Flushed down the toilet, bagged and left for disposal; these are the fates that wait for us all, the possessions that once marked our lives seen finally as impositions to be packed away in dusty boxes marked – if we are lucky – ‘Dad’. “You’ll be able to go home” …
Beginners
Posted on December 17, 2011 by Paul
Flushed down the toilet, bagged and left for disposal; these are the fates that wait for us all, the possessions that once marked our lives seen finally as impositions to be packed away in dusty boxes marked – if we are lucky – ‘Dad’.
“You’ll be able to go home” is the nicest way a doctor can give the worst possible news. “You don’t have to come in for any more treatments” is another. Here is a love story, principally of a son, entwined with reflections of an undiscovered father. Hal was married for 44 years, then widowed, only to emerge from the closet a 75 year-old gay man. He returns home from a nightclub, a stranger in foreign lands, and excitedly phones his son to ask what the dum-tsch dum-tsch music was. “House music? Ahh”, he smiles, making himself a note.
This is all in the past, because Hal is dead. The present concerns itself with his son, Oliver, and Anna. They meet by chance at a costume party. He comes as Sigmund Freud; she drapes herself onto his makeshift couch, the most adorable Chaplin you ever saw. Perhaps it’s her eyes, or that she has laryngitis and can’t talk, so has to write everything down. The light flickers over her delicate features as she lifts her head. “Why are you at a party if you’re sad?” the scribble on her notepad reads. It sounds twee, and it is. It’s also silly and fun and everything Chaplin himself would have applauded.
Young love is no time for cynicism. It’s a time for interlocked fingers and long walks through the autumn leaves. Oliver and Anna so conduct themselves, primarily in the hotel rooms she frequents for work. The young actress soon regains the power of speech, and they begin to talk of the past and how it brought them here. For Oliver, that means his father, to whom Beginners returns frequently. Flashbacks alternate between memories of his childhood, in which Hal was an absent figure, and the years just gone, in which he was not. Newly awoken, he had no desire to be merely “theoretically gay”, and thus took to a new wardrobe and the crafting of a personal ad. “I’m an old senior guy, 78, but I’m attractive and horny. I have a nice house with food, drinks, friends and me. Let’s meet and see what happens”. A much-younger love, Andy, soon arrived, and was adored with a passion not wholly returned.
Director Mike Mills, best known for the intermittent Thumbsucker, places these relationships within a greater timeline. Images of the sun, of the people, of the news of the day. The death of Harvey Milk is set alongside 1950s housewives, or the golden era of the automobile. His show-and-tell of a bygone era is compared to our own fascinations, and such moments see Beginners try to understand our parents, and their parents, and parents before them, as just another fucked-up speck in an ever-expanding context.
Beginners is well-crafted in its use of repetition that draws us finally to a completed circle, in which characters are mirrored to one another, their lives compared and, finally, realised. Stage four cancer is no fit for the carefree adventurer Hal embodies, nor the thunder with which he approaches his new horizons. His son is witness to him finding love for the first time, which seems a strange thing to visit upon your grown child. Oliver’s own relationship ebbs and flows, and only his dog stays true, with eyes that go on forever and love him despite everything. He and Anna skate across a marble floor with that dog in-tow, his little legs all a blur, on their way to adventures of the independent kind, in which they must grow and discover in the most unassuming of ways. That’s okay: Beginners makes that routine seem thrilling, modestly.
Submarine: Film of the Year 2011
Posted on December 9, 2011 by Paul
In the largely subjective realm of film criticism, there can be few more useful barometers of quality than whether you were moved to again return to a film once your review had been filed. The process by which a critic arrives at their film of the year may be a torturous one – comprised largely of an utterly self-important struggle to balance the auteur merits of The Artist with the more immediate, forbidden pleasures of Transformers – but such retrospective analysis is notorious for its tendency to lionize the important over the good. Rather than succumbing to the futile cross-referencing of colour coordinated lists, perhaps a critic should instead consider just one question: which film do they feel most compelled to watch right now? For my part, the answer has been the same for almost every day that has passed since I first saw it. That answer is Submarine.
Submarine uses sex as the impetus to explore existential teenage angst in a world of impending divorce. 15-year-old Oliver Tate, buttoned-up coat and just-so scruffiness, is as taken with sex as any teenage boy doing without. Not just by his, but that of warring parents Lloyd and Jill, whom he observes with a detached curiosity, documenting whether their bedroom light was last set to dimmed (good) or full brightness (bad).
