Throwing down the gauntlet of 2018

It’s saying something if the first thing I remember about the movie year 2018 is not a movie, but a character. Thanos looms large – how could he not? With one fell swoop, Marvel solved its most prominent problem and made very, very sure that we wouldn’t forget their biggest, baddest baddie. He has depth – I believe him when he says that he fulfills his mission partly against his own will, and that it cost him everything. And he – goddamn it – is successful. Of course, my experience of Avengers: Infinity War was deeply colored by my favorite daughter sitting beside me who couldn’t believe that half her favorite MCU characters went up in ashes. Maybe this was this generation’s Bambi. Continue reading

Out of control, and liking it

The Call of Duty games are prime examples of on-rail shooters done to perfection, with amazing production values. They’re not complex games, nor do they strive for realism: they’re the equivalent of a great 80’s action movie – Die Hard rather than some Van Damme or Seagal vehicle.

Call of Duty 4, subtitled Modern Warfare, was the first (and to date only) game in the series that didn’t take place in that most overused of scenarios, the Second World War. Instead, it tells a Tom Clancy-style story of Russian Ultra-Nationalists and, surprise, Middle Eastern terrorists. So far, so unoriginal.

What is fascinating, though, is this: in a genre that is usually about making the player feel like some super-hero with a gun and macho one-liners coming from his lips like so much testosterone-riddled drool much of the storytelling is about showing the player that he doesn’t actually have that much control over what is happening. In fact, two of the game’s most interesting scenes in a subtly subversive fashion give the player just enough control for him to realise that he’s powerless.

Consider the prologue, in which the president of a fictional Middle Eastern country is shoved into the back of a car, driven through his war-torn city, dragged in front of the apparent Big Meanie (who turns out to be a minor meanie, in fact) and shot in the head.

And you, the player, get to control the president. As far as he can be controlled: beaten and dragged by soldiers, he can barely move his head enough to glimpse scenes of loyalists being executed through the car’s windows. And whatever you do, the outcome is the same: gun pointed at your head, blam, black screen. It’s chilling and very, very effective. Clearly it’s also designed to make you hate the bad guys, but apart from this obvious aim it does throw in question the power-trip fantasy of first-person shooters.

The second scene is the one that every reviewer and most players remarked on. (If you’re planning to play the game without spoilers, DO STOP READING RIGHT NOW. In fact, STOP READING TWO PARAGRAPHS AGO! WHY ARE YOU STILL READING? IDIOT!) In it, you and your squad (platoon? team? posse? I’m afraid I don’t really know what the correct military term for “you and the guys with you” is…) have just rescued a downed pilot from the bad guys and you fly off in an army chopper – when a nuke goes off. You watch as the shockwave races towards you, crushing the helicopters behind you. There’s no way you can outrun it.

After you crash, the game gives you control of your character. He’s alive, just barely, having survived the crash. You stumble out of the wreck of the helicopter and look around at the devastation, your heart beating in your ears. In the distance you see the mushroom cloud. Obviously you don’t perceive the radiation, but you know it’s there. But you’re the player! You’re in a shooter! Surely there must be a way to make it out of there!

And then you die, perhaps of radiation, perhaps of your injuries. It doesn’t matter. You have a minute or two of stumbling around and then you die.

The game doesn’t have the ambition or the guts – or the stupidity – to end on your lack of control over the situation. Later on, as a different character, you do stop nuclear missiles from destroying half of the Eastern Seaboard (although you do that using a computer rather than an automatic weapon). And at the very end, you’re given the chance to kill the main bad guy who’s behind it all in a fairly heroic scene (although one with an interestingly bitter tinge).

Clearly Call of Duty 4 is a first-person shooter, not a treatise on the powerlessness of the soldier. Clearly you want to give the player the feeling that he’s the hero. But it’s still interesting, in a game that is almost the perfect representative of its genre, that you get this subversive, and in this highly effective, streak… Sneaking it past the player that for all of his heroic fantasising, he’s not in control. Just don’t let him find out…

It’s all backwards

Chinese boxes? Fuggedaboutit!

Last evening’s session on film analysis went well, and the students enjoyed it too. It made me want to do an entire course on the subject. It also made me want to watch all three movies again.

Of the three, Memento is the one that startled me most when I first saw it. It’s intricately structured and plotted, but beyond this it’s beautifully presented, with a sparse melancholy and occasional absurd humour that strengthen it into something more than a well made puzzle.

It’s also got a fantastic, disorienting first scene that acted as the perfect hook for me. I got the impression that it also did so for the students yesterday; they seemed quite frustrated at me stopping the film after roughly seven and a half minutes. Well, guys, it’s in the department DVD library, I think – and if it isn’t, just pester one of the staff members ’till they get it. After all, someone also got the original Texas Chainsaw Massacre for the department, which justifies many an additional purchase, I think (Perhaps they could get Crossroads, that Britney Spears movie, scripted by Shonda Rhimes of Grey’s Anatomy fame.)

I liked the effects of reverse chronology in storytelling, if done well. Memento definitely makes good use of having two narrative strands, one in normal chronological sequence, the other one reversed, putting us in Leonard’s shoes: we never know what went before, just like he can’t remember. It’s a structural strategy that’s also highly effective, and moving, in Eternal Sunshine of the Spotless Mind and in Harold Pinter’s play Betrayal. (I’ve just read that there’s a Seinfeld episode, “The Betrayal”, that has the same structure and makes multiple references to Pinter – gotta see that one!) The focus is shifted from “What happens next?” to “Why did this happen?” I wouldn’t necessarily want my Die Hard or Aliens told in reverse chronology, of course, but every so often I get tired of “What happens next?” – mainly because what happens next isn’t all that exciting.

P.S.: It’ll be interesting to see what sort of visitors the tag list will bring in. Welcome, one and all! Even Britney Spears fans! And aliens, I guess.