What’s it about?
Long after the fall of industrialized society in a destructive war, the remnants of humanity live in small colonies scattered throughout a world of wilderness. Much of the globe is also threatened by the advance of “the Sea of Decay” -- an expanse of toxic plants that blankets any area it can get its spores into. In this world, the people of the Valley of the Wind live in relative harmony with nature -- burning away the deadly spores when they come too close to their village, but also respecting and protecting the giant (and easily enraged) insects that live in the Sea of Decay.
But one day, an airship from the militaristic Tolmekian people crashes in the Valley of the Wind. The ship’s cargo is a “giant warrior” -- an ancient weapon of unbelievable power that the Tolmekians are hoping to use to destroy the Sea of Decay. Armies soon arrive to subjugate the Valley of the Wind and retrieve the giant warrior. But when Princess Nausicaa -- an inhabitant of the Valley of the Wind who has a special connection with nature -- discovers that the Sea of Decay has a place in the natural order, it becomes clear that the giant warrior must be destroyed.
Is it any good?
It’s probably time that I stop pretending that I don’t like cartoons. I’ve watched a bunch so far -- FANTASTIC PLANET (1973), WIZARDS (1977), HEAVY METAL (1981), THE PLAGUE DOGS (1982), THE SECRET OF NIMH (1982), and now NAUSICAA OF THE VALLEY OF THE WIND -- and you would think by now that I’d be able to point to one and say, “Yeah, see, this is an example of why I don’t like animated movies.”
Maybe I’m just picking really good cartoons, though it’s not like there are a bunch of animated sci-fi movies I’ve been passing up. But so far the biggest complaint I have about the animated nature of the movies is that HEAVY METAL too often fritters away its artistic potential on big breasts and geysers of blood. In fact, back when I was writing about HEAVY METAL, I suggested that the problem with cartoons is that a world where anything is possible is also a world where it’s very difficult to invoke real emotions -- real awe, real sympathy, real terror.
I still think that criticism holds true of HEAVY METAL, which is the least imaginative and least skillfully executed of the cartoons I’ve watched so far. (In general, I mean. HEAVY METAL does have its moments too.) But I was a bit hasty in applying that comment to animated movies in general. What I didn’t count on is that the limitless possibilities of animation -- when combined with imagination and skill -- can hit emotional notes with images that are impossible to create in the real world.
NAUSICAA OF THE VALLEY OF THE WIND is probably the best of the animated movies I’ve ever seen, so it’s possible that I’m letting the pendulum swing too far in the other direction now. After all, NAUSICAA OF THE VALLEY OF THE WIND is a pretty great movie in almost every respect -- not just the artistry of the visuals. It’s probably not even fair to focus on how nice it looks, since that wasn’t even the part that I enjoyed most. But it does look really awesome, and practically every new image -- from the monstrous insects to the Tolmekian airships to the giant warrior itself -- is crafted for the maximum impact. I’ve said before that none of the animated movies I’ve watched would be better if they had been filmed in live action instead. That’s doubly true of NAUSICAA OF THE VALLEY OF THE WIND.
I also really liked the story and the world of the movie. The action takes place in a post-apocalyptic world, long after a world-wasting cataclysm. Much of the world -- like the Valley of the Wind, for instance -- looks peaceful and idyllic, but characters talk about the toxic elements that still infect the soil and water. Presumably these are the remnants of industrial waste or nuclear radiation that are still polluting the earth generations later.
It’s not really clear what the effect of this pollution is -- trees and other plants still grow, people seem healthy, the world generally looks like a nice place to live. But it turns out that the Sea of Decay (really a forest) is a sprawling organic filter for these toxins. The reasons the plants in the Sea of Decay are deadly to people is that the toxins present in the topsoil and surface water are concentrated and accumulated in them -- a plant from the Sea of Decay raised on clean soil and pure water is as harmless as a daisy.
There’s some mumbo-jumbo about how the Earth created the Sea of Decay to cleanse itself of humanity’s pollution -- I could have done without that part. But I did really like what this revelation did for the central conflict of the movie. Throughout the first half of the flick, the Sea of Decay seems like a source of pollution itself -- a riotous overgrowth of toxic plant life that brings death and decay everywhere it goes, and which is expanding faster than the few human survivors can contain it. But if the Sea of Decay is actually a natural and necessary adaptation to the pollution that already exists, then it doesn’t seem so smart to destroy it then. It puts the environmentalist’s favorite choice into stark relief: either doom the planet for the convenience of mankind, or let mankind perish to preserve the planet.
I think I would have expected these kind of environmentalist themes to be more prevalent in science fiction movies, but now that I’m thinking about it I can’t really come up with many precursors to NAUSICAA OF THE VALLEY OF THE WIND in this respect. There are certainly movies that feature future Earths that have suffered some kind of unspecified environmental catastrophe -- like the desert world of A BOY AND HIS DOG (1975) or the ice world of QUINTET (1979). But the only movies I can think of that have specific pro-nature or anti-technology agendas prior to 1984 are SILENT RUNNING (1972) and WIZARDS (1977). There are, of course, many other sci-fi movies that caution against advances in science and technology -- but overwhelmingly those warnings are on behalf of mankind, not on behalf of a bunch of trees and pixies.
