytical but accessible.