Author Archives: jakewalters98

Midnight Screenings: Four from Joe Dante

Having not completed a Midnight Screening in a while, I decided to quadruple up this week with four films from Joe Dante, typically considered a modern master of B-movie gusto. I’ve chosen his less excavated films as a way to stave off the obvious choices. 

the-burbs-mcmr_zps3kuxru93The ‘Burbs

After a short sabbatical in the realm of more overtly childlike whimsy with Innerspace, Joe Dante returned to his day job brokering a peace between manic comedy and subfuscous horror with 1989’s The ‘Burbs. Primarily remembered today as an early starring role for Tom Hanks, Dante’s film – his final unqualified success at the box office – is also the final film in his run of relatively straight-faced pop cinema. Come the turn of the ‘90s, Dante would pay more overt homage to the channel-surfing impudence of his youth with post-modern cinematic swindlers that would, artistic bravado aside, often leave audiences bamboozled as to how to approach Dante’s films. While Dante’s later films would dive into the non-narrative, youthful indiscretion clearly closer to his heart, the commercial success of The ‘Burbs was probably a factor of its relative stability and cohesion. Continue reading

Favorite Modern Video Games (2003-Present)

Update mid-2019:

I’m not entirely sure, after another play-through, that I’d still put the original Bioshock on this list, particularly in light of how Bioshock: Infinite mobilizes its gameplay thematically in comparison. Admittedly, Infinite’s ideological equivocation – its assumption that both sides of a conflict are equally culpable for some apparently apolitical notion of cruelty – is far more morally dubious than the original Bioshock’s searing critique of a fallacious and limited notion of “freedom” run amok. But the gameplay of Infinite – and the way in which the gameplay itself thematizes “player agency” with more nuance than the original Bioshock ever did, casts a less luminescent light on the water-logged original for me at this point. While the first Bioshock essentially disfigures its audiences for being led so easily and unthinkingly to a deterministic conclusion, one where personal agency is nothing more than a fallacious ruse, Infinite discovers what the pragmatist William James, himself so fervently critical of American imperialism and nationalism, did during the very time-period Infinite is set: that the existential uncertainty and flux of modernity are neither fully constricting and devouring of agency nor truly liberating to the point of allowing unmediated, atomistic personal expression.

In other words: all play is always on rails, and it’s up to us to figure out how to either expand the rails or to use the rails more creatively. James’ awareness was a self-reflective reminder of the tragic possibility of limitation and uncertainty: the world’s constraints and our awareness of them are themselves constitutive to a playful, experimental selfhood predicated not on escaping or emancipating the self in the heroically American self-fashioning sense but in the ambivalent play with and of options, pathways, and possibilities. In literalizing gameplay rails in its world and thinking of these rails as spaces of possibility rather than pure limitation, Infinite moves past the somewhat self-important conclusion of the original Bioshock and toward a vision of movement that is comparatively liberated, not because it transcends limitations but because it experiments within the tragic awareness that the rails can never truly be eliminated. We are all on rails, in video games and in life, but that does not mean we are beholden to them, nor that we must (or ever could) choose between a binary of “player or personal agency” (which is typically read as “freedom”) and, conversely, “narrative or world design” (read as “structure,” and via an argumentative slippage, “player limitation”).

Original List:

I don’t cotton to the video game world as unanimously as I once did, but it’s still a medium capable of valid experiences, and I feel incomplete without sharing some of my most meaningful affairs with the genre. The date cut-off of 2003 is slightly arbitrary, but I wasn’t in the game, pardon the pun, before that with any sort of critical capacity, so it would be difficult to seriously explore earlier video games with as much consideration, important though many of them may be.

Updated with full list and honorable mentions. 

Batman: Arkham Asylum

The “license” is, more often than not, where video games go to die. Ricocheting around various external (often movie) deadlines and otherwise predisposed to failing to untangle the knots of a multi-media empire, games based on non-game properties typically wince at the idea of having to translate the atmosphere or tone of their catalyst-media into the lexicon of a video game. Not so with Arkham Asylum, a more studious exploration of Batman as a character than any of the dirgey Christopher Nolan films as well as a closed-casket adventure through the hallowed halls of a ticking straight-jacket of a location. Arkham is not sacrosanct or scrubbed-clean in Rocksteady’s game; this location is a from-the-gutters, alley-cat mental space, bent and threshed with a tactile, knuckle-dusting combat system that emphasizes weight and impact over grace. It’s implacable, yet it’s so tightly wound that you feel your skin trying to crawl into your bones. Continue reading

