Tuesday, June 30, 2026

Under the Willow Tree, Beyond the Dark Portal: Ten Years of Warcraft (2016)

 






I keep coming back to Warcraft. 

Case in point, I’m listening to this Elwynn Forest Ambience video as I type. 

I suppose it’s because it sits at a very particular intersection in my life. 

The film itself is one thing: a huge, expensive, sincere, technically ambitious fantasy adaptation that tried to bring Blizzard’s world into cinemas with scale and conviction. But around the film there is another story, and that is the one I find myself returning to more often. It is the story of being in my twenties, studying at ANU, working in the Australian public service, still half-believing that the future might lead somewhere near games or visual effects or digital cinema, and finding myself unusually invested in the road to a film that seemed to be attempting something almost impossible.

By 2014, Warcraft had been with me for more than a decade in one form or another. My earliest contact with it goes back to 2002 in Curtin, through Anton, the Russian kid who was friends with George and who was deeply into Warcraft III. That was my first proper contact with the thing: not World of Warcraft as a global MMO phenomenon, not the later film campaign, but the box art, the RTS language, the look of the orcs and humans, the sense that this was fantasy with weight and muscle and architecture behind it. I remember drawing the Warcraft III cover art in high school. I still have some hope that the drawing exists somewhere, because it would be perfect to include here, a small piece of evidence from before I really knew that these fictional worlds would stay with me for as long as they have.

Then there was Ciarán around 2004, and that later layer of exposure, when Warcraft III and its wider culture had settled into the background of teenage life. It was one of those games that did not have to be “yours” in the strict ownership sense to become part of your internal landscape. You saw it on other people’s computers. You heard people talk about it. You watched pieces of matches, campaigns, custom maps, cutscenes. It entered through friends as much as through the software itself. That is important, because Warcraft was never only a story delivered from author to audience. It was a shared technical and imaginative space. Even before I understood the lore properly, I understood that the world had a shape.

By the time the film was being presented seriously, I was at ANU, doing an Arts degree, working at the same time, and carrying a lot of optimism about where study might eventually take me. I had this clear, maybe slightly naive, but still meaningful sense that there could be a future somewhere near visual effects, gaming, cinema, or some adjacent creative-technical industry. I had always been drawn to that threshold: the point where imagination becomes production, where a thing from the mind becomes a rendered image, a model, a scene, a world. I had loved Avatar historically for that reason as much as anything else. I knew the story of enormous technical risk, of people betting that audiences could emotionally engage with digital characters if the craft and conviction were strong enough. Warcraft seemed to be facing a similar test, only with a different problem: it had to translate a game world already loved by millions into a film that could hold together as cinema.

That is partly why I found myself rooting for it. Warcraft was popular, yes, but it was not cinematically proven. Game adaptations had a terrible reputation. Fantasy cinema had its own enormous precedents and expectations. Blizzard’s universe was dense, stylised, factional, sometimes operatic, sometimes cartoonishly broad, and often emotionally direct in a way that could either work beautifully on screen or collapse into costume and exposition. The whole thing could easily have gone wrong. Yet there was something compelling in the fact that Duncan Jones was the person trying to do it.

Jones was not an anonymous studio journeyman being handed a brand. He had made Moon, which had given him immediate credibility as a filmmaker who understood isolation, identity, systems, and emotional clarity inside a genre frame. He had followed that with Source Code. Then he stepped into Warcraft, which on paper looked like a massive leap in scale. The Guardian’s 2015 profile of Jones described him as a child who had spent time on tour with his father, David Bowie, and who found in games a form of escape and also a kind of knowable place, a world one could return to and understand through repeated contact. That detail always felt relevant to Warcraft, because this film needed a director who understood games as places, not merely as plot reservoirs.  

The BlizzCon 2014 panel is where the memory fixes itself. BlizzCon 2014 took place on 7–8 November in Anaheim, very close to my own birthday on 1 November, which has always made BlizzCon feel oddly adjacent to birthday season in my mind. The Warcraft movie presentation was part of that 2014 convention cycle, with Duncan Jones and Chris Metzen appearing together to talk about the film and present it to the Blizzard audience.  

