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” …
Midnight in Paris
Posted on November 6, 2011 by Paul
In which Woody Allen experiences his umpteenth critical revival.
His critics like to hand-wave by beginning “It has almost become a stereotype to say…”, but that same comment has been dogging the director for the better part of twenty years, so much so that now even a defence of his work seems laboured. Is there anything left to critique at this point, much less anything that might finally prove persuasive one way or the other?
For what it’s worth, Midnight in Paris isn’t exactly a renaissance. Rather, it’s very much in keeping with the style, setting and characterisation of his latter day work, itself a continuing chapter in a genre Allen has made his own. Amongst those more recent movies, many have taken to using surrogates for his voice, a trend which we now see perfected by Owen Wilson. With your eyes closed, it’s nearly impossible to tell them apart. They share not only neurotic dialogue, but that same self-conscious, nervous energy. If anything, he’s appreciably better at being Woody Allen than the man himself.
The first thing you notice about Midnight in Paris are the tracking shots, one after the other. No one takes this long to establish a sense of place anymore. Against that French backdrop comes a story that owes much to nostalgic romanticism. Gil Pender, a successful yet unfulfilled writer, arrives in the city with his fiancee, Inez. They seem like a bad fit, something her wealthy, Republican parents don’t hesitate to remind him of. They’d much rather she date Paul; a smarmy intellectual whose teeth-grinding pedantry for historical trivia seems to go largely unchallenged.
A ream of such dinnertime protestations are Gil’s cue to take a lonely stroll. He walks for a while, over cobbled pavements beside moonlit rivers, until coming to a stone staircase, where he sits, a little lost. At the stroke of midnight, an old-time Landaulet pulls up. A drunk passenger waves him over and Pender – a little worse for wear himself – climbs aboard. With no lightshow or explanation for what follows, he emerges into the roaring 20s; the so-called Annees Folles. That was a time of Hemmingway and Fitzgerald, of Porter and Picasso, and Gil meets them all. How could he not? Silly though it is, Pender’s boyish enthusiasm for his subjects is such that we don’t think to question the whys and wherefores, nor ask how he returns to the present each morning. Such are the indulgences afforded cinematic whimsy.
By day, Gil is beset by anxiety that reminds you whose film you’re watching. Having crossed paths with the alluring Adriana (Marion Cotillard) the night before, he begins to question his relationship with Inez (Rachel McAdams), whose dismissals of his literary efforts recall a young Diane Keaton. Of the two, Cotillard’s performance as Picasso’s subdued mistress is the more inviting: she first shrugs off the advances of Hemmingway himself, only to walk the night with Gil, hand-in-hand beneath the golden street lamps that invite us further into those deep, smoky eyes.
Midnight in Paris feels joyful when it could easily have seemed mawkish. Wilson is the key to our engagement, with an easy charm that does much to smooth over material that errs close to dinner-theatre holodeck. Take one scene in a plush art gallery: a nothingness in many respects, it sees Gil using his newly-acquired knowledge to expose his rival as utterly lacking in substance. The words – a little arrogant, a little befuddled – belong to one of the most distinctive writers of our time, yet the parting shrug that sells it with relish is all Wilson.
While Allen’s usual indifference remains, by the time he’s through with the rain-swept streets and nods to TS Elliott and Louis XIV, what reveals itself is a cautionary tale of pining for a time and place other than your own. So what if he winds up spending 10 laden minutes eulogising the collective anti-charisma of Dali, Ray and Bunuel? This is Woody Allen, energised by a time-travel fantasy of all things. As one character rightly notes, “it’s not a story, it’s a detail“
Sleeping Beauty
Posted on October 20, 2011 by Paul
An Australian film of wicked intent, Sleeping Beauty concerns a girl and her adventures in daytime reverie. Flame-haired Lucy welcomes each day with a detachment unbecoming of her years, spending her time either in class or working one of two part-time jobs, neither of which suggest a career. She meets often with a male friend, who navigates their conversations by rote. “How are the kids?” he’ll ask each time, phrasing it more like a rehearsed line than a genuine question. She has none, and he knows it. Lucy answers in the affirmative anyway, before pouring a healthy measure of vodka over his cereal. This ritual has been going on for some time.