Films for Class: About Elly

ellyMuch like his later A Separation, Asghar Farhadi’s About Elly is a bitter respite from the filmic hierarchy in that it refuses to afford us what might be called an omniscient, privileged position. Instead of knowing everything beforehand, it adopts a perspective that slides between characters and perspectives to construct a multiplicity of experiences or opinions that elide the notion of an essential truth. The most obvious characteristic of this lack of omniscience is the film’s disinterest in imparting a cohesive depiction of the world of the characters, instead choosing to construct a minefield of contradictory, contested opinions. This is, first and foremost, a proclamation against the tendentious norms of cinema where a film’s moral mapping is supposed to conspire to slam that film’s presumptive argument home in the final stretches; in comparison, About Elly always, fascinatingly and rebelliously, feels like it is slipping away from us. If most films are lit toward a primary beam of crystal-clear truth, About Elly refracts the light through the crystal and constructs a variegated, prismatic rainbow of varied perspectives and possibilities.  Continue reading

Films for Class: Life is Sweet

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A sense of constant and fertile discovery abounds in Mike Leigh’s mid-period classic Life is Sweet, a superior film to many of his more famous mid-‘90s concoctions (the also sharp, if more contentious, Naked and the universally adored Secrets and Lies). Less high-concept and less obviously prefigured to arrive at specific narrative cues, Life is Sweet is arguably the most recent Leigh film to embody the fullest spirit of his uniquely personalized style of horizontal storytelling: cinema where moments intermingle and rest on each other rather than linearly hurtling to narrative completion. Restful and relaxing it may seem, but a perilously challenging vision of life lurks within it, like an insurgent into the usually trifling, domesticated, prepackaged realm of narrative storytelling. In Leigh’s films, the meaning flows out of idiomatic gestures we must acclimatize to rather than being overlit for us to see in broad daylight. Thus, Life is Sweet refrains from doubling-down on meaning with any kind of apocalyptic import. Ostensibly a more reticent, nonexistent style, it is a significantly more devious, conflicted, complicated tale precisely for how it refuses to overstate its case.  Continue reading

Progenitors: Ocean’s Eleven

oceans_eleven_2001_posterCompared to “Kiss Kiss Bang Bang for The Nice Guys”, “Ocean’s Eleven for Money Monster” isn’t as clean a comparison. But I really like Soderbergh’s collaboration with George Clooney, Julia Roberts, and mindless excess, and clearly Clooney and Roberts enjoyed themselves too; Money Monster reteams them and brings a different kind of capital along for the ride.

First, a word (or 300) about Ocean’s Twelve, a consciously, elaborately superficial near-masterpiece of self-reflexively specious blockbuster filmmaking that is all but eager to endorse its own glaring incapability to follow-through with its narrative, resulting in a gloriously aggressive exercise in screwing with the audience and rigorously avoiding its own questions. Turning plotless artifice into glowing conviviality, Soderbergh’s semi-conscious sequel to his blockbuster escapade sacrifices nearly any credibility or forward-thrust for an alternate-reality vision of narrative focused on relentlessly pleasing itself with its own obliviousness and self-interested absurdity. It reworks the heist film to function as both an anti-heist film and as a commentary on cinema as an exercise in devious subterfuge. Continue reading

Progenitors: Kiss Kiss Bang Bang

kiss_kiss_bang_bang_posterThis one just writes itself. Writer-director Shane Black is back with another buddy comedy, so let us look at his last one, a return to form after nearly two decades of wallowing in nihilism, misogyny, and eventually, oblivion.

Shane Black’s slick but not too carefully catered Kiss Kiss Bang Bang douses itself in a winking but not overly ironic reverence to not only its decades-old forebears – Raymond Chandler’s protean, Byzantine novels, most obviously – but also Black’s own earlier films, oblong buddy comedies that Kiss Kiss Bang Bang both pokes fun at and implicitly pays homage to. Ultimately, Kiss Kiss Bang Bang was meant to reintroduce him to the limelight after a decade of Hollywood exile. Although its box office numbers didn’t immediately seal the deal (they did help him nab a much loftier return to Hollywood royalty with the third, and best, Iron Man film that reteamed him with Robert Downey Jr.), Black’s tried-and-true strategy was to approach the film from solid ground: write what you know.

