Sunday, August 18, 2013

BOOK REVIEW: THE FEELIES (1990)

by Mick Farren

Originally published in 1978 by Michael Dempsey/Big O publishing. 
Revised version published June 1990 by Del Rey Books.

PLEASE NOTE: This review is based solely on the revised edition.


...

"Those who remain in the real world will be those who are able to accept reality for what it is."

...

Review by William D. Tucker. 

Combined Media has got a future for you, my friend, if you can afford it. They call it Integrated Entertainment, or IE for short. IE is a mixture of life support system, and virtual reality via chemical/electrical stimulation of your central nervous system. You can seal yourself into a self-contained bed, have the IE techs run nutrient drips into your veins, put your respiratory and circulation systems in sync with life support apparatus, insert a cybernetic feedback array into your brain, and you're ready to techno-trip balls for the rest of your days. No more messy interactions with a world filled with crime, drug resistant disease, poverty, and people who will always be smarter, more beautiful, and more successful than you. Once you plug into IE you can be Billy the Kid, a paperback space pirate, the Marquis de Sade, or a Ku Klux Klansman-it's all doable. Nothing is forbidden. After all, it's inside your own head. As long as you got a triple AAA credit rating, you're good to go.

IE is the central technological commodity that powers a grim New York City in Mick Farren's The Feelies, a lean, insightful dystopian novel about the consequences of building a capitalist economy around a powerful form of escape from flesh and blood reality. IE, at first, is only for the super rich. Well, not really super rich, just those who have triple AAA credit ratings. The poor are left to fend for themselves by joining ultraviolent street gangs, or to work mindless jobs maintaining the IE infrastructure. The smart ones have signed up with the militarized police forces who have formed themselves into heavily armed and armored CRAC (City Combat and Riot) squads who love nothing better than busting civilian heads. If you can't be one of the ones born to wealth, status, and a guaranteed life of ease working in the upper echelons of corporate leadership then at least you don't have to be one of the little people. You can put on a uniform, grab a truncheon or an assault rifle, and lord it over the lowly shitizens.

Or, if you're ambitious, lucky and attractive enough, you can land a role on the Reality TV anticipating Wildest Dreams, a kind of R-rated Double Dare-style game show built around inane trivia games and sexually humiliating obstacle courses. The unwashed masses go nuts for the insta-celebrities who make it on to this show, often times mobbing the stars when they make publicity appearances or stalking them in their own neighborhoods.

More disturbing ideas float to the surface: all those cameras down at the subway station? Rumor has it that no one's watching the feed anymore. Even the pan-optic surveillance infrastructure is crumbling. No one is in control, even though everyone is fighting to maintain the illusion of control.

Farren's book alternates chapters following a handful of central characters, a selection of random citizens, samples from various IE fantasies, and the machinations of the corporate officers to give a fast-paced but comprehensive portrayal of Combined Media's infiltration and lockdown of human consciousness at the individual level. Two people emerge as significant point-of-view characters: Ralph, an alcoholic technician who services the IE beds, and Wanda-Jean, an underemployed pill popper who pursues her dreams of becoming a celebrity on Wildest Dreams. Neither of these characters are anti-corporate messiah material, nor are they meant to be. Farren's intention is to show how these two all-too-average beings respond to their growing awareness of the absolutely fucked nature of the world around themselves. Ralph and Wanda-Jean are both funny and grimly authentic.

Eventually, CM decides to offer IE at economy prices to draw in the masses. The implication is that only the most down and out and the super wealthy will remain outside of the VR fantasy trip. And then . . . a final showdown between the haves and the have-nots? Farren doesn't say. In the end, even the powers that be seem to be in thrall to the economic paradigm they've unleashed. No great visionary or rebel messiah shall emerge to save humanity from being enslaved by the New Corporate Predator State. It's a beast which cannot be defeated or satisfied. It can only self-destruct.

Monday, July 8, 2013

VIDEO GAME REVIEW: THE CAT LADY (2012)


A Game by Harvester Games
Written and programmed by Remigiusz Michalski
Music composed by MICAMIC (Michal Michalski)
Additional music composed by Richard Henley and Pal Hjornevik
Interface programmed by James Spanos
Voice casting by Mark Lovegrove

Starring:
Lynsey Frost as Susan Ashworth
Brittany Williams as Mitzi
Margaret Cowen as the Queen of Maggots

Review by William D. Tucker. 


Susan Ashworth lives in a grim apartment. She's all alone in this world. The apartment isn't huge, but it's more than enough for just one person.

 Except it wasn't meant to be a home for just one person. There was supposed to be a husband and a child there, too, but that's all gone now. It's just Susan and a bunch of cats. Her little feline army comes whenever she plays the piano. Susan loves these graceful beasts, but the neighbors hate them. The neighbors hate the cats, hate Susan, and hate her stupid, depressing noodling on the piano keys. Susan isn't too concerned about all that, though, because she's leaving the planet sooner rather than later.

 Susan wants to die. But she can't. She swallows a bunch of pills and ends up in an afterlife she never asked for. It's a bizarre otherworld filled with gruesome mutilated animal symbolism, beautiful fields of wheat blowing in the wind, and bombed out traffic tunnels filled with wrecked vehicles. This afterlife is ruled over by a sinister old woman known as the Queen of Maggots, who may be Death itself, some sort of dark god ruling over another dimension, or maybe the Queen is one of the fates of ancient mythology. Or she could  be God Herself in a classic mode of bloody, hell-fire and brimstone vengeance.

Susan wanders this afterlife with its nonsensical, ever-shifting geography until she encounters the Queen and is then charged with a mission: eliminate the Five Parasites. These Parasites are predatory human beings who the Queen predicts will soon be coming after Susan in mundane reality. Susan must fight them to the death if she is to survive. The Queen of Maggots also endows Susan with immortality. She can no longer die, so what's there to be afraid of? Of course, this "immortality" could just be Dumbo's magic feather.

How about that? A wanna-be suicide is told by some supernatural crone that now she has to fight to stay alive, but she's immortal, so no big deal.  And here she was all this time struggling to end it all. When it rains it pours.

And who is this Queen of the Maggots? Just another Grim Reaper? Is this a mission from God? From Satan? Or maybe this is just a hallucination. It feels real enough . . .

Susan awakes in a hospital bed. She failed to suicide properly, now she's been charged with a mission of murder. Ain't that some shit?

The Cat Lady is a dark tale of murder, rebirth, depression, and, possibly, hope that could have been made as a movie, written as a novel, or even composed in the form of a comic book, but its creators chose to realize it as a point-and-click adventure game. You know the drill. Move through various rooms. Click on items, furniture, the environment, and engage in conversations with the other people you encounter. Find the damn clues. Figure out how to get the story to advance. Wonder if you've made all the right choices. Maybe this is one of  those games with multiple endings where every choice is significant and results in a different ending sequence. What's the best ending? What's the worst? Which one do I really want to see? The point and click adventure game approach is used here primarily as a vehicle for the delivery of narrative. So if you're looking for a first person twitch shooter, a 100 hundred hour JRPG quest, or an open world sandbox style RPG this isn't the game you're looking for.

Visually, The Cat Lady offers some variation on its style of play. Most point and click adventure games have relatively small character sprites in larger environmental settings, but here we have a larger than usual view on the action. Many "shots," if you will, depict the characters in wide shots in context of the various locations, mostly indoors, that they inhabit. These wide shots are interspersed with occasional long shots, cuts to close-ups, and the whole frame is displaced at times by bizarre montages and collages of significant imagery. I got a strong sense of  the embodiment of the people in this game. They're rather tall for point and click characters, and more realistically proportioned than the sorts of people you expect to find in video games. Susan Ashworth is designed to look like a plausibly proportioned woman in her 40s, not a sexualized BDSM queen with an AK-47 in one hand and a katana in the other.

 No, I'm not saying this out of prudery. It's simply what this game is going for: plausible human characters presented in ways meant to evoke empathy and identification-rather than masturbatory fantasy-in the context of a story of supernatural intrigue. I stress the strength of these elements not out of some mindless puritanical morality or a fundamentalist disapproval of sex appeal in video games, but rather to point out the proper tone of seriousness-leavened with witty dialogue and pitch black humor-that the game creators have chosen to deploy in telling their tale. The effect is that one takes the story and the people in it quite seriously. Despite the limited interface I became engrossed in Susan Ashworth's journey. Her emotions, her struggles, her failings, and her strengths became my own as I played, much as I would enter into the heart and mind of the protagonist of an involving novel or movie, I was enraptured by this game.

And the interface is quite limited: arrow keys to move, click enter when you walk into hotspots, navigate options to manipulate objects, and choose dialogue paths. No asinine pixel-hunting, no added value arcade shooter sections, just you, the player, and Susan Ashworth navigating a compellingly gruesome narrative teetering between the worlds of the living and the dead. The Cat Lady is explicitly using a stripped down point-and-click adventure game interface to deliver narrative. It's a smart choice.

 A movie, with all the proper special effects and set design, would've been prohibitively expensive, even if the filmmakers cast cheap, but effective, unknowns in all the lead and supporting roles. The interactivity of a game like this brings the player a little bit closer to the action, and the very conventions of the point-and-click adventure game create a structure which encourages dramatic confrontations, inner monologues, self-doubt-it's not all that different from going to see theatre. Just think of your computer screen (or mobile device screen) as analogous to the proscenium arch which frames a live play.

You can also think of The Cat Lady as being in the genre of point-and-click video adventures that function very much like interactive graphic novels like Snatcher, Policenauts, and Rise of the Dragon. A comic book would probably be the only other economically viable form to do justice to The Cat Lady. It's much too provocative for horror cinema as it is currently practiced by Hollywood and other major film industries. What we are dealing with here is not a slasher story, a cheekily self-aware grindhouse parody, or Saw-style torture porn, but a series of confrontations where Susan must grapple with her own rage, anguish, and moral confusion.

Susan's main confrontations are with each of the Five Parasites. Each one is truly a sick fuck of one kind or another, all heartless predators who definitely deserve to die. But who is to do the killing? That's where moral conflict comes into play. Susan is no jaded executioner. She isn't a vicious psychopath.  Nor has she been conditioned by military training, political indoctrination, and/or religious brainwashing to mindlessly follow orders, dehumanize the enemy within her own mind, and practice increased aggression up to and including murder of her chosen target. Her only asset when confronting each of the Five Parasites is her immortality-which isn't quite what it seems to be . . . How does a depressed forty-something with no specialized training/indoctrination become a  killer?