I remember the stage imagery clearly: the soldiers, the armour, the Stormwind presence, the attempt to make the room itself feel pulled into faction identity. I had misremembered the name as something like “Stormguard,” but of course what I am reaching for is Stormwind: those blue-and-gold, Alliance-coded human guards and soldiers, the martial ceremonial language of the human side of Azeroth. That was exactly the kind of thing the panel understood. Warcraft has always had its story, but it also has banners, silhouettes, poses, tabards, crests, mounts, and faction posture. When Blizzard presents something, it often does so through those visual codes first. You do not need a lore lecture before you know what side of the room you are standing in.

Chris Metzen’s presence gave the whole thing a different charge. Metzen was not simply a producer on a film panel. For many people he was one of the voices of Blizzard’s internal mythology, one of the central architects of Warcraft’s tone and heroic language. His involvement made the film feel connected to the older creative bloodstream of the franchise. It suggested that the film was not being assembled by people merely licensing the name, but by people who understood that Warcraft had a rhythm: parents and children (my wife and I just became parents in February), clans and kingdoms, corruption and honour, portals and exiles, doomed leaders and strange inheritances.

The panel itself reached me in Canberra, not Anaheim. This is the part I can still see without effort. It was raining. I had headphones, an umbrella, and snacks — donuts, I think — and I decided to watch the panel from a specific place on the ANU campus. It was a willow tree near an oval, a place I can still go to today. I set myself up underneath it, not perfectly sheltered, but sheltered enough. I remember being warm enough, dry enough, and completely absorbed. There was something faintly absurd about it, sitting under a tree in Canberra rain watching American convention footage about orcs, mages, motion capture, and fantasy cinema. But it made sense to me at the time, and it makes even more sense to me now.

That small scene has become inseparable from the film. It was not a cinema screening. It was not an opening night. It was not even the trailer release. It was a panel, watched on a phone, under an umbrella, under a willow tree, during a period when my life still felt open in many directions. I was working, studying, building a relationship that had begun in 2012 with the woman who is now my wife, and still imagining some future relationship with creative production. The phone was small, the world being described was enormous, and somehow the two scales worked together.

That is the part I wanted in the banner for this article: the film imagery dominating the frame, because of course the entry is about Warcraft, but a tiny detail at the bottom centre, a little memory tucked into the larger retrospective. A willow tree, rain, a person seen from behind, an umbrella, a phone held horizontally. The private act of watching something public. The modest Australian setting beneath the enormous fantasy machinery of Azeroth and Draenor.

The film’s development had already been long by then. Legendary Pictures and Blizzard first announced a Warcraft film partnership years before Jones came aboard, and the eventual film, directed by Jones and co-written by Jones and Charles Leavitt, would not reach audiences until 2016. Principal photography began in January 2014 and wrapped in May 2014, with a long post-production period after that, which makes sense given the number of digital characters, environments, battles, spells, and hybrid live-action/CG sequences involved.  

That long post-production period was part of the fascination. Warcraft was a film that had to be built as much as shot. Stormwind had to feel physically grounded but also larger than ordinary medieval architecture. The orcs had to be massive without becoming inert. Gul’dan had to look grotesque and ancient and powerful while still being playable as a character. Durotan had to be recognisably an orc but emotionally legible as a husband, father, chieftain, and dissenter. The gryphon flight over Stormwind had to work as a moment of visual announcement, the kind of shot that tells a Warcraft player: yes, they are at least trying.

The plot of the film is, in retrospect, both more ambitious and more compressed than people sometimes remember. It begins on Draenor, the orc homeworld, which is dying under the influence of fel magic. Gul’dan, a warlock whose power depends on draining life from others, unites the orc clans into the Horde and opens a portal to Azeroth by sacrificing captives. That image is central to the whole film: a new world reached through mass death, a promised escape built on corruption. The first movement of the story is therefore not conquest in a simple sense. The orcs are invading, but they are also fleeing. Their world is ruined, and the new one is both salvation and target.