The film misleads only in not being the fairy tale its title suggests. Sleeping Beauty is instead a glimpse behind the curtain of Eyes Wide Shut; an account of what might have gone into preparing for a Kubrick Shangri-la. One day after class, Lucy applies for a job far removed from the drudgery of her office copywork. Standing in a payphone, she recounts her attributes – “Slim. Pert” – while toying nervously with the receiver. We do not hear the other side of the conversation, but she asks what to wear and doesn’t seem surprised by the answer.
If the French fairy tale was the germ for this story, the Maleficent of the piece would be Clara, though her role is of facilitator rather than vengeful architect. Her clients demand young girls, just as the nubile temptresses want for money, and Clara merely allows the two to meet. She hovers over Lucy with a graceful reserve you might describe as prickly, before gesturing the porcelain girl to strip. An associate enters, nods quietly and exits, satisfied. “Your vagina will not be penetrated” Clara says coolly, placing her cup back on its saucer. Thus concludes the Getting To Know You part of the interview.
It’s easy to suspect foul play; decades of skulduggery have almost conditioned us as such. Yet Sleeping Beauty keeps its word, as does Clara. Her relationship with Lucy is a dichotomy: she maintains a firm distance and insists upon discipline, while remaining mindful of her newest courtesan being shepherded into the nest of lustful men. There, in evening banquets and gatherings by the open fire, young women serve food and are expected to entertain. Some, we understand, do not operate under the same assurances as Lucy. They have been here longer, and are expected to do more.
What those expectations might be are revealed to us only later, in scenes that grow increasingly disturbing as they venture beyond anything we might recognise as normal behaviour. Such scenes – almost entirely silent – are far more haunting than the lecherous moments that characterised Vadim Glowna’s House of the Sleeping Beauties; another film about young women and the uses men find for them.
Emily Browning seems at one with the notion of disconnection, and such moments are a quite startling lesson in restraint. She was brave to take on such a role, braver still to commit to all it has her endure. Sleeping Beauty is more a comment on subservience than it is eroticism. As with Eyes Wide Shut, it’s likely many viewers will reject the clinical nature of Julia Leigh’s presentation. Others may find the film a powerful exploration: the story of how a bright young girl makes her way in a world of men’s forbidden, fading desires.
Rage
Posted on October 9, 2011 by Paul
Even before it was released, my relationship with Rage had been a tumultuous one. Long ago, I concluded that id software were a spent force. Not to say they had somehow become a bad developer, merely a creatively bankrupt one. Though others were quick to link that decline with the departure of John Romero, designer and hair volumizer extraordinaire, his absence was not to blame. In fact, id were the same company they’d always been. Rather, it was the world that had changed, and id software that had not changed with it.
Accordingly, a somewhat muted reception greeted Rage upon its unveiling in the summer of 2007. A new generation of gamers looked on and wondered what relevance id – by then the games developer of their parents – could possibly have in a post-Call of Duty world; the company’s proud legacy as redundant to their generation as Pong once was to mine. For the rest of us, any hopes the game might recapture former glories were offset by precious little evidence that the Texan developer had ever taken notice of prevailing winds. When pioneering releases from Valve and Ion Storm were blazing a trail in the first half of the decade, Doom 3′s monster-in-the-closet gameplay looked tired and narratively inert. Lacklustre sequels to Quake and Wolfenstein only further diluted the brand, leaving all the but the most ardent of fans to consider Rage as little more than an illuminating tech demo.
Then came word we were wrong.
It was only a whisper at first, but, one by one, journalists reached a consensus that Rage was far better than they’d expected. In place of the bland corridors of old came a lush, open-world that hinted at plot and setting far beyond anything id had attempted before. Combat, they claimed, was fierce and relentless. There was talk of a driving element that was not only thoughtfully executed, but central to the whole experience. Moreover, they made the game sound fun. From humble beginnings, through uninspiring teasers and widespread talk of a neutered PC port, gamers began to ask themselves: was it possible that Rage might be – gulp – amazing?
No. No it was not possible. But hear this: Rage is good. Sometimes very.
