Tag: film (page 3 of 20)

500 Words on Marvel

Courtesy Ms Sackhoff's Twitter

As I write this, San Diego Comic-Con, arguably one of the biggest gatherings of so-called ‘geeks’ or ‘nerds’ in his hemisphere, is taking place. The Marvel panel is, I believe, tomorrow, and there are likely to be announcements as to what is coming up for the studio behind The Avengers and Agents of S.H.I.E.L.D.. I have this feeling of both excitement and trepidation. As much as I like what Marvel has done and is doing, I have some fears about the future.

Guardians of the Galaxy looks amazing. I’m intrigued by the implications of the plot being developed for Avengers: Age of Ultron. And the mere mention of a Doctor Strange film might elicit what can only be described as a ‘squee’ from Yours Truly. But in the midst of all of this, I have yet to see Marvel do something to truly push them into the forefront when it comes to universal appeal in excellent entertainment.

Marvel needs a solo female lead.

There are a few female characters that have shown well-rounded characterization: Pepper Potts, Natasha Romanoff, Maria Hill, Melinda May, etc. But none of them have carried their own story yet. In this, and pretty much this alone, Marvel and DC have something in common. While DC is still struggling to carve out its own identity, as they try keep pace with Marvel as well as emerging from the shadow of Nolan’s bat, Marvel distinguishes itself in almost every other regard.

This is also an issue when it comes to characters of color, but with the Falcon being such a breakout star in Captain America: The Winter Soldier, and The Black Panther all but confirmed, I feel it’s been more addressed than the issue of a solo female lead. I would love to see it happen. And I would dearly love for it to be Captain Marvel.

Carol Danvers is one of my favorite ladies of Marvel. Kelly Sue Deconnick’s take on her in particular is an absolute delight. Despite being imbued with superpowers and having worked in the male-oriented military for so long, Carol is still very much her own woman, and a very human character. The image above, envisioning the incomparable Katee Sackhoff as Carol, fills me with hope. I know it may be a long shot – Fiege and company have yet to really address things – but the idea remains.

Another idea occurs: what if Doctor Strange was female?

While we’re talking about dream casting, if Strange remains male, I’d love to see Oded Fehr play the role. He has charisma, gravitas, and he breaks the mold of stereotypical white male protagonism. However, a female Strange would be excellent. Can you imagine a Sorceress Supreme battling cosmic forces that break the minds of lesser humans?

And what about Gina Torres or Aisha Tyler as She-Hulk? Think about it.

This is all speculation, but honestly, Marvel needs this. DC would have no hope of catching up.

Until Orci & Kurtzman write Iron Man Into Darkness, Make Mine Marvel!

Movie Review: Dawn of the Planet of the Apes

I have a soft spot in my heart for what I and others call ‘big idea’ science fiction. You see, sci-fi is not always whiz-bang laser fights and exotic, distant worlds. Mary Shelley’s Frankenstein is a work of science fiction, as is Michael Crichton’s Jurassic Park. Without aliens, particle beams, faster than light starships or time travel, I think some folks would pass over something like Dawn of the Planet of the Apes in the search for sci-fi. But trust me: this movie is science fiction, it’s ‘big idea’ science fiction, and it’s delivered blockbuster-style to a cinema near you.

Courtesy 20th Century Fox

Ten years after the so-called ‘simian flu’ engineered in Rise of the Planet of the Apes was unleashed on the world, humankind is all but wiped out. The apes that were granted intelligence by that same retrovirus, on the other hand, have flourished. The first to ‘awaken’, Caesar, has lead his fellow apes to a colony in which a code of conduct, a school, and an organized military have all been established. While hunting, those militaristic apes happen across a human. Tensions immediately flare, with one of the humans fascinated by the apes as the others gear up to defend themselves, and Caesar waiting to see if these humans are reasonable while his general, Koba, seethes with a desire to avenge himself upon his former captors.

So the big idea, here, is that not only humans have engineered their own end, but they have also uplifted their successors. In older movies set in the Planet of the Apes, it’s seemed that the apes are conquerors, brutally claiming territory once held by humans. However, Dawn smartly shows the apes simply moving in to occupy a role once held by humans: the top of the food chain, apex predators due to their intelligence. The natural world is clearly reclaiming itself from the ravages of mankind; we see it in the trees, the waters, and the streets of San Francisco. Mankind is already no longer the masters here; the planet belongs to the apes.

Courtesy 20th Century Fox
Two of a kind.

