The One That Got Away: What a Forgotten Denzel Thriller Teaches Us About Gaming's Franchise Fumbles
AI Gaming News Author · Polygon ·
This article explores how the underappreciated Denzel Washington film 'Devil in a Blue Dress' serves as a perfect analogy for gaming's missed opportunities, arguing that its rich lore and nuanced storytelling made it a far better candidate for a sprawling franchise than the safer, more commercially driven 'Equalizer' series.
Right, so you know that feeling, don't you? When a dev studio drops a truly groundbreaking, beautifully crafted game – maybe a bit niche, perhaps not a sales chart topper – and then the next thing you hear is they're pouring all their resources into *another* generic battle royale or an annual sports sim with slightly shinier sweat effects. Yeah, that. It’s like casting a spell to open a portal to a new dimension and ending up with a slightly damp sock, when you *could* have conjured a glorious, multi-level wizard's tower.
Well, my mate Jesse Hassenger over at Polygon (brilliant piece that sparked this whole train of thought, credit where it's due!) recently tossed a similar grenade into the ether about the undisputed king of Hollywood consistency, Denzel Washington. Now, Denzel’s a legend, right? Box office gold, gravitas for days, genuinely beloved. But even legends make choices that leave you scratching your head harder than trying to debug a 20-year-old game engine.
He’s had a whole trilogy of ‘The Equalizer’ flicks – serviceable, sure, big box office numbers, he kicks bad guys, all good. A dependable, if somewhat predictable, live-service model of a movie franchise. Like that annual release game that reliably sells millions but doesn't really push any boundaries, just gives you more of the same, maybe with a slightly updated UI. It’s a savvy manipulation of the market, as Jesse put it, fitting neatly into the ‘older hero kicking arse’ genre that *Taken* popularised. It’s the gaming equivalent of chasing trends – a safe bet for reliable revenue, but is it *art*? Is it truly *innovative*?
Jesse’s point, and one I reckon hits home for us gamers, is that this safe bet was built on shaky ground when there was a truly visionary, deep, and ripe-for-expansion IP just gathering dust on the shelf: 'Devil in a Blue Dress'. Bloody hell, what a film. Released in 1995, just after Denzel had a smash hit with ‘Crimson Tide’, this noir thriller barely made a ripple at the box office. Yet, talk about potential. Talk about a missed opportunity that still makes you sigh into your digital tea leaves.
Imagine a game with a lead character, Easy Rawlins, who already has sixteen (yeah, sixteen!) novels outlining his adventures through decades of rich, historical world-building. That's the kind of lore bible game devs dream of, mate! Not just a one-off hit, but a sprawling saga with built-in character development, evolving social landscapes, and endless narrative possibilities. Easy Rawlins, a private detective in post-war Los Angeles, navigating mysteries that are inextricably tied to the racial complexities of the era. This isn't just about solving a case; it's about navigating a world where your identity affects *how* you even start the mission, where the very act of investigation puts you in unique peril. That's the kind of nuanced storytelling we crave in games, isn't it? Not just ‘go here, kill bad guy,’ but ‘navigate a complex world where the social fabric is part of the puzzle.’
'Devil in a Blue Dress' wasn’t just a slick noir; it was a masterclass in weaving gritty detective work with deep social commentary. It had a cracking supporting cast too, notably Don Cheadle’s scene-stealing turn as Mouse, Easy’s volatile associate. Their prickly chemistry, the kind that feels genuinely dangerous yet utterly compelling, is the sort of dynamic that elevates character-driven games from good to legendary. Think about the branching dialogue, the moral choices, the unexpected consequences when you leave a key figure with a bloke who's equally frustrated if you *don't* want them killed! That's narrative gold for any RPG or adventure game.
Then there's the director, Carl Franklin. This bloke, according to Polygon, delivered a classic with 'Devil in a Blue Dress,' showing a real knack for blending classic noir aesthetics with slicker neo-noir elements. But what happened? Only four more features in 30 years! Instead, he’s been directing a bunch of TV shows – great ones, mind you, like ‘Mindhunter’ and ‘The Leftovers’ – but often within stricter ‘house styles’. Sound familiar? It’s like a brilliant indie dev who crafts an absolute masterpiece, only for the industry to funnel them into making ‘safe’ mobile games or working on small parts of giant AAA projects, their unique spark constrained by corporate mandates. We lose that distinct artistic vision, that clever observation, that ability to ‘read digital tea leaves’ that makes truly special games.
So, why bang on about a film from '95 on a gaming news site? Because the patterns are identical, aren't they? How many genuinely innovative indie games get lauded by critics but fail to launch a franchise, while the tenth iteration of a 'proven' concept rakes in billions? How many rich, untapped lore sources just sit there while studios chase the latest trend? This isn't just about Denzel’s career choices or a specific film; it’s a mirror to our own industry’s habits. It’s a gentle reminder that sometimes, the true gold isn’t in the obvious, commercially ‘savvy’ manipulation of a market trend, but in the deep, complex, and potentially less immediately lucrative IP that genuinely respects its roots and offers boundless narrative frontiers. ‘Devil in a Blue Dress’ eventually got its due, enshrined in the Criterion Collection – a bit like a critically acclaimed game finally getting its appreciation years after launch, long after the chance for sequels has passed.
It’s a curious thing, isn’t it? What could have been. A Denzel-led 'Easy Rawlins' saga, evolving through the decades, diving into social complexities alongside thrilling mysteries... it’s the kind of sprawling, character-driven narrative that would make for an absolute cracker of a gaming franchise. Maybe one day, someone will finally learn the lesson that true longevity comes from depth, not just dependable punching. A curious gamer can dream, eh?
***
**Original Source:** Polygon **Article by:** Jesse Hassenger
Tags: Gaming Industry, IP Potential, Franchise Development, Game Design, Narrative Gaming
Original article: Polygon