Durotan, chieftain of the Frostwolf clan, enters that invasion as a leader already uneasy with what Gul’dan represents. He travels with Draka, his pregnant mate, and Orgrim Doomhammer, his friend and ally. Draka gives birth after arriving in Azeroth, and their son, Go’el, is nearly lost before Gul’dan revives him through fel magic by draining the life from a deer. It is a disturbing moment because it presents fel not as abstract evil but as an immediate transaction: one life consumed to preserve another. The child lives, but the method stains the miracle. The film uses that kind of exchange repeatedly. Life, honour, political survival, magical power — nothing is free inside Gul’dan’s system.

On the human side, the story follows Anduin Lothar, military commander of Stormwind, as the kingdom begins discovering the aftermath of orc attacks. Khadgar, a young mage who has left the Kirin Tor, recognises traces of fel magic on bodies found after the raids. King Llane Wrynn sends Lothar and Khadgar to Karazhan to seek help from Medivh, the Guardian of Tirisfal. Medivh is introduced as the great protective magical figure of the realm, but the film slowly reveals that he is compromised. The same corruption that has enabled the portal is already inside Azeroth’s highest magical defender.

That is the cleanest structural idea in Warcraft: both worlds are already damaged before the armies fully meet. Draenor has been poisoned by fel, and Azeroth’s protector has been corrupted from within. The war is therefore not simply caused by misunderstanding. It is driven by decay in the systems that are supposed to preserve life. The orcs are caught under Gul’dan. The humans trust Medivh. In both cases, authority has been infected.

Garona sits between the two sides, and the film uses her as a bridge figure, though not always as elegantly as it might have. She is first held by the orcs, then taken by the humans, then placed into political and emotional proximity with Llane, Lothar, and Khadgar. Her mixed identity makes her useful to both sides and fully safe with neither. The film’s own behind-the-scenes discussion framed Garona and Khadgar as outcasts in parallel: he has separated himself from the Kirin Tor, while she exists between cultures and must adapt constantly in order to survive.  

The middle of the film is built around failed attempts at understanding. Durotan sees Gul’dan clearly enough to seek contact with the humans. Llane is pragmatic enough to consider that not every orc is the same. Garona becomes the interpreter of that fragile possibility. But Blackhand’s attack, Medivh’s weakening, and the death of Lothar’s son Callan break the possibility before it can become durable. That sequence is one of the more interesting tragic turns in the film, because the collapse is not caused by one person being foolish. It is caused by timing, fear, divided loyalties, and a corrupted power structure interfering exactly when trust begins to form.

Then comes the Frostwolf tragedy. Gul’dan and Blackhand purge Durotan’s clan. Orgrim helps Draka escape with the baby. Draka sends Go’el downriver in a basket before being killed. Durotan, now stripped of almost everything except his public honour, challenges Gul’dan to mak’gora, the orcish duel tradition. The point of the duel is not merely to win. Durotan needs the gathered orcs to see what Gul’dan really is. When Gul’dan resorts to fel magic and drains Durotan’s life rather than defeating him honourably, the crowd witnesses the truth. The tragedy is that revelation does not immediately become revolution. Gul’dan is exposed, but he is still powerful.

The final movement of the film is built around the portal. Medivh, now fully revealed as corrupted, begins opening the way for the Horde’s full arrival. Khadgar and Lothar confront him at Karazhan, and Medivh, near death, uses what remains of himself to redirect the portal to Stormwind, allowing prisoners to escape. Meanwhile, Llane understands that he is unlikely to survive and privately instructs Garona to kill him, knowing that by doing so she will gain standing among the orcs. It is a grim political sacrifice, one that turns personal horror into strategic positioning. Garona does it, and is received by the Horde under Gul’dan’s gaze.

