Take-Two's CEO generously calls the cataclysmically bad Borderlands movie 'disappointing', but it still ended up helping sales of the games

Lilith, in the Borderlands movie, gives the camera the side-eye with the faintest of smirks.
(Image credit: Lionsgate Films / Gearbox Software)

The Borderlands movie was very, very, very bad. So bad that it ended its theatrical run after generating a mere $31 million globally, which is nothing compared to the roughly $115 million production budget. Indeed, it's barely enough to cover the $30 million marketing cost. So it's quite generous of Take-Two CEO Strauss Zelnick to call it only "disappointing" rather than a crime against cinema.

Chatting to IGN prior to yesterday's Take-Two earnings call, Zelnick was able to find a silver lining. "Obviously that movie was disappointing. That said, it actually sold more catalogue. So, I don't think it hurt at all; if anything I think it may have helped a little bit. It does highlight something that I've spoken about many times, which is the difficulty of bringing our intellectual property to another medium."

Zelnick is broadly pretty cautious about adaptations, considering them major risks that could harm the games they're based on—at least if they flop. But it looks like that's not been the case with Borderlands. The series is one of the main contributors to Take-Two's net bookings of $1.47 billion, and the player numbers for each game saw a sharp bump upon the arrival of the atrocious film.

Fraser Brown
Online Editor

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.