This is a world fully realized, one we can conceptualize and connect with even if it is unlike our own. Thankfully, the characters in that world are just as thought-provoking. Whereas some sci-fi lets the ideas take center stage while cardboard cutout characters act as ciphers for bigger themes, Rise gives us well-written ones that invite multiple perspectives on the world. As in Rise of the Planet of the Apes, Caesar is our main protagonist, realized in breathtaking work done by Andy Serkis and an expert team of motion capture artists, who expresses himself eloquently and is a pensive, dedicated, and driven leader. He commands respect, both from his apes and the audience. Koba, Caesar’s vengeful general, is also incredibly compelling, surprising in his pathos and clearly showing that Caesar’s cunning is no accident. On the human side, Jason Clarke’s Malcolm serves quite adequately as Caesar’s counterpart; he is curious and diplomatic, opting to talk before he fights. Gary Oldman as Dreyfus is far more protective of the human survivors huddled together in San Francisco’s ruins, but his cagey nature and desperation are completely understandable. It’s the mark of good storytelling when you can see things from the perspective of each player, be the results of their actions positive or negative. Everybody has a personal agenda, and while neither apes nor humans have anything to gain from fighting, the more the tensions rise, the more a fight seems inevitable.

With all of these big ideas floating around, realized through very human and well-written characters, you may think that Dawn opts away from any of the whiz-bang action stuff I mentioned in the first paragraph. But it’s smarter than that. It’s smart enough to know that in the midst of all of the philosophy and commentary on human nature, it’s still a summer blockbuster and still a fun time at the movies. When fighting breaks out, the combat is energetic and imaginative. Action scenes are cleanly shot and some of the things we see are quite inventive. When you can say that the movie you saw about the sociological battle between our better natures and our desires for survival and vengeance also features a bonobo dual-wielding machine guns while on horseback, it’s safe to say you’re on to a winner.

Courtesy 20th Century Fox
Not even kidding.

I walked out of Dawn of the Planet of the Apes thinking about it in a way you wouldn’t think about Transformers: Age of Extinction. This movie is, as I’ve said, very smart. It never takes the audience for granted, delivering both satisfying action and thought-provoking characters and themes. It does not fall into the prequel trap of taking its outcomes for granted, either. I wasn’t sure how it was going to end. It kept me guessing and, by extension, on the edge of my seat. It has big fights and big set pieces to go with its big ideas, and it shows us just how powerful and exciting good science fiction can be when done right. It also makes its preceding entry, Rise of the Planet of the Apes, even better than it was by coherently continuing the story while expanding the world and deepening the ongoing themes. I am going to have to buy both of these films for repeat watching. They’re that good. You should definitely consider seeing Dawn of the Planet of the Apes. Even if you’re not on board at first with some of the over-arching ideas, I will repeat: Bonobo on horseback with a machine gun in each hand.

Movie Review: How To Train Your Dragon 2

I’m not sure why I didn’t see How To Train Your Dragon sooner. Other than the fact that it has dragons in it, it also features Vikings, who tend to make things more interesting and fun as a general rule (see also The 13th Warrior). While I was aware that its protagonist wasn’t a physically capable specimen and relied more on brains than brawn, which is another interest of mine when it comes to characters. Even with all of these elements I was all but guaranteed to enjoy, How To Train Your Dragon surprised me with its writing, its vivacious and highly detailed art, and the fact that actions had consequences that were not easily dismissed or explained away. In the interest of supporting such art, I made it a point to see How To Train Your Dragon 2 on its opening weekend.

Courtesy Dreamworks Animation and thegrzebol.deviantart.com

Five years after defending Berk and teaching its people to embrace dragons rather than hunt them, Hiccup is exploring both the ocean around his home and new ways to expand both his abilities and those of his dragon, Toothless. His father, Stoic the Vast, wants him to become chief so Stoic himself can retire, but Hiccup fears he is inadequate or ill-suited for the task. Hiccup and his girlfriend Astrid run afoul of some dragon hunters, who are capturing the beasts to join the army of someone named Drago Bloodfist. Determined to try and talk some sense into Drago, Hiccup sets out in defiance of his father’s orders, and is quickly caught up in events that teach him more about dragons, people, and himself.

