Tuesday, August 3, 2010

[Film Review] Inception


I do my best to avoid seeing trailers these days, because so many of them ruin the entire story of the film that they're advertising. There aren't many trailers that don't give away something that I'd rather have been surprised by in the theater. There are exceptions to this recent trend, but these are so few and far between that I can name them right off the top of my head:

The District 9 trailer made it look as though it would be a full-on mockumentary, rather than a traditional narrative with some mockumentary sequences. The promotional materials for Inglorious Basterds were very clear that it was going to be Tarantino's version of the Dirty Dozen, but it turned out to be something very different and much better. A Serious Man's trailer, well, that was just confusing enough to be a kind of thematic indication of what the movie would be like without giving away any of its details. The last really great series of trailers that I remember were the ones for the first Matrix film, which treated us to all kinds of eye-popping imagery but didn't ruin any of the surprises of the film itself.

Most trailers are far too honest for their own good. The best ones lie to us, by omission if not commission, leaving intact the experiential joy of being surprised. So though I'd seen the teaser trailer for Inception, which is intentionally very vague in terms of what the movie is actually about, I'd deliberately avoided watching the standard trailer for fear that some crucial bit of data would lodge in my brain before the movie had begun and inadvertently ruin some aspect of the film for me. It would be very difficult to discuss any aspect of Inception without spoiling something, and this is definitely a movie best viewed with no foreknowledge whatsoever. If you haven't seen it yet, but think you might want to, stop reading and go see it. It's stunning, and even if you don't end up liking the movie, you'll be glad that you watched it on a screen measured in "stories tall" rather than "inches across."

Christopher Nolan is everyone's darling at the moment, because he's the best director working in Hollywood when it comes to creating big-budget spectacle which is supported by very capable storytelling, all of which is accompanied by thematic underpinnings that actually have some heft. His non-Batman films are also constructed as puzzles for the audience to unravel, employing frayed (and sometimes disintegrated) narrative arcs and unreliable narrators to keep audiences engaged in the effort to decipher the fictional cryptograms they're presented with. His protagonists are frequently unsure of anything other than their commitment to the core obsessions which drive them, sometimes to the point of losing sight of the reality that caused those fixations to develop in the first place.

It's not at all surprising, then, that he'd want to make a film that centers on the malleability of dreams and the shifting uncertainties that accompany them, as navigated by a character compelled to find whatever truths he can in all those layers of subterfuge and outright deceit. What is surprising, at least during the initial viewing, is just how mundane those dreams turn out to be. While there are a few effects-laden scenes in which physics is treated as a set of suggestions rather than as unbreakable laws, there's a distinct lack of the kind of surreality that often characterizes actual dream logic. The scenes which are explicitly set in dreams mostly follow normal action film physics, meaning that they fit in well with other high-budget summer blockbusters.

This begins to make sense once the film makes its intentions clear: there are going to be so many potential jumping-off points for where reality meets dreamspace that the audience isn't going to be given any clear signals for when the characters are in a dream or not. By avoiding the use of standard film vocabulary for dream sequences (fog machine, midget, soft focus), Inception makes it impossible to know where its action is taking place. This is a film determined to spawn fan theories, and keeping its cinematography even-handed is the best way to allow the maximal number of those theories to maintain their potential viability.

Its mythology is similarly built to confound, starting off with what seems to be a fairly simple set of rules but soon enough circling around to modify those rules and eventually even contradict them. That the film never gives more than a passing nod to the mechanics of how any of the action onscreen is occurring is another sly obfuscation, leaving open the question of whether what we see is a simple narrative shortcut necessary to keep the pacing on track or a clue as to the nature of the characters' fluctuating realities.

Hans Zimmer's phenomenal score does an excellent job of supporting the thesis (well, theses) of the film while also succeeding on its own merits. As one perceptive viewer noticed, there's an extremely tidy trick that Zimmer pulls by using a honed-down sample from a bit of the source music which acts as a major plot point in the film. Being someone with an abiding interest in sample-based music, particularly the kind that embraces the alteration of samples rather than limiting their deployment to the use of strict cut-and-paste techniques, this fiendishly clever use of sampling (or extrapolation, as the case may have been) was incredibly toothsome. So far as I can recall, this is the most well-integrated piece of film scoring that I've ever seen, one which not only powerfully advances the mood of the story but also provides more clues to the puzzle which the film methodically lays out for us.

