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A Minecraft Movie · essays & theory

2025 · Jared Hess

A reading · through the lens of theory

A green thing the shape of a fire hydrant walks toward you and starts to hiss.

If you've played Minecraft, your hands moved before you finished that sentence. You stepped back. You swung. That hiss isn't a sound effect the way a creaking door is a sound effect; it's an instruction you obeyed a few thousand times when you were twelve. Jared Hess's film knows this, and it's why a theater full of people flinches in unison at a cube.

Deleuze had a name for an image that works like that. He called it a mark: an object that carries meaning because of the habit chained to it. See X, expect Y. The gun on the mantel is a mark. So is the doctor's bag, the packed suitcase, the phone ringing at 3 a.m. Marks belong to what he called the relation-image — images whose meaning isn't in the frame at all but in the viewer holding the relation, the audience working as a knowing third party. It's the most audience-dependent kind of image there is, and A Minecraft Movie is built almost entirely out of it. Block-breaking sounds. Ore veins in cavern walls. Diamond armor read instantly as rank. The film was designed to be reverent and easter-egg-dense, following the Super Mario Bros. Movie playbook, and that commercial description names an aesthetic fact: the movie doesn't describe its world, it cites your muscle memory of it. Sit next to someone who has never played and you'll watch half of it fail to arrive.

Which raises the problem Hess inherited, and it's a genuinely hard one. Minecraft has no story. It has a world, a look, and four verbs: mine, craft, build, survive. That's why the adaptation churned through writers and directors for a decade before it consolidated at Warner Bros. Deleuze's term for the ordinary cinema of cause and consequence is the movement-image: someone perceives a situation and acts to change it, and the action resolves the situation. By that measure the game is a movement-image engine with the movie taken out. Perceive, act, perceive, act, forever, with no ending and nobody in particular doing it.

The missing piece has a technical name. Deleuze, following Bergson, calls a living being a centre of indetermination — an interval, a gap between what comes in and what goes out. A rock takes a force and passes it along. You take a force and hesitate. The hesitation is where a subject lives. In the game that gap sits outside the screen, in the player at the keyboard. Remove the player and the world has no center at all.

Hess's actual invention is how he replaces it, and it's a staging solution rather than a visual one. He splits the player into separate bodies. Steve, played by Jack Black in his fully unleashed mugging mode, is fluency with no gap: he crafts objects into existence without pausing, native to the place, a set of verbs walking around in a beard. The four newcomers are all gap. They fumble, they misjudge distances, they can't get the geometry to obey. Jason Momoa's washed-up self-mythologizing gaming champion is a third case, funnier and sadder — a man whose fluency is entirely in the past tense, all boast and no hands. Every gag in the film is finally the same gag, and it's a good one: a body that hesitates, dropped into a world that doesn't. The physical comedy that carries the movie is the interval, made visible and given a pratfall.

On top of that, the screenplay bolts a conventional structure. A villain wants to extinguish the Overworld's imaginative order; the misfits must stop him to get home. Deleuze calls this the large form of the action-image: an encompassing situation presses on the characters until a decisive act transforms it, with the conflict organized as a binomial, force against force. Creativity versus its extinguisher. It works. It's also the least Minecraft-like thing in the picture, because the game's opposition isn't a person with a plan. It's ambient — a world with creepers and zombies and skeletons in it. Portal fantasy supplied a villain because a sandbox couldn't.

What does survive from the game is the shape of the journey. The film moves episodically across distinct places, one to the next, which is what Deleuze calls a vector: a zig-zag line stitching disconnected spaces into a trajectory. Traversal is the game's grammar, and it's the one structural thing the adaptation didn't have to invent.

Color does real work too. The ordinary world is drab; the Overworld is high-key, saturated, primary. Deleuze's colour-image is a color that absorbs a scene along with its whole feeling, and here the palette flip makes the argument for you — you know which world is alive by looking at it. That's a debt, and the lineage names it: The Wizard of Oz, sepia into Technicolor, the exact template for ordinary people swept into a saturated realm on a quest home. Jumanji contributes the engine of game rules stampeding into physical space, plus the compositing grammar of actors reacting to hazards that aren't there. Tron first made "inside the game" a place you could stand in. Who Framed Roger Rabbit is the deepest technical debt: eyelines, contact, shadow shared between a photographed human and a body that was drawn. Hess's blocky-versus-human staging problem is Zemeckis's problem, inherited whole. And The LEGO Movie got there first with the idea that a world made of one modular unit can make building into the plot rather than the set dressing — which is what makes the crafting table this film's symbol in Deleuze's sense, the single object that condenses the relation the whole thing runs on.

The fights over "texturing up" the cubes weren't fan pedantry. A flat-shaded block is a possibility, and you fill it in. Light it, moss it, give it weight and a specular highlight, and it becomes a thing. Something is genuinely lost there, and the pushback was aimed correctly.

The film's real mark on cinema wasn't left on the screen. It was left in the room. The Chicken Jockey screenings turned Deleuze's mark into a starting pistol: an image appears, and the audience acts. His movement-image was a chain that ran perceive-then-act inside the frame. In April 2025, at scale, that chain closed outside it. The other thing the film proved is strategic and will outlast it: a game with no protagonist and no plot can carry a tentpole, which moves the threshold from adapting a story to adapting a world.

Watch it again and watch the hands. Steve's never stop. Everyone else's keep stalling. That stall is where the film actually lives.

Concepts in play