I don't know if you guys have noticed, but 2013 has been pretty good to horror so far! At least to its box office - the quality of this year's offerings have been a mixed platter, typical of any studio slate, but the real revelation is the genre's renewed, almost instantaneous bankability. The Conjuring had one of the highest opening weekends for an R-rated film of all time; the only other R-rated horror film to make so much money so quickly was Paranormal Activity 3. The Purge multiplied its budget by thirty. Evil Dead nearly broke $100 million. And those are just the R-rated flicks alone - World War Z took in major bank overseas, for instance. Mama did well, Dark Skies did well, Warm Bodies did well even though it shouldn't have. Maybe my 2011/2012 prognostications about the future of adult horror were preemptive, or maybe there's been some kind of worldwide attitudinal shift that's gotten mainstream audiences so interested in all this depravity. Could it be a growing notion that our world is falling apart?
There's been a noticeable preoccupation with economic decay in many of the movies released this year, almost certainly a reflection of our nation's dire straits. This isn't a new trend to film, cropping up as early as Great Depression musicals in order to pair common audience anxieties with a gleeful, utopian worldview. To see these fears interlaced with the horror genre, however, is particularly exceptional. Three of the films below deal with financial crises, at least in passing, and the other two feature protagonists overcoming major drug addictions. The prevalence of such heavy subject matter in a genre with few escapist tendencies is strange, but as with any regularly employed cultural trend, its incorporation is livened or worsened by the skill of its creative team. The movies below, for the most part, depict these issues thoughtfully enough to merit their inclusion. Except for Evil Dead. Fuck that shit.
Antiviral [Netflix]
You would have to be a lunatic to desire fame in the 21st century. Paparazzi may seem intrusive enough as it is, but images of an otherwise average person going about her routine don't cut it anymore. Social technologies like Twitter have entitled millions of people to a feeling of constant connectivity to their idols; such an increased degree of exposure is a double-edged sword, because now any teenage shitheel can anonymously slander or threaten you whenever his shriveled heart desires. The Internet has left us all living in public, but to many, the life of a celebrity is hardly a life at all. Antiviral ups the ante on these already sad circumstances by depicting a near future where celebrity culture is the only kind of culture, a world in which the ultimate expression of adoration is paying hand-over-fist to be injected with the viruses of these beautiful people. These "celebrities" don't even sing or act, simply serving as proprietary pathogenic vessels for corporations to make money off the unwitting. Huckster Syd March (Caleb Landry-Jones of X-Men First Class, deliciously cold) peddles these germs for the omnipotent Lucas Clinic, but unsurprisingly the big guys aren't paying their workers too much in times like these, so occasionally he'll steal viruses and sell them on the black market. Unfortunately, Syd never accounted for this society's insidious idea of copyright protection, and so begins his great adventure. Brandon Cronenberg, inspired by an offhand remark in a Sarah Michelle Gellar interview, has created a world in the image of his father's work that is populated by obsessions entirely his own. This fame-forged dystopia is brimming with hardship, but its citizens are too doped up on entertainment to understand what a hard life entails except by relating to celebrity "Ordeals," manufactured traumas like having a camera zoom up your rectum (broadcast on the news as, of course, the Aria Noble Anus Ordeal). Beautifully shot and conceived, Antiviral nonetheless betrays its director's inexperienced hand, as the clever concepts and shifts in understanding are occasionally explained more closely than they need to be. Nonetheless, Cronenberg delivers a portrait of manic devotion that is not only contemporary (Miley, One Direction, Lady Gaga, et al.), but indicative of a society suffering a much greater structural disease than any one human might carry. B+
Friday, August 30, 2013
Wednesday, August 14, 2013
Elysium, Technocracy, and a Curious Case of "Heavy-Handedness"
Minor spoilers follow.
