Sookie the Vampire Layer

I didn’t expect to like “True Blood” at all. I definitely didn’t expect to get completely wrapped up in it.

truebloodsookiebill.jpgThe first disc of the HBO Series “True Blood” showed up in my Netflix queue while I was still trying to figure out the Near Dark conundrum, so apparently I was on a vampire kick a few months ago.

The series is in its second season, and I’d been avoiding it because nothing I’d heard interested me all that much. First I heard of it was from that enormous viral campaign HBO launched, but it backfired for me because their teaser ads were so ubiquitous that I actively avoided them. I got more of an idea of the premise — southern gothic on premium cable — but it sounded like Twilight for middle-aged women, so I wasn’t interested. The first reviews started coming in, but they weren’t all that positive, so I didn’t think much of it. My friend Rain liked it enough to read the books the series was based on, but she didn’t seem that impressed either, so I didn’t bother.

I eventually heard more of the premise — the Japanese invent a synthetic blood that finally allows vampires to “come out of the coffin” and blend with mainstream society — and I heard that Alan Ball was involved, so I figured it was going to be a civil rights parable with analogies about race relations and gay rights and religion in politics. But I hated American Beauty and could never get into “Six Feet Under,” so I didn’t bother. I knew it was on HBO, so I figured it was going to be full of gratuitous sex and violence to justify the premium cable charges, and I read an interview with Anna Paquin where she says she didn’t mind the nudity because her outfits were skimpy throughout the show and she was raised in an environment that just wasn’t hung up about nudity.

So I moved it to the top of my Netflix queue and watched the first couple of episodes back to back in one night. And it really is kind of like Twilight for middle-aged women, and there is a ton of over-the-top sex and violence, and it is indeed full of not-particularly-subtle analogies to the gay rights movement and race relations and religion in politics. And it’s soapy, and silly, and pretty ridiculous, and frankly comes across as being a little stilted and clumsy. You get the sense that they’ve got some clever ideas that aren’t quite coming together.

But it’s plotted really well, with murder mystery intrigue tying the scenes together and a huge cliffhanger at the end of each episode. So even if you’re watching it just to make fun of it, you get sucked in. (Anybody interested in how to do episodic storytelling should be watching this series and taking notes). And besides, all the country roads and cemeteries and lemonade and old houses and roadhouse bars set back in the woods fill me with fake nostalgia. (I’ve never been to Louisiana, and I’ve spent a total of about a week in Savannah, but you still just have to show me one shot of a swamp or Spanish moss and that’s how I want to remember it.)

Then, somewhere around episode five or so, the series kind of transforms. Either they’d finally gotten the set-up out of the way, or they got the hang of how to write for all the characters, or the series becomes self-aware and takes advantage of how silly it is, or I just finally stopped putting up a resistance. Whatever the case, the show goes from so-bad-it’s-good to just plain good. The plot builds up a momentum that stumbles a couple of times but never completely. They toss in more supernatural complications that still manage to feel new and creepy in a story that already takes vampires as commonplace. They keep a mix of comedy and southern-gothic-romance and horror going on without its ever going too far into melodrama or look-how-clever-we-are meta-commentary (like “Buffy” would sometimes do).

They take all the stock rural-Southern-town stereotypes and put just enough of an edge on them that they’re still interesting to watch. And they throw in an amazing supporting cast: Lizzy Caplan was the best thing in Cloverfield, and she’s great here as a spin on the tiresome northeastern over-priveleged new-age college drop-out. And Stephen Root is one of my favorite people, so he doesn’t even have to be in something good for me to like it. But his first appearance is my favorite part of the first season: it’s a scene that’s really sad, funny, suspenseful, and creepy all at once, and I thought it crossed the “safe” line into something truly original. When Michelle Forbes pops up at the end, it seems gratuitous because I’m already hooked: she’s great in just about anything, usually better than her material, and she’s got a particularly interesting character in season 2.

Speaking of great scenes and crossing lines, the cold open for the ninth episode, which is the first time we see what happens when a vampire gets staked, may be the best opening for any episode of television. It takes it from a soapy southern-gothic romance TV series into over-the-top Sam Raimi territory, and the whole thing might as well have “ONLY ON HBO” superimposed on it. That was when I realized the show isn’t just repeating a bunch of familiar stuff, but is pulling from a ton of influences and is committed to throwing in as many of them as it can.

Usually the accents are the thing that kills TV shows and movies set in the south for me. In “True Blood,” the accents are all over the place, which is understandable because the cast is from all over the place. Looking on IMDB turns up New Zealand, England, Australia, and everywhere in the US north of the Mason Dixon. But there’s nothing really grating — most of them you’d never suspect a thing — and the ones that do feel a little “off” are given a story explanation: Bill’s supposed to be a Civil War veteran, so you can forgive the “Sook-ay”; and Sookie’s played by Anna Paquin doing her Rogue-from-X-Men thing, which you can accept because holy damnation is she pretty.

