Need for Speed: 5 Things We Learned

Need for Speed needed more speed, both in the movie itself – which fell prey to interminable dialogue sequences between all the kick-ass car chases – and at the box office, where the film opened to an estimated but still paltry $17.8 million. Despite all the buzz, the ubiquitous marketing and the hopes and prayers of video game fans everywhere, Need for Speed opened third behind Mr. Peabody & Sherman and 300: Rise of an Empire, movies that came out a whole week ago. More people chose to see movies they could have seen last week than see Need for Speed at their first opportunity. That’s a major disappointment for a film Dreamworks and EA hoped would be the first in a hit franchise.

Need for Speed isn’t a total wash yet – it’s made $45.6 million internationally, and seems likely to at least make its $66 million budget back – but it was not the blockbuster the marketing made it out to be. What the hell happened? What can we learn from Need for Speed’‘s failure to finish first? Is Aaron Paul’s movie career over before it began, did the marketing screw this up all on its own, and what’s to be done about director Scott Waugh, who made more or less the same artistic mistakes that he made on his first feature, Act of Valor? More importantly to the future of video game franchises, what does this mean for EA, the publisher that dared to retain control over the artistic direction of a movie based on one of their properties, and who failed to translate that level of control into box office mojo?

Let’s take a look in Need for Speed: 5 Things We Learned.


William Bibbiani is the editor of CraveOnline’s Film Channel and co-host of The B-Movies Podcast. Follow him on Twitter at @WilliamBibbiani.

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