934. Warcraft – The Second Wave Is Coming!

Arthas is the opening chapter of the Warcraft movie, divided into three parts, which tell the story of Arthas's growth, fall, and eventual becoming the Lich King.

The first one was released last year, and when Warcraft was popular around the world, it won more than $600 million at the global box office in one fell swoop. So there is no need to even remind Zhou Fangyuan that Blizzard directly started the filming plan for the second part, and the third part is also in preparation, according to Blizzard's meaning, it is obvious that two films are being filmed in a row, but then I don't know how, so I only shot one. But it doesn't matter, Zhou Fangyuan had already planned, even if he lost money, he would stick to shooting. He has the heart to shoot all the big movies in the Warcraft series, even including various side stories and TV series, etc., such a big IP, the original time and space Blizzard wasted, and he will not waste it now.

In the original time and space, Blizzard really took too many stinky chess, although many times it is not interesting to think in hindsight, but then again, why can other companies make the right choice many times, but they can't succeed on Blizzard's side?

Not to mention the game, 10 years later, Blizzard's games are getting worse and worse, and they have gradually become second-rate manufacturers.

Let's talk about movies, in fact, Blizzard's movie plan is quite early, and the original time and space also determined the shooting plan in 06. Then there was no news for three whole years, and finally in 2009 Sam Raimi took over as director, but it fell through due to a story disagreement with Blizzard. Director Uwe Bauer claimed to have applied for the job, only to be told, "We won't sell the rights to the film, especially not to you." Of course, this was declared by Uwe, and no one knows whether Blizzard said it or not, but I think Blizzard's attitude at that time was probably not too good, otherwise there would not have been such a rumor.

In this way, it was not until 2014 that director Duncan Jones was finally found to shoot the Warcraft movie. It's true that Duncan is a good director, starting his career in 2009 with the small-scale sci-fi film "The Moon" and making his debut in Hollywood with "Source Code" in 2011. The adaptation of Warcraft is a leap forward for him in his directorial career, but it is not a surprise to the ambitious director, and it may not be difficult to think about.

Just the last...... The answers I handed in were really unsatisfactory.

But you can't say that the director didn't care, in fact, the whole crew was very involved at that time, using a lot of new technology, and the decoration process was definitely not simple.

The film was shot on an ARRI Alexa XT camera in ARRIRAW format in Open Gate mode.

Warcraft is directed by director of photography Simon Dagan, whose work also includes films such as The Great Gatsby and I, Robot, one of the first films to be shot in ARRIRAW in Open Gate mode. The camera's full 3.4K sensing zone can record the highest resolutions, all the way down to 4k, or in this case maximize the detail of the effects shots.

With the exception of a location with a landscape and river and a location on the exterior of Stormwind, the entire film was shot in a sound studio. The main shoot began in early 2014 and lasted 18 weeks, covering Mammoth Studios, BridgeStudios, and locations in and around Vancouver, before shutting down in May 2014.

Because the scope of the story was so large, the idea of shooting locations was dismissed early on. "All of our work is basically studio-centric, which was the design concept from the beginning," says Bocquet, the graphic designer. "Duncan wanted to create all the environments, build what he could and then scale it with CG...... But still keep the scene authentic so that the audience will believe that we are on location and not creating a fantasy world. ”

As a result, he also designed and built 90 different sets of locations for filming.

In addition, the forest in front of the giant blue curtain serves as a location for several locations. The construction of Alwyn Forest meant first scouting Windsor Park, where there is a 600-year-old oak tree measuring 6 feet in diameter. The construction team then had to build nine more trees that were twice the size of the tree — 12 feet in diameter. The Synthetic Forest is large enough for warriors to gallop on horseback, and it's built in front of a giant blue screen that allows six different backgrounds to use it as six rather different locations. A 120-foot swamp tree was created inside the Black Swamp Jungle, and that environment was mostly CG built.