I was thinking that my only big complaint was that I’d already figured out the murder mystery by around the fourth or fifth episode. But even that isn’t a problem, because the murder mystery is only a fraction of all the plotting going on, and it’s basically just a vehicle for all of the relationship-driven stuff. Not just the big romantic relationship, but the interactions of a bunch of badly damaged characters trying to make sense of their lives in a world where religion doesn’t work as well as it used to. And even that makes it sound more pretentious than it really is — it seems like it matured into a series that does have more depth than just “Twilight for middle-aged women,” but it’s also confident enough that it doesn’t have to “mean” anything all the time. It’s not afraid to be soapy, silly, and pretty ridiculous.

Most surprising to me is that they can have a series with this much gore, profanity, violence, nudity, sex, drug use, and of course, blood, and it doesn’t come across as completely gratuitous. I can remember being a kid and sneaking into the living room to watch “The Hitchhiker”, and even at that age it was boring. They were trying to make “The Twilight Zone” that would sell HBO subscriptions: run-of-the-mill horror episodes that would always have one sex scene (always filmed exactly the same way) clumsily inserted (so to speak) at some point in the story.

Even in well-made shows like “Rome” and “The Sopranos,” the sex and violence is there more for authenticity’s sake than for being essential to the series: being a mobster or an ancient Roman means you’re going to hear a lot of swearing and see a lot of blood and nudity. But in “True Blood,” it’s used more for contrast. When your heroine who never swears suddenly lets out the f-bomb, you’re reminded it’s a big deal. When you’ve got a character who’s angry and damaged, you’ve got to have her constantly (and inappropriately) swearing to show how far off “normal” she is. When you discover a murder scene that’s supposed to be a horrifying moment, in a series filled with blood, you’ve got to have blood on the walls and floor to convey the real impact of it.

And no offense to “Buffy the Vampire Slayer,” but a story about sexual awakening that’s been edited for network TV just doesn’t have the same weight: it becomes Twilight-ized into teen girl romance fantasy. The core romance of “True Blood” doesn’t interest me as much as all of the other stuff, but the thing that keeps it from being completely tedious is that they’re able to make it genuinely romantic and passionate. And I don’t think they would be able to do that as well if they couldn’t show other people having dirty, raunchy, meaningless sex. Even if they weren’t going for the Tennessee Williams angle, where it’s so hot in the south that people have no choice but to hump constantly.

Plus, a show with this much sex and violence doesn’t really need to be written as well as it is. I already mentioned that the plotting is insidiously addictive, but the dialogue is sharp, too. I’ve been surprised by how many times I laugh out loud. A gay nerd vampire tells his lover, “I always look forward to Monday nights. First ‘Heroes,’ and then you.” A jealous jock type tells Jason, “You think you can walk on water, don’t you?” and he cockily replies, “Uh, I’m pretty sure that was Moses.” An over-excitable fang-banger gets some rags to dress a gunshot wound and then starts screaming hysterically when she realizes they’re dirty. There are plenty of surprisingly clever moments, surprising when so much of the show is as subtle as a brick through a window. (Which is itself another line from the show).

There are still plenty of ways it can go wrong — especially now that I like it, and that’s usually the kiss of death for good TV series — but for now, it’s happily jumping back and forth over all kinds of lines and changing things up the moment it starts to get too predictable. For now, I’m perfectly happy to abandon my skepticism and let the series do whatever it wants, and treat it like Twilight for middle-aged men.

5 Comments

Extraterrestrials. Magic & Witchcraft. Missing Persons. Lost Civilizations. Polar Bears.

ABC has dug out clips from an old “In Search Of…”-style series from the 80s called “Mysteries of the Universe.” They say it’ll be interesting to followers of the series “Lost.” Here’s the first clip, more will follow in the coming months:

(Check out the official version to see it larger and without as much of the embedded-video junk).

Whoever at ABC is in charge of this archival process, I want to give them a big hug. They nailed it.

2 Comments

An Immodest Proposal

The “Children of Earth” mini-series perfectly encapsulates everything I like and hate about Torchwood

torchwoodwallpaper.jpg
My experiences with “Doctor Who” are already well-documented on here: I really loved the first couple of seasons (of the recent Russell Davies-led “reboot”), but as it went on it got more and more shrill and manic. There was still the occasional genius episode, but apart from that, it was just a lot of overblown climaxes with swelling music drowning out the dialogue (even with all the yelling). Plus it started to take more and more for granted: the makers of the series loved their supporting cast so much, and were so pleased with their repeated iterations of old-villains-come-back-to-take-over-the-entire-Earth story arcs, that they stopped bothering to make them genuinely appealing. Instead, it was just sequences of Spielbergian shots of people staring in wonder or moved to tears at the sight of each other.

I still want to love the series, though. And by extension, I really wanted to like “Torchwood.” I gave it plenty of chances to win me over, but it was as if they were actively trying to repel me. They took everything wrong with “Doctor Who,” and then slapped it down in Wales and slathered a heaping helping of skank on top. I know the description “Queer as X-Files” isn’t original, which is a shame because it’s so appropriate. It takes the most formulaic aspects of “The X-Files” but shamelessly panders to a more “adult” audience (than the ostensibly family-friendly “Doctor Who,” anyway) by making everyone gratuitously bisexual. If I remember correctly, they only waited until the second episode before they pulled out the alien who feeds on orgasms.