A proper sequel should spend the bulk of its time on expansion. Since characters, locations, and plot points were established in a previous outing, there’s no need to rehash them in the new story. Those that do tend to feel bloated, boring, or both – for examples, look no further than the sequels to The Matrix or Michael Bay’s Transformers. How To Train Your Dragon 2 is very quick to get a bit of exposition out of the way through a voice-over from Hiccup, and then gets right into telling its own story. The world outside of Berk is expanded rapidly, and established characters show varying degrees of growth, holding on to attributes that made them memorable while demonstrating how they’ve changed.

Courtesy Dreamworks Animation
There’s a lot going on even in the backgrounds of this movie.

There is a great deal of good storytelling here, and much of it is not contained within the dialog. DreamWorks Animation has shown that it can convey a great deal of meaning and emotion in quiet scenes bereft of dialog, and How To Train Your Dragon 2 is proof that their skills are only growing. Toothless, in particular, is even more expressive than he was in the previous film, interacting with Hiccup and other dragons in fascinating and endearing ways. We feel we know this otherwise inscrutable and even alien creature as well as we do Hiccup, and Toothless doesn’t speak. We are shown, time and again, that the two have an indelible bond, and its depiction is lovely to behold, even moving at times. The art in general is gorgeous, with characters well-defined and bearing unique facial features and mannerisms, and landscapes all but leaping from the screen with their fresh and breathtaking vistas. This is even the case in non-3D viewings.

When characters do speak, they do so in spite of any celebrity association. Nobody’s a stunt voice, and nobody’s phoning it in. Despite multiple opportunities, the likes of Gerard Butler and Cate Blanchett never wink at the audience or make clever references to other established characters. Indeed, the film avoids pop culture references altogether, and while Jay Baruchel and the other voices of younger characters speak with a more modern affect, it feels natural given the disposition of said characters. Our immersion doesn’t break when Astrid and her friends plan their next move. Instead of relying on their voice actors as gimmicks, the creators of How To Train Your Dragon 2 ensure that what we’re hearing underscores rather than overshadows what we’re seeing. The scene where Hiccup’s mother and father see one another for the first time in twenty years is particularly moving for this reason. Butler and Blanchett emphasize the emotions we’re seeing, and we’re shown rather than told the depth of feeling between these two characters. It’s absolutely brilliant.

Courtesy Dreamworks Animation

I really don’t know if there’s anything more I can say about How To Train Your Dragon 2. Its story focus is tight, its visuals are breahtaking, it moves at a healthy but not breakneck pace, and its characters are extremely likable. Any quibbles I have are relatively minor ones: Drago Bloodfist is somewhat one-dimensional as a psychopathic anti-Hiccup, and Valka (Hiccup’s mom) could have demonstrated more combat skills and shown why she’s been able to hold off Bloodfist for so long. While it’s difficult for any story to be completely free of concerns, How To Train Your Dragon 2 is refreshing in its earnest intent and nearly flawless in its presentation. It doesn’t shy away from intense scenes, continues to show us that actions have lasting consequences, and while bad things can and do happen to good people, there are forces that will always be more powerful than tragedy and mad ambition. It’s very much its own animal but it undoubtedly shares its DNA with the previous film: it is a true family film. There’s comedy and bright colored animation for children, and compelling storytelling with rich characters for adults. It hits all of the right notes and balances things out pretty much perfectly. I thoroughly enjoyed it, and I’m considering seeing it again, in 3D this time to get the most of those fantastic visuals. How To Train Your Dragon 2 is a wonderful time at the movies for all ages. It’s not just a treat for the kids; it just might awaken your kid at heart, as well.

Movie Review: X-Men Days of Future Past

I’d be one of the first to sing the praises of Marvel’s cinematic arm from the rooftops. Their connected films have maintained a reasonable baseline of quality, with its weaker films still being decent or fun to watch. Unfortunately, movies of Marvel franchises outside of the actual Marvel Studios have had a rougher road. Spider-Man’s suffered through a very dodgy reboot, the Punisher’s outings have been divisive, and a lot of comic fans would rather not discuss Daredevil. As for the X-Men, Marvel’s team of mutant misfits has been around for quite a long time, and X-Men: First Class made a move towards rendering some of the rougher outings of Xavier’s gifted youngers superfluous. X-Men: Days of Future Past goes one step further, driving nails into the coffin of those movies best left unnamed.