Elysium, the sophomore effort of South African writer-director Neill Blomkamp, continues a tradition of socially conscious action film established by his previous critical darling District 9. Moving away from D9's apartheid allegory into questions of class and privilege in the year 2154, Blomkamp can't be faulted for his ambition: how many blockbuster filmmakers are this invested in delivering a product with a substantial message? Most critics haven't seen it so reasonably, and although the response to the film has been one of lukewarm enthusiasm, many of its champions qualify it as well-made action (and it really is!) that is "hazy" and "on-the-nose" while detractors write it off as having a substantial base for an insubstantial result, as if one of the goals of an action film should not be to provide action. There's a vocal dissatisfaction with the movie's supposed unsubtlety in mirroring the American healthcare system, which is perhaps a result of critics' zeal to prove their understanding, but the multiple subterranean issues of technological superiority that inform the whole movie are completely ignored. Without understanding the face of a world shaped by technology's ubiquitous hand, Elysium might seem "hazy" or "blank," but Blomkamp demonstrates a sophisticated (if unevenly expressed) understanding of the forces that guide our economic and cultural development in an increasingly unstable time.
Tuesday, July 30, 2013
Fear is Fascinating: Clock Tower and the Gnarled Evolution of Survival Horror
A work of horror art most always calls upon a collection of familiar, archetypal anxieties, sculpted into worst-case scenarios with sinister faces. Cabin in the Woods says it best when it labels its retinue of monsters as "remnant of the Old World," all of them nightmare visions continually filtered through the collective conscious. The ingredients remain the same; the alchemy is volatile, subordinate to the aesthetic and cultural trends of the time, the artist's command of his or her subject, and perhaps most critically, the medium in which it is presented. Video games have had an exceptionally difficult time nailing down the formula for a variety of reasons that only seems to multiply as their technology develops.
Horror in gaming is often described as "survival horror" because, well, it falls on You the Player to survive. Easier said than done when the games of this genre deliberately leave you understocked and unprepared for whatever threats are waiting to bury you. Combat and restorative items are either nonexistent or in short supply, an emphasis is placed on spatial awareness and puzzle solving, and danger lurks unrepentant at every turn. These design principles can be found in games as early as the NES's 1989 Sweet Home, a tale of madness and infanticide Nintendo found too gruesome for their delicate American players, and were popularized by Capcom's 1996 Playstation hit Resident Evil. The problem is that the ludic cornerstones of the genre - deprivation, helplessness, resource conservation - run counter to what a vast majority of contemporary gamers now find satisfying in their virtual experience, and as such survival horror has significantly dwindled in popularity. There have been a few attempts to resurrect it, such as breakout hit Amnesia: The Dark Descent, but recent entries in old-guard franchises Resident Evil and Silent Hill have been met with disdain or disinterest.
Sunday, July 14, 2013
Sharknado and Pacific Rim: 21st Century Living for Monsters
Sharknado, SyFy's newest media Hail Mary, premiered on Thursday to squarely average ratings and a deluge of Twitter lurkers desperate for attention. I've already touched on the caveats of intentional camp programming, and this soulless nonsense doesn't deserve many more words than that. Bad movies are typically funny if they're unexpected and unintentional; when you have studios like The Asylum churning out mirror-image screenplays differentiated only by beastie, the thrill of discovery is gone. All you're watching is a movie that has successfully managed to be bad, a workmanlike mimicry of incompetence that begs for ridicule at every turn. Laugh at the man cutting an airborne shark in half with a chainsaw! Mock the newscaster's awkward voice! Groan at "We're gonna need a bigger chopper," just to show your friends that you understand the reference! Sharknado and its ilk are films forged in pure cynicism, the antithesis of what makes a work of art into camp.
Thursday, May 30, 2013
Top of the Lake: A Devil's Heart
Top of the Lake is a mystery, in case you couldn't tell by that picture of Elisabeth Moss peering at some foul secret or something through the trees. Not that "mystery" tells us much anymore about narrative art, since any plot line by nature must have some mysterious elements in order to keep it compelling, but typically we associate it with a crime, suspects, motives, alibis...the whole collection of modular pieces that suit the needs of its storyteller's message. All of these elements are necessarily
in service to unraveling or shading the central mystery, though a skilled craftsman can distract from this mechanical approach. Jane
Campion's deft creative hand guarantees that Top of the
Lake – equal parts rape-murder
riddle, gender polemic, socioeconomic dissection, and character study
– wobbles only minimally, despite the wealth of content on hand. A
densely plotted six-hour miniseries brings outstanding attention to
its swerves in storytelling, especially when they're as portentous as
a bottle labeled “ROOFIES” or as inexplicable as a character
being pardoned almost immediately for stabbing someone in a bar.