School comes as easily to him as you’d imagine. He idles with thoughts of his untimely demise, envisioning classmates’ tear-stricken eulogies as relayed in the wavering voice of the school principal. He passes along notes in class, and wonders whether he really, truly believes in scenery. And then there’s this girl. Her name is Jordana, even if she doesn’t look much like a Jordana. Oliver courts her from afar, awkwardly, as though beholden to the kind of self-involvement that once made ‘Wes Anderson’ a verb. His eyes emerge from behind a small notebook to look out at his paramour and her cruel schoolyard rituals. “Essentially, I disapprove of bullying” he declares, before placing imaginary chalk on imaginary blackboard, “but I must not let my principles stand in the way of progress”.
Oliver is one of those teenagers, like Bueller, MacGuff, and Penderghast before him, who doesn’t really exist anywhere but on the screen: more pocket philosopher than precocious wallflower from deepest, darkest Wales. Whatever his likelihood, he’s a joy to behold. We’re talking about a manifestly unheroic hero who deals in grand gestures while others retreat behind cool indifference. On the evening he and Jordana plan to have sex for the first time, Oliver badly misjudges the mood but hands her his post-virginity declaration anyway. It’s the sort of letter, innocent and sweet, that you like to think you might have written if youth and opportunity had so serendipitously collided.
Teen comedies are wont to explore the adolescent world through an airbrushed facade of raunchy calamity. Submarine deals instead with cancer and the quiet collapse of home. With typical clarity, Oliver takes stock. “Things were a lot less fun since Jordana’s mother might die and my parents marriage started falling apart”. He recalls the modest triumph of John Hughes by proudly stating his intention to fix at least half the problem by buying his father some new aftershave. Then, a concession. “I’m drawing a blank on the cancer situation”.
The phrase ‘quintessentially British’ is a particularly loathsome one, but it rings true for Submarine. My first viewing of the film came amidst unbroken sunshine in the spring, and yet it seemed to wholly imbibe the values of grey skies, thick accents and sour dispositions. It had that slightly misty feeling I’d come to associate with The Wonder Years, both so eloquent in their recounting of Polaroid moments you recognised whether you experienced them or not. There were times when the film seemed to shoulder the deep regrets I held about my own life, only to play them back to me in agonising Technicolor. And while nostalgia hung heavy, it was neither maudlin nor prone to the strange darkness of Harold and Maude. Rather, what Submarine captured was a quite profound sense of longing, not just for the first blooms of acceptance, but the sanctity of home. When he realises his mother is about to embark on an affair with the new-age mystic from next door, Oliver abandons his grieving girlfriend to sit with his father over soup and water. Little is said. Oliver knows he should be somewhere else, just as Dad recognises that marriages such as his only fall further into disrepair with every such sorry occasion. If they don’t speak, it’s only because there’s nothing to say.
Amongst innumerable homages to Anderson and Godard, as channelled by a foppish protagonist born of Fischer and Caulfield, Submarine remains a determined, individual work. It better explores youthful romanticism than just about any film I can think of. Richard Ayoade’s script is a deeply perceptive and idealistic one, whose heartbreaking qualities are only further enriched by a soundtrack that sees Alex Turner spin bittersweet prophecies like “It might not hurt now / but it’s gonna hurt soon”. Craig Roberts, like Ellen Paige before him, is a discovery who comes to us with honesty that succeeds in disarming our reflexive cynicism, itself a quality embodied by the equally revelatory Yasmin Paige. Rare is the film fortunate enough to find two such perfect leads, rarer still the one able to partner them with Sally Hawkins and an effortlessly encumbered Noah Taylor. I look back on those warm, achingly human characters, and no amount of hindsight would have me change a thing. At the time, the film felt alive and vital, so life-affirming that I was compelled to watch it again almost immediately. That remains no less so today.
Ayoade will go on to make great films – perhaps even better films – but he can never make Submarine again. The moment is already passing, and soon it will be gone. It is, in truth, the last vestige of an innocence that can’t possibly last.