Nolan's use of repeated phrases and imagery, common to all his oeuvre as a way to suture together narrative strands, here does double-duty as the kind of intuitive feeling that we often get in dreams that we've been here before, had these conversations in the past, and followed courses of action whose consequences we already know. Though that use of repetition here invokes that exact feeling of deja vu, it doesn't overshadow the authority of the characters' choices or psychological states, with the odd result that the plot manages to feel simultaneously preordained and spontaneous.

Inception's final shot neatly encapsulates the primary argument of the movie, and was stunning enough in its emotional impact that there was an audience-wide gasp at the theater I saw it in. It's an extremely deft bit of sleight-of-hand which doesn't answer the questions raised by the rest of the film so much as force the viewer to begin reconsidering the entire reason that those questions are being asked in the first place. In a film which might well be an extended metaphor for the process of filmmaking, it's a very elegant feat to turn to the audience as the credits begin to roll and show them exactly how the previous two and a half hours weren't about the characters on screen at all, but rather the experience of having viewed the film itself.

Monday, July 19, 2010

[Film Review] The House of the Devil


Somewhere during the conception of The House of the Devil, Ti West must have decided that simply setting his mash note to the horror films of the late '70s or early '80s in the time period which saw their genesis wasn't enough. Such an approach wouldn't hew closely enough to his vision of the perfectly distilled apotheosis of those films, so he went a step further and created a film which looks like it might be a lost artifact from that era. Employing the film grain, title techniques and stilted dialogue structure which characterize those movies, all these techniques are thankfully employed for something other than raw nostalgia.

What's most incredible about this movie is that it blatantly tells us what it's going to do and then proceeds to do it, but we're still amazed when it happens. This is a movie with a very particular title, which opens with a title card explaining that what we're about to see is based on unexplained events surrounding Satanic cults. When Tom Noonan shows up, acting creepy and evasive, we already know what we're in for. The fascinating interplay between Noonan's intimidating physiology and almost absurdly gentle voice has been so often played to unsettling effect that we know as soon as he appears what his role in the proceedings is going to be. These obvious telegraphs are played out to their fullest extent to inculcate paranoia in the classic Ira Levin sense, in which we can't help but interpret even the most innocent gesture in anything other than the most damning light.

House's filmic vocabulary leans heavily on that of its "contemporaries," especially in its use of camera zoom rather than camera dolly. Its editing is also quite blunt, at least until the later stages of the film, when the protagonist enters the titular house. At that point, the film takes an utterly brilliant turn that follows its initially quiet departure from its forebears, signifying that what we're about to see is a much more delicate visual telling of the story whose beats are ingrained in its audience's marrow.

I don't want to scrutinize too closely here, since House definitely deserves a close reading analysis in the future, but the shift that happens so subtly is that the film moves from a strict focus on mise en scene to instead employ the most brilliant use of framing that I've yet seen in a horror film. That transformation perfectly mirrors the gradual change from the visual techniques that characterize those early slasher films, in which POV shots of the killer and unseen monsters behind the back of the characters were centered on screen, to the films of today, in which our anxiety is engaged by what's just offscreen instead of what we can actually see. The torture porn films that have been the mainstay of horror for the last decade or so rely heavily on this use of framing, but with little payoff, whereas House uses that framing as a way to create a psychological negative space that's much more effective than any number of jump scares.

House goes for a slow burn. It doesn't stop at refusing to have a very low body count, and instead goes so far as to eschew deploying almost any kind of overt scares whatsoever. That's the heart of the fantastic trick that it manages to accomplish: by playing directly into the fact that it knows its audience knows that something horrible is going to happen any second now, any second now, but refusing to give that tension any kind of release, it makes its audience do all the work in getting to the point where even the smallest deviation from the norm is terrifying. And then it doubles down on that audacious achievement by not giving us even that smallest deviation, instead keeping everything we see completely normal for a frankly amazing amount of time. For most of the movie, everything is fine, which we all know means that everything is secretly horrible, but there's no overt confirmation of that latter perception.