Lothar arrives to retrieve Llane’s body and is challenged by Blackhand. He kills him in single combat, avenging Callan, and the orcs allow him to leave because the rules of mak’gora bind them even when Gul’dan wants otherwise. The film then closes by establishing the Alliance: the human nations, dwarves, and high elves begin uniting against the Horde. Elsewhere, Go’el is found by a human, setting up the destiny of Thrall, one of Warcraft’s most important figures. The plot is therefore a beginning in the strictest sense: the First War as a founding wound, not a resolved adventure.  

This is one reason I remain fond of the film despite its obvious compression problems. Warcraft is not really shaped like a conventional standalone fantasy film. It behaves more like the opening chapter of a chronicle, one that assumes history will continue beyond the frame. This is both its strength and its weakness. The film is full of names, places, political roles, magical institutions, clan structures, and lore implications. For some viewers that density felt like homework. For others, myself included, it gave the film a strangely comforting texture. It felt like the edge of a much larger map.

The criticism that the film tries to do too much is fair. It is covering Draenor, Stormwind, Karazhan, Dalaran, the Horde, the Alliance, fel magic, the Guardian, orc honour, human politics, Garona’s divided identity, Durotan’s rebellion, Lothar’s grief, Khadgar’s investigation, Medivh’s corruption, Llane’s sacrifice, and Thrall’s origin. That is an enormous amount of narrative load for a 123-minute film. The final cut often moves with the blunt efficiency of a campaign summary. Scenes sometimes feel like they are arriving because the lore requires them rather than because the drama has fully breathed its way there.

But I also think that bluntness is part of why the film has aged in an interesting way. It does not feel slippery or embarrassed. It is not winking at the audience. It does not apologise for being Warcraft. It places strange names into actors’ mouths and expects everyone to keep up. It gives us fel, mak’gora, Karazhan, Dalaran, Stormwind, Ironforge, the Kirin Tor, the Guardian, the Horde, the Alliance, and the Doomhammer, and it does so with a level of straight-faced commitment that I still appreciate. The film’s problem is not a lack of belief. If anything, it believes so strongly in the source world that it sometimes forgets how much translation a general audience needs.

That sincerity extends into the visual effects work, which remains the most important part of any serious retrospective of the film. Industrial Light & Magic’s work on the orcs was central to the entire project. The film could survive a certain amount of plotting density if Durotan, Orgrim, Draka, Blackhand, and Gul’dan worked as characters. If they failed, the whole film would collapse into spectacle. The ILM process was built around preserving actor performance rather than using motion capture as disposable reference. FXGuide reported that what audiences see in Durotan came almost entirely from the facial solve rather than hand-animated invention, with a stereo camera head rig capturing performance data, Animatrik tracking facial markers in 3D, and ILM using its proprietary solver and SnapSolve process to transfer subtle performance into the digital characters.  

That technical choice gives the orc scenes their best quality: the sense that there are actual performances inside those faces. Toby Kebbell’s Durotan works because the eyes and brow carry thought. Rob Kazinsky’s Orgrim works because his hesitation and loyalty register beneath the surface mass of the character. Daniel Wu’s Gul’dan works because the performance is not built solely from posture and design; there is a calculating, parasitic intelligence behind the eyes. The orcs are not perfect. Some shots are more convincing than others. But the intention is clear: they are characters first, creatures second.

The facial-capture detail is still remarkable. /Film’s ILM visit reported that the hero orc actors wore face-mounted camera systems with two cameras and more than 200 facial motion dots to track, and that ILM did not treat the captured performances as loose inspiration. The team tracked details such as eyeballs and teeth separately, then tested the performance on a scan of the actor before transferring it to the orc model. The article also notes one of the stranger practical problems of translating humans into orcs: tusks. Animators had to adjust lips and mouth movement so that the performance could survive the enormous dental architecture of the species.  

Hal Hickel, ILM’s animation supervisor, explained that the team deliberately tried not to overwrite what the actors had done. He also described the challenge of making human performance fit onto far larger orc bodies, particularly with the size of their mouths and tusks. Hickel singled out Durotan as the character who received the most time and care because of his screen presence, and he noted that these orcs needed range: anger and violence, yes, but also sadness, fear, tenderness, and stillness.  