Or maybe it's not as difficult as I make it out to be to go around the bend. Maybe we all have a murderer inside us. I have only to reflect on the anger I've felt anytime I've almost been run down in a walk lane by some mindless motherfucker violating my right-of-way while safely enclosed within an SUV, jacked-up pick-up truck, or a Prius to know something of Tetsuo levels of perfectly rational rage.

In any case, Susan's grotesque transformation into a dark avenger is fascinating and disturbing. Although the game doesn't come right out and say so, I think The Cat Lady is, to some degree, a bit of a riff on comic book vigilantes. The title itself, as well as Susan's bond with her army of cats, evokes Selina Kyle from DC Comics and specifically the version of Kyle depicted in the wonderfully demented 1992 movie Batman Returns. But Susan's supernatural qualities put her more in line with another DC Comics vigilante: The Spectre.

Remember the Spectre? He used to be Jim Corrigan, an iron-testacled New York City cop brutally murdered by cowardly gangsters whose raw will to avenge himself brought him howling out of the grave. Look him up, he's an intriguing character.

The Cat Lady's Susan Ashworth is definitely more of a supernatural avenger like The Spectre, more so than the costumed martial arts masters like Catwoman, Batman, Rorschach, or The Question. Susan isn't a traumatized wealthy person obsessed with justice, like Bruce Wayne, and she isn't a psychopathic thief looking out for her own end, like Selina Kyle. Nor is she a philosophical striver like the Question, or a violent lunatic with a rigid view of the world like Watchmen's Rorschach. And unlike Jim Corrigan she doesn't have any godlike powers to warp the very fabric of reality.  Susan is basically a nobody, average in every way. Except that if you kill her she doesn't stay dead . . .

 Susan's average feelings and desires come to assume cosmic proportions as she re-examines her mundane past in light of her newly gained immortality. Her mind seems to expand into that other realm where she is given a chance to confront terrifying memories that have ballooned into macabre pocket dimensions reflecting the most traumatized aspects of her soul.  Unlike the DC Comics characters-which she resembles somewhat-her battles with the Parasites have a profound impact on her newly immortalized soul. She questions her motivations and the morality of killing. She also wants to figure out the true nature of the Queen of Maggots, and whether or not she's just the pawn of some dark god of death. Whenever she is killed, she seems to go back to that sinister, jumbled-up dimension of death. Susan's "real" world and the world of the dead begin to overlap in terrifying, brain-bursting fashion. What's real? What's a delusion? How is she to make sense of her existence as a human now that she has to straddle conflicting realities? And are there any other immortals like herself out there? If so, are they friend or foe?

Susan also has to confront the guilt of becoming a killer. She may be immortal, but what about her conscience? What's it like to live forever with death and vengeance on your mind? Hopefully, the cliche that time heals all wounds is true for immortals, also. Assuming it was ever true for mortal people, of course.

Actually, I think you would have to be immortal to have time heal your wounds. In real life, time wears us down to nothing. Time erodes our memories of pain and suffering. We don't heal so much as forget. We lose our capacity for memory. In severe cases, we become senile, and are afflicted with degenerative conditions that destroy our capacity to remember. At the end, we can barely understand our lives in the here and now, as the faces of people who've been with us over the years become strangers. But maybe a true immortal could heal with the passing of years. They would have to, since suicide would no longer be an option. I find it amusing to toy with the logic of immortality.

At the end of this game, I wondered what Susan Ashworth would do next. Game designer R. Michalski has crafted a deeply satisfying saga of supernatural trauma, vengeance, and moral doubt centered in an intriguing, formidable protagonist. I think it would be interesting to see The Cat Lady take up some new challenge with her powers. Perhaps to explore or create other realities. Of course, it's not for me to decide, but I cannot help but idly fantasize some new era in the immortal life of Susan Ashworth.

Thursday, May 2, 2013

VIDEO GAME REVIEW: RETRO CITY RAMPAGE (2012)

Developed and published by Vblank Entertainment

Designed by Brian Provinciano
Music composed by Leonard J. Paul, Jake Kaufman, and Matthew Creamer

...

"Just like in real life, food and drinks heal bullet wounds."
-from the Retro City Rampage instruction manual

"Law is sublimated violence."
-Alvin Toffler, Power Shift

...

Review by William D. Tucker. 

A man with a lot of guns stalks the city. He steals cars. He takes life at will. He is burning to transform himself into a Hi-Score Street Warrior. Time travel is on the table. Stuffed suits in corporate boardrooms think they're masters of the universe, but our hero knows that violence, not globally scaled economic flim-flammery, is the true engine of power. He'll blast his way through the fabric of space and time, if necessary, rising through the criminal ranks, zooming up the underworld leader board-

Oh, but now he's had a setback. Our man had a hot streak of paradigm-shattering novelty slaughters racking up bodies civilian, police, military, ninja, cyborg, but he got cocky. He got killed. He had to start back at the heart of the city, with less cash in his pocket, and a reduced armory. Ain't that a bitch? Now he's got to do that fetch quest all over again. Time for a break. Time to hop over into the free-roaming dimension to work out some aggression, come back to that onerous fetch quest later. Or maybe he'll just hijack a bus, drive on the sidewalks, see how many kills he can chain together to unlock another achievement, maybe a new hairstyle, or a butterfly tattoo for his left pectoral, or a Yugo with mounted machine guns, or a mullet hair-do that doubles as a sapient AI street warfare consultant . . .

What new horror is this? A sub-par attempt at dystopian sci-fi perhaps hoping to pass itself off as a lost story by J.G. Ballard?

Is it the new Grand Theft Auto game? Close. It's a description of the game that has finally made good on the premise and the promise of GTA . . . Retro City Rampage. 

(Well, it's mostly a description of Retro City Rampage. I couldn't help but throw some of my cracked-out fan fiction daydreams, fantasies, and idle musings into the mix . . .)

Here's a video game with ambition. It wants to function as both a kind of imaginary artifact of a time that never quite existed, and, at the same time and in equal measure, it wants to out-GTA GTA.

Retro City Rampage is a work of alternate history speculative fiction in the guise of a Grand Theft Auto-style open world shoot-em-up action game. It takes the distinctive elements of GTA-ultraviolence; narco-business; driving way above the posted speed limit; mass murder of cops, bystanders, and criminal competitors; and, yes, stealing automobiles-and poses this science fictional scenario: what if someone had made GTA for the 8-bit Nintendo Entertainment System?

Think about it. The elements were all there. The NES had violent shoot-em-up games like Contra, Super C, Ikari Warriors, The Punisher, and NARC. The NES had open world RPGs with battery backup game saving function like The Legend of ZeldaDragon Warrior, Final Fantasy, and Ultima IV: Quest of the Avatar. And the NES had oddball games like Dick Tracy and Who Framed Roger Rabbit? both of which mixed driving and exploration with shoot-em-up missions and fetch quests.

Ultraviolence perpetrated with high-end full auto assault weapons . . . open worlds with complex quests(and in the case of Ultima IV statistically tracked moral complexities) . . . exploration . . . fetch quests . . . driving around looking for stuff . . . God's eye top-down perspective action much like the very first Grand Theft Auto  and also like in Ikari Warriors, Who Framed Roger Rabbit?, Dick Tracy, many others . . .  NARC and The Punisher were specifically concerned with organized criminal narco-business gangs, and both were surprisingly violent games to make it past then-puritanical Nintendo of America's censorship standards . . . you can't have any sex or politics in video games, but you can have authoritarian men with guns shoot street dealers in the face with high-explosive ammunition-nothing political about that . . . the basics, more or less, of a GTA-style game were all there, but spread out among disparate titles created by various companies.

If only someone with a synergistic vision, and an anti-authoritarian philosophy, had strode over the horizon--the advent of the Era of Open World Socially Irresponsible Action Console Gaming would've come much sooner. If this had been the case, what would be the vogue now, in 2013? The mind-it does boggle.

Retro City Rampage is the game that might have been made for the NES if that person of vision had manifested within the depths of the bygone 8-bit era of console gaming. I'm not so much talking about the actual story content you experience as you play the game. The game itself is presented as though it were such a creation from such an era. The graphics-character sprites, dialogue portraits, world/level design, vehicles-are studiously 8-bit. The music is glorious 8-bit chiptune, as are the sound effects. The dialogue and text within cut-scenes are intentionally written in a clunky, grammatically erroneous style suggesting a rushed,  in-house localization into English from a Japanese language original. Difficulty level is moderate spiked with a few truly frustrating missions, but you're given infinite lives and a "battery backup" to save your game. The controls work, but they are often a source of frustration when the action gets fast and frantic. You will die many times. You will come back, again and again, like some mythic hero across many lives. But will you win? Are you a bad enough dude to defeat Dr. Buttnick and rescue the flux combobulator from the Evil Good Guys?

That's what the overall impression of this video game is when viewed as a kind of imaginary artifact from an alternate dimension of reality. And, no, the good ol' NES probably wouldn't have had the power to actually handle Retro City Rampage. Remember, I'm talking about a piece of speculative-alternate-history-fiction-embodied-as-video-gaming-artifact here. RCR fudges the actual hardware capabilities in favor of a working gaming experience, but the 8-bit atmosphere-the set design, music, overall tone if you will-are spot-on. It's an enticing illusion of an 8-bit game that never was, never could've been, but we all wish could have been.

The actual gameplay and story content are more nakedly absurd. Retro City Rampage's story is a mish-mash of spoofs of Sonic the Hedgehog, Ghostbusters, The Dark Knight, Teenage Mutant Ninja Turtles, Back to the Future, Robocop, Bionic Commando, Double Dragon, Metal Gear, Mega Man II, Smash TV, and many others. It's a Wendy's salad bar of goofs on video games, fast food, music, and movies from numerous eras woven into a frantic orgy of action that would work just as well as an Adult Swim cartoon (get those guys who made the Superjail cartoon to do it!) There are also satirical jabs at corporate malfeasance, death by fast food, pathological consumerism, the hypocrisy of moral guardians who want to blame video games for societal decay and violent crime, and good old fashioned All American worship of power and force. It all moves at a whipcrack pace, stringing together different parodies and homages and conflicting pop culture realities into a jittery, propulsive, sometimes frustrating, but often engrossing action gaming experience.

Game play is top-down, God's eye view POV action and larceny after the manner of the very first Grand Theft Auto game. You have to complete quests which are often timed and revolve around specific victory conditions. In-between quests you are more or less free to explore at your leisure. Legion achievements, many of them humorously useless, are unlockable in the course of finishing missions and achieving exotic styles of mass slaughter and destruction. It is this unapologetic emphasis on monstrous behavior which makes RCR more fun than the more serious minded GTA.