I would give it a second chance whenever they did some ratings-grab: like killing off a character, or bringing Martha Jones in as a cross-over, or stunt-casting James Marsters as a semi-recurring character. And without fail, I’d be intrigued for a little bit, and I’d start to think “this isn’t so bad; maybe they’ve turned the show around,” and then it would do something gross or stupid that turned me off again.

When making the third series, they structured it as a mini-series “event” instead of ongoing: five episodes in a single story arc called “Children of Earth,” each episode run consecutively in a single week, each one representing a subsequent day. I kept hearing almost universal praise for the mini-series on the internet; even the people who weren’t huge fans of the regular series were claiming that they’d finally got it right.

So I got sucked in again. For the first few episodes, I agreed with them. This was more like the show I’d been wanting to see, and it addressed so many problems I’d had with the long-running series. The cast of characters had always been pretty unappealing; here, most of them are dead. The only characters I did like were Eve Myles as Gwen Cooper and Kai Owen as her husband Rhys, who really do feel like a genuinely appealing, normal married couple sucked into a world of secret organizations and alien attacks; here, much of the story focus is put on Gwen and Rhys. The “Torchwood” team has always been comically inept to the point that I could never tell if it was supposed to be a subtle joke; here, they’re put at a severe disadvantage right from the beginning, so even if they’re every bit as incompetent as always, at least now they have an excuse.

I did have a few problems, but I could overlook most of them. One is the idea of starting up a computer and doing a search just on the world “Children” and instantly getting a list of relevant results. But whatever; computers work different on TV. Another is the idea that an elite paramilitary group of assassins could start firing on our team in a wide-open space and show an Imperial Stormtrooper-like ability to completely miss them. But whatever; they’re Welsh assassins, and we all know that the Welsh prefer to defeat their enemies not with guns but with games of Scrabble.

Another big problem I’ve always had with the series is its star. Somebody involved in the making of the show (and “Doctor Who”) has a huge crush on John Barrowman and/or the character of Captain Jack, to the point that it actually makes me uncomfortable to watch. He was annoying but tolerable as a supporting character on “Doctor Who,” because his being annoying was part of the joke. Building an entire series around him just wasn’t a good idea. I doubt that any actor would be able to make a character as cool and interesting as “Torchwood” believes Captain Jack is; but if there is such an actor, Barrowman isn’t it. He’s fine, but “dashing, devil-may-care immortal space rogue from the future” just becomes “grating guy who just walked in from the set of ‘Young and the Restless.’”

But even that’s mitigated because he’s not expected to carry the story. Instead, they’ve got a fantastic concept — some strange force that’s affecting all of the children on the planet at exactly the same time — and they get the pacing and the tension exactly right. The image of children all frozen in the street chanting “We are coming” in unison is a great one, and the tension and the hints of some kind of governmental cover-up are spread out well enough that you can’t help but be intrigued. It’s epic, creepy, and sinister, and it manages to keep that mood going over three solid hours, each one with a terrific cliffhanger.

And then it all starts to fall apart. (spoilers follow)

Read the rest of this entry »

3 Comments

My Life as a Teenaged Girl

The Square Enix game My Life as a Darklord for WiiWare is actually pretty interesting. As long as you don’t let anybody see you playing it.

ffdarklordtower.jpeg
I really liked Square Enix’s launch game for WiiWare, My Life as a King, because I thought it hit exactly the right balance for a downloadable game: complex enough that you could get a good bit of replay value out of it, and scaled down enough so that it still felt more casual and less like a burden. Plus, it was just a clever idea on a couple of levels: a familiar game type (city building) that put a spin on all the Final Fantasy cliches.

So I was intrigued by the latest game in the “series,” My Life as a Darklord. The last thing I need these days is another game to take up my time, and I hadn’t turned on the Wii in about a year, but in a battle with insomnia last night, I went ahead and downloaded the game and played through the first couple of levels. A couple people asked for my impressions, so here they are.

The two things it’s important to know about My Life as a Darklord:

  1. It’s not a city-building game.
  2. It’s very, very, very girly.

But really: what red-blooded, white-bearded man in his late 30′s hasn’t secretly longed to be a 13-year-old Japanese girl? Am I right? Who’s with me, fellas?

I shouldn’t have been as surprised as I was by that: it’s only because we’re so conditioned (at least in the US) to think that guys like games about killing monsters with swords, and girls like games about cooking and reading books and peeing yourself. Even if the guys with swords look a lot like girls, and the “monsters” all have cute marketable plush versions. And there’s a lot of shopping involved. To be fair, I wasn’t able to get far into Final Fantasy X-2 once I realized that so much of the game was based around fashion shows. But My Life as a Darklord is a little more tolerable because there’s no suggestion that they’re taking it seriously.

Still, there are a lot of hearts and rose petals and magical dressers and lady versions of monsters and “Congratulations, Princess!” I look like this but the game treats me like this.

Ignoring all my hang-ups: how’s the actual game? It’s actually pretty neat. Like I said, it’s in no way a city-building game like My Life as a King: instead, you add levels to a tower and populate them with monsters. So it’s literally a tower defense game. It’s funny to imagine that somebody at Square heard that Tower Defense games were all the rage these days, and built a game without understanding what the phrase meant, but dull reality crushes that image. It ends up working much like a standard tower defense game, but oriented vertically and given a Final Fantasy spin.

