Before its feature film adaptation, Borderlands was strictly a video game franchise.
Before its feature film adaptation, Borderlands was strictly a video game franchise. The role-playing game does not skimp on the action, as players can embark on high-speed quests, loot from the rich Vaults on Pandora, and utilize a variety of intricate weapons. The challenge of adapting a video game into a movie revolves around stunts.
Basically, for me, it starts with finding out who they’ve fought, and what skills they have. What I tried to do was give them all different fighting styles based on the history I found out about them through the games. When we come to do it, the first rule with Eli Roth is let’s just try and make it real. Then we’ll add all the magic that the gamers are expecting.
We’re seeing a lot of stunt coordinators and stunt people become good directors — Chad Stahelski, David Leitch, etc. From your perspective, why do you think this transition from stunt work to directing is happening so seamlessly? It’s no longer “Punch. Punch. Jump. Jump. Fireburn.” We’re all trying to integrate the action that really is part of the movie and that tells the story. Instead of hellacious big gags, it’s now big gags that seamlessly coincide perfectly with the movie.
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