The world of Rage comes at you all at once, which is never a bad thing. You awaken in a damaged Ark pod, the survivor of an asteroid impact that devastated the planet. Earth is now but a barren wasteland, home to a few scattered settlements and the bandits who maraud in-between. Scrambling from the wreckage, you emerge blinking into the light, only to come under a hail of bullets from across the ridge. As you break for cover, a Ben Kenobi figure arrives to ward off the encroaching Sandpeople with the aid of a trusty blaster by his side. He pulls up next to you in a battered vehicle. John Goodman is here, and he’s offering you a ride. Fuckin’ Walter, man.
The journey to Dan Haagar’s enclave is your first chance to take in the magnificence of Rage. Truly, this is an ugly world made beautiful. John Carmack’s innovative megatexturing lends desert passes such as these a rich, detailed appearance, with each cliff face and road now accorded a unique texture. Gone are the days of repeated joins along badly aligned angles, for The Wasteland is a distinct, achingly reproduced stretch of nothingness. The sun crests over mountain tops to cast deep shadows across the road, as your ride comes to a stop under a makeshift bridge. Up ahead, two bandit patrols are looking for the sentries your new friend gunned down back at the Ark. If they don’t yet know you’re here, they soon will. “Damn”, Haggard sighs, hitting the throttle “now we’ve both got a problem.”
Shooters have always been of a carrot and stick construction. That is, the player is only rewarded with [plot advancement] by completing [minor objective] first. Time was, that bargain took the form of collecting coloured keycards, and while Rage faithfully continues that tradition, it does so by exposing the arbitrary nature of the process. An hour into the game and you arrive at the settlement of Wellspring, looking for spare parts. Your first call in this shanty town is the portly Mayor’s office, where you’re informed that your clothes are stupid and your mother dresses you funny. One humiliating visit to the tailor later, and the Mayor laments your haphazard parking at the city’s gates. Fix that, and you’re directed to Rusty’s autoshop to upgrade your weapons. Only HE won’t part with them until you secure a bundle of racing certificates. And how do you get racing certificates? From the race official opposite, of course, who you’ll find standing aloft his soapbox like motorsport’s own Harvey Milk. Naturally, by this point you’ve forgotten what you were even chasing down the rabbit hole in the first place.
Happily, the driving itself is surprisingly accomplished. You first choose between races, time trails, and full-on Death Race spectacles, before heading out to one of the Wasteland’s many dirt track arenas. Assorted Mario Kart power-ups line the route, further boosting cars that already encourage reckless hooliganism despite handbrakes being more emergency stop than anything you’d power slide with. You only need to win a couple of races before you can continue on your way, but with events as well-crafted and challenging as these, it would be a waste not to return; if not to Wellspring, then the neon drenched Subway Town, whose own raceway will seem like an idilic paradise compared to the wanton carnage elsewhere.
The ‘elsewhere’ is a problem, and not just for the reasons you might think. You see, even a cursory exploration of Rage will reveal an incredibly detailed world, awash in a sea of discarded artefacts that suggest street sweepers being something of a rare commodity in the End Times. The resulting impediment – invisible walls that buffet you into taking a strictly linear path – can make simply getting around a remarkable chore. From railings that can’t be jumped, to infernal roadside curbs and oddly insurmountable staircases; Rage plays like a game on rails within rails, and id have succumb so completely to the perceived wisdom of Infinity Ward that they now dictate not where you can’t go, but where you explicitly can.
Sometimes that matters and sometimes it doesn’t; a lot of the time you’re too blinded by panic to care. Many of the game’s environments would be at home in Left for Dead, evoking that familiar sense of dank, suburban dread. Heading into abandoned cities and war-torn hospitals, you’re shadowed by the kind of gruesome, blood-curdling fog you’d expect from the creators of Doom. In the ominously christened Dead City, the enemy come with explosives and knives; mutants that scuttle along the walls before launching themselves over fence and barricade to get at you. These feral creatures push back in relentless waves, massing until you’re firing at nothing but a swarming hive. It’s in such moments – never less than thrilling – that the game betrays itself once more, thanks to the frequent (ab)use of mysteriously locked doors that unlock only when trigged to do so. Other games at least maintain the pretence of needing to wait for an NPC to perform some off-screen voodoo; id just tells you to shut up and wait your turn.