Did I mention that Retro City Rampage out-GTAs GTA? It does. Here's how: the free roaming mode. Basically, you can just run wild with unlimited money and ammunition and see how many tanks you can get chasing you once you've trounced the conventional police forces. Playing in this arena is totally at the player's discretion. It gives you a true feeling of out of control lawlessness and maniacal mayhem with zero pretensions to relevance, social commentary, or attempts at superficial insights into crime and criminals. Retro City Rampage unmasks the secret fantasy at the heart of those Grand Theft Auto games: to play an ultraviolent video game where you can use unlimited force, backed by unlimited resources, all to no good end. Even in the regular game where you have to complete missions and manage money and ammo the plot and story are totally amoral to such a cartoonish and satirical degree that I began to think back to that one time I tried to actually play through GTAIV seriously and found myself laughing at the faux-grittiness and inauthentic "hard-boiled" dialogue. I even had an acquaintance of mine try to convince me that the GTA games were "basically, like, The Wire of video games." Uh-huh. Retro City Rampage is as much a jab at  lazily written, over-hyped games striving for relevance as much as it is a chance to go totally berserk.

Even the story mode, which is, as already noted, an Adult Swim-ready mish-mash of lunacies, engaged me more than any of the story I've sampled from occasional and, frankly, half-hearted engagements with any of the GTA titles. Bottom line: GTA bored and frustrated me with high difficulty, cliched characters and plots, whereas RCR addicted me from the title screen and made me laugh out loud.

RCR also has some intriguing surprises up its sleeve. I don't want to give anything away, but I'll share this wad of thoughts I had as I played through one of the final missions: This is kind of pissing me off. It's also kind of great. All along, I thought I was free to do what I wanted. But I was just on a track. Like every other game, really. Even the most sophisticated sandbox-style games . . . you're still ensnared in the logic of the game. You're still bound to choose from the range of options the game designers have built into the game. I mean, I can't just go up to a shopkeeper in Fallout 3 and ask to buy his right eyeball. Or walk up to Liquid Snake and say, "Hey, bro, I forgive you. There's no need for us to punch each other out on top of this flying battleship or whatever the hell this thing is. Why don't we just hang it up for today, scoot on over to the nearest Starbucks, get a couple of mocha frappes, and I'll show you some rad footage of rottweilers mating in the noonday sun on my codec."  Freedom in video games is just an illusion. Well, fuck me. 

By the way, I would love to see the Retro City Rampage movie if, if it were directed by Paul Verhoeven.

Just throwing that out there into the ether. Not unlike a prayer, really.

Monday, March 18, 2013

GAME REVIEW: DEPRESSION QUEST (2013)

an interactive (non)fiction about living with depression
by Zoe Quinn, Patrick Lindsey, and Isaac Schankler

Music by Isaac Schankler

. . .

Review by William D. Tucker.

Text on the screen, disquieting music, minimalist visuals consisting of abstract Polaroid-style photos of computer keyboard keys, room texture, and other mundane things.

Read the text: it's a second-person narrative (like one of those Choose Your Own Adventure Novels) of a twenty-first century city dweller coping with a mindless cubicle job, a mother that judges him for his lack of ambition in life, a careerist older brother named Malcolm, a sweet-natured girlfriend named Alex, and a hard drive full of half-realized creative projects. Depression suffuses this narrative like a narcotic heat haze that drains one's energy, and fills the mind crowding out pleasure, joy, and hope. Depression is an oppressor which squats in the mind, issuing a kind of defeatist internal monologue which deflates one's ambitions while also mocking the afflicted person's inability to heal themselves.

That's the insidious thing about this mental illness: it's not something you can just shake off, but the condition also makes it seem futile to even try to ask for help.

Just below the descriptive text are a series of choices which you can click on which will take you to another block of text. You can have anywhere from three to five choices, usually, but the top one or two are almost always crossed off, even though you can still read them. This seems to be the game's way of simulating the despair and self-recrimination which comes with depression: "I know I should make this choice, but I can't bring myself to do it. I'll never be well or even normal." Usually, these choices entail something highly idealized, like "Buckle down, shake off the bad feelings, and get to work!" or something like that. In the depths of depression, you know something's wrong, but you cannot help but compare yourself to unrealistic examples of confidence and success. It is the proverbial vicious cycle.

Below the choices are three status lines: one describes in a few sentences your overall level of depression and functionality; another tracks whether or not you're seeing a therapist and how that is affecting you; and a third tracks whether or not you're taking any anti-depressant medication. These three factors change as you click through the various chunks of text, perhaps eventually deciding to seek therapy, or choosing to do a course of anti-depressant medication. Or not.

Depression Quest is very much a Choose Your Own Adventure text game for adults. Instead of adventuring through a Cave of Time, exploring the vast insides of UFO 54-40, or trying to thwart an invasion by Space Vampires, here you must navigate a life afflicted by depression. There is no challenge in the usual sense of the term. There are no fighting combos, military strategies, or puzzles to master or solve. The decision tree is quite basic, but I found the text, which is highly generalized in its descriptions giving the story the overall sense that it could be taking place in any number of American cities, unexpectedly moving. The way the game gives you a range of choices, but crosses through some of them I thought was a rather brilliant way of suggesting the inner suffering of a person afflicted with depression, yet struggling to make good choices in life. It has been said that we can only choose from a range of choices which we actually know about, but how painful is it to see other, appealing possibilities yet be unable to explore those choices? It isn't exactly great literature, but it does give a reasonably realistic sense of what it's like to suffer from depression.

Which is what the creators of the game expressly intended. According to the Depression Quest website, this game was created to give people suffering from depression a sense that they are not alone and that healing is possible (if not easy), and to give a general audience a sense of what it's like to live with this mental illness, and what the daily struggles are for a person in such a situation. The noble goal of this game, which is available to play online for no charge (donations optional), is to create a sense of empathy, hope,  and understanding within the mind of the player.

And once you play through it once, play through it again, making different choices, and experiencing other consequences and outcomes. It is quite fascinating to explore.

Depression Quest is rather crude compared to the latest next generation console games like Bioshock Infinite, Borderlands 2, Fallout: New Vegas, Skyrim, and others, but consider this: what if a game like Depression Quest got an entire company behind it, with an army of programmers, artists, musicians, voice actors, motion capture performers, writers, psychiatric consultants, and all the research and development assets that a major gaming corporation could muster? Right now, most games, even deep, highly detailed open world games with rich RPG fantasy environments have little to do with trying to creatively portray reality and reality's struggles. They are primarily escapist power fantasy entertainments.

 And that's all well and good. Nothing wrong with gaming just for fun. I myself love fantasy, science fiction, and ultraviolent shoot-em-ups with exploding heads, guts coiling about my blade, and oceans of blood everywhere.

But . . . that stuff does get old, doesn't it? I get kind of tired of seeing video games create scenarios which can only exist within a post-modern, anti-realist, self-referential computer fantasy world entirely without any relevance to what actual homo sapiens deal with on planet Earth right here, right now.

 Wouldn't it be intriguing if one of the large gaming companies hired the people who created Depression Quest, and put vast resources at their disposal.  Just for one game. Gave it the full production treatment with no compromises in realism and empathetic vision. Even if this new, next-gen version of Depression Quest didn't make any money it would be a truly worthwhile experiment. It would perhaps be the first time a major console game actually went beyond the usual fantasy escapism art (and it is an art) of most video games and into a realm of realist video game art-which would be a new artistic breakthrough for the medium.

It'd be a helluva thing. Here's hoping.

Thursday, March 7, 2013

Just another puppet . . .


VIDEO GAME REVIEW: RICHARD AND ALICE (2013)

Developed and Published by Denby Raze

Review by William D. Tucker. 

Two people, Richard and Alice, are incarcerated within a rather cushy prison. They have flatscreen TVs showing vintage nature documentaries and old school anime; clean water for the shower and the toilet; computer with prison intranet email; and each of their cells are single occupancy. No overcrowding, no gangs, no violence, and the guards deliver the meals on time. No abuse from the prison authorities, either. Richard and Alice's prison cell doors face each other across the hall, so they have company, if not potential physical contact.

They get to talking. Richard's a former soldier locked up on charges of desertion. Alice is a homemaker accused of murder. They both miss their children who are still on the outside. They would prefer to have their children with them. Inside the prison.

The outside world is a dangerous, depraved place. Anthropogenic global warming has polarized world climate patterns into extremes of hot and cold. In England, Richard and Alice's part of the world, every day is snowy, at the least, and some days it's a full on blizzard. Civil society has broken down due to shortages of fuel, food, electricity, medicine, and potable water. Violent bandits who call themselves the Polar Bears roam the snowy wastes, raping, murdering, and pillaging at will. The only place where there still seems to be law and order is within the prison, and even that may be starting to break down.

Richard and Alice is a point-and-click adventure/mystery game that functions primarily as a vehicle for narrative, similar in this respect to 2011's To the Moon. None of the puzzles are particularly difficult. Fetch quests for items are confined to relatively small locales. Everything is eminently logical (with a couple of exceptions, perhaps . . .), with none of the near-mystical puzzle design of a game like Myst, nor any of the harsh techno-logic of the hardest puzzles of 2012's Resonance. Hardcore gamers looking for extreme challenge and difficulty will not find it here. Richard and Alice is not an action or role-playing game. I would liken the experience of playing it to reading a short story, or maybe watching a movie. It reminded me of the 2008 movie version of Jose Saramago's novel Blindness. 

So if you want to experience a dark science fiction story told via the medium of retro 16-bit (maybe even 14-bit) overhead perspective graphics, effectively atmospheric music, and sharply composed dialogue, Richard and Alice delivers the goods for the most part. The story does stumble in a couple of places, and I wasn't crazy about the visuals. There is almost no character animation in terms of facial expressions or emotions, and this works against some moments and scenes. The dialogue and music mostly pick up the dramatic slack, but I think more expressive character portraits would've helped.  But the game doesn't compromise in the areas of tone, mood, and theme.

Oh, and there's no voice acting. It's all text, and you have to read it. This didn't bother me, since the dialogue is quite good (and authentically British I might add), and I like to read. If you don't like to read, well, that's your problem.

Richard and Alice is the first commercial offering from indie developers Denby Raze. It has narrative juice and thematic integrity, good music, not-so-spectacular graphics, sharp dialogue, and it's short. Some may feel they are not getting their money's worth paying to play such a brief game. I would rather play a short game that says all it needs to say then exits the stage, rather than dragging things out, and I do think Denby Raze has every right to make money from their creative efforts. But some may feel they've been shortchanged. Caveat emptor, all that.

I have done my level best to say as little about the actual story content of Richard and Alice as possible. It would be pointless to give anything away, as this game hinges on its turns of narrative more than anything. But if you do play through this game, ask yourself this: is the ending of Richard and Alice the absolute ending, all she wrote, the rest is silence, that's all folks? Or is it just the first act?