RPG adventurers head into your tower (it’s implied that they’re coming from the town you were building in the first game) and try to fight their way to the top. The adventurers have different levels and properties based on the standard Final Fantasy job classes and statuses, with a rock-paper-scissors relationship between ranged, melee, and magic attacks. Your monsters also have different abilities and can be leveled up, and the floors you build can give them certain status upgrades. The floors also have “hit points,” and can be destroyed. It’s not an infinitely deep system, but it’s definitely got more than enough complexity to be interesting for the duration of a ten-dollar game.

At this point, Square Enix could slap the “Final Fantasy” name on anything and it’d sell like gangbusters. In fact, I was all prepared to spend $10 on just an “evil” repeat of the first game that I’d already played. So I’m really impressed that they’re not just exploiting that; they really are designing games with an indie game mindset. And then, of course, setting them in the Final Fantasy universe so that they don’t sell like indie games.

And of course, the thematic gimmick here is “cute evil.” It’s not like Overlord, which can’t quite let go of the “cool evil.” It’s more like Disgaea plus Dungeon Keeper plus Yoot’s Tower.

Even if the game weren’t as interesting as it is, I’d still consider it ten dollars well spent, if only to encourage them to keep doing what they’re doing. But I still wish they could do it without making me a princess.

2 Comments

Our sinks are broken, and the lobster's loose

There are at least 500 ways that 500 Days of Summer could’ve gone horribly wrong, but somehow they pulled it off.

sidandnancy_post.jpg
The LA Times review of 500 Days of Summer starts by calling it “an original romantic comedy.” This is not true. For one thing, it’s a “romantic comedy” only if you can call Annie Hall a “romantic comedy”: it’s not as much about celebrating a relationship as it is about what we can learn from a failed relationship. And secondly, it’s tough to point out “originality” as its strongest suit when you can’t talk about the movie without mentioning Annie Hall.

But that’s not a bad thing. After all, Annie Hall is such a great movie that even lesser imitations can be great, even if only for their time. 500 Days of Summer doesn’t hide any of its influences — it references The Graduate multiple times, even including the closing scene — and manages to feel like a celebration of those influences, instead of being purely derivative. It’s as personal and confessional as a Woody Allen movie, without feeling as narcissistic. It’s as ambiguous as a Mike Nichols movie, without feeling as bleak, or as if you’ve had the rug pulled out from under you by the ending.

It’s also got every romantic comedy cliche you can think of, except for a scene with people jumping on beds singing into hairbrushes (and I think there might’ve been one of those that I missed). But here, they’re played well enough that they actually work: the comic relief pals are used sparingly and feel natural, the chance-encounter-at-a-wedding is underplayed enough to feel realistic, and the scenes showing the highs and lows of the relationship are cleverly mashed up and shown out of sequence. The result is that you’re not thinking “I’ve seen this before” (unless you’re extremely cynical), you’re putting together familiar pieces to tell a larger story.

And it’s not a “chick flick,” since it’s very much told from the guy’s perspective. Granted, it’s a particularly sensitive, self-absorbed, and hopelessly-romantic guy, so make of that whatever you want. I’m a huge fan of “How I Met Your Mother,” which makes me think I’m squarely in the target demographic for this movie. Here it’s the guy whose heart is broken by an emotionally distant (and seemingly manipulative) woman: again not a completely original concept, but still nice to see movies acknowledging that relationships have two people involved; it’s not just a hero and a target. One of the best lines is when Summer compares the relationship to Sid & Nancy and has to point out that she’s Sid, a joke they reinforced with a promotional video.

As it’s told from the guy’s perspective, Zooey Deschanel is perfectly cast, to the point that you have to wonder if the entire movie were built around her. She has a power over men that can’t adequately be explained; the movie even has an entire sequence about it. (And yes, includes a scene of her singing, which frankly just seems like overkill, since we’re already enamored). So it’s perfectly understandable that a guy would fall for her and fall hard; we accept it without a second thought. But unlike, for example, Forgetting Sarah Marshall, she’s not relegated to the thankless role of “the manipulative bitch.” You can see how she made her intentions clear, as best as she understood them herself, and it was just a case of a guy projecting his image of a fantasy girl on someone instead of paying attention to the reality.

Joseph Gordon-Levitt is well-cast, too: good-looking enough that he doesn’t come across as too annoying or pathetic (and when he does, his little sister calls him a “pussy”); but not so much that the average-looking people in the audience can no longer relate. My favorite part of the entire movie is when he launches into a genuinely gleeful musical number (set to “You Make My Dreams Come True” by Hall & Oates) and he checks himself out in a car window reflection. I won’t spoil it, but if you’re a guy who hasn’t seen himself like that in a moment of feeling-good-about-yourself, you’re either lying or you’re much younger than I am.

