Rayhanur Kabir Contact

What Makes a Great Action Movie? John Wick Has the Answer

What makes a great action movie isn't the budget, the star, or the body count. Across seventeen action breakdowns, from John Wick to Mission: Impossible to The Gray Man to The 355, the films that last all do the same three things: they give the hero an urgent destination, they escalate the danger constantly, and they make the hero pay for every inch. Everything else, the choreography, the stunts, the locations, is amplification. Without those three, action is just expensive noise. With them, even a simple shootout becomes unforgettable.

The Club vs. the House

The cleanest demonstration comes from the first John Wick, and it's a comparison inside a single film. The home-invasion shootout is technically flawless: a real choreographer, Keanu Reeves trained until he looks like he knows what he's doing, wide shots and long takes that show the work. But it feels weaker than it should, because Wick has no destination. He's just moving through his house putting down intruders. Cool, but missing something.

Now the club shootout. Same Wick, same skills, but this time he has somewhere to be: the man who took the last connection to his dead wife is in that club, and he might leave. Every bullet serves the destination. Wick isn't fighting people for the sake of fighting people. He's fighting his way from point A to point B before point B gets away. The sequence has urgency, and urgency is what turns choreography into tension.

That gives us the first rule, and it holds for every great action film in the batch: a great action scene is never about the fighting. It's about who has to get where before what runs out. Mission: Impossible - Fallout drives this to the absolute max. There's a time limit in practically every other scene: plutonium ready in 72 hours, the meeting in 30 minutes, the valley incinerated in 15, the final hand-to-hand fight with a literal nuke ticking under four minutes. Hitchcock's bomb-under-the-table principle, weaponized across a whole film. The fight is never just a fight. It's a fight against the clock that happens to involve fists.

What Makes a Great Action Movie: The Three Rules, Then the Secret Fourth

The John Wick breakdowns distill the formula into three parts, and fifteen years of cutting action has taught me they're the closest thing the genre has to physics.

First, the urgent destination, as above. Wick in Chapter 2 is always escaping somewhere, chasing someone, or getting to the shotgun left behind on purpose. The action has a direction. Compare any film where the hero just... fights, and you'll feel the difference immediately.

Second, constantly escalating danger. Chapter 1's weakness is that Wick mows through interchangeable grunts on one gear the whole film; it gets stale because nothing ever feels more dangerous than what came before. Chapter 2 fixes it with variety: different enemy factions, then tougher professionals, then a genuine one-on-one threat. Within a single sequence the stakes keep evolving, high-class security, then elite killers, then the real duel. Video games figured this out decades ago: grunts, then mini-bosses, then the boss. Action films that skip the escalation feel flat no matter how good any individual fight is.

Third, the hero has to bleed. This is the anti-Superman rule. Wick spends more time in blood-covered clothing than clean clothing. He's always getting hit, always hurt, always having to catch his breath and reload mid-battle and improvise when the bullets run out. That punishment is what makes him human and therefore rootable. An invincible hero is unrelatable by definition: why would you worry about someone who can't be hurt? The Gray Man's hero works on a smaller version of the same principle. He isn't the typical untouchable operative; he eats dirt, gets outplayed, gets bullied around. He fails more than his type usually does, and that failure is what separates him from the pack.

Then the secret fourth rule, the one John Wick 4 turns into a whole philosophy: build the action out of the specific. Don't stage a fight in a location. Stage a fight out of it.

Weaponize the World You're In

John Wick 4 is a masterclass in what the breakdown calls weaponizing concept: identify the core of your location, identify the core of your character, and smash them together.

Take the Paris roundabout sequence. The location's core: a big wide ring, endless traffic, inherently dangerous. Wick's core: close-combat gunfighter who also drives. The combination gives you Wick drifting a muscle car around the ring while shooting, then fighting henchmen hand-to-hand while dodging speeding cars. Nobody else's action looks like that, because nobody else combined those two specific cores. Or Japan: a culture historically about non-gunpowder combat, smashed into Wick's gunpowder combat, producing sumo wrestlers fighting armored goons and arrows piercing armor so Wick can finish with a gun.