Personally, I'm kinda hoping it's just the first act. We only really get to know one of these two characters. I'd kinda like to learn about the other one, too. I'd come back for another installment even if the graphics were the same. These Denby Raze guys got a strong line on dialogue, theme, and story, so here's hoping we see more from them down the line.

Thursday, January 31, 2013

MOVIE REVIEW: BULLET BALLET (1998)

Written/Directed/Edited/Camera Operated by Shinya Tsukamoto
Music by Chu Ishikawa
Costume Design by Hiroko Iwasaki
Produced by Igarashi Maison

Starring
Shinya Tsukamoto as Goda
Kirina Mano as Chisato
Takahiro Murase as Goto
Tatsuya Nakamura as Idei
Kyoka Suzuki as Kiriko

A Kaijyu Theatre Production

...


"In dreams, you can kill people, and never get caught. Tokyo is just one big dream. A dream."
--as spoken by Idei in the movie Bullet Ballet

...


Review by William D. Tucker. 


In Tokyo, a woman named Kiriko (Kyoka Suzuki) decides to shoot herself in the head with a Smith and Wesson Chief Special, a mean little gun to be sure. She has a good job. She shares a comfortable apartment with her long-time boyfriend who works as a commercial director and brings down a good income. This suicide, and the violent instrument which allows it, seem strangely arbitrary. It seems that maybe Kiriko decided to shoot herself just to see what would happen. Because she happened to lay hands on the right tool, the gun. She probably wouldn't have done it if there had been no firearm to hand. She probably would've just taken sleeping pills, ended up in the hospital, and maybe some couple's counseling. But the gun in hand . . . no coming back from that.

Gun metal black and white, hand-held camera on a long zoom--the streets of Tokyo seem to quake and jitter with some immanent, highly unstable energy. An upper middle class man named Goda (Shinya Tsukamoto) goes looking for a gun, hitting up people he observes conducting narcobusiness on the streets, and insisting that he's got the money to pay for a Smith and Wesson Chief Special. But he's not too sharp about it, and various drug dealers and pimps tell him to his face that he's basically a fucking idiot, that you don't do business cash in hand where everybody can see what's going down. Eventually Goda gets ripped off  by a small time crook who sells him a water gun full of dirt. Goda doesn't have a clue about how to make moves in the street life. But he is determined and resourceful. He likes to work with his hands, make things. Goda can't buy a handgun, not even on the black market, in a country where private gun ownership is basically illegal, so he resolves to build his own gun.


Poor Goda. If only he were stalking American suburban communities, where even good middle class children can cop assault weapons and exercise their murderous power fantasies over their fellow children, their parents, whoever they happen to want to punish for their misery, paranoia, and alienation. Goda, my man, you need to give Japan the slip, and hop a plane to Eagleland, the Land of the Free, where the right to bear arms in the War of All Against All is backed up not by dimebagging street dealers, but by oligarchic corporate lobbies like the NRA, who preach the Gospel of Universal Armament. USA, my friend, where it's easier to wage Forever Wars foreign and domestic than it is to get any kind of universal healthcare working--this is the place for you, brother! Your severe and obsessive nature will find not only expression in this land of lunacy but . . . a kind of balm of acceptance. You'll just be one more loony for the bin here in America.

But Goda's a hardcore Tokyoite down to his gritty soul, and a trip to the USA is never considered, although he does spend some time on the Internet trying to figure out how he might smuggle a gun into Japan illegally. Gun enthusiasts in chat rooms with online handles like "John Wayne," "A Better Tomorrow," and "Ringo Kid," tell him he should order all of the components from separate manufacturers and assemble them himself. One dude tells him he should buy a model gun and modify it to shoot for real. Goda decides to go the DIY route and scavenge parts from junkyards. He has to consult with a machinist for some specialist work, but for the most part he does the job himself. He even mixes his own gunpowder, handcrafts his own artisan ball-tipped (how retro!) cartridge ammunition.

(Hey, wouldn't it be amusing to see Carrie Brownstein and Fred Armisen manufacturing their own weapons in an episode of Portlandia? Sometimes the vegan brownies and the custom-refurbished fixed-gear bicycle aren't enough. Sometimes you gotta get tough. Instead of putting a bird on it, you just might have to put a bullet in it!)

Goda's able to pursue these hobbies because he has a cushy day job as a director/editor of television commercials. But his obsession with seeking out the Gun, the power of life and death, Zeus's own bolt-thrower for the twentieth century and beyond, starts to spill over into his money gig. Instead of cutting clips to sell cars or sake or whatever, he starts putting together montages of war--WWI trench slaughter, nuclear tests, aerial bombing campaigns, artillery tests on houses, and all of it anchored to a repeated image of a hand firing a snub-nosed revolver. Goda is chasing this idea that he can have destruction in his fist, power over life and death, and be a one man army. With a gun in his hand, Goda's twisted logic seems to dictate, he can be the one to wage a war--a Nation of One waging World War 3 against stark reality.

The commercial director's obsession with getting armed recalls Travis Bickle's legendary transformation into a killing machine as Goda stalks his plush apartment with his handmade gun, firing into the mirror, and so on. But the highly internalized nature of Goda's quest for destructive power seems to echo Tsukamoto's earlier movies Tetsuo the Iron Man and Tetsuo II: Bodyhammer. In the Tetsuo movies, normal humans are mutated into hyper-aggressive freaks bristling with cannon and serpentine drill penises--biomechanical machines of war, murder, and rape.

In Bullet Ballet, the action is more realistic, but the movie provides highly stylized imagery of shadows and light, of self-burning and mutilation cut to Chu Ishikawa's pounding industrial-grade music suggesting psychological derangement as opposed to a more fanciful  full body transformation. Goda wants to become the Iron Man, the Bodyhammer, the Nation of One, but, since he's caught up in a more mundane version of cinematic reality,  all he can do is pick up a gun or burn himself with a piece of metal. He can never quite get human cells and metal to merge.

Ah, poor Goda . . .if only you had an enemy to focus your aggression upon. If only you had a side to take, a war to fight, an army to join . . .

One day, perhaps before the beginning of this saga, Goda sees a girl on the subway platform seemingly about to throw herself in front of an oncoming train. Goda intervenes to pull the girl back from the abyss, and she attacks him, giving him a nasty bite on the heel of his hand. This girl's name is Chisato (Kirina Mano). Chisato works as an occasional prostitute and drug dealer with a gang of young punks who work suit-and-tie jobs during the week, and engage in small-time gangsterism on the weekends. Goda becomes obsessed with Chisato because . . . well, she is kind of cute with her micro-skirt and leather jacket. But it's also the suicidal thing. Goda sees in Chisato someone who has embraced the dark side, someone who nakedly courts death, and seeks out opportunities to get into street fights. Winning and losing aren't a big deal to Chisato. Goda has been a striving careerist all his life. It's love at first bite with Goda and Chisato.

 Goda starts stalking the underground club where Chisato hangs out, but he runs afoul of the rest of Chisato's gang who think the guy's some kind of too-old-for-the-scene creepazoid. In particular, young punk  and would-be gang leader Goto (Takahiro Murase) really starts to hate on Goda. For one thing, Goto thinks he's Chisato's steady (he isn't), and for another Goto starts to realize that Goda might be tougher than he looks. Don't discount the bourgeois strivers, young man, they got plenty of pent-up depravity to spare.

Goto's not the real leader of the gang, however. That would be the diabolical Idei (Tatsuya Nakamura), who owns the underground club where the young punks gather to rob salarymen, have sloppy sex, and shoot heroin. Idei supplies the drugs and the real estate, but he doesn't seem to want to expand or become a power in the underworld. Idei is a kind of anti-gangster. His game isn't so much to become the next Scarface as it is to incarnate a hipper, more rock'n'roll version of Shoko Asahara. Idei's trip is to see just how fucked up things can get before it all comes crashing down around his head. Life is just a violent dream with no purpose or possibility of escape so do what thou wilt. Idei is less a gangster than a cult leader disguised as a gangster.

Goda gets sucked into the gang's street wars with rival outfits which take on an expressionistic, phantasmagorical  look of shadows and smoke all illuminated with the searing flashes from a robotic welding arc. The gang rumbles happen like storm systems rolling across the land--they're just arbitrary manifestations of rage and violence, stage managed for maximum theatricality by the brilliant Idei who always knows the right aesthetic moment to shut things down for the evening. In the nightmare world of Bullet Ballet the human  propensity for violence takes on a perversely recreational air. Everybody ought to go join a gang and find an Enemy. It's just the thing to do, you know?

But some of these players are seeking a more authentic form of darkness. Chisato and Goda are both playing with the fire of self-destruction. So is Idei, but Idei wants the whole world to burn with him. Goto is still caught between bourgeois values and his desire to go whole-hog with everyone else's suicide trip. Goto, for all his macho posturing, isn't a true killer. But maybe that's because he hasn't found the right target . . .

Bullet Ballet is a black and white masterpiece of madness, self-loathing, and grandiose fantasies of self-destruction. Although it seems to be the first Tsukamoto film to take a more realistic approach to exploring his essential themes of radical transformation, the city of Tokyo, and the consequences of violence, Bullet Ballet creates its own sinister reality. The various crazed, self-torturing characters bounce off each other, exchanging obliterating impulses, outlooks, and roles seemingly on contact in this insane drama of interpersonal warfare.

Friday, November 30, 2012

MOVIE REVIEW: EVEN DWARFS STARTED SMALL (1969)

Written, Produced, and Directed by Werner Herzog
Cinematography by Thomas Mauch
Original Music by Florian Fricke
Film Editing by Beate Mainka-Jellinghaus

Starring
Helmut Doring 
Paul Glauer
Gisela Hertwig
Hertel Minkner
Gertrud Piccini
Marianne Saar
Brigitte Saar
Gerd Gickel
Erna Gschwendtner
Gerhard Maerz
Alfredo Piccini
Erna Smollarz
Lajos Zsarnoczay
Pepi Hermine

Review by William D. Tucker. 

In a bleak land, a man in a suit barricades himself into his office. The man in the suit ties another man to a chair as a hostage. The hostage just snickers to himself  as though he's playing some prank. Outside the gated  building which contains the office, a group of seven or eight people demand the release of the hostage. One woman demands that she get her shoe back which, I guess, she left inside the gated building. I get the impression that she lost it in some kind of rush to leave the building, but I'm not sure. The protesters throw stuff at the building and jeer and make jokes. The man in the suit threatens that he'll do something terrible to the hostage. The overall impression is that this is some sort of institution for the insane, maybe the criminally insane, but it's never entirely clear. One is left with a "lunatics running the asylum" vibe, but things become even stranger.