Courtesy 20th Century Fox

Things are not going well for the X-Men. Incredibly powerful and highly adaptive robot killers called Sentinels, originally programmed to hunt mutants, now dominate the planet. All of humanity save for its very worst are oppressed and face extinction. Guided by Professor X and Magneto, the few remaining X-Men hatch a desperate plan. The theory is that if the assassination of the Sentinels’ creator, Bolivar Trask, by the mutant Mystique is prevented, the future will be altered. Therefore, one of the X-Men must allow their consciousness to be projected back in time to their younger body. The only mutant with the regenerative capabilities to survive this journey is Wolverine, and it is he who suddenly awakens in 1973, looking for Charles Xavier and Erik Lehnsherr.

It should be fairly obvious that what we have here is retroactive continuity, or a ‘retcon’. This is the third X-Men movie directed by Bryan Singer, and the prevailing sentiment is that things have been inconsistent since he gave up the helm. X-Men: The Last Stand and X-Men Origins: Wolverine are both held in largely universal contempt. The Wolverine had some good ideas, and X-Men: First Class was a welcome return to high-quality mutant storytelling. It seemed, at the time, that Matthew Vaughn was mostly interested in starting the timeline over – the Marvel universe, after all, has acknowledged the presence of multiple universes and timelines for a long time. Singer, for his part, has seized onto one of the most beloved tales from the comics and uses it to whip the mutant franchise back into line with his vision.

Courtesy 20th Century Fox & Empire
The more things change…

Unlike the bright color pallete of Matthew Vaughn’s film, though, Singer returns to his beloved barely-accented black leather as if it’s still 2003 and everybody is chasing the Wachowskis. He is so eager to push characters and elements of the story into position for his glorious return that he skims over a lot of details. This is especially true in his vision of the Sentinel-dominated future: some characters are barely introduced or characterized, others have powers that make no sense or have no explanation, etc. In other words, characters exist for the sake of the plot, rather than moving the plot of their own volition, which is a mark of lazy and lackluster storytelling. And while we’re on the subject, I’m still not sure how I feel about the overall use of Kitty Pryde and Mystique in the film. These are powerful, even iconic female characters in this franchise, yet they feel like they’re barely there, despite Mystique’s central role in the plot. I can’t point to any one aspect of their roles that gives me this disturbed feeling, but it hangs over the proceedings like a dark cloud.

However, it’s not all bad news. Not by a long shot. Continuing to be one of the most inspired casting choices since Christopher Reeves’ Superman, Hugh Jackman does a great job as Logan, breathing much-needed life and presence into what could have been a dull plod of a proceeding. Also returning are Michael Fassbender as the younger Magneto and James McAvoy as younger Xavier, and they still have the chemistry, intellectual fortitude and emotional pathos that made First Class so good. The scene between McAvoy and Patrick Stewart as his older self is amazing, and should have been left out of the trailers to make its already significant impact even more powerful. Our nominal bad guy, Bolivar Trask, is actually a nuanced character, and while he isn’t given that much to do, Peter Dinklage makes the most of every scene he’s in. Much like First Class, there isn’t a great deal of action, but what action we do get is staged very well, some of it carrying satisfying tension while one scene in particular is paired with a fantastic musical sting that actually made a ‘bullet-time’ gimmick fun to watch.

Courtesy 20th Century Fox & Empire
Like First Class, seeing these two interact is one of the highlights of the film.

X-Men: Days of Future Past is decent and enjoyable. It’s not as good as First Class, but the way it handles the other previous films gives me hope that Singer is moving away from the negative aspects of said films (see most of my criticism above) and towards plots and performances that let the characters guide the story, rather than the story pushing the characters around. Singer is attached to direct X-Men: Apocalypse, and it seems that he has some interesting ideas in that regard. Days of Future Past was a movie all about the restoration of hope, and it accomplishes this goal, not only for the characters, but also for the audience.

From the Vault: The Video Game Singularity

I’m on my way to Boston for PAX East this morning. While I make my way through several states on what are certain to be lovely roads, have a look at my thoughts on the lines between video game developers and video game players, and what might happen if they get blurred.


X-Box Kitten

I feel we are rapidly approaching what I’ve chosen to dub “the Video Game Singularity”. It’s the point at which the lines between developers and players of video games blurs to the degree that the storytelling experience these games convey is one truly shared between both camps. We’re on our way with RPGs with user mod tools like Skyrim, massively multiplayer experiences and yes, Choose-Your-Own-Adventure tales like the Mass Effect trilogy. Now, things like marketing departments, stratospheric fanatical expectations, and the limitations of current technology will hinder this advent, but it’s sooner than we think.