What they taketh with one hand, id giveth with the other. For all its frustrations, Rage still serves up some of the most satisfying gunplay of the last five years. The key is not just in the able development of a fearsome enemy, but in a broad weapon selection and environments that suit particular approaches. Some levels might suggest a sniper rifle, just as others – the sewers, notably – are best tackled with electro bolts that stun anyone caught knee-deep. Through it all, the shotgun remains the quintessential fallback, still packing that same meaty punch from way back in Doom 2. You’ll still a lot of time backpedalling while frantically pumping fresh rounds into your rifle, though, so it’s a shame id didn’t make more of the meleeing feature; heavy weapons or no, there are just times when nothing but a well-placed stock to the face will do.
The many zip-lines that appear throughout the Wasteland may not compete with those of Bioshock Infinite, but they’re a welcome touch of Indy adventure nonetheless. They even help Jackal Canyon to play like a Nintendo platformer, albeit one soaked in the blood of a thousand torch-bearing Neanderthals. Struggling to ascend a series of wooden drawbridges high above the canyon floor, you dart perilously between mortar fire and explosives that float by on large, colourful balloons. Simultaneously, screeching bandits zip down from above, while more immediate threats emerge in the dehumanised Authority, whose booted soldiers owe their look and air of entitlement to City 17′s Combine. You can only admire id for resisting the temptation to conclude such an inspired creation with a rudimentary boss fight. True, they settle for one elsewhere in the game, but man – what kind of fucked up world is it where Deus Ex is the one encumbered by bosses?
Rage is two different games. In one, its sketchy plot is relayed through excursions that adhere rigidly to an exposition -> drive -> mission -> drive -> debrief formula. In the other, you explore settlements as you please, taking jobs from either a Wanted Board (running the gammit from missing persons to escort missions) or one of the many interested townsfolk: Sally at the Second Chance saloon, for instance, who’ll pay handsomely for destroyed bandit patrols, or the gultonous J.K. Stiles who needs a star for his lucrative Mutant Bash TV show. You can even while away the hours betting not just on games of Five-Finger-Fillet, but a somehow even more impenetrable variation on Magic: The Gathering.
Your travels between those settlements provide a sense of momentum that is largely absent from the plot itself, in which your function as survivor and saviour is understood only in generalities. The characters talk as though you already know everything, and no one much cares to assume otherwise. You are never witness to the heel from which the Authority commands such cowering obedience, which leaves you to fight on and wonder just how much worse it could be than an already Mad Max world full of armed bandits and unaccountable resistance fighters.
Such ambiguity is crystallised in the game’s concluding chapter, whose fight through a warmed-over Citadel offers neither the weaponised ingenuity nor heightened stakes of its dystopian forefather. No moment of triumph is awarded your struggle; instead, the ending is a brief rendering that completely undermines 8 hours of plot, vision and creative ambition. Perhaps most galling of all are the numerous technical problems that plague the release. Numerous crashes, for one, or an autosave system that’s either broken by design or implementation, and I don’t know which is worse – unless you remember to quick save, you can easily be thrown back half an hour or more to the last inexplicably placed auto save. Then there are the graphics, frequently marred by ugly texture pop-ins amidst a world that shifts unpredictably depending on where you happen to look. Even Carmack seems to share in our exasperation, posting online that “the driver issues have been a real clusterfuck”, as if unaware of his own culpability.
It’s interesting that the two remaining stewards of 90s shooters should release such similarly retro titles in the same year. Duke Nukem Forever and now Rage offer a window into a time of more visceral thrills, in which players were satisfied by a minigun and a room full of pixelated ghouls to expend it upon. For all the innovations in design since, it is that element that remains key to the genre’s success, and few know the fundamentals of action like id. That, unlike 3D Realms, they also strove to build a more substantive experience is commendable, even if it doesn’t meet the standards hinted at by those early, optimistic previews. Rage remains an unfulfilled promise but, as far as accomplished shooters go, few are more satisfying.
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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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