For one thing, the place isn't portrayed as being in any particular geographical locale. It's a German language film, yes, but no references are made to German cities or history or society or politics. The movie seems to take place in some desolate region where the institution is the only human outpost for miles and miles. No clear reasons are given for the uprising (if that's what's going on) of the inmates (if they are in fact inmates).

The institution is possibly meant to be self-sufficient. There's a barn with chickens, pigs, and animal feed. There are also plants, possibly a garden. The institution is surrounded by a barren, rocky landscape with only a few dead, twisted trees sticking up out of the ground. The institution seems to be isolated from any kind of larger civilization. However, there is a road running by the place, and at one point a woman driver stops to ask for directions. Maybe the institution isn't some isolated human outpost in a desolate world at all. Maybe it's just the people at the institution who've come to see themselves as apart from the world.

The rebellious inmates tease each other, have food fights, and torment a pair of stick-sword wielding blind men. The two blind men even duel each other with their wooden swords. It made me think of the blind swordsman Zatoichi--and then it hit me: did Zatoichi ever fight another swordsman who was blind? I still need to find the answer to that.

At one point, the inmates try to journey across the rocky wasteland, but they seem discouraged, and go back to the institution.

Potted flowers are lit on fire. A car is made to move in an endless circle with no driver at the wheel. Chickens and pigs are killed for fun and not for food. The inmates threaten to burn down the gated building, the barn, the whole place.

The climax of the film comes when one of the characters decides to just run away from the institution, until they encounter a dead, twisted tree. This character confronts the tree, accusing it of pointing rudely, and refuses to budge from the standoff until the tree stops pointing. I was left with the impression that this character and that tree were going to be in some sort of stalemate for all time if that's what it takes.

To say that Even Dwarfs Started Small depicts a world gone mad is not helpful. Yes, I had those words on my mind throughout the movie, but what happens on screen also seems to suggest that certain kinds of  conflict, by their very nature, demand the consent of all parties. If someone decides they no longer believe in the overall situation, then they might just be able to leave, to run off into the horizon. But you would probably have to be insane to do that.

All of the actors in the movie are dwarfs. The world of the movie seems too large for the people who inhabit it. It's as though all the people who were bigger than the dwarfs died and left them with a world filled with buildings and technology built at a scale beyond convenient use. It's a scale with a certain kind of cruelty involved, and maybe that's the source of the madness which engulfs everyone.

Even Dwarfs Started Small begins with an interrogation scene which suggests that, at some point, a larger authority of some kind eventually intervened and squashed the inmates' rebellion. But the movie never returns to this opening scene. We are left with a framing device where part of the frame has been obliterated. It's as though the madness of the inmates has even reached back through time, to the beginning of the movie, and obliterated the intervention of the authorities. Madness confounds all cause and effect. There's no reinstatement of the status quo, and one is left with feelings both exciting and unsettling.

Thursday, November 29, 2012

MOVIE REVIEW: FRAGILE MACHINE (2005)

Produced by Aoineko 

Art, Animation, Direction, and Music by Ben Steele
Story by Ben Steele, Darren Dugan,Cliff Hockersmith, John Pickney
Music by John Banks, John Hockersmith,Cliff Hockersmith, Ben Steele, Jay Steinberg

Voice Cast:
Xi as Leda Nea
Molly Pickney as Goho/Mary Nea


...

"If a technological feat is possible, man will do it. Almost as if it's wired into the core of our being."
                  ---Major Motoko Kusanagi in the movie Ghost in the Shell (1995)   

" Only her soul is real."
                  ---narrator in the movie Fragile Machine (2005)

...

Review by William D. Tucker. 



There's a cyborg woman, alone in her high tech apartment. She looks like a cyborg, that doll-like appearance familiar to anyone who's ever seen the anime Ghost in the Shell, but it's kind of hard to tell. This is a computer graphics movie, and so all of the human characters look like she does: cyborg dolls, simplified, stylized, maybe even mass-produced. Are they products or people or both? This woman is named Leda Nea, and she sits up in bed, and contemplates the futuristic metropolis she is part of--once again, similar to Motoko Kusanagi, the Major, from Ghost in the Shell. There are some children's toys in the apartment, and this is a departure from Ghost in the Shell: the Major was a committed loner, a hyper-individualist who wanted to transcend her own being, confound the categories of male and female biology and gender identity, slip the bonds of collectivist military/corporate/bureaucratic culture, and explore the new depths and new heights of a transhumanist existence. Leda Nea has children's toys but no child. The implication is that she is quite alone and, in another difference from the Major, not by choice. She once had a little daughter, but now she's gone.


We see a shimmering ultimate dream city built out of computer graphics and  photographic references of cities from the real world (looks a bit like Los Angeles, maybe some shots from Tokyo and Seoul)--a mixture of the real and the digital inhabited by doll-like video game avatar-people. The city has been constructed by the impenetrably named Göln Remedios corporation as a combination city state/executive headquarters/work site/massively scaled social engineering experiment. Göln Remedios built the city to be one with the company, and all who work there are both citizens and employees. Göln Remedios's main business concerns seem to be robotics and AI, but now they have embarked on a new venture: the merger of artificial and biological systems. The virtual people who live in this city seem to already be cyborgs in the sense of being humans whose lives are dependent upon high technology, and their uniform, doll-like appearance may even be meant to suggest some kind of assembly line/vat grown origin for the city state's population as a whole. The company has everyone under intense surveillance: visual, audio, biometrics--every man, woman, and child has been rigorously quantified down to the ATCG units of their genetic makeup. GR has an entire population as a pool for experimentation, and it wants to take robotics, cybernetics, and AI to the next level. They want to locate the human soul, in situ, extract it, and insert it into an artificial robot body. The company wants to achieve the impossible synthesis of science and spirituality, magic and technology, and, in the process, give birth to a new being and a new conception of nature. To that end, they choose an experimental subject: Leda Nea, who is revealed to be a scientist working on something called Project Zero for GR.

Leda Nea receives a new dictate from the company. She will report to a laboratory facility, sign a legal release form (in a mostly digital, heavily cyborged future, you know something sinister is afoot when your bosses have you sign an actual piece of paper . . .), and be subjected to bizarre and horrific experiments which will rip the soul from her biological body and put it into a robot body.

The process by which the company plans to remove her soul is rather vague: do they mean the soul as a poetic way of referring to the central nervous system? Or is the company actually trying to capture the irreducible spirit that is spoken of in religious and metaphysical traditions? Is it both? Is a "soul" electricity, chemistry, fluids, neurons in unique configurations? Or is there something more, something transcendent, transpersonal, some spark of divine mojo-substance? Maybe it's none of these things, just a fantasy. We're talking about a movie, after all. But the movie insists on its own reality, and that fictional reality seems to posit the soul as all of the above: CNS, spirit, nerves, brain, blood, electricity, chemistry all bound up together in a fantastic braid of consciousness, spirit, and being.

GR, in the grand tradition of such sinister megacorporations as Yoyodyne, Soylent Corporation, Umbrella Pharmaceuticals, Tyrell Corp, Weyland-Yutani, Cyberdyne, and Omni Consumer Products is about to unleash a disaster of biblical proportions. What, exactly, is the business plan here? Oh, that's right, they're going to spearhead new markets in soulular extraction processes. Gotcha. Gonna make bulk cheddar in that arena, no doubt. But then again, is GR's plan really so insane when measured against the cancerous infinite growth fantasies of predatory real world corporations?Why not soul extraction? A soul deserves better than such an imperfect vessel as the human body. In fact, you could say that putting a soul inside a custom-designed robotic body is doing God's work by building a more perfect temple for the spirit. And, now that I think about it, once the process itself is perfected and passes into the public domain, you'll probably see the birth of "organic" and "indie" soul extractors and "artisan" and "hand-crafted" robot body boutiques. I'm already looking forward to this future!

The dark arts of soul extraction, as portrayed in the movie, resemble some kind of Frankenstein meets Torquemada by way of Bush/Cheney Era torture policy and Jack Bauer kind of torture: stripped naked, Leda Nea is hooked up to wires and tubes and violently shocked. Leda flails about a padded cell (visual reference to the chamber where the Eva Unit goes berserk in Neon Genesis Evangelion), unable to dash her brains out, and thereby end her suffering, she has no choice but to have her soul removed and loaded into a robot body that's strongly reminiscent of  the sex bots from that Bjork video All Is Full of Love.

Leda Nea, in her new robot body, is isolated in an Edenic garden prison where she tries to escape and is pursued and killed by sentry robots only to be reborn as a vengeful spirit complete with Tetsuo-esque psionic powers of mass destruction. Leda Nea obliterates the city but, in an intriguing twist, she does not annihilate the technological basis of GR's city state. Rather, she seemingly heralds a new kind of life-form: bizarro serpent-angels stitched together out of robot body parts and powered by sparks of the divine essence.

Or something like that. Fragile Machine takes a turn for the apocalyptic, but instead of total destruction of the techno-order, it's more like a synthesis of spirit and robo-technology. The surreal imagery of the gravity-defying  robotic serpent-angels is something to behold as they twist their way through the clear skies above the drowned city which is now being reconstituted as a new civilization at movie's end.

Fragile Machine is a spiritual science fiction apocalypse--a fantasy of how a corrupt world ends, and a new world is born from the heart of a transcendent savior entity. The corrupt world is identified with mindless conformity, rule by transnational megacorporations, and the ruthless quantification of and experiments upon human life. Like many apocalyptic mythologies, it sets up a number of dualistic conflicts: Leda Nea is a rebellious woman opposed to the cold, oppressive masculinity of the GR scientists and their drone sentries; a lone individual battles the colonial corporate citizen; plants and animals are at war with robots and technological infrastructure; and, most importantly, the irreducible soul or spirit is portrayed as being in conflict with the pitiless, Orwellian systems of surveillance, quantification, and corporate-capitalist processes of standardization, mass production, and profit driven economies of scale.

These are all familiar themes found in many science fiction films, TV shows, comic books, animation, and literary works. What's interesting is how Fragile Machine uses these dualistic oppositions to portray a new synthesis of technology and spirit. After all, this is a computer generated movie. Although the production is quite small and independent minded, it still uses hardware and software developed by large scale corporate entities, so it is interesting that the movie's thematic progression reflects the physical means of production: a synthesis of independent moviemaking vision and corporation-derived tools results in a movie which suggests the monstrous edifice of GR may only be redeemed if it is put at the disposal of a single, autonomous soul with a transcendent vision. It's an intriguing mixture of the religious motif of apocalypse with stock elements of dystopian science fiction.