This entry was originally featured at Mostly Film, and is adapted from the original review of Submarine here
Deus Ex: Human Revolution
Posted on August 31, 2011 by Paul
Riding the elevator down into the depths of an unassuming textiles factory, its glass walls afforded me a glimpse at what awaited on the floor below. A handful of armoured FEMA agents were dotted around, either on patrol or huddled in a small group to the left. In the centre of the room, a rhythmic mechanical thud signalled the familiar presence of an unwieldy ED-209 replica, with its pair of slowly rotating turrets surveying the open, multi-level storage area. As the lift doors pinged open, I darted for the cover of a nearby raised platform, eyes fixed on the HUDs pulsing suspicion meter. Nothing.
Up above laid a series of catwalks, from where a red sniper dot flirted perilously close to my position. I pulled up my inventory and selected one of the two gas grenades I’d stolen from a newly-unlocked cabinet. Leaning out from cover, I tossed an explosive towards the amassed troops, whose immediate rasping was just enough of a distraction to break for the central stairwell, by now hopelessly unguarded. Suddenly, a piercing siren began to ring out. My pace quickened as I ducked from shadow to shadow, timing my steps to avoid the curiosity of the lingering two-man patrol. Reaching the relative safety of the far side, I crawled slowly back down the stairs, now standing across from where I’d started.
A solitary guard lingering close to the exit, completing a cursory lap of the area; deliberate looks around and behind as he went. He Paused nearby and I held my breath, convinced he’d seen me. A moment passed. Then two. Finally, he turned back towards the door and I exhaled, inching out from behind the railing to strike him in the back of the neck, sending this 3-days-to-retirement badge crashing to the floor with a bone-crunching thud that left him otherwise unharmed. As a nearby surveillance camera began its slow sweep back towards the door, the body was already halfway back into the darkness. Somewhere in the distance I could hear agents muttering about another false alarm. They hadn’t found their unconscious friend yet, but they would soon enough. By then, I’d be gone.
Set in a dystopian near-future, the world of Human Revolution has yet to be scarred by the events of the first game, but trouble is brewing. The nano augmentations of the original are preceded here by biomechanical ones, available only to a privileged few who can afford them. You play as Adam Jensen, a security officer for Serif Industries, whose pioneering research has drawn widespread criticism from an increasingly activist public. On the eve of a major conference, the company is attacked by mechanised assailants. Your girlfriend and her research team are kidnapped, and a mysterious mercenary leaves you for dead. In the haze of a surgical suite, your shattered body is rebuilt in the manner of Darth Vader, reanimated through the power of science and lost love. You awaken months later, now fully augmented. With only the first breadcrumbs of a wider conspiracy to hand, you set out to find not only who was behind the attack, but what became of those that were taken.
Your base throughout the game is Detroit, home to the sprawling complex of Serif Industries. Like a home world incarnation of Mass Effect’s Normandy, you return periodically to get mission updates and idly snoop into the lives of your co-workers. One of the great things about Deus Ex was the wealth of seemingly innocuous information it provided, and Human Revolution continues that tradition. Office break-ins are a trove of e-mails and PDAs teeming with gossiping irrelevancies, which you’ll shamefully gorge on before demanding still more. In doing so, you find your perception of certain characters changes, as with Frank Pritchard. Up until then, his superior intercom chatter was a lecturing bore, facilitating a Zen achievement for players who resisted the urge to quick-save and disembowel him, Wolverine-style. But when you hack into his computer and find he’s just another frustrated TV writer, it all suddenly makes sense. Far from the haughty Linux nerd you dismissed him as, he’s really just Bubo the mechanical owl, spending his nights getting all bent out of shape over ‘I Love Lucy’ reruns.
Thrown into the world with an array of objectives, it would seem all too easy to wander where you shouldn’t and end up thwarted by locked doors, overwhelming force and terminals you can’t yet hack. Human Revolution streamlines the process with an on-screen marker that guides the player towards their next objective, be it related to the main storyline or one of the supplementary quests that present themselves on the streets outside of Serif. All completely optional, they add to a sense of Eidos having imbued their world with personality and challenge just because. To give you some idea of the game’s ambitious scope, my mostly linear play through of the key missions took around 20 hours. Given the amount of content I left on the table – little of which resembles Mass Effect’s many-planets grind – it’s clear the mantle of adventure laid down by Warren Spector more than a decade ago has once again been picked up.