The score works to this end, being mostly comprised of a magnificently detuned piano which plonks out very short sequences of notes to emphasize just how little we're seeing happen onscreen. Occasionally, small string suites swell quietly in the background, but it's not until the frenetic climax of the film that the music really makes itself known. When it does so, it takes control of the film, switching its role from supporting the lack of action onscreen to driving it, a perfect switch that emphasizes just how drastically the tonal shift of the story has taken root.

House takes an almost entirely lifeless, worn-down narrative form and uses the very tiredness of its genre trappings to carve out a new exploration of why that narrative gained popularity in the first place, as well as using its tropes as the launching point to raise questions about themes that its progenitors never would have bothered to tackle. This is that very rarest breed of horror film, the kind that not only succeeds at creating a palpable atmosphere of dread, but then goes on to utilize that emotion to explore something greater than the sum of its parts. The closest parallel I can think of in terms of the sheer proficiency of its craft is Session 9, and anyone who's interested in horror film as something more than a simple series of onscreen bloodbaths would do very well to seek this movie out.

This review was written as a contribution to Stacie Ponder's Final Girl Film Club, a regular feature on the Final Girl horror film blog, an excellent blog which you should start reading if you're not already.

Wednesday, July 14, 2010

[Film Review] Predators


Predators is smart about one thing: it doesn't bother to weigh most of its characters down with names, because it knows that we're not going to care. Instead of attaching signifiers that we're immediately going to forget in lieu of our mental tags of Tough Guy, Sniper Lady, Big Gun Dude and the like, it skips past the middleman and just starts calling them by those tags. I imagine that at some point in the process of drafting the script, the scene in which the two protagonists finally proclaim their names to each other was meant to be a triumphant revelation, a moment in which we finally see these dirty soldiers transcend their baser natures and become fully human for the first time since we were introduced to them. In its final form on screen, the exchange instead plays out as an afterthought, one of the many nods to Aliens which hasn't earned its own weight. Thankfully, the movie is also smart enough to not be bothered by that lack of heft, instead embracing its stupidity with cheerful aplomb.

This is a very dumb movie, but that doesn't mean it's not fun. That guy you used to go drinking with in college, the one who wasn't all that bright but knew better than to take himself seriously and was always a blast to hang out with as a result? Predators is that guy. It doesn't waste any time announcing its intentions in this regard, kickstarting with a sequence of some guy falling out of the sky and yelling a lot, blasting through his punishing landing, slamming the title card on screen briefly and then revving up the minigun. This is somewhere higher on the antiexposition-o-meter than standard in media res, brushing away all those details like setting and character as completely unnecessary. It acts as a kind of mission statement for the movie, which is curious in that Nimrod Antal's first film, Kontroll, also opens with a similarly upfront short scene in which the tone of the film to follow is introduced. I haven't seen Armored or Vacancy, the two other films Antal has directed, but now I wonder if they also feature tenor-setting mini-prologues of this kind.

There are a lot of unselfconscious throwbacks to the '80s Predator on display here, rather like the people creating this movie wanted to put all of that xenomorph-related nonsense behind them as if it had never happened. These callbacks don't play out the same way that they did in their earlier iteration; it's not spoiling anything to say that Schwarzenegger's beefcake-based endgame gambit from the original is no longer enough to defeat the alien menaces from another galaxy, for example. The score particularly stands out as merrily awful, heavy-handed enough to make sure that we can't help but know The Hero Has Arrived, You Should Be Wowed, and so on. It's been a while since I've seen the original, but the music here sure sounds like it pays heavy tribute to the music from the original film, if it wasn't lifted entirely from it.

Predators knows that it's got to hit all the items on the action/sci-fi checklist, but it also knows that it doesn't have to slavishly follow the playbook on how those scenes play out. So of course there's the inevitable ammo-counting scene, but here we skip past even the brilliant shortcut that Rodriguez came up with in Planet Terror ("How much ammo do we have left?" "Not enough.") to bypass the fetishistic pointlessness of this scene. Instead, here the scene acts as a reminder that guns fire bullets, a reminder that's actually kind of hilarious given that those same guns don't seem to need ammo throughout the rest of the movie. There's just enough of this twisting of the end of any given formula scene that the audience isn't ever quite sure whether Hollywood tradition will be followed or abandoned during a given sequence, which isn't quite the same thing as smart writing, but at least serves as a discount means of keeping attention focused on what would otherwise be a completely color-by-numbers plot.