And speaking of being much younger than I am: there is a faint sense of artificiality about the whole movie, not enough to ruin it, but just enough to keep it from being transcendent. Part of it is that it keeps threatening to cross the line into indie-movie preciousness, never going quite over but driving the whole way with its blinkers on. (But I was watching it in a Sundance theater, which might’ve had something to do with that). The other part is that it felt like people in their 20s delivering lines written by people in their 30s. It’s entirely possible I’m just out of touch, and people in their 20s in Los Angeles really are into The Graduate and Annie Hall and sing Pixies songs at karaoke. But even if the details aren’t genuine, the overall message of the movie is.

Comment on this Post

The Play's the Thing

I jump into the games vs. movies argument again, but this time Hitchock’s got my back.

hitchcockropeset.jpg
Yesterday a discussion about narrative vs. gameplay in videogames broke out on Twitter, and Telltaler Mike Watson consolidated much of it onto a webpage. (Although I’d recommend including the first level of comments that are @replied to, even if the speaker isn’t in the list of “game design notables”).

There are two good things about conducting a discussion like that on Twitter:

  1. It encourages everyone to compress his opinion into a short and simple sound bite, without paragraphs of prevarication meant to sound good but in the end, not really saying anything.
  2. The 140-character limit discourages the use of terms like “ludonarrative dissonance.” (A completely sound and relevant concept which has unfortunately been given the most pretentious-sounding name possible).

What’s bad about conducting a discussion like that on Twitter: everything else. While the lack of supporting arguments keeps everything focused, it also reduces everything to a statement of opinion with nothing indicating why anyone should agree with that opinion. No offense intended to the participants, since that’s the nature of Twitter. But it lets anyone come along and take a simplified opinion out of context and start poking holes in it. Let me demonstrate by doing exactly that:

If you put the narrative in front of the gameplay, you are no longer making a game. You’re making a movie.

That’s from Civ 4 designer Soren Johnson, in response to yet another encapsulation of somebody’s opinion, this one from Denis Dyack. There seems to be a lot of over-simplification and over-reaction on both sides; all of Dyack’s quotes don’t suggest turning videogames into movies, but the synthesis of different art forms that go into making a game. The closest he comes to saying “put narrative in front of gameplay” in the supplied quotes (which, again, are cherry-picked from a longer presentation) is “narrative is going to become more and more dominant, possibly superseding gameplay” (italics mine), and he ends that with “narrative is not the be all and end all.” He’s not advocating narrative at the expense of gameplay; he’s advocating a balance.

Which, at this stage of maturity in the videogame industry, means better narratives in games. And I’m all for that. If you insist that “gameplay” is the only important thing, you can end up with a game that has a terrific cover mechanic, clever and well-balanced weapons, great level design, a good multiplayer mode, and a story that makes me feel stupider every time one of the characters opens his mouth. I still don’t understand why, whenever anyone suggests that a game like Gears of War would be improved by having a better story, it’s met with scorn and long arguments about authorial control. And, of course, the often-repeated claim, “if you want to tell stories, you should make movies.”

I’ve seen and heard that claim made over and over again throughout the last fourteen years, coming from everyone from people writing on message boards, to executives at game companies. And I’ve got four big problems with it:

  1. It’s polarizing. Which makes it perfect for the internet, where everything has to be turned into an either/or proposition. “If you advocate better storytelling in games, you’re saying that gameplay isn’t important. Go back to Hollywood and stop ruining my videogames!” You can try responding, “Hey, relax; I said it had a lot of great mechanics, but I couldn’t enjoy them because of all the dumb-ass homosexual innuendo and having to listen to the fucking ‘Cole Train’,” but you’ll get drowned out, because “games should have a good balance” isn’t controversial enough to make for good internet arguments.
  2. It’s too narrow a definition of what a game is. Basically, it’s whatever type of game the speaker likes. But instead of saying, “I don’t like that type of game,” it’s “That isn’t even a game at all so go back to Hollywood and stop ruining my videogames!
  3. It assumes too much competence on the part of videogame designers. Just because something hasn’t been done well yet doesn’t mean that it can’t be done. It’s true that a game with a great story but lousy gameplay is going to be a lousy game. But it’s every bit as true that no matter how great or novel your gameplay mechanics may be, if you try to incorporate a narrative and don’t appreciate how the narrative and gameplay mechanics work together, you’ll end up with a lousy game. The answer to that isn’t to just throw up your hands and say it can’t be done. The answer is to get better at creating a synthesis of the two.
  4. It confuses the potential of a medium with the definition of the medium. Or in other words, it takes a list of what games can do and says that this is the list of things that all games must do.

And for that last one, I’m going to go back to Hollywood and look at Alfred Hitchock’s movie Rope.

It Begins With a Shriek… It Ends With a Shot!

You’ll often see Rope described as “a failed experiment,” even by Hitchcock himself. It’s an adaptation of a stage play; the “experimental” part of it was Hitchcock’s decision to film it as if it were in real-time, a continuous shot playing out over 80 minutes. It’s a series of very long (around 10 minute) takes, with most of the cuts disguised. It tells the story of a pair of students who murder a classmate (in the opening scene) and then throw a dinner party inviting a former teacher and many of the victim’s family and friends, just to see if they can get away with it (they don’t, in the closing scene).

You could make the claim, as Roger Ebert does in this 1984 review, that the movie fails because it’s based on a “gimmick” and it doesn’t use “the usual grammar of camera movement and editing.” Or to translate that into the narrative-in-videogames language, “Hitchcock was no longer making a movie. He was making a stage play.”