Thankfully, with Black’s absence from the filmmaking world post-Lethal Weapon and its follow-ups, what qualifies as solid ground for him has cracked into a more unstable, uncommon clay for the world around him. Thus, although Kiss Kiss Bang Bang’s cheeky post-modernism welcomes it into the modern world, its classical ambitions ultimately feel satisfyingly out-of-touch with the modern Hollywood landscape. Continue reading

Favorite Animated Television Shows

Hey everyone, here’s the first list I’ve done in quite a while. I’ve been wanting to do this for a very long time and finally found the time to get around to it. I hope you enjoy! 

Honorable Mentions (shows that came close, or shows I am otherwise only semi-familiar with):

Daria – Identifying with Generation X on a molecular level, Daria is in many ways the antithesis of the other major class of 1997 animation, South Park. Studious, reticent, and weary, Daria is a life-questioning exercise in stasis as a fundamental principle of existence.

The Flintstones – Telling parody of mid-century Americana and how it both filtered through, and was informed by, the development of television and the middlebrow sitcom style that The Flintstones apes. Has lost some of its bite over time, and it wasn’t exactly Nicholas Ray to begin with, but still an amusingly barbed, early expedition into the development of what might be denoted a modern American culture.

Johnny Bravo – A meaningful expose of pompadour-strutting, greaser-fronting male chauvinism and inadequacy with hints of surprising sensitivity and periodic cartwheels into cherished absurdity and whimsical slantwise pop-culture parodies before it become the nom de plume of animation. Continue reading

Review: Everybody Wants Some!!

ews-2-0Both unhurried and nimble, Richard Linklater’s beguiling concoction of breathless immaturity and stunted, off-hand maturity worships an altar of “just one more midnight hang-sesh doing nothing in particular”, an event that is elevated in import within Everybody Wants Some!! precisely because of how acquainted with the passing nature of youth the film seems to be. The film’s aimless, untamed, rowdy structure of bedlam-before-linearity cheerfully replicates the constant blood rush of avoiding your future that embodies the daily lexicon of the Southeast Texas State University baseball squad of 1980. But they aren’t the event-instigating, virile, social-agent protagonists of the tale so much as the byproducts of social tumult and the circumstantial nature of chance. Accused of a sort of masculine bro-ish bravado in some circles, and not inaccurately I might add, Linklater’s film is also notable for how painfully it recognizes how deeply unspecial its main characters are. Continue reading

Review: Hardcore Henry

hardcore-henry-2015-sharlto-copleyIlya Naishuller’s celebration and extension of, as well as slight rebellion against, pinball-scripted action cinema storytelling charitably accentuates, and lambasts, the genre it calls home by curdling it down to its most primordial essences devoid of meaningful context or narrative: dude, gun, fire, pandemonium, nonsense, more gun. Smitten with its playfully trivial nature and keen on its own exclusively, even exclusionary, surface-level ambitions, Naishuller’s first-person camera is a little like a Looney Tunes version of cinematographer Emmanuel Lubezki’s recent achievements behind the camera, even if it isn’t nearly as full-throated or as perceptive in its utilization of the faux-long-take lexicon as anything Lubezki might have in the works. Hardcore Henry certainly deserves credit for perspiration, occasionally for exhilaration, and once or twice for genuine innovation. Continue reading

Progenitors: Scott Pilgrim vs. the World and Tron: Legacy

scottpilgrim-posterWith four major-ish video game adaptations arriving in the cinema this year (something of a resurgence after the trend died off a half-decade ago), let us recollect our memories of two films from 2010, the inflection point of the video game adaptation as it was just entering its death throes the first time. We will eschew actual video game adaptations (they’re pretty worthless, relatively speaking) for two films that attempt to peruse the abstract idea of the video game as a jumping-off point instead.

Scott Pilgrim vs. the World

While most video game adaptations are manicured to within an inch of life and stripped of the tremulously unleavened visuals and aural absurdity that separates the “classic” video game (think the surrealist Super Mario or Pac-Man) from the more representational realm of cinema, Edgar Wright’s Scott Pilgrim vs. the World is over-flowing with a hirsute game-i-ness it exhibits no reticence about displaying on the mantelpiece. With nonsensical interludes, phonically bludgeoning inserts, and maximal visuals set to short circuit the narrative progression, Wright’s take on the Scott Pilgrim graphic novel series is not only a faithful adaptation of the comic and a cinematic tour-de-force, but a reconnaissance of the “video game” as an art form far more steeped in the tempos and cadences of gaming than any video game film yet made. Continue reading