 You can also think of it as a mash-up of different tropes and visuals from different strains of science fiction: cyberpunk, dystopia, transhumanism, Asimov's Laws of Robotics, stories of robots becoming sentient, Orwell's 1984, Huxley's Brave New World, and various anime and live action works such as Ghost in the Shell, Akira, The Matrix, Robocop, 2001: A Space Odyssey, Dark CityNeon Genesis Evangelion, and, of course, Metropolis and Blade Runner. The movie wears its influences on its chest, but that's not necessarily a bad thing. This is the kind of movie where the more you get the influences behind it the more you can get out of it, I would say. This is appropriate to the spiritual dimension of the work, as well. Think of this movie as a sermon in the church of cinema, a kind of theological commentary on various themes in the "sacred texts" of science fiction movies, TV shows, literature, comic books, and animation.

 It also incorporates the aesthetic values of CG videogames and cinema--Final Fantasy, Parasite Eve, Resident Evil, and even Xenogears all come to mind. Fragile Machine is the cinema of people who grew up with immersive videogaming experiences--people who fully recognize the artistic qualities of videogames, and derive as much satisfaction and influence from gaming narrative products as more traditionally minded filmmakers would from Kurosawa, Bergman, Ozu, Resnais, Imamura, Fellini, Godard, Truffaut, Antonioni, Leone, Kubrick, early Coppola, Scorsese, Carpenter, and/or Romero.

Fragile Machine is definitely a visual spectacle, incorporating destruction and violence, but it does not wallow in the mayhem like some movies and games do. It's digging for something deeper by attempting to articulate a spiritual/metaphysical vision that, paradoxically, seems to grow out of the advancement of seemingly non-spiritual, non-supernatural information, engineering, cybernetics, AI, and robotics technologies. The movie seems to portray the infusion of spirit into technology which results in a being which is both spiritual and technological in nature.

As a skeptic, I resist Fragile Machine's dive into the supernatural, but on a purely aesthetic level, I admired the eclectic mix of science fiction and apocalypse. I don't think the movie is meant to push some sort of religious agenda. It's a movie first and foremost, at most a sermon in the Chruch of Cinema, and a dazzling make believe story. But I would be intrigued to see Aoineko and collaborators tackle more of a hard sci-fi story that doesn't lean on the supernatural elements as much.

Sunday, November 25, 2012

MOVIE REVIEW: SIGNS OF LIFE (1968)

Written, Produced, and Directed by Werner Herzog
Cinematography by Thomas Mauch
Music by Stavros Xarchakos
Edited by Beate Mainka-Jellinghaus and Maxi Mainka

Starring
Peter Brogle
Wolfgang Reichmann
Athina Zacharopoulou
Wolfgang von Ungern-Sternberg

Review by William D. Tucker. 

Sometime during World War II, three German soldiers recovering from injuries are assigned to light duty guarding an ancient fortress on a Greek island. The ancient fortress is full of stone faces. The trio of soldiers finds themselves with nothing of consequence to do. One of them is a scholar of ancient Greek, and spends his days deciphering the writing inscribed on old stones. Another one amuses himself with trying to exterminate all the cockroaches infesting the island. And the third, Stroszek, decides to get married to a local Greek woman. The three soldiers and the Greek woman create among themselves a wonderful little community. You wouldn't even know this was a WWII picture if it weren't for the military uniforms. These four spend their time loafing, drinking, eating, and idly fantasizing about insignificant things. Nothing much seems to happen until Stroszek loses his mind.

Stroszek goes mad when he is confronted with a vista of windmills while on patrol duty assigned to him as busy work. Maybe he is possessed by the ghost of Don Quixote. Stroszek decides to seize the ancient fortress and threaten to blow up an ammunition storage house located on the grounds. The German army, shocked and confused by all this, tries to figure out how to contain the situation.

Signs of Life is the strangest World War II movie I have ever seen. But maybe it's not really a World War II movie as I usually think of it. On the DVD commentary track, director Werner Herzog says that he wanted to make a film featuring Germans who served in World War II not because they believed in the Nazi ideology, but because they faced execution if they did not serve. Removed from the situation of having to fight for Germany, the three soldiers behave in much the way anyone would if they were tourists on vacation in the Greek islands or some other breathtakingly beautiful place.


So why does Stroszek go mad? Maybe it's something to do with how the war has already worked its way inside him, into his soul. This madness of war has perhaps combined with his resentment, shame, and anger towards the state of his native Germany, and so he seizes the fort and puts himself in opposition to his own army. Like Don Quixote, he becomes a man without any particular national identification, but rather someone who seeks to go beyond the limits of an oppressive social structure, and to seek unlimited adventure free of the restraints of reason and reality. Madness liberates Stroszek even if his rebellion is ultimately doomed to failure. For a little while, at least, he is totally free to be the master of his own vision of life and heroic struggle.

Signs of Life is one of those movies that you could call deceptively simple. It's not very long, just barely an hour and a half, and it seems to tell a very strange story in a straightforward way. Stroszek's madness is the most dramatic thing that happens, but many of the early scenes of the movie show the idle good times of the three Germans and the Greek woman as they live on the fortress grounds. These early scenes invite the viewer into the lazy, enchanted rhythms of their lives in a way that reminded me of the beach interlude in the Japanese gangster film Sonatine.

In Sonatine, yakuza seeking to escape the fallout of a violent gang war take refuge on a little used stretch of beach where they begin to relax and play childish games and stage silly dances. The hardened thieves and killers seem to shed their old lives and revert to a more innocent state. The old ways reassert themselves when an assassin shows up to kill one of their number.

Signs of Life also involves a similar disruption of an idyllic state. Three men and one woman thought they could, maybe, escape the harsh realities of a world convulsed with mass slaughter. Maybe they could have, but then one of them woke up to a strange spirit of rebellion, and the idyll was no more.

Saturday, November 17, 2012

MOVIE REVIEW: HUNGER (2008)

Directed by Steve McQueen
Written by Enda Walsh and Steve McQueen
Director of Photography Sean Bobbitt, B.S.C.
Film Editor Joe Walker
Production Designer Tom McCullough
Sound Designer Paul Davies
Original Music by David Holmes with Leo Abrahams
Produced by Laura Hastings-Smith and Robin Gutch

Starring 
Michael Fassbender
Liam Cunningham


Review by William D. Tucker. 


1981. Maze Prison, Northern Ireland.

Night: there's a protest in the streets, people banging the asphalt with pot lids.

Later: morning: there's a middle-aged man in a house on a quaint little street in Ireland. His dutiful wife makes him a heart attack breakfast, and then he goes out to his car, gets down like he's doing push-ups, but, no, he's just checking under his car for a bomb. No bomb. He looks up and down the street. Presumably, he sees nothing. He gets in his car, drives to work.

This middle-aged man is a cop of some rank. We see excerpts from his day having to do with his job which mostly involves beating imprisoned Irish Republican Army soldiers with his bare knuckles, but we don't see much of the actual beatings until later. The man's knuckles are bloody, raw. He stands outside in the snow, sucking down cigarette smoke, his uniform shirt showing visible sweat stains. He seems to be carrying a terrible anxiety within him that could break out at any moment. Maybe that anxiety fuels his violence.

When you're angry, you don't feel anxious. But what about those moments where there's no one to beat? What happens when you're alone with your anxiety, maybe even your guilt? He's less a cop, and more of a prison guard/torturer. But this man is no villain, no fascist pig, no incarnation of evil. He is a human who is being worn down by his job, by the ongoing stress of being a violent agent of state power. He is, in the bold moral perspective of the film Hunger, just as degraded by the oppressive tactics of the British government as the imprisoned Irish Republicans using their piss and shit as tools of protest inside their cells.

This is all a set-up, in a sense, to dramatize the hunger strike of Bobby Sands, but it is more than that.

Yes, this movie is on the side of the men in the cells, but it also shows how state violence degrades its agents and perpetrators, and how murder is unleashed on both sides of a bitter, intractable conflict.

That middle-aged man? Well, (SPOILER WARNING) he gets a bullet in the brain from an IRA assassin. His violent death is not presented as a victory. This man, prior to his death, was shown as a torturer, as someone who did horrible things to helpless human beings. But he was also shown to have a wife, an aging mother, and inexpressible guilt, fear, and anxiety feeding into borderline paranoia. This character is not sanitized, nor is his death presented as something to be cheered by a safe, comfortable audience in a theatre, or sitting before a laptop or flatscreen TV. His death is portrayed as cruel and irrevocable.

When you watch Hunger, you will most likely come away from it profoundly impressed by the level of violence and filth, and by the rawness of actor Michael Fassbender's performance as hunger striker Bobby Sands, a historical figure I was totally ignorant of before watching this movie. Bobby Sands, in conventional storytelling terms, is arguably the protagonist of the story, and yet he does not appear onscreen for almost a half hour. This isn't a long movie, either. It's 96 minutes, so that's basically an hour and a half of movie plus the end credit roll.

During that first half hour, the Maze Prison is established as a hell on earth, except it is a hell created by human beings, not gods and devils. The guards and police officials supply the violence, torture, and interrogation, and the prisoners cover the walls of their tiny cells--two men to a cell--with layers of shit. They eat only a little bit of the food provided for them, and then they throw the rest in a corner to rot. The prisoners sculpt their mashed potatoes into funnels to channel jug-loads of piss back out onto the floor where the guards patrol. As an audience, we are treated to these tactics of protest, but we are also shown the other side, the clean-up. Some poor bastard has to put on disposable protective gear, splash cleaning fluid all up and down the piss-flooded hallway floor, and then mop it. Every now and again, maybe once a month, the prisoners are dragged out of their cells, deloused, given new clothes, and a guy with a pressure-washer has to go into each cell and spray that shit off the walls.

My absolute favorite scene was the one where the policeman on pressure-wash duty goes into a cell and sees a repugnant, yet sublime, shit spiral on the wall, and, before he starts to clean it off, he actually lifts up his safety visor to behold the thing with his own eyes. In that moment, I felt bad for that guy. It didn't matter that he was on the side of the oppressor. Here was a human being forced to do a terrible job. A human being who doesn't make much money, and would probably rather be with his wife or girlfriend or his friends at the pub. But instead he has to pressure-wash layers of human feces from the walls of a hellish prison.

But in that moment, too, there is some kind of weird communication of an artistic vision. Because it's not just a wall smeared with shit in that moment. This poor, confined soul took the time to make a terrifying spiral out of his own shit. The prisoner transformed his gesture of defiance into art. The police on clean-up duty sees that, when he lifts his safety visor. It's just one of those things that has to be seen with the naked eyeballs. I'll bet the smell got inside his helmet, too. This was an aesthetic experience that could never be had in any gallery.