Karazhan's Grand Library is also made up entirely of CG, but it still requires a team of set setmen to create more than 3,000 scrolls and books to fill the physical shelves on the first floor. Fresh produce from the Stormwind Market had to be shipped from California to the production site as far away as Vancouver. "Produce reflects time, so cabbage has to keep the outer foliage and not be perfect like in the supermarket, and both onions and garlic have to have green shoots and roots," Wilcox said. "The potatoes we buy have to be muddy, and even the fruit has residues such as dots and leaves, which don't look perfect. "In Draenor, the orc Guldan's tent is 50 feet wide and covered with a handmade Turkish wool blanket. This scene was built in the mountains of Turkey based on the patterns provided by the crew and then mailed to Vancouver. The Azeroth Armory, on the other hand, requires more than 200 shields, 750 swords, 300 halberds, and other equipment.

Costume designer Mayes Rubeo manages studios in Vancouver and Mexico, sourcing from more than 650 individual costume elements from Italy, Germany, France, Mexico, India and China. Nearly 100 sets of Stormwind Army armor are made at Weta Studios in New Zealand, using polyurethane as a lightweight component to ease the burden on the actors. Orc armor is created with natural yarn with a "tribal texture". The armoured soldier's horse was built in England in foam and plastic, measured from physical scans of animals, and the saddle was made in Spain.

There are nearly 1,300 special effects shots of super-large orcs involved in the film, and each of these orcs is more than two meters tall. In order to get the performance right, director Duncan Jones wanted to film the actor playing the orc and the actor playing the human counterpart, which meant that motion capture technology was used to check what the final shot would look like. Multiple cameras were hidden in various places on site, with as many as 125 cameras spread across the Elwyn Forest to capture their body movements while they were wearing tights with action markers. These movements are processed in real time, allowing the camera viewfinder to display images similar to those of the orcs in the film.

And so on and so forth......

To sum up, it can be seen that the film crew is not careless, as small as a prop, as large as a jungle, every shot has been carefully carved and polished, and the director and actors are particularly attentive, however...... The audience just doesn't buy the film, why?

For a special effects blockbuster like "Warcraft", the traditional market of North America has become Waterloo, and the Chinese market on the other side of the ocean has become the last savior - just like the continent of Azeroth, which is facing a tribal invasion, it is the last hope to complete the rescue. Why?

Is "Warcraft" really just a fan movie, and what is the intrinsic relationship between it and the Internet community behind its hot sales? Who determines whether it can achieve the box office expectations of industry insiders and gamers "starting at 2 billion yuan in China"?

Some people attribute the domestic box office success of "Warcraft" to the explosion of players' flood power, but before "Warcraft", there was no precedent for game adaptations to sell well in the domestic market, so don't those game adaptations have no fans? The rules of the game in all film markets are changed by the films that spark box office frenzy. "Warcraft" is obviously such a game-changing blockbuster movie, so what rules of the game did it change.

What's more, why this "Warcraft" box office myth is only staged in China.

Why did Huaxia Market become the savior of Warcraft.

"Warcraft" has invested more than $250 million plus publicity, and it will need at least $500 million to break even at the global box office. According to the trend of the film in major markets, it is expected that its final landing point in North America will be 60 million, and its total overseas market (excluding the mainland) may stop at about 200 million US dollars, that is, only by ensuring that the mainland market receives 250 million US dollars, its final global performance can reach the passing line.

Fortunately, in the original time and space, the box office of "Warcraft" in China may have surpassed everyone's imagination - the box office on the first day was 300 million, and the box office at midnight was 49.8 million, successfully surpassing "Mermaid" and rushing to the second place in mainland film history, only lower than the 52.47 million midnight show of "Furious 7" and the first-day box office of 390 million. Since the long holiday, "Warcraft" has maintained a schedule of more than 120,000 films for 3 consecutive days, with an attendance rate of over 40% and a box office account of more than 80%. Its box office trend has been moving forward, and on the fastest record of breaking 600 million, "Warcraft" surpassed "Furious 7" and successfully reached the top.

What's more, on the cumulative box office on the 4th, "Warcraft" reached an astonishing 955 million, which has created the fastest box office record in history to break 800 million.

It's a pity that with the end of the long holiday, the box office characteristics of its strong fan attributes have begun to appear. On the second day of the long holiday, the box office of "Warcraft" fell by nearly 30% from the previous day of 210 million in a single day, and 140 million fell by more than 30% on the third day. Compared with the slight reversal of "X-Men: Apocalypse" in the same period, it can only be said that the super decline of "Warcraft" does confirm the judgment of most film critics before.