An unintended consequence of that ambition is that much of it can all too easily go to waste. One of Mass Effect’s smartest tricks was its notion of a continuing world: one in which players could visit planets long after the game was complete, either to finish side-missions or just reflect with characters about the hell you’ve been through. In contrast, to leave any of Deus Ex’s four locations is to draw them to a conclusion, preventing you from ever coming back. When the cultural melting pot of Singapore (to name but one) simply begs for such an extended exploration, that you can’t at least shuttle back and forth seems a strange oversight.
Thankfully, the time you do spend in each area is a triumph of experience and design. Seamlessly integrated tutorials help newcomers to familiarise themselves with the game’s core mechanics, from stealth right through to the intricacies of hacking. A now standard feature of the genre, this particular hacking sub-game seems an impenetrable one at first, owing to spider diagrams that play host to hubs, viruses, nodes and any number of other technobabble smokescreens for ‘Click on these icons before the timer runs out’. In practice, their mastery is relatively straightforward, yet never without a degree of panic. Playing it safe by only attacking the relevant node (be it for camera control, e-mail or otherwise) is tempting, but doing so comes at the cost of any bonuses awarded for capturing adjacent points, itself complicated by the possibility of a countdown being triggered by any one of them.
The key to your success lies in the return of the series’ hallmark – augmentations. Presented in a clean, straightforward interface, the enhancements are broadly divided into the physical and mental, offering improvements to your hacking abilities (either speeding the process up or lessening the threat of detection), increased strength, or protection from EMPs. The more assailing amongst you will welcome the additional offensive selections, perhaps best demonstrated by the wanton destruction of the prototype Typhoon system. Should you ever find yourself neglecting a labyrinthine ventilation system in favour of the more direct approach, you can have Jensen lay down a ring of explosives in an impressive ripple effect, upending and destroying anything within range. Unsubtle as it is, you find that sort of thing tends to comes in handy when the game forgets itself and duly decides to have you start killing people.
It does that a lot more often than you’d like. Which is to say, at all.
Paying a little too much reverence to Deus Ex’s unfortunate targetting of Anna Navarre and laugh-a-minute Gunther Hermann, Human Revolution undermines its freedoms by subjecting you to not one, but four end-of-level bosses. Remember that invigorating cat-and-mouse game I mentioned at the start of the review? A moment of ingenious design, triumped over by pure stealth and cunning? Well, it’s bookended by a boss who arrives with all the pomp and circumstance of a mid-chapter Resident Evil villain, save for the disappointing absence of emerging tentacles and the President’s daughter by his side. And that’s just the first one. A later encounter is rendered almost impossible by virtue of a decision you innocently made hours before, and the grand finale proves so stupefying and appallingly conceived that I spent the duration running around entirely at a loss as to what I was trying to accomplish. You don’t even trip over the solution, so much as it happens while you’re doing other things. It’s the kind of insufferable design that reminds you of not only how far the medium has come, but how far it hasn’t: how, at some fundamental level, gaming never really left the arcade, and how we’re all still sat there pumping in quarters trying to defeat the evil Gelatinous cube.
It wouldn’t be so bad, but Human Revolution goes to such great lengths to prove itself an otherwise inventive and surprising game. The first mission is typical, and seemed easy enough on first glance: infiltrate a laboratory, secure the technology in the basement, and rescue some hostages. Where possible, I tend to favour a mixed-stealth approach in which I stay largely out of sight, yet not afraid to crack some skulls when appropriate. And, sure enough, the game let me proceed in just such a manner right through to the end of the mission, where I came across a terrorist leader, gun pressed to the temple of a distraught employee. On screen, I was given three dialogue options: attack, convince him to surrender, or let him go in hopes of better odds another day. There are no flashing prompts that single out any one action as decisive; no click-here-to-be-a-badass notification. In the end, I told him he could leave just so long as he didn’t hurt anyone. He nodded his agreement, and backed out of the room.
The first I knew about it were the gunshots. Only later did I see their bullet-strewn bodies lying helplessly on the ground outside. I tried to justify myself to a Serif helicopter pilot on the way back; telling her I couldn’t possibly have known. But it didn’t help, and I felt a twinge of guilt for a character I’d never seen before. When so many games struggle to lift their incidentals beyond collateral damage, here was Deus Ex forcing me to second-guess a throwaway decision just an hour in. Something similar happens later on too, only that time it isn’t even presented as a choice. If anything, the game expressly rules intervention out. Do nothing, however, and someone you care about dies. It matters too, because when you need their help later on in the story, they won’t be there. Suddenly, even the most trivial of objectives start to feel a whole lot more important.