There's less intra-group conflict here than is normal for the kind of movie in which a bunch of alpha-personality strangers are thrown into a high-stress situation and forced to work as a group in order to survive. Aside from a few squabbles, the humans here work together quite well and look after each other in times of danger, in spite of a general verbal agreement amongst themselves that they really don't care about one another. There are two excellent exchanges in which Convict Guy is played for humor, which are immediately followed up by disturbing disclosures of just how wrong it is to laugh along with him. Both of these are lampshaded by the obvious discomfort that the Hapless Doctor feels about the people he's found himself surrounded by, and the low-grade animosity these characters feel towards each other is reinforced by the growly complaints of the Tough Guy Leader as he finds himself reluctantly helping the people he supposedly doesn't care about.

The one overt exception to the ill-defined dislike that each character feels for the others is the only female character in the film, the Sniper Lady whom the film obviously wants to depict as tough and capable but who comes across as a confirmation of the stereotypes women normally portray in action films. She's the only character here with any real compassion, and while that trait is normally a positive one, it doesn't make much sense to ascribe that characteristic to a combat veteran whose specialty is killing individual targets in a manner that's mechanically intimate enough that it should trigger any feelings of empathy that she possesses. She also needs to be rescued almost as many times as the Hapless Doctor, which doesn't jibe well with her background as a battle-hardened warrior who's an expert at operating on her own. This portrayal is unfortunate, as action films could really use better representation of women, and Predators would have been a perfect vehicle for that, given that all of the characters except one could easily have been of either sex. Had there been another female character, these indications of weakness on the part of Sniper Lady could have been written off as being traits specific to her character rather than women in general, but since she's forced to shoulder the burden of representing her entire gender, it's difficult to avoid drawing some unpleasant conclusions about the film's attitudes towards women.

The highlight of the movie is definitely Laurence Fishburne's turn as a long-term survivor who's gone Colonel Kurtz in a big way. Fishburne obviously had a great time chewing the scenery in that utterly over the top mode that's only called for in action films which don't care at all about character, but which celebrate the barely-held-together looniness of that particular character type when he does appear. Fishburne's character represents an interesting alternative direction that the movie could have taken, one in which gunfire and stuntmen might have played a less prominent role, but I respect that Predators stays true to the brief that it set out to accomplish. By keeping its goals humble, it avoids stumbling over any potential pitfalls that might have marred its otherwise purist approach to action film methodology. It's not going to illuminate any hidden facets of the human condition which were heretofore uncharted, but it's a solid piece of mindless entertainment which throws just enough curveballs to keep even genre-savvy audiences alert for what unexpected turns might come next.

Sunday, July 4, 2010

[Film Review] High Noon


I'm prejudiced against old movies. Even the ones that are hugely influential and have seeped so far into the cultural unconscious that they seem familiar even upon a first viewing have to fight with my instinctive inclination to giggle at the silliness of the acting on display. A friend of mine has a theory that acting, at least in film, wasn't invented until the 1970s, and I tend to agree with her. I can't help but be distracted by wondering how much of the melodramatic vocal tonality and body language is due to the overly formalized acting style of the time and how much of it reflects how people actually acted. I assume that the former trumps the latter, but being continually drawn back to the film as an historical artifact rather than a living work of art is always draws me away from any other themes that a film might be exploring, with the end result that an older film needs to be very, very good for it to resonate with me.

High Noon was supposed to be one of those films. It's widely regarded as one of the best Westerns ever filmed, if not the best, though I'm not sure how anyone could seriously make that latter claim in the years since Unforgiven's release. It held up pretty well to my giggle resistance, largely due to the choice to keep the camera on Gary Cooper for most of the length of the running time, who manages to lend a fair bit of gravitas to a role that sorely needs it.