That last word, stillness, is one of the reasons I think Durotan remains the film’s strongest element. He is not compelling because he is the biggest or loudest figure. He is compelling because his story is built around restraint. He is watching his people become dependent on a power he knows is destroying them. He has a child born into exile. He tries diplomacy despite belonging to a culture organised around strength and honour. He dies not because he misreads Gul’dan, but because he understands that Gul’dan has to be exposed publicly. Durotan’s tragedy is that moral truth and political power do not automatically align.

The production also had to solve the issue of orc physicality. Terry Notary, who has become one of modern cinema’s key movement specialists, worked with the orc actors as movement coach and also appeared in the film. Hickel noted that Notary helped the actors move like massive 500-pound orcs rather than ordinary humans, and that it was useful for actors to see real-time approximations of themselves as characters such as Durotan, Orgrim, and Draka.  

That real-time preview detail is fascinating because it points toward where filmmaking was heading. Warcraft came before the current dominance of virtual production language, but it already sits in that transitional zone where actors, directors, and VFX teams are trying to keep performance grounded inside a world that will mostly be completed after the shoot. Bill Westenhofer, the film’s VFX supervisor, told The Hollywood Reporter that Duncan Jones wanted to get as close to a live-action experience as possible, which led to systems where actors could be seen as orcs in environments during production.  

Westenhofer is another important figure in this story. He had already won Oscars for The Golden Compass and Life of Pi, and he brought serious VFX credibility to Warcraft. More charmingly, he also described himself as having been a Warcraft player from the beta period, which is exactly the kind of overlap I suspected would be common in the VFX world: people building these images were not necessarily detached technicians. Some of them knew the world from the inside, as players.  

The Hollywood Reporter piece also gives one of my favourite behind-the-scenes facts about the film: the Murloc cameo. Westenhofer said there had not been a plan to include the amphibious creature, but he created one himself in Blender and put it into the film as a gift for fans. That is exactly the kind of obscure production detail that warms me toward the project. The film may be uneven, but it was made by people who understood the pleasure of recognition.  

The same article describes how the team approached magic practically where possible. Actors could wear LED lights that illuminated them and parts of the set when magic was meant to be present, and blasts of air were used to affect the environment. That kind of detail is easy to overlook, but it helps explain why some of the spellcasting has physical presence rather than feeling entirely pasted in afterwards.  

The scale was enormous. Westenhofer described 14 hero orcs and another 30 to 40 generic variations, with some battle shots requiring more than 1,000 orcs. He estimated that rendering on a single computer would have required 30,000 years of render time. That figure is almost comically huge, but it captures the gap between the apparent simplicity of “make a Warcraft movie” and the actual industrial problem of putting armies of fur, hair, leather, skin, armour, cloth, weapons, smoke, fire, magic, and digital bodies into photorealistic motion.  

This is where my own 2014 mindset becomes relevant again. I was thinking about visual effects and games as possible worlds of work, not in a fully mapped way, but with that young-adult sense that proximity might eventually become direction. Watching Warcraft’s road to release, I was not only watching a film campaign. I was watching a production problem. I was watching people try to solve the question of how to make game scale cinematic without sanding away the game’s own design language.

That design language is one of the things I still like most about the film. Stormwind is not just medieval. It is Warcraft medieval: oversized, polished, heraldic, almost toyetic in its silhouette, but rendered with enough stone and light to feel plausible inside the film’s own rules. The armour is broad and ornate. The gryphon is not a background animal but an emblem in motion. The orc weapons are enormous because Warcraft proportions have always been enormous. A more timid adaptation would have reduced everything toward generic historical fantasy. Jones’s film often does the opposite. It accepts the scale problem and tries to photograph the exaggeration as reality.