When Bobby Sands is introduced into the story, he is portrayed as a fighter, and the movie goes to great lengths to show that his hunger strike is a conscious, tactical, and strategic decision. His logic is that if he is willing to show both sides of the conflict his willingness to die that this will galvanize the Irish Republican resistance fighters, and force the Thatcherite British government to recognize the IRA as a political entity, and not just a criminal organization.

 His strike is taken up by others within the prison. So he's not alone in laying his life on the line. The movie doesn't shy away from asserting that Bobby Sands's decision to give up his life also results in the willing deaths of other hunger strikers. Bobby knows this, and acknowledges that he believes in the necessity of having men die to pursue the ultimate political ends of the IRA.

Bobby is challenged by a compassionate priest who visits him, gives him cigarettes, and valiantly tries to talk him out of his protest. This scene, this confrontation between Bobby and a priest (played by Liam Cunningham) is masterfully staged and acted in a way which I will not reveal. It represents a jarring departure from what has gone before, but you just have to see it for yourself. I admired director Steve McQueen's choice in how he stages this confrontation.

The technical side of this production is masterful throughout. Notice how there's almost no conventional musical scoring on the soundtrack. Rather, McQueen and his collaborators use realistic sounds pared down to their essence to create the visceral reality of each scene, whether it is a brutal beating of naked prisoners by a gang of armored cops, or a lonely cop taking a smoke break in the snow. In one key scene, the only soundtrack is the insistent back and forth of human voices in a large, empty room. Naturalism is the key to every element of the technical design of this movie. Even the hallucinations of a human mind breaking down from starvation are rooted in grim, physiological reality.

Bobby Sands is the protagonist of this movie, but he isn't presented as a Hollywood historical hero like El Cid or William Wallace. Sands's death is not portrayed as a transcendent sacrifice. There is no stirring music, nor propaganda montages of the people rising up to throw off the yoke of the oppressor. It is a realistic, and horrifying portrayal of what happens to a starving human body. But it is contextualized by the overall brutality of the Maze Prison, where inmates and guards alike are dehumanized on the front lines of a tragic, and drawn-out struggle.

Wednesday, October 31, 2012

MOVIE REVIEW: THE THING (1982)

Directed by John Carpenter
Screenplay by Bill Lancaster, adapted from the short story "Who Goes There?" by John W. Campbell
Cinematography by Dean Cundey
Edited by Todd C. Ramsay
Special Makeup Effects by Rob Bottin (with an assist from Stan Winston)
Special Visual Effects by Albert Whitlock
Music by Ennio Morricone, John Carpenter
Produced by David Foster, Lawrence Turman, Wilbur Stark, Stuart Cohen

Starring
Kurt Russell
A. Wilford Brimley
Keith David
Donald Moffat
Charles Hallahan
Richard Masur
David Clennon
T.K. Carter
Joel Polis
Richard Dysart
Thomas G. Waites
Peter Maloney


...

"When a man bleeds, it's just tissue. But blood from one of you Things won't obey. It's a newly formed individual with a built-in desire to protect its own life. When attacked, your blood will try and survive--and crawl away from a hot needle, say."
--Macready (played by Kurt Russell) in the movie The Thing.

...

Review by William D. Tucker. 

150,000 years ago an alien craft crash lands somewhere in Antarctica.

Cut to: 1982. An American research station somewhere in Antarctica. A Norwegian man with an assault rifle chases a dog into the middle of the American facility, firing like mad. He seems to want to kill the dog. One of the Americans is wounded. The gunman rants and raves in a language none of the Americans can understand. In self-defense, the captain of the station fires a .357 round through the mad gunman's eye.

It's determined that the Norwegian came from a nearby research station established by the Kingdom of Norway. Did the Norwegian camp go stark raving mad? Were they cooking some bad drugs over there? Did they go stir crazy or what? Why would anyone want to kill a harmless dog?

Maybe that dog isn't so harmless.

In fact, it harbors a predatory life-form from another world. Something that can take on any shape--once it has consumed it and replicated it via its icky, but sophisticated, biology. This . . . thing has come from distant worlds, and has absorbed all sorts of lifeforms in its journeys, or so it would seem. It has now started to absorb human and canine life forms. It has no interest in communication. Only in absorbing forms, knowledge, and getting the hell out of Antarctica. Maybe it'll imitate a bird, and fly right the Christ outta there.

Soon the Americans are wondering: who's human? Who's the thing? How do you tell a perfect imitation apart from its original?

The answer, it would seem, is in the blood.

Unless, of course, the thing has perfectly imitated human blood. Then what?

What if its goal is to absorb and replicate itself across the whole surface of the earth? How do you contain such an enemy? The thing seems to operate like a bacteria or a virus--some kind of infectious agent for sure. The thing is some kind of plague threatening to wipe out humanity.

Or is it? Maybe when it perfectly imitates you it perfectly re-assembles you, and it only manifests aggression if it feels threatened. Maybe we need to cool down, and not start breaking out all the guns and flamethrowers and so forth.

But what if this thing really is looking to assert total control? We can't just let this thing go. We gotta find out who is human, and who's the thing.

Two enemies, human and the thing, wage a war in Antarctica to see who survives and who dies. Who gets to rule the planet, and who gets reduced to ashes. The only language that both sides seem to understand seems to be a pidgin mixture of aggression, cunning, violence, and manipulation--war, in other words. Prisoners are taken. Harsh interrogations conducted. No one can be trusted. Subtle personal resentments float to the surface: Am I dropping the hammer on this guy because I think he's an alien imitation, or because I think he's kind of an asshole? Remember, these guys have been cooped up in this research station for a long time.

Maybe there is no Thing. Maybe the only contagion brought into the American camp was the virus of fear. Fear takes root, and you see whatever you want to see. Weapons are drawn, fingers pointed, sides chosen. Humans have been doing this to each other since our primal beginnings with no end in sight. Do we really need some ooga-booga make believe alien bullshit to set us against each other to the knife? People abuse and kill each other over invisible things all the time--politics, ideology, nationalism, religion, economics, jealousy, racism, homophobia, misogyny--maybe the Thing is just one more flake-o notion that has entered the heads of human beings in their ongoing quest to find novel reasons to oppress and slaughter each other.

And what if The Thing is real? Well, we can't truly say it's evil if we're objective about it. It just wants to survive. It's a being from another world. Or maybe a colonial aggregation of beings from across the cosmos. Who the fuck knows? In any case, if the Thing is real, I find it impossible to judge its actions in moralistic terms. The Thing wants to survive. So do the humans. They cannot communicate in civil fashion, and so it's gotta be total war. Too bad. A tragedy, really, when you get right down to it. What could have been a stirring saga of First Contact becomes Intergalactic War I, with, I'm sure, many sequels to follow.

But it makes for one hell of a show.

John Carpenter's The Thing . . . After this movie, Carpenter was only competing with himself. Artistically, I mean. Which is all that really interests me, here. Sure, it was a box office disappointment at the time of its release, and Carpenter himself has expressed disappointment that this movie didn't go over as well as he had hoped at the time--but that's all in the past. Without question, The Thing found a long, sinister afterlife on VHS, Laserdisc, DVD, and now, I assume,  Blu-Ray.

And on broadcast television, too, albeit in a heavily censored bullshit version, but many great filmmakers have had to endure the indignity of having their movies chopped, edited, and violated at every level to conform to the bogus morality of regularly scheduled network programming.

 I watched The Thing in a censored version and I could not take my eyes off the screen. I was riveted. I wasn't scared, exactly, I've only ever really been afraid of being abducted by aliens, to be perfectly blunt with you, but I felt like I was watching, I dunno, 12 Angry Men, or Glengarry Glen Ross, or something. It was clearly a science fiction/horror genre picture, but it wasn't schlock. It wasn't played for camp or splatter moments or breast shots. It was about a group of pissed-off humans, all male, trying to root out an insidious alien invader with the power of masquerading as homo sapiens.

 One of these humans(?) has a flamethrower and  several bundles of dynamite and is not taking any shit from anybody. He's forcing the other men, at flamethrower-point, to submit to an improvised medical test that resembles some kind of cult-like, ritual initiation rite. Each man must slice his thumb, let his blood flow into a Petri dish, and then the man with the flame thrower will hold a length of wire in the ignition fire and then, once the wire has been heated up, it will be pressed against the blood samples. If the blood samples just burn and sizzle, it's all good. But if something else happens . . . and what would that something be, exactly? Part of the interest of this scene lies in its deep uncertainty. Just because the guy with all the weapons has dreamed up some test that he thinks is gonna proves who's human and who's the thing doesn't mean the test will actually fucking work. And what if Mr. Blood Inquisitor sees a positive result that's nothing of the kind? Innocent people are gonna burn, for sure . . .

I'm talking about the blood test scene which anyone who has seen The Thing knows about. This was the very first scene I ever saw from The Thing. Or maybe it wasn't quite the very first thing I saw of The Thing. I think, maybe, I had been flipping channels, and noticed this unusual movie about a research team in Antarctica dealing with some kind of alien invasion situation--intense, bearded dudes in winter-wear speaking in low, strident tones about evil doings, Kurt Russell talking into a tape recorder about how no one can trust anyone anymore, Wilford Brimley losing his shit and going all James Cagney on people with a snubnose .38, but I didn't pay too close attention. I skipped around the TV, and, at some point, I came back to the movie at its most intense moment: the blood test scene.

I don't remember what, exactly, compelled me to stop and watch the movie from that point onward. But I think it was the seriousness of the performances. The actors were behaving as though they were actually frightened and angered by their situation. They seemed to have fear, rage, and paranoia playing across their faces at different moments. They didn't act like the kinds of morons you'd expect to populate a typical body count picture. I think it was the seriousness of the actors' performances that drew me in more than anything, but who knows? Whatever it was, I was hooked. I watched the movie 'til its end. And, at that time, the 1990s, I hated watching movies that had been censored for broadcast television. What was the point? If a movie is unacceptable to the networks, then don't show it, I say. TV stations could come up with their own crappy shows to fill timeslots, and probably get more reliable advertiser participation, too.

Think about it. Non-controversial, braindead situation comedies and cop-worship shows are pretty much a sure thing if you want the average television viewer to achieve brand identification with whatever lame product you're pushing. Well, I guess that was true in the 1990s. Now, it would be the increasingly Orwellian depravity of Reality TV, but let's not go there.

The Thing was compelling cinema even in a heavily compromised form. John Carpenter's film was so well-crafted, that it wasn't totally ruined by censorship. Now that is movie-making power right there. But where does the power emanate from? Craftsmanship. Carpenter's deepest game, in my estimation, is his commitment to the basics of storytelling: script, actors' performances, shot composition, soundtrack including both score and sound effects (the "soundscape" if you will), special effects, editing--the whole engine of cinema is geared towards expressing a dramatic situation with utmost clarity. Even the ambiguities and ironies present in Carpenter's movies are expressed with utmost clarity.