Cooper plays Marshall Will Kane, an old sheriff who's set to marry and then retire from the lawman business. Just after his wedding, he finds out that an outlaw whom he'd put in jail years before is returning to town, and that several of that outlaw's gang plan on meeting him to help him seek revenege against Kane. After briefly considering leaving town, Kane decides that he can't live with running away from his old duties and returns, assuming that he'll have the aid of the townsfolk whose peace and prosperity he was directly responsible for establishing. Upon his return, he finds that no one wants to help him, and that the residents of town have come to the conclusion that it's indirectly Kane's fault that the gang is coming to town at all. The arc of the narrative mainly consists of Kane attempting and failing to enlist the aid of men whom he had counted as friends, all of whom come up with excuses as to why they won't help him. Some of those excuses are better than others, but to the increasingly desperate Kane, the motivations behind why he's being abandoned become less and less important as the titular confrontation looms nearer.

Cooper does an excellent job with his role, though not all of the other actors in the film managed to create quite such a timeless performance. The amount of laugh-worthy anti-acting was pretty low, though much of that was concentrated in the character of Lloyd Bridges' deputy, who not only overacted in every scene he was in but was also unforutnate enough to be cast to portray an character much younger than he was. It took me a while to figure out that his character was supposed to be very young, and that the comments other characters made about him being brash and impulsive in his youth weren't some kind of weird insult but were instead attempts at conveying an informed attribute.

High Noon must have been exceptional at the time of its release for the realistic way that it protrays violence, particularly in the big shootout which is the climax of the story. In spite of all of the information we've been told about what an amazing sheriff Kane is, he doesn't shoot the guns out of his opponents' hands or draw on them so quickly that they don't have a chance to return fire. Instead, he runs away a lot, makes good use of cover, and relies on tactical awareness much more than a myth-sized ability to fire his pistol. The shootout here isn't anything out of a Bourne film, but grounding it somewhere nearer to reality than contemporary Westerns gives it a weight that intensifies the tension of the sequence and vindicates the anxiety that the film has been building towards.

The overall feel of the film is that it uses the trappings of a Western in order to tell a very different kind of story than most Westerns, that it's more of a morality play (albeit one updated for a post-religious culture) in Western drag than a tale of how the West was won. It deftly employs a standard Western trope, that of an imminent confrontation between law and the arrival of violent chaos, and then fragments that setup to explore what happens to the society which has established itself as civilized when it's suddenly threatened. Kane isn't quite the warrior who's too savage to exist peacefully once his war has been won, but he's close enough to an embodiment of that theme of barbarism versus civilization that the townsfolk are clearly uncomfortable with him when he refuses to leave them. Though Kane is undoubtedly the film's protagonist, he's as much a vehicle for us to see the varying reactions of the townsfolk to impending danger as he is a character for us to sympathize with. This is most clear in the centerpiece of the film, an extended town-wide debate which takes place in a church, in which a number of different responses to Kane's plea for help are trotted out by various social strata of the town, all of them revealing more about the person uttering them than their supposed attitude toward their former protector and the forces of lawlessness he's committed himself to battling.

Kane's final act, after the climax of the film, opened the door to the much less heroic Westerns which would follow High Noon, entire subgenres of work which used that last shot as a stepping board to examine more subtle gradations of human emotion. It's not at all surprising that John Wayne decreed this movie un-American, as it uses what should have been a very cut-and-dried narrative form to suckerpunch audiences into examining assumptions which had been hallowed by decades of traditional Western stories. For that alone, Westerns owe this film a huge debt of gratitude.

Sunday, June 20, 2010

[Television Review] Dollhouse


Dollhouse is about a mysterious company that produces a single product: people. More specifically, the Rossum Corporation produces bespoke personalities grafted onto mindblanked people who may or may not have volunteered to put themselves into this situation. For a steep price, clients can hire these tailor-made people, whether that be for a night of sex, a weekend of whitewater rafting, or a high-end art heist. Some of the drones are beginning to remember bits and pieces of their engagements and occasional chunks of memory from their former selves, however, and there's a disgraced FBI agent who's attempting to track down the location of the Dollhouse as well, ensuring that there are plenty of complications piled onto an already complicated premise.