The negative comments of professional media at home and abroad are "simple plot", poor world view and "has nothing to do with games", but for a Hollywood blockbuster, such comments are actually calloused.

Is Warcraft a great commercial film? Of course not, a truly great commercial film like The Lord of the Rings certainly doesn't get as many Rotten Tomatoes from critics.

The biggest problem with "Warcraft" is actually the story and scenes.

It was obviously a daunting task for the general audience to figure out the main plot line through countless Warcraft costumes, complex races and spheres of influence, and magic spells. But Duncan Jones didn't have time to take care of so many characters and character backstories, and the result was that the whole story was made into a gorgeous apocalypse, but it gave the feeling of climax for the sake of climax, and the average audience didn't get excited by the story in the end.

What's even more regrettable is that Duncan Jones filmed a big scene, but did not shoot the epic sense of the showdown of thousands of armies in "The Lord of the Rings". But if you don't have high expectations and just go to watch a big Hollywood production, the simple worldview and simple and rough scenes of "Warcraft" can fully meet the domestic audience's demand for blockbusters - it is not good enough, but it is far from bad.

As for the explosion of "Warcraft" at the domestic box office, this needs to be analyzed specifically.

There is an industry view that for an epic game IP blockbuster like "Warcraft", although the popularity of players and fans is overwhelming, there is a serious lack of audiences in the mass market, and the threshold is too high for female audiences, children and elderly audiences, so after fans concentrate on consumption, the box office will inevitably fall sharply. The premise of this argument is that Warcraft is a fan movie. But is it really just a fan movie.

It is necessary to get to know director Duncan Jones and his predecessor - Sam Raimi. Because of the creative direction of the two directors, it is determined whether "Warcraft" is a mass commercial film or a fan movie.

Duncan Jones's masterpieces are "The Moon" and "Source Code", and his film style is serious, cold, and full of philosophical speculation. Sam Raimi's masterpiece is "Evil Dead" and Tobey Maguire's version of the "Spider-Man" trilogy, and his films are hilarious, explosive, full of violent pleasure and bad taste. No matter how you look at it, it seems that the director of "Warcraft" should be Sam Raimi, but Universal Pictures chose Duncan Jones in the end. Sam Raimi originally wanted to shoot closer to the expectations of game fans, just look at his title - "World of Warcraft: The Rise of the Lich King", which tells the story of Arthas's fall from an upright and kind prince to the Lich King, and then the Frozen Throne, which is the story line that Zhou Fangyuan finally chose.

But when Duncan Jones joined, he wanted to be the one to translate the game into a movie, so that Warcraft fans could show the movie to people who didn't know the world of Warcraft. So he chose the first war of man and beast as the story, which may be more convenient for ordinary viewers to enter this world of Warcraft. The special effects of the film also hit the audience's high point, the film has more than 2,000 special effects shots, and every pore of the orc shape is restored to the game. The huge investment in live-action construction and special effects production has also reached a seamless situation. Many viewers have said that even if they don't know much about the history of Warcraft, they have to say that the animation is fantastic.

To be honest, "Warcraft" brought the audience a qualified but not boiling performance. But isn't a qualified "Warcraft" worth a movie ticket for ordinary audiences.

In the final analysis, the failure of Warcraft, the plot is one thing, and time is another. In terms of plot,I didn't choose the most suitable entry point.,In terms of time,The most fanatical players have been married and have children.,When the movie was released,,The hottest game on the market is masturbation.,It's a new generation of players.。 In fact, in the most popular years of Warcraft, even if it was a passerby who had never played Warcraft, as long as it was a young man, nine times out of ten he had heard of names like Death Knight and Lich King, and besides, the history of Warcraft in the early stage could be completely compensated for by a side story or TV series, in short, the original time and space's "Warcraft" was a failure, and Blizzard even took back the copyright and was not allowed to make a sequel.

Now, with the launch of the game, the Warcraft series of movies has finally ushered in a new climax, with the first global box office of 600 million US dollars, the cost of 150 million, and the net income of the investor is 50 million, and it has formed a good linkage with the game. Now, the second part has also been filmed, the story of the Lich King is about to enter the climax, the plot of 2.0 is about to be updated, and the Warcraft IP is about to enter a new climax.