The Internet’s instant communication and dissemination of information is accelerating the process as we, as gamers, find and refine our voices. While we’ll never be able to excise every single idiot or douchebag from the community, we can minimize their impact while maximizing what matters: our investment in our entertainment. We are patrons, and video games are the art for which we pay.

Games are unquestionably art. Moreover, they a new form of art all their own, with their own traditions, their own classical periods, their own auteurs, their own mavericks. So I pose the question: why do we judge them as works of art extant in other forms when they clearly do not belong there?

Think about it. A movie critic, with little to no exposure to gaming in general, has no basis by which to judge the merits and flaws of BioShock or Killer7 in comparison to Kane and Lynch. By comparison, many gamers who only see a handful of movies may not recognize the reasons why film aficionados praise Citizen Kane or 2001: A Space Odyssey. The two mediums are completely different, and the biggest difference is in the controller held by the player.

From the moment we put our fingers on buttons, sticks, or mice at the start of a game, we have a measure of control over our experience. A well-designed game lets the player feel like they are truly a part of the world they’re being shown, that their choices will help shape the events to come. In a movie or a book, there’s no interaction between the observer and the observed. We experience the narrative the authors want us to experience regardless of whatever decisions we might have made differently. Video games, on the other hand, invite us to make our choices and experience the consequences for better or for worse.

Since players are a part of the building process for the narrative, it could be argued that they have just as much ownership of the story as the developers do. That isn’t to say they should get a cut of the game’s profits, as not everyone can render the iron sights of a gun or the glowing eyes of a dimensional horror-beast as well as a professional, who has to pay for things like training and food. A game done right, however, makes the player feel like a part of its world, and with that comes a certain feeling of entitlement.

That word’s been bandied about quite a bit lately, and to be honest I don’t think gamer entitlement is entirely a bad thing. The problem arises when gamers act like theirs is the only opinion that matters. Gaming is, at its best, a collaborative storytelling experience. Bad games shoulder players out of their narratives with non-interactive cutscenes or features that ruin immersion. Bad gamers scream their heads off whenever things don’t go exactly the way they expect in a given story. “This sucks and so do you” is not as helpful as “I think this sucks and here’s why.”

Not to belabor the point, but you can tell an author or director how much a book or movie sucks in your opinion, and the most you might get is a “I’m sorry you feel that way.” Game developers, however, know their medium is mutable. It can be changed. And if mistakes are made in the process of creating a game that slipped by them or weren’t obvious, they can go back and fix them. Now, the ending of a narrative is not the same as a major clipping issue, games crashing entirely, or an encounter being unreasonably difficult, and not every complaint from the player base is legitimate. And in some cases, the costs in time and money required to make changes to adjust a story even slightly can be entirely too prohibitive. But when there’s truth found in the midst of an outcry, some merit to be discerned from a cavalcade of bitching and moaning, game developers have power other creators of narrative simply don’t have.

The question is: should they exercise it?

Let me put it another way:

Should finished games be considered immutable things like films or novels, set in stone by their creators? Does listening to players and altering the experience after much debate ruin the artistic merit of a given game?

I think the answer to both questions is “no.”

Changing the ending of a novel or film because fans didn’t like it is one thing. Most directors and authors would cite artistic integrity in keeping their tales as they are. There are those who feel game developers should maintain the same standards. That doesn’t seem right to me, though. For one thing, a writer may change an ending if a test reader can cite issues with it, and a director can re-cut their film if focus groups find it difficult to watch without any benefit. Moreover, gaming is so different from every other art form, so involving of the end user of the content, that sooner or later a different set of standards should be observed.

As we approach the Video Game Singularity, it becomes more and more apparent that the old ways of judging those who create the stories we enjoy no longer apply. We are just as responsible for the stories being told through games as the developers are, and while games empower and encourage us to make decisions to alter the outcome, we must realize that our power in that regard is shared with the developers, and is not exclusively our own. By the same token, the onus of integrity does not solely fall on the developers. We, as participants in the story, must also hold ourselves to a standard, in providing constructive criticism, frank examination, and willingness to adapt or compromise when it comes to the narratives we come to love. Only by doing this can we blur that line between gamers and developers. Only by showing this desire to address these stories as living things in which we have a say and for the benefit of which we will work with their original creators will gamers stop coming across as spoiled brats and start to be considered a vital part of the game creation process.

We can stop being seen as mere end-user consumers, and start participating actively in the perpetuation of this art form. To me, that’s exciting and powerful.

I mean, we still have people using racist and homophobic language in the community, but hey, baby steps.

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