I completely disagree with Ebert (and, I suppose, Hitchcock to some degree), because I think the experiment works. It’s unsettling and suspenseful, and it has the sense of cold detachment that’s perfect for a story of a dinner party thrown by Nietzsche-inspired murderers. But most importantly, it’s an adaptation that is completely true to its medium: it could only work as a movie, and it only works as well as it does because it’s a movie.

Although Rope was performed as if it were a stage play, the effect on those of us in the audience is nothing like watching a stage play. Instead, we’re an invisible guest at the party. The camera is far from static; it slowly pans through the room, focusing on certain conversations as if we’re overhearing them, or pieces of set detail as if we’re just noticing them. In a theater, we’d remain detached from the stage, handling the editing work ourselves as we decide what we want to focus on; in the movie, we’re on the stage, and we’re forced to look at what the cinematographer wants us to see. The effect is claustrophobic. We know a murder has been committed, and we’re trapped in the party with the murderers, just waiting for them to be found out.

Ebert says that most of the problems he had with Rope were because it wasn’t filmed like “an ordinary movie.” He says the long takes aren’t necessary, since audiences accept cuts without even thinking about it. He says that alternating between close-ups and medium shots to develop a rhythm of intensity and objectivity. He says that the insistence on continuous takes means that the camera is sometimes focusing on the wrong thing at the wrong time. I say that that misses the point to an astonishing degree, especially astonishing coming from anyone who’d seen The Birds and Psycho.

Hitchcock’s real genius is that he had an innate understanding not only of how movies are made, but of how they’re perceived. He knew all the rules of how to make a horror movie: you use tension-filled music to punctuate terrifying scenes, and you never kill off your lead actress within the first half of a movie. And he knew how and when to break those rules to manipulate the audience’s expectations. The lack of music is a huge part of what makes The Birds so unsettling; we may not notice that the music is missing, but we’re so used to hearing it in movies that we’re put on edge for reasons we can’t quite explain until after the fact. And the lack of edits and “ordinary movie” storytelling is what makes Rope so tense and claustrophobic. Filming it as “an ordinary movie” would’ve put all of the focus on the characters and the plot. And the characters and the plot are macabre but frankly, pretty boring and straightforward.

Playing by the rules

Rope doesn’t take advantage of all the potential of cinema, but it takes the main potential — the ability to move the camera and focus the audience’s attention — and uses the hell out of it. And it builds tension by taking the things audiences expect from cinema — the moments when Ebert wants to be looking over there, or see a close-up of that character — and then denying them. The key is that Hitchcock knew what film can and can’t do well, and used it to his advantage.

Novels have the unique ability to go inside the head of a character and describe his inner thoughts. But books that don’t do that, putting their emphasis on plot or external descriptions instead of internal monologues, are still novels. Stage plays have the unique ability to engage the audience in a way that recorded media can’t. But a play that doesn’t have its characters jump off the stage and talk to audience members is still a play.

Videogames have the unique ability to let the audience take control over the narrative and the cinematography and explore the world at their own pace. But a game doesn’t have to completely relinquish control to the player to still be a game. The question a game developer needs to ask is: does interactivity add something substantial to the experience? If so, then congratulations, you’re making a videogame. If not, then you should make movies.

And some of the greatest moments in games have come about when the game took that control away from the player (BioShock), injected something the player couldn’t have predicted and wouldn’t have caused to happen on his own (Portal), gave the player only an illusion of control (Half-Life 2), or manipulated that sense of control so that the character’s motivations were at odds with the player’s (Shadow of the Colossus). In all of those cases, interactivity was crucial to the experience.

The problem is that we don’t have a perfect example yet. Each one of those games has at least one example of meaningless interactivity, where the story isn’t truly advancing, and the game is just throwing the player a bone to keep him occupied. But instead of focusing on where they fail, it’s more constructive to understand how they succeed: how each one tests the limits of interactivity and linearity and shows what works and doesn’t work. The definition should focus on the potential of interactivity, not the limitations of it.

The whole “games are not movies” argument is particularly silly when you look at what’s going on with every other medium in the context of that “synthesis” that Dyack was trying to talk about. More than ever before, we’re seeing the lines between “high art” and “low art” disappear, replaced with “good art” and “bad art.” We’re surrounded by remixes, mash-ups, adaptations, “re-imaginings,” re-interpretations, both literal and conceptual: one of the most popular television series is a pastiche of philosophy, sci-fi, soap opera, and action; and another popular movie is an adaptation of an attempt to test the literary potential of comic books. Insisting on a narrow definition of a medium is antiquated; we need to stop thinking about what games must do and get back to testing the limits of what they can do.

4 Comments

Rule of Threes

Trine the game is clever and polished enough to win over even the most die-hard haters of jumping puzzles (e.g. me).

trinewizardplank.jpg
Trine is a beautiful physics-based platform game from Finnish developer Frozenbyte. It’s out for PC on Steam now, and the claim is that it’s on its way to the PlayStation Network if you’ve got a PS3.