This is a show that I really should like. It's a Joss Whedon creation, and I tend to appreciate his work. It's well-written, dark without being overly depressing, paced well and competently shot. It centers on one of my favorite subjects, the malleability of the psyche and how identity might be more fluid than we generally give it credit for. All of these ingredients should cook up to something that I find irresistible. Why, then, do I find it so hard to care about the show?

I'd like to blame Eliza Dushku, who's utterly unconvincing as someone who's a walking receptacle for modular personalities. I can't do that in good conscience, though, because I assumed that this would be the case long before I began watching the show. She's never been a good actor before, and I didn't have any reason to think that she'd bother to start being one now. I also had no idea accepting the informed attribute that she is, in fact, acting like a different person every week, rather than acting like the same one with a few different mannerisms. Though it would've been great if the lead had been capable of pulling off the daunting task of having to play a character who completely disappears into a different persona each week, but still retains traces of the initial personality, it wasn't particularly problematic to me that she wasn't.

A lot of the reason I found it hard to engage with Dollhouse was that so much of it felt like a retread of Whedon's other television work. The dialogue mostly maintains Whedon's slightly too clever but still funny/insightful modality, though it's definitely played down here from the heights it reached in Buffy and Firefly. Some of the characters resemble characters from earlier shows. For example, Topher, obviously the favorite character in the writers' room as he's their chance to show off their most clever lines of dialogue, is basically Wash minus compassion plus intelligence. The relationship web of the employees of the Dollhouse mimics that of Buffy's scoobies, Angel Investigations, the crew of Serenity and the professors of Xaviar Institute (while Whedon was writing them, anyway), not in its particulars but in the familial sense of how the characters relate to each other. Not every group of people who spend time together acts as a surrogate family, and while that social structure worked well for the previous Whedon projects, it falls on its face here.

The first half-dozen episodes are heavily episodic and play out like an updated Quantum Leap, with Echo being thrust into various situations in which she's needed to figure out what's really going on and then save some people, often from themselves. As the season progresses from there, it becomes more and more serialized, with the penultimate episode being entirely dependent on previous episodes. The final episode of the season, available on the DVD set but never aired on television, is an intriguing flashforward to an apocalyptic future that follows directly from the events of prior episodes. This was definitely the best episode of the season, which is probably not coincidental with the fact that it only features the main characters of the regular season in cameo roles.

For a show that's all about characters whose personalities are chunks of data injected into empty hosts, there's not much exploration of the theme of identity. There's a total lack of any kind of sciencey explanation for how the personality mapping and rewrites work, which would be fine if they worked consistently. Coherent mythology has never been Mutant Enemy's strong suit, but in its other productions, that tendency toward making up rules on the fly could be overlooked, as it didn't matter to the character-based storytelling how fast the ships travel or what exactly a demon is. In Dollhouse, though, the tech is the characters, and shortchanging its plausibility by failing to adhere to any set of rules disrupts the characters themselves.

The primary theme foregrounded across the season is that of violence towards women, rather than being anything to do with shifting identities. But rather than tackle this topic in any meaningful way, the shows sticks with "men will abuse women when given power over them" and doesn't go any deeper than that. A lot of the problem is that the abusers we see are generally characters-of-the-week, so they don't get enough screen time to be fleshed out in any way that allows for an actual examination of why men who have power over women abuse them. As a result, we end up getting the worst of both worlds with this ugly choice of topic: all the squick-inducing abuse and violence, but none of the avenues of potential discussion to explore why they occur. I very much doubt that it's intentional, but that pairing gives all the brutality on display an almost pornographic tone. I don't take issue with art which deals with weighty, uncomfortable subjects - those are the motifs that I tend towards - but it's a clear failure on Dollhouse's part that it presents the salacious without any follow-up.

Reading back through it, this review has been mostly negative, but I want to stress that I don't think that the show is bad. It was entertaining enough while I was watching it, but it was too forgettable and loosely built for me to have been excited about what would happen in subsequent episodes, and I've got no desire to go back and re-watch any of it. Perhaps my expectations were simply too high for it after the unalloyed genius of Firefly, which leads me to think that audiences less familiar with Whedon's pet obsessions would likely find Dollhouse much more engaging than die-hard fans. It was an diverting season of television that wasn't ever able to quite plumb the depths of its own themes, but I'll certainly be giving the second season a try in hope that it will live up to the abundant untapped potential lying just under the surface of this material.