Though consistently compelling, Top of the Lake is
also noticeably sloppy, which ultimately diminishes the genre
framework that Campion chooses to work in.
Tuesday, May 7, 2013
Deadly Premonition, Mass Effect 3, Bioshock Infinite: Three Choices, No Choice?
Bioshock Infinite, Ken
Levine's newest stab at bringing some life to the AAA gaming
landscape, has spent the last month enjoying impressive critical
and public acclaim.
As a game, it is a machine as
well-oiled as you could hope to ask for, a first-person shooter
etched from thoughtful gun combat and a Vigor system that complements
it stylistically and ludically in equal portions. There has been some
streamlining, but we're in a gaming climate that streamlines as a
matter of course, especially by a franchise's third iteration.
Narratively, Infinite hosts
a plague of discontents, ameliorated partially by the game's
insistence on exploring them through the story's subtext. To simplify
drastically, Levine claims through Infinite that
narrative video gaming will always be subject to a series of
technological restrictions. It's a wonderful idea for a game to
grapple with, but it doesn't always work out. Leigh Alexander has
done an excellent job at delineating some of the friction that
Infinite encounters as
a narrative-based game,
but some of her arguments are predicated on the notion that the
original Bioshock unified
narrative and gameplay seamlessly. It is unrealistic to expect every
act of brutality in a game of this genre to maintain a sense of
commodified mortality; for all that atmosphere and all those piquant
Objectivist flourishes and all the hullabaloo about “Would you
kindly?”, the first iteration is still a game where you mow down
underwater zombies in the hundreds.
Labels:
2010,
2011,
2013,
Bioshock,
Deadly Premonition,
Mass Effect,
video games
Friday, April 19, 2013
Egress from the Winter 2013 Graveyard, or Finally Some Interesting Movies Come Out
Spring Breakers
Try as you might to disassociate yourself from the parts of Spring Breakers that have already entered our cultural consciousness - Disney bikini ass boobs murder gun fellatio piano James Franco??? - there's really not much else to the movie, so you kind of have to accept its lack of substance out of the gate. It is almost totally repetitive, probably a deliberate decision when you take Harmony Korine's enfant terrible status into consideration, but there's a method to this droning madness. Korine's subjects are four girls who flee college toward this soulless liturgy of party-party-party-party-party, under the pretense of "finding themselves" and "changing their boring lives." That this is achieved through scene after scene of constant drinking and carnage, all set to a Skrillex soundtrack, is a fairly transparent irony. But Spring Breakers has a sneaky streak, realized primarily through the fates of these young women. These supposed heroines are delinquents in training, securing their travel funds by robbing a Chicken Shack with sick ferocity. They knowingly exert seductive power over local crime lord/hip-hop demicelebrity Alien, played by James Franco with a degree of conviction that suggests actual interest in this project. And if Franco is involved and intrigued, you can only imagine what kind of raunchy, dopey, entry-level Social Welfare 101 nonsense this unholy alliance will birth. He and his cohort stumble through a series of bizarre events, all linked by the connective tissue of booze and tits on the beach of St. Petersburg and all ending in totally unexpected ways. When the end finally arrives, seemingly half an hour too late, he and the girls splinter from each other in unexpected ways in a climax designed for neither a vindictive nor a sympathetic audience. Selves are found, lives are changed, but these inevitabilities are livened by the details. Harmony Korine's message may be somewhat obvious, but his delivery is not, and the thumping machine that is Spring Breakers chugs on regardless of what anyone thinks of or expects from it. B-
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