That choice is probably one reason the film divided people. To a non-player, the proportions can look strange. To someone who knows Warcraft, reducing those proportions would have felt like betrayal. The film had to choose, and I respect that it chose the world’s own visual grammar. It says: this is how Azeroth looks. The shoulders are huge. The banners are clean. The magic is green. The cities are impossible. The wolves are massive. The hammers are absurd. The sincerity of that choice has aged better for me than a safer approach would have.

The cast also deserves some credit here. Travis Fimmel’s Lothar is loose, slightly irreverent, and not always playing the solemn fantasy commander. Dominic Cooper gives Llane a kingly softness that makes his final decision more effective. Ben Schnetzer’s Khadgar carries the exposition burden with a lighter touch than the script probably deserves. Paula Patton’s Garona has the hardest job in the film, because she is asked to carry makeup, cultural conflict, physicality, romance-adjacent tension, political sacrifice, and lore compression all at once. Ben Foster’s Medivh is perhaps the strangest performance, which is appropriate for the character: remote, wounded, decaying, and slightly out of phase with everyone around him.

The orc performers, though, remain the centre. Toby Kebbell, Rob Kazinsky, Daniel Wu, Anna Galvin, and Clancy Brown are working through a technical layer, yet their characters often feel more cohesive than the human side. That may be because the orc story is simpler and more tragic: a people fleeing death, led by a monster, with one honourable chieftain trying to prevent spiritual collapse. The human story has to introduce institutions. The orc story introduces a moral wound and then keeps pressing on it.

There are also several obscure casting and cameo details that add to the film’s odd charm. Glenn Close appears uncredited as Alodi, the ancient mage encountered through the magical artifact in Dalaran. Chris Metzen has an uncredited cameo as a perfume vendor in Stormwind. These are small details, but they contribute to the film’s feeling of being made partly as an internal celebration, with little pockets of recognition placed around the main narrative.  

Rob Kazinsky’s presence is another example. He was known publicly as a genuine Warcraft player, and Wired covered his Comic-Con comments about how his love of World of Warcraft had once caused relationship trouble, which he joked was vindicated by eventually starring in the movie. Wired also reported that Orgrim’s design drew from Blizzard concept art combined with photographs and scans of Kazinsky.  

That kind of fact is easy to treat as trivia, but it points to something real about the production. Warcraft was not made by a cast and crew uniformly outside the culture of the game. There were people involved who had played, cared, obsessed, recognised. That does not automatically make a film good, but it changes the nature of the attempt. It means some of the strange choices are not careless. They are over-faithful, or too condensed, or caught between competing audience needs. Those are different failures from indifference.

When Warcraft finally released in 2016, the box office story became almost as interesting as the film. Box Office Mojo lists the film at about $439 million worldwide, with only about $47.4 million domestic and about $391.7 million international. China alone contributed about $225.5 million. Australia’s release was listed for 16 June 2016, which places it right in that midyear winter pocket for us.  

Those numbers created a strange legacy. In one sense, Warcraft was a huge global grosser for a video game film. In another, its domestic underperformance and high cost made the future of the franchise uncertain. It became one of those films people could describe as both successful and unsuccessful depending on which accounting frame they were using. That ambiguity suited the film almost too well. Warcraft itself is about two sides looking at the same event through completely different histories.

The critical reception was rough, and I understand why. The film asks too much of newcomers and perhaps not enough of its strongest emotional material. It needed more time with Durotan and Draka. It needed more space for Llane and Garona to develop before the final sacrifice. It needed Medivh’s corruption to unfold with more dread. It needed the human kingdoms beyond Stormwind to feel like more than sequel scaffolding. It needed either a longer cut or a serial format. In 2026, it is hard not to look at Warcraft and think that it arrived in the wrong shape. It might have thrived as a prestige streaming season with eight episodes: Draenor, Stormwind, Karazhan, the Frostwolves, Garona, Medivh, mak’gora, the portal.

But that is retrospective convenience. In 2016, the dream was still cinema. A huge fantasy film, released globally, built from Blizzard’s world, directed by Duncan Jones, with ILM building the orcs and Ramin Djawadi scoring the whole thing. There is something moving about the scale of that attempt. Even when the film stumbles, it stumbles forward with conviction.