Saturday, June 19, 2010

[Film Review] Superbad


The DVD menus of Superbad are possibly the most honest that I've seen. They don't show stills or short clips from the movie itself, like many such menus do, or feature snippets of dialogue, or simply sit there inert. Instead, they present a parade of childish drawings of penises in various styles, situations and outfits, while the silhouette of Michael Cera dances to an amazingly amateurish funk track. It's not so much that this is entertaining, but it does serve as a perfect non-spoilery encapsulation of the movie you're about to watch. Well, the music on the menus is misleading, since the music in the film itself is great.

After the title sequence, which is more dancing silhouettes, Superbad launches headfirst into its mission: getting deep inside the sex-obsessed heads of high school boys. There's no sense of dramatic build in the first act. Instead we are dumped with total immediacy into a conversation about the best porn site to subscribe to in college, followed by a discussion about how much better the world would be if erections were celebrated rather than scorned. This kind of all-at-once immersion is difficult to pull off, but Jonah Hill and Michael Cera make it work largely by making it feel like the world that they inhabit has always been there, rather than being something made up for a movie.

The film does an excellent job of capturing and conveying the uneasy mix of arrogance and emotional fragility that comprises the life of a high school boy. It also manages to actually out-raunch actual high school boys, a feat not to be taken lightly. Most of the humor, though, comes from deliberately misused vocabulary and awkward phraseology. For a teen sex comedy, there are remarkably few attempts at physical comedy, and those aren't given nearly as much screen time as the hilarious dialogue. There's also not as much sitcom tension, characters finding themselves in situations that are inevitably going to result in their public humiliation, as in many comedies. Most of the setups that seem as though they're going to end in embarrassment for our protagonists instead take an unexpected turn and conclude with them being inadvertently, accidentally awesome. Rather than indulging in the thick sludge of schadenfreude that fuels many comedies, it's obvious that these characters are well-loved in spite of their goofs.

There's some nicely messy worldbuilding here. In most films, but especially in comedies, the setting often comes across as weirdly hermetic, a sealed environment in which every character tic is guaranteed to have some explanation or knock-on effect later in the film. This is understandable, as film narratives are necessarily tightly plotted and details of character and setting are too precious to be thrown away, but Superbad's courage in rejecting that set of assumptions creates the sense that these characters really are moving through a larger world than just what we see on screen. There are conflicts which we never get an to see the full resolution of, characters who are clearly intent on following their own paths but who only drift through the periphery of the plot onscreen, and mysteries for which we never get an explanation. This profusion of loose ends would be refreshing in any movie, but it's especially welcome here, as it resonates so well with the theme of our protagonists entering new, foreign territories for which they have no maps. That this new world is exponentially larger than the relatively sealed environs of the high school society which they're preparing to leave is deftly underscored by the many references to the earlier experiences of these characters and the familiarity which they have with each other.

There's a fair bit of bros-before-hoes subtext running through the movie, as the protagonists find themselves in many desperate situations which could have been avoided, had they stuck by each others' sides rather than chasing after girls. This is reinforced not so much by Seth's lamentations to that effect as it is by the world outside the characters' control, culminating in a two-pronged climax which only reinforces this theme. Thankfully, an unexpected epilogue adroitly undermines this mentality, suggesting that the change these characters have been fighting so hard to avoid is actually the only way they're going to be able to survive in the world of adults, and that such a world isn't nearly as dreadful as they'd been assuming.

Tuesday, June 15, 2010

[Film Review] Pandorum


With a name like Pandorum, you can't help but wonder what the title refers to even before the movie begins. It's probably name of the ship, right? No, the ship is named Elysium, as the opening blocks of text inform the audience. Okay, well, there are obviously going to be monstrous baddies prowling the shadows, so maybe that's the name of their species? No, the creatures aren't ever given a name. A mysterious cargo of some kind? A computer virus that infected the ship's computers and caused them to fail? The corporation that funded the ship and probably isn't acting in the protagonists' best interests? Nope, nope and nope, respectively. We aren't forced to wait long to find out what exactly pandorum is, but it's so hard to believe once it's revealed, through a clumsy as-you-know-bob conversational infodump, that it seems like it must be the setup for a twist. Pandorum, you see, is Space Madness. It is, in fact, the very purest form of space madness, a potent blend of hallucinations and paranoia that inevitably leads its sufferers to murder their friends, all without any kind of cause or explanation. I was expecting one of the characters to begin gnawing on a bar of soap at any moment.