The same thinking applies to character. Wick 4's Kane is blind, so his big sequence is built on him mapping the room with raised fingers before fighting in it. You will never see another fight like it, because almost no action characters are blind. The bounty hunter called Nobody isn't there to collect the bounty; he's keeping Wick alive until the price goes higher, which rewrites the dynamics of every scene he's in. Specificity is memorability.

And then there's the "variable box" mentality: once the required version of a scene works, ask what unnecessary extra would make it unforgettable. The Paris building sequence only needed Wick to escape. Instead the filmmakers added dragon's breath shotguns, filmed it in a blazing top-down long take, and made one of the greatest action scenes ever shot. None of it was required. All of it is why people talk about the film. The rule: never be content with the basic required version. Ask what's your dragon's breath shotgun.

What the Rest Get Wrong

The negative examples in the batch all fail one of these rules, and they're instructive because the failures are so specific.

The 355 fails the specificity rule completely. There's a fight in a subway where the characters just fight in a subway, without it mattering that it's a subway. Nobody dodges a train. The location is wallpaper. Its heroes are equally interchangeable: agents from different countries who "indistinguishably punch and shoot bad guys in unison." The Gray Man, made by people who clearly studied the same failures, fixes both: its opening assassination uses a New Year's Eve party's fireworks and crowds as practical tools, its town-square shootout keeps piling on extra variables (rival hit squads, heavy gear, German police, a tram, the hero handcuffed in the middle), and its villain Lloyd gets a signature core (he's a cheater who only wins unfairly) that makes him unforgettable.

Quantum of Solace fails the escalation and destination rules so badly it nearly killed its franchise: it took all of Casino Royale's buildup and tore it down, and the series had to soft-reboot with Skyfall. Battleship is the copy-paste warning: Hasbro tried to make the Michael Bay Transformers movie without Transformers or Michael Bay, same color grading, same military access, same sound design, and discovered that the formula without the filmmaker is just expensive mimicry. Fast X is the adequate version: if you know what to expect, your expectations get met, which is another way of saying nothing surprises you.

And Mission: Impossible - Fallout shows what happens when you add the final ingredient the others lack: choice. Ethan Hunt isn't just active (he pushes the story; passive heroes like late-era Jack Sparrow get pushed by it). He's constantly forced into harder and harder choices: Luther or the plutonium, his cover or the French cop's life, one life or millions. The harder the choice, the stronger the emotion. Action with choice is drama. Action without it is gymnastics.

Key points

  • Every great action scene needs an urgent destination: someone must get somewhere before something runs out.
  • Danger must escalate constantly, through tougher enemies, new variables, or both. One gear gets stale.
  • The hero must bleed. Invincible heroes are unrelatable; punishment is what makes us root for them.
  • Build action from specifics: smash the core of the location into the core of the character, and never settle for the required version of a scene.
  • Force the hero to choose. The harder the choice inside the action, the more it feels like drama instead of gymnastics.
  • Copying the surface of a hit (Battleship) without its engine produces expensive mimicry.

Try this

  • Watch the club shootout in John Wick and then the home-invasion shootout in the same film. Notice how the destination changes everything, then check your own action scenes: does your hero have somewhere to be, or is he just fighting?
  • Take one action scene from your script and add a single "variable box" element: a location feature, a character trait, a ticking clock, anything that isn't strictly required. Rewrite the scene around it and see if it becomes the scene people remember.
  • Watch any fight scene in The 355 and ask what would change if it happened in a parking lot instead. If the answer is nothing, the location is wallpaper. Fix it by making the place fight back.

Storytelling Craft · Free newsletter

Every two weeks: one storytelling tool you can use on your next script, short or video.

Join and get two free gifts from my book straight away.

  • Cover of The Storytelling ChecklistThe Storytelling Checklist
  • Cover of The Pocket SummaryThe Pocket Summary

Rayhanur Kabir · 1989 Wyandotte Street West, Windsor, ON N9B 1J6, Canada · ray@rayhanurkabir.com · Privacy policy