Theme is important, too. I think Carpenter's one of the more interesting thematic filmmakers in how he approaches doing horror and science-fiction scenarios. In Assault on Precinct 13 the theme had to do with decent, competent people from both sides of the law caught in the middle of a violent revolutionary struggle between insurgents and an oppressive police state: how do you survive and protect those who depend on you in an impossible situation? Halloween was about how a blind force of destruction manifests in human form in the midst of an anodyne suburban community, and the terror that grows out of normal people's obliviousness to the presence of such an evil force. The Fog was about the sins of the past manifesting to punish future generations. In the Mouth of Madness follows out the idea of what it would be like if the usual laws of mundane reality were displaced by the operating logic of a horror novelist's imagination gone completely berserk. Ghosts of Mars was an interesting blend of Assault on Precinct 13 and The Fog: an amorphous spirit of homicide asserts itself as a ghostly insurgency to punish a future human settlement on the red planet. In all of these movies, the horrific idea at the center is illustrated in specific, concretely realized terms. As the viewer, you don't see quite as much as you think you do in terms of mayhem and gore, but the nature of the threat becomes clear, as do the struggles of the humans trying to survive the onslaught. Carpenter's movies apply logic and rationality to irrational, supernatural forces and the results are pleasingly outrageous, but comprehensible.

The Thing takes on the theme of paranoia. Broadly speaking, it uses two contrasting approaches to illustrate this theme: economy and excess. Which is appropriate if you think about it. Paranoia itself is both economical and excessive. Paranoia focuses your mind like a laser even while it takes aim at the entire world which has turned murderously against you. Keep your guns loaded, the eyes in back of your head peeled, and keep a tight routine, because the hit could come from anyone, anywhere, at anytime. Using simple logic, the paranoiac can cook up whole cosmologies that definitively prove the whole world is aligned against him or herself in a grand conspiracy to ruin your day, your era, your lifetime, and maybe even subsequent lifetimes depending on the nature of the Enemy. The paranoiac pursues simple solutions to complex problems.

Remember Travis Bickle from Taxi Driver? Just get some guns, do some push-ups, and shoot some people and everything will be okay in the end. You might even get a date with Cybil Shepherd in the end. And if that doesn't work, well, you can blast the girl away, too, with your .44 Magnum. Hey, your personality may be defective, but your weapons usually work like physics. No big thing. They all had it coming.

The Thing isn't quite the same as Taxi Driver, but it does explore similar terrain of paranoia-induced violence, and the terror that grows out of the failure of communication, civilization, and hope itself.

In terms of technique, The Thing hinges on using economical shot set-ups within a widescreen frame that are filled with agitated human faces in close-up, suspicious humans pointing fingers and making accusations, and then all of this is overtaken by gooey excess when the wriggling alien horror of The Thing makes its presence known. All pretense to civilization goes out the window, and those that are human desperately maneuver to muster a defense against the alien invader. It's a visceral realization of the sci-fi trope of humanity forging a coalition against an extraterrestrial entity for survival purposes that touches on the longstanding tribal tendencies of human beings.

We don't think of ourselves as tribes in the 21st century. We use other titles for our typical groupings: nations, political parties, sexuality, gender, subculture, religion, race, job title, student, townie--all are categories used by the powers that be to divide us into in-groups and out-groups. If you're in the in-group you're supposed to be opposed to the out-group(s). And, of course, the out-group isn't an out-group to those who are in it--they're another in-group from their perspective.

The same could be said for the alien whatsit in The Thing: from its perspective its just trying to survive. The fact that it kills and absorbs people is just tough shit for the humans. Maybe if there was some way for the alien and the humans to communicate they could arrive at some sort of understanding. Instead of unlimited violence climaxing in total destruction, this could've been a story of First Contact and not Apocalypse. A truce could be called with truth and reconciliation between human and extraterrestrial.

(Now think how differently Taxi Driver would've played out if Bickle had gotten some counseling, if he'd had a single friend to confide in (aside from his doofus colleague masterfully played by Peter Boyle), maybe get some anti-depressant meds, get some therapy for his shellshock, find a way to work through his deeply imprinted combat stress--Travis Bickle could've turned his shit around. Sure, he'd maybe have some conservative tendencies, some social awkwardness, but he could've gotten over things. He could've been empowered to move on with his life. And Taxi Driver would've been a terrible film. There's a reason why Taxi Driver is a classic and no one gives a shit about Awakenings.)

Unfortunately, civilized approaches to healing and reconciliation do not make for compelling cinema. Madness, paranoia, conflict, death, and destruction make for powerful storytelling. Nothing is more compelling than watching a situation go from bad to worse and beyond. It's what Poe was getting at when he defined the spirit of perversity in "The Black Cat." We have a will towards escalation, towards conflict which is driven by our desire for total power, total control over all uncertainty in existence. Whatever it is that frightens us--a thief, a murderer, a political ideology, an ethnic group, an animal, a culture, a nation, a language, a religion, a philosophy, an outlook, a disagreement about fashion or policy or economics--our impulse is to shun the thing which upsets us.

 And if we can't avoid it, we denigrate it, try to find like-minded people to join us in condemning the hated thing, and, if things go far enough, we will try to destroy whatever it is we hate and fear. Right and wrong don't have to enter into it. Just think about all the genocides, ethnic cleansing, and no limits civilian slaughtering bombing campaigns, and random assholes with assault rifles and body armor popping off in schools and movie theaters--the spirit of perversity, the will to lash out with violence at whoever and whatever happens to be handy, never mind whether or not such targets have any actual culpability for the perpetrator's troubles--they're convenient, they will therefore become blood sacrifices to the murderer's fear, hatred, and paranoia--whatever dark gods sit inside the star chamber of his twisted heart. Even if the perpetrator has some sense that what they are doing is a doomed course of action, just as the narrators in "The Black Cat" or "The Tell-Tale Heart" have a premonition of their own destruction, they are compelled to walk the path of annihilation and jump into the fire themselves in the end.

Or maybe they lash out, get a little dinged-up, spend some time in the hospital, and then are up and about again as a ticking time-bomb with a brand new timer . . . kind of a spoiler for a movie I shall not mention by name.

The Thing invokes the self-immolating spirit of perverseness, of paranoia, from Poe, but combines it with the cosmic horror of H.P. Lovecraft. John Carpenter has stated that Lovecraft is an important influence on his work. Lovecraft's central idea is that human beings are completely at the mercy of cosmic forces beyond their comprehension, much more ancient, powerful, and deadly than any human civilization, even one with fanatic ideology and nuclear weapons (ex. USA, USSR, China, Russia, etc.).

After all, anyone who has read Lovecraft's 1931 masterpiece At the Mountains of Madness knows that the Great Old Ones(a name Lovecraft uses to refer to those terrible, cosmic powers of darkness) had atomic weapons long before homo sapiens wormed its way out of the muck across billions of years of cosmic evolution, and split the atom. At the Mountains of Madness tells the story of a group of human explorers who journey to Antarctica and discover a vast, cyclopean city gone to ruin, within which they uncover a strange hieroglyphic language which reveals the secret origins of humanity and the Great Old Ones.

The Thing echoes some of the ideas from At the Mountains of Madness, even though it is more directly adapted from John W. Campbell's 1938 short story "Who Goes There?" Lovecraft's novella was published in 1931 and Campbell's short story came along in 1938, so I wonder if Campbell had absorbed any Lovecraftian influences . . . I have no idea. But I feel pretty confident in saying that John Carpenter, consciously or not, crafted his movie  in a way which blends Poe, Lovecraft, and Campbell's literary themes and combines them with some of the techniques of his previous movies such as Dark Star, Assault on Precinct 13, Halloween, and The Fog.

Earlier in this review I put forward the possibility that maybe the Thing is just in the minds of the humans. Maybe there is no Thing. I don't think this is what Carpenter intends for his movie to be, but it is an intriguing idea to me. As I watched the movie again this past weekend, I couldn't help but wonder if these guys are all losing their minds due to isolation, stress, sexual frustration, loneliness, and simmering resentments over slights both real and perceived. It's an all male group. Some of them seem to be veterans, ex-military people--could combat stress be a factor here? Are these people just more inclined to go looking for an enemy when feeling threatened? Like I said, I think Carpenter means for his movie to be taken on its own terms, but I tend to want to go overboard in interpreting movies I've seen dozens of times, so maybe I'm the one losing perspective here. This is a movie which skews more towards Lovecraftian cosmic horror than Poe-style psychological horror.

The cast is excellent. Kurt Russel is billed as the star, but it's really an ensemble piece. All of the actors take the job seriously, and none of them play for camp or self-parody. Probably the most disturbing performance comes from Wilford Brimley. Watching this guy, with his unflappable outer shell, finally start to lose his shit is a kind of mini-saga of horror and madness all its own buried within the larger movie.

The cinematography, an element of economy, by Dean Cundey is perfect, each frame composed for both clarity of what's going on within a given scene and also to give a sense of growing unease. Watch this movie with the sound off, and just take note of how the color scheme changes and evolves as it goes on, and how one shot is cut with another one. The editing is subtle and unobtrusive even when the Thing makes its wriggling, consuming, chaotic self known within that precise widescreen framing.

Which brings me to the element of excess: the disgusting and horrifying creature effects by Rob Bottin with an assist from Stan Winston. I don't even want to talk about it. You should just see for yourself with no prior knowledge. The Thing bursts out, like some avatar of Lovecraft's Azathoth, the idiot god of chaos and destruction--or maybe not. Maybe I'm just reaching for shit here . . .

Back to economy: Albert Whitlock's outer space visual effects provide a quietly menacing introduction for the idea of alien horror from another world in the title sequence.

Ennio Morricone and John Carpenter both throw down for a sneaky, suspenseful original score that doesn't overstay its welcome. You would think if a director could get Morricone for the soundtrack he would want to squeeze another one of those lush, Sergio Leone scores out of him--and that would be a mistake. The Thing doesn't need leitmotifs and wall-to-wall bombast. It needs a defter touch. Note the mournful, but suspicious, quality of the piece which underscores the investigation of the Norwegian camp. I find it unexpectedly moving. The movie is cruel and relentless, but that bit of music suggests a kind of sadness inherent in the waste left by violent all-out conflict.

Maybe The Thing isn't a horror movie in the usual sense. More and more, I think of it as a kind of tragedy about two sophisticated life forms forced to meet under dire circumstances, and the war that results from an inability to communicate or understand one another. Definitely not another braindead body count picture.