The story follows a pair of crew members who wake up from their hypersleep pods suffering from intense amnesia, unable to remember much more than their names and their training. The plot of the film consists of these two characters exploring the decaying confines of the ship, dredging up their memories of where they are and what they're supposed to be doing, and realizing just how hazardous the situation in which they've found themselves is. Aside from the amnesia, a reasonably clever device which allows the film to present information to the audience in a somewhat more palatable form than is often the case in sci-fi film, this is all stuff you've seen before if you're bothering to watch this movie. Where Pandorum manages to succeed is in using these well-worn elements to create a foundational springboard from which to launch its own ideas, which are new enough (in filmic form, anyway) to carry their own weight. Even the monsters on the ship are eventually given a better reason to exist than those in Alien ("make a guess, because we're not going to tell you") or Event Horizon ("magic!"), the two most obvious precursors to what's on offer here.

The creatures here are look a lot like the genestealer hybrids from the Warhammer 40,000verse, with a light sprinkling of some elements from Giger's designs for the xenomorph in Alien. They look rather silly once they're shown fully illuminated, but the film is smart enough to keep them out of plain sight for as long as possible, presenting them instead as disturbingly off-kilter silhouettes moving through shadow and half-light. In spite of their somewhat unimpressive looks, there's a definite sense of visceral menace to them, a deadliness made all the more potent by the tight confines and poorly lit environments in which they and their prey are trapped.

The scenes of the monsters chasing our protagonists are effective in building a sense of tension and danger, but ultimately the creatures' deadliness creates some issues of believability. Without venturing too deeply into spoiler territory, there are other survivors hiding in the depths of the ship (which shouldn't come as much surprise since there are always other survivors hiding in the depths of the ship in this kind of story). What's problematic is that the creatures hunting those survivors are so lethal and outnumber the humans so greatly, and the survivors are so poorly equipped to deal with them, that it's difficult to believe that these people could have survived for any appreciable length of time.

These and a few other niggling concerns regarding the worldbuilding are just nitpicks, though, as the explanations behind what's actually going on in the ship, why the monsters are there and where they've come from, and why all the major characters are afflicted with omnipresent amnesia are surprisingly solid. The final act of the film is the strongest, as multiple revelations follow each other in quick succession, upping the stakes for the characters involved and broadening the scope from the standard question of who will survive and what will be left of them into something more profound. Pandorum even manages to pull off the difficult trick of using the obvious reveal of what seems to be at stake, which is given away during the first scene, to obfuscate the most important piece of information, which the film keeps squirreled away until its climax.

The score of Pandorum is well-composed, if mostly uninspired and generic. There are bits of it which sound a lot like the faux-metal of Clint Mansell's compositions for the Doom film score, and other cues which tend toward the abstract electronic minor-key soundscapes found in a lot of recent horror films. What's funny about the score isn't the music itself, which holds up well enough outside the context of the movie, but the way it's used in the film. It almost seems as though whoever edited the score into the movie wasn't paying any attention to what was happening onscreen at any given time, as there are quite a few loud action cues which play during moments of sneaky exploration and quiet conversation. As early as the camera crawl over the exterior of the ship which opens the film, the music begins pounding away in spite of a lack of any exciting action onscreen. It's probable that the editors were attempting to add a sense of urgency to the more restrained sequences of the film, but these moments of disconnect between image and sound come across as the filmmakers trying just a bit too hard.

That sums up the film quite well, actually: it's better than it has any right to be, and mostly succeeds in spite of hewing slightly too closely to its influences and being a bit impaired by too much earnestness, though it doesn't quite manage to achieve the genius of its forebears. I've got high hopes that the folks behind this movie will hone their craft with a bit of time, though, and will definitely be keeping an eye on any future projects they're involved in.