Somewhat like my reaction to playing Fable 2, playing the Trine demo gave me an overwhelming sense of nostalgia. My first thought was that it reminds me of a game I didn’t even realize I’d been missing, but that’s not quite correct: it reminds me of a game I always believed I vehemently hated.

What with my poor motor skills, I’ve got very, very low patience for jumping puzzles: Prince of Persia: Sands of Time gets away with it because it added undo; the Mario games win on charm, of course, as well as the promise of turning Mario into some wacky animal; and Half-Life 2 and Portal can get away with it because they are Half-Life 2 and Portal.

Trine is all about jumping puzzles, but it won me over because it’s just a beautiful game, and it builds its physics-based jumping puzzles around layered mechanics that are all extremely well-balanced. It gets compared to Lost Vikings a lot, because it’s based on three characters with unique abilities stuck in a platformer. I never played that one for very long, but the similarities between it and Trine are only on the surface: this is very much a modern, systems-based game. No one thing in the game stands out as remarkable, which isn’t at all an insult: everything is extremely well done and integrated, balanced, and polished. It’s a compliment to the level design that it holds its own and doesn’t devolve into being “just another platformer, but with pretty backgrounds.”

Having three different classes isn’t a new concept, even if you ignore Lost Vikings (and Gauntlet): the difference here is that the different characters all feel cool on their own. I could imagine being satisfied playing through the whole game without switching characters, and I’ve read online accounts of players doing exactly that. (For the record, I’m only halfway through the game at the moment). The Wizard’s telekinesis and ability to conjure blocks and planks lends itself perfectly to physics-based puzzles; the Thief’s grappling hook sets up all kinds of situations for Spider-Man-style navigation of the levels; and the sword-and-aimable-shield of the Warrior keeps the combat from devolving into button-mashing and just feels right.

I’m not crazy about the boss fights I’ve encountered so far, but they’re standard platformer material, and they’ve gone by quickly enough not to bother me. And I haven’t tried the multiplayer options; the video on the game’s website suggests all kinds of cool new possibilities when you throw cooperative multiplayer into the mix. Overall, you can feel all the time and effort that went into making the game and getting the balance and the level of polish just right. I would’ve supported it in any case, just because it’s such an impressive piece of work: the fact that it’s actually fun is a nice bonus.

Comment on this Post

Very Red Necks

The only good thing I have to say about Near Dark is that at least the vampires don’t sparkle. Bonus: a rant about Transformers 2.

neardarkpaxtontruck.jpg
I don’t remember putting Near Dark into my Netflix queue, and I’m not sure how it bubbled its way to the top so quickly. That’s one of the problems that comes from having a billion different gadgets with internet connectivity built in and 24-hour internet access; a stray idea can pop into your head at any moment, and months later you have to deal with the repercussions. I predict that when the inevitable future comes and we’re all biogenetically wired into the internet, the reality will be a lot less like a William Gibson novel and more like a bunch of people walking around muttering, “Die Hard with a Vengeance? Again? What was I thinking?

But the premise was kind of intriguing — contemporary vampire western — and it’s gotten a kind of buzz around it going on around the internet: you’ll frequently hear descriptions like “underrated” and “underappreciated” that make it sound like an overlooked gem of a late 80s genre mash-up. So I went in with my mind wide open. I even tried to trick myself into thinking it wasn’t about vampires, so I could let the movie work its are they or aren’t they? intrigue and I’d meet it halfway in time for the big reveal. But they don’t even let it go for five minutes: the first word out of the female lead’s mouth is “BITE?” as she’s staring wide-eyed at the dude’s jugular.

So the thing to know about Near Dark is this: it’s really not good. Now, I’m not really interested in picking on a 22-year-old movie, so the most compelling thing — okay, that’s a total lie. I’m all about making fun of movies, no matter how old, how low-budgeted, or how failed-to-meet-box-office-expectations they are. But there was something about Near Dark that just offended me, and I haven’t quite put my finger on what it is yet.

Part of it is that it manages to do so little with so much: it didn’t have a very big budget, but it did have three of the stars of Aliens: Lance Henrikson, Jenette Goldstein (nearly unrecognizable as Aliens’ “Vasquez”, who’s just too bad), and Bill Paxton. They’re all the most interesting thing about the movie, but by “most” I mean “only” because everyone else is pretty much a cipher. Paxton takes over any scene he’s in (as well as the poster), as he was prone to do back in the late 80s when he was Supporting Actor King of Hollywood. But the movie’s in kind of an unwinnable situation with those guys: every second the camera is on its boring and actually very stupid main characters, you wish you were watching the supporting cast. And every second the camera is on the supporting cast, you wish you were watching them in a better movie. Like, for instance, Aliens.

Part of it is that it screams “1984,” which is especially unfortunate since it was made in 1987. And I guess it doesn’t “scream” it as much as “drone” it, constantly, beginning from the moment the words “Music by TANGERINE DREAM” show up on screen until the very end of the closing credits, when the movie studio people came in and woke up the band after they’d fallen asleep on their keyboards. I don’t mind movies that feel dated — in fact, I actually like it, but only in two cases: when a movie becomes a “timeless classic” that still has enough traces of its origin to give it character (like Aliens again, or even Fright Night); or when a movie is completely a time capsule of a decade and couldn’t exist in any other time (like The Lost Boys, another 1987 vampire movie).

