I went with most of my gaming group to see Dungeons & Dragons: Honor Among Thieves this past weekend. The short review is: we all enjoyed it and thought it was a lot of fun.
That out of the way, I think the way that is good--and the ways that it isn't--are kind of interesting. Fantasy films, like fantasy lit, generally seem at least in part about transporting us to a different world. The best fantasy films attempt to evoke wonder or horror, the lesser offerings at least seem to want to evoke another place or time.
The Dungeons and Dragons movie doesn't seem much interested in those things. In fact, it doesn't really act like the typical fantasy movie much at all. It has the tropes, to be sure, but it doesn't try to wring a reaction from the audience with them, nor is it concerned with the typical stylistic elements of fantasy storytelling. There are no grubby streets, or seedy, dimly lit taverns. Monsters aren't really scary. Underground passages in the deadly Underdark seem spacious, clean, and relatively well lit. At best it's a dark ride at a theme park, and the magnificent CGI cityscapes could well be some sort of new addition to the Magic Kingdom.
Honor Among Thieves is a fantasy movie set in the Forgotten Realms, sure, but in a real sense, it isn't a fantasy movie of the usual sort at all. What it is a evocation of what it's like to play a D&D game. The characters (within the bounds of not breaking the fourth wall) get to be as snarky, bumbling, and at times blasé as players at the table. It's like a memorable game session dramatized before you, allowing the D&D-versed viewer to imagine what's going on at the table to create what you see on the screen.
I'd say it's very clever, if I thought that were intentional. Rather, I think it's just the fortuitous consequence of post-Guardians of the Galaxy, action-adventure filmmaking and a script sharp in the sense that it keeps things moving and is filled with as many "easter eggs" as possible. Just lucky, perhaps. Still, no gamer looks askance at a lucky roll.
Other brief thoughts:
- Elves, dwarves, and halflings take a backseat to WOTC IP "ancestries." It wasn't a choice I was expecting.
- To maintain a PG-13 rating, no doubt, things must remain bloodless, which means combat relies a lot on fisticuffs and grappling. I've seen a lot of twitter jokes (well, the same joke multiple times) about "what system would be good for that D&D movie?" but I remarked to my players after the show that Broken Compass might be better at replicating what we saw on screen than D&D.
- There wasn't really a hint of a possible sequel, but that surely won't stop them if it does well enough.