That’s really what Deus Ex is about: empowering the player to make choices and live with the consequences. The only constant is your objective. Everything else – the route, the means, and the bodies you to choose to leave behind – is left up to you. To a certain kind of player, a brightly-lit medical facility near Shanghai is a contemporary warren of laboratories, offices and patrols fit for exhaustive exploration. For others, the open areas suggest anarchic freewheeling: a chance for the cathartic intervention that comes from picking up a hacked turret and strolling through a bustling city with it. What mischievous delights await enquiring minds of the murderous kind.
Everyone else is going to spend a lot of time dragging bodies around and waiting patiently beneath rotating cameras, but isn’t that part of the fun? That quite disproportionate buzz that comes from scouting out patrol routes and eliminating guards one by one, listening in as their fellow stormtroopers radio for help? I live for that kind of silent triumph, and for all the completionists out there – I recognise you from the meetings – a veritable bounty of hidden treasures awaits. There are even two achievements specially geared towards our affliction: one for complete pacifism, and another for somehow going the entire game without setting off a single alarm. Suffice to say, I didn’t get that one.
Boy was I pissed.
Much as the game is a grab bag of elements, I was most often reminded of Mass Effect; perhaps now the most obvious reference point for a whole generation of gamers. In terms of presentation, there’s little doubt that Bioware continue to lead the way. The environments that make up Human Revolution are smoothly rendered and full of gorgeous detailing, but many of the character models seem to have barely advanced beyond those of the original. Elsewhere, Jensen does his best to single-handedly drag gaming back to an era of arms-perpetually-folded, mid-90s tough guy protagonists. Developers Eidos don’t seem to have considered even the advancements of Half-Life 2, let alone the quantum leaps made by Mass Effect in recent years. Whatever motivations saw fit for them to cast the player as a trench-coat stiff in the mould of Neo as voiced by Batman, it makes the cutscenes a laughable spectacle, when in Mass Effect I dare say they were the most enticing part.
Then again, maybe that’s the point. Much as we’d like every title to bask in the warm glow of Bioware’s mastery, their games as anything other than interactive melodramas are several leagues behind the accomplishments of Human Revolution. Focusing on its handful of faults risks getting so caught up in minutiae that we lose sight of a quite startling achievement. True, few moments live up to the mindfuck of UNATCO troops converging on Paul Denton’s apartment. Yet in a medium beset by artificial barriers, the game is both a welcome return to the non-linear design philosophies of old, and a shot in the arm for a genre that has come to mistake Mass Effect’s soap opera for compelling, meaningful gameplay.
For those players that missed out the first time, Human Revolution is a chance to experience what everyone has been raving about these past 10 years. The rest of us can revel in the clever foreshadowing of events still to come; all the references to Page, DuClaire and Manderlay. The mind boggles at the sheer scale of the world, and the countless ways in which you can approach it. Everywhere you look is a clever detail, or something new to see, and Deus Ex not only rewards repeat play throughs, but demands them. Human Revolution is a bold vision of our transhumanist future, and a breathless, once in a generation, refreshingly adult entertainment.
Twitter Updates
- @EmmaSimmonds The whole movie just seems to drifts by without consequence, really. Such a shame. 1 day ago
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Categories
Submarine: Film of the Year 2011
Posted on December 9, 2011
In the largely subjective realm of film criticism, there can be few more useful barometers of quality than whether you were moved to again return to a film once your review had been filed. The process by which a critic arrives at their film of the year may be a …
Trespass
Posted on November 29, 2011
Kyle Miller lives in what I imagine was once an Art Deco installation, and does so while looking intriguingly like a cleaned-up Raoul Duke. Even for one of Nicolas Cage’s latter-day exercises in expressionism, that makes for a strange combination. His place in this far-fetched siege drama is to appear …
Waiting for Forever
Posted on May 11, 2011
Will Donner describes life as “starting out with goodness so pure and clear you won’t even know it’s there, because that’s the way it is when you don’t know anything”. The same could be said of cinema: limitless possibility projected out into the theatre before a film becomes what it …
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