Which is the third thing that bugged me: Near Dark should have been able to capture that timeless feel, since it purports to be a mash-up of two classic genres: westerns and vampire stories. But it doesn’t get either genre right; the only genre it really captures is the sloppily arrogant action movies of the late 80s. The only real nods to “western” are brief, superficial shots that try to capture the look, and don’t even quite get that right: a silhouette of the lead riding a horse away… from a tanker truck explosion. A bandit killing a guy in a saloon using the spur of his boot… even though he’s a vampire. A vampire revealing that he fought in the Civil War… and delivering the line while in a motel room. Everything in the movie doesn’t suggest “western” as much as “white trash.”

The vampire lore doesn’t fare much better. When done right, a vampire story can tap into something primal, the sense of compelling danger. You know that it’s wrong and evil to get pulled into this world, but there’s something enticing — the immortality, the power, or the sex — that draws you forward. Near Dark makes several clumsy nods to that vague idea, proving that they were aware of the appeal of vampire stories but instead wanted to show a movie about a bunch of dumb rednecks who can’t be killed. (Which might have been interesting if the movie didn’t take itself so seriously).

And when I say “who can’t be killed,” that’s a serious overstatement. Which is the fourth irritating thing about the movie: its sloppy and inconsistent treatment of vampires:

  • Hero barely gets scratched on the neck in an aborted make-out session with boring love interest, and he’s immediately turned into full-on, has-to-feed-on-blood, can-survive-shotgun-blasts-to-the-stomach vampire. Everything cool about the slow, horrifying process of turning into a creature of the night: ignored.
  • Vampires are the most combustible creatures on the planet. A single ray of sunshine sears a flaming hole right through a vampire’s body. Except when it doesn’t. Sometimes a vampire can run for several minutes and just get singed a little bit; other times he instantly bursts into flames and then, of course, explodes.
  • This is particularly troublesome in Texas/Oklahoma/Kansas, where the movie is kind of vaguely set, because the sun there rises so quickly it goes from pre-dawn to noon in about 30 seconds.
  • To make matters worse, vampires exist in some weird fourth dimension where the rules of time don’t apply: a vampire boy can spend 15 minutes running about 100 yards after a little girl before bursting into flames and exploding, but two adult vampires take twice as long to cover half that distance while in a speeding car. (In a separate scene, a vampire is leaving Waco on a bus going 50 miles an hour, while another vampire is in a van heading south at 30 miles an hour. How long will it be until the viewer gets bored and turns off the movie?)
  • But don’t worry too much about the issues vampires face, since all it takes is a complete blood transfusion to completely cure any case of vampirism, and it only takes an hour or so to do it. Worried about the donor? Don’t be — you can apparently give someone a gallon or two of your blood and walk around immediately afterwards.

Those are just the most egregious cases; the entire movie is just slapped together clumsily and sloppily and doesn’t really make much sense or say much of anything original. The second-dullest member of the vampire gang is a little kid — one of the instantly-recognizable but can’t-quite-place-him child stars of the late 80s — who claims to be an old man in a boy’s body. That’s the coolest (arguably the only cool) aspect of Interview With the Vampire, but in Near Dark they just show the kid smoking, and playing cards, and tricking victims by falling off his bike, and then inexplicably falling desperately in love with a twelve-year-old girl. That pretty much sums up the whole movie: take a concept that could potentially be interesting if handled correctly, and then bury it underneath all the excesses of boilerplate 80s action movies. Don’t write dialogue, make clumsy attempts at catch phrases. Don’t go for tone or mood, but for costumes. And set everything up for the big explosion.

Which makes me finally realize what it is that offends me about Near Dark: it reminds me of Transformers 2. I deliberately haven’t seen that movie and will never see it, because I learned my lesson about “harmless, stupid action movies” from the first one. And just like the first one, there are plenty of people trying to defend it by telling everyone that it’s just supposed to be spectacle, and that critics are “overthinking” it. As if it were some kind of anti-intellectual triumph. (And even worse: all the bloggers and hipsters who helped it to the top of the box office by watching it just to make fun of it. Don’t you realize that you’re a part of the problem?!) It’d be easy to just dismiss it as a fad: the ludicrously over-budgeted, CG-heavy, stupid action movie. But it’s not the budget, or the effects, or even Michael Bay that are the problem: it’s the mindset.

It’s entirely possible to make a movie with a modest amount of money and few special effects that still manages to make the audience feel stupider for having watched it. All it takes is some imagination, a few synthesizers, and a total disregard of plot and characterization. And the similarities between Near Dark and Aliens just drive the point home: Aliens is unapologetically a big, loud, arrogant action movie, full of catch phrases and white trash and explosions, and scenes that exist only for the action-movie punchline. But it’s also a great movie, and what makes it a great movie is that it isn’t stupid. We’ve got to stop watching, and even worse, defending sloppy and brainless action movies before studios get the message that you don’t have to pay for a competent screenwriter, you’ll make at least as much money, and the only people who’ll notice are those fancy-pants Sundance-movie-watching elite types.

4 Comments