I think part of my affection for Warcraft comes from its coziness, oddly enough. That might sound strange given how much of the film is war, corruption, execution, grief, and invasion, but the coziness is in the world texture. The tavern-like warmth of certain interiors. The banners. The gryphon ride. The directness of honour language. The feeling that every object has a chunky silhouette and every place has a name from a map you could spend years exploring. Some films are comforting because they are gentle. Warcraft is comforting because it feels built.

That built quality connects to other things I have loved for years: Magic: The Gathering, Shandalar, the old MicroProse sense of walking through a fantasy system, and my own long-running Quantumyth instinct toward linked worlds, bridges, thresholds, cosmologies, and layered realities. Warcraft begins with a portal between worlds, which is about as direct as symbolic architecture gets. One world dying, another world invaded, a gate held open by sacrifice, a child sent downstream into future myth. It is large, almost blunt mythmaking, but I like large mythmaking when it is handled sincerely.

That is also why the film still feels related to that willow tree memory. Watching the BlizzCon panel under an umbrella was, in miniature, its own portal moment. A global fantasy production was being transmitted through a small phone into a quiet place on a Canberra campus. I was between worlds in the ordinary life sense: work and study, youth and adulthood, ambition and practicality, private life and public dreams, old game memories and new cinematic anticipation. Warcraft’s own story of crossing from one world into another had a directness that matched the period, even if I would not have articulated it that way at the time.

The strangest and most beautiful part now is that life has moved on and folded the film into a completely different context. I was then a man in his twenties under a willow tree, watching Duncan Jones and Chris Metzen talk about bringing Azeroth to the screen. Now I am writing about it ten years later, with my wife beside the broader story of my life, with a daughter here, and with Warcraft books and making-of material becoming something I can read aloud in the house. The film has moved from anticipation to memory, and from memory into family life.

That is how these things survive. Not by remaining current. Not by winning every argument about quality. They survive by attaching themselves to actual days. A friend’s computer in Curtin. A high school drawing of Warcraft III cover art. A rainy ANU afternoon. A panel watched under a tree. A cinema release. A book read years later to a child too young to understand the full machinery of what it means to her father. The franchise is vast, but the personal thread is tiny and precise.

If I am honest, I do not think Warcraft (2016) is a great film in the clean, conventional sense. I think it is too compressed, too burdened by setup, and sometimes too loyal to structure at the expense of lived dramatic rhythm. But I also think it is far better and more interesting than its reputation suggests. It is a serious attempt to adapt a world that resists simplification. It contains visual effects work of real ambition. It gives Durotan a tragic dignity. It understands that the Horde cannot simply be monsters if Warcraft is to mean anything. It treats Stormwind, Karazhan, Dalaran, and the orc clans as places and cultures rather than decorative fantasy wallpaper.

Most of all, it carries the quality I value in a lot of imperfect art: the sense of people trying very hard to solve a problem worth solving. That is what I felt under the willow tree in 2014. That is what I still feel when I watch the gryphon cross the skyline or Durotan hold his child or Gul’dan’s fel light spill across a face. The film may not have opened the franchise portal Hollywood wanted, but it did open something for those of us who were paying attention to the attempt.

Ten years later, Warcraft remains a film I remember with more fondness than defensiveness. I do not need it to be flawless. I do not need to pretend the criticisms were invented. I can see the seams and still love the effort. I can see the compression and still admire the scale. I can see the unrealised sequel paths and still value the fact that, for one strange stretch of the 2010s, Blizzard, Legendary, Duncan Jones, ILM, Metzen, Westenhofer, and a cast full of humans and digital orcs tried to build a bridge between Azeroth and cinema.

And somewhere in the smallest corner of that bridge, at least for me, there is still a willow tree at ANU. There is rain. There is an umbrella. There is a phone held sideways. There is a younger version of me watching a panel from the other side of the world, eating something sweet, listening carefully, and believing that this enormous risky thing might actually work.