But NAUSICAA OF THE VALLEY OF THE WIND is unabashedly environmentalist in its sympathies and messages. I don’t really mind that since sci-fi partly exists to give shape to otherwise abstract fears. Environmental collapse is a possible danger we may have to face -- no different than the Communist invasions and out-of-control computers and overpopulated cities that science fiction helped us grapple with in earlier decades.
If you take the “prophecies” of these movies seriously, they start to be a bit much. But science fiction is a haven for hysteria -- partly because it makes for good stories, and partly because it’s actually comforting in the end. Despite the anti-science bent of so many sci-fi flicks, mankind usually wins out in the end -- and we win out over the most extreme and most unlikely versions of our fears. After all, Godzilla doesn’t show up in Tokyo and instigate a statistically significant rise in annual cases of skin cancer. No, he levels the whole city. (I know I’m mixing metaphors here, but you see what I mean.) If we can deal with Godzilla levels of carnage and destruction in our fantasies, then surely we can deal with our own messes in the real world. Of course, it remains to be seen whether that’s actually true or not -- but at least that’s what sci-fi seems to be telling us with all of its happy endings to gloomy situations.
Showing posts with label animated. Show all posts
Showing posts with label animated. Show all posts
Thursday, April 8, 2010
Thursday, March 18, 2010
1982: THE PLAGUE DOGS
What’s it about?
Two dogs named Snitter and Rowf escape from a secret government research station in the wilds of Scotland. After being subjected to cruel experiments during their time there, they are only too happy to get away. But what they don’t realize (being dogs) is that their escape route took them through another laboratory where scientists were working with the bubonic plague.
The government at first tries to cover up the escape, but soon a dragnet is being cast for the dogs to prevent the possible spread of infection. As the days pass, the two dogs resort to killing sheep to eat, and before long the army is called in. Led by effective (but compassionate) commander Patrick Stewart, it seems certain they will quickly get the job done.
Is it any good?
Based on a novel by Richard Adams (who also wrote WATERSHIP DOWNS), THE PLAGUE DOGS is yet another animated sci-fi movie that isn’t really appropriate for kids. This is despite the fact that it’s a movie about two talking dogs (one voiced by John Hurt) and their animal pals, including a crafty fox named “the Tod”.
To be honest, this is the only movie I can think of where the talking animals are all anatomically correct. There’s no reason why dog testicles shouldn’t be in a kids’ movie, I suppose, but they just usually aren’t. After all, any kid who has owned a dog (or who has even played with one) would quickly be exposed to such anatomical realities, and yet for some reason it still seems strange to see them onscreen in a cartoon where someone deliberately drew them.
That’s not really what makes this movie less than ideal for kids though. The main reason is what I will call “adult themes” -- that is, the hopelessness of the dogs’ situation. It’s not their fault if they are infected with the plague, but all the same they need to be hunted down and destroyed. And the fact that the dogs understand none of this -- they talk, but they are still fairly simple-minded -- only adds to the pathos of the situation.
There’s also some cussing and a couple scenes of fairly shocking violence. Besides killing sheep for food, the dogs are also ultimately responsible for two human deaths -- one an accident, and the other in self-defense. In fact, the cut of the movie that I watched is an abridged version that apparently leaves out some even more disturbing material -- such as implications that Snitter and Rowf (while starving) make a meal out of a dead human. The animal experiments at the beginning of the movie are pretty tough to watch as well. In particular, Rowf is repeatedly thrown into a tank of water with no exit and allowed to practically drown -- presumably to measure his endurance or something.
Snitter, meanwhile, was subjected to experimental brain surgery before the start of the movie. It’s not really clear what the point of this surgery is, but it’s explained once as removing the wall between the subjective and the objective. Mostly, it results in Snitter having flashbacks to previous moments in his life at inopportune moments. During these flashbacks, he’s blinded to the world outside, and only sees what his memory shows him. This experimental brain surgery is really the only part of the movie that would traditionally be considered science fiction. But the whole thing is about animal experimentation and the arrogance of science and all that. If a movie about the ramifications of scientific research doesn’t count as science fiction, then we may have to reassess what science fiction is.
As far as the normal movie things go, I liked the story a lot -- even though there didn’t seem to be any possible happy ending. (Spoiler alert: In an odd twist of the usual paradigm, the book is apparently cheerier on the ultimate prospects of the dogs than the movie is. I haven’t read the book myself, but the comment boards on IMDb were pretty vocal on this subject.) There were some particular scenes that I thought were overwrought -- the accidental human death especially comes out of nowhere and is handled in a way that made me laugh out loud in a totally inappropriate way. The animation is pretty neat though. In addition to featuring more realistic character designs, the movie also has a dull, muddy look that fits well with the Scottish setting and the dispiriting, quasi-misanthropic themes. If you’re a fan of animation (especially animation for adults) or if you’re just interested in movies that are unique or unusual, then I’d definitely recommend checking it out.
THE PLAGUE DOGS would also make an interesting double feature with THE SECRET OF NIMH (1982) -- another animated flick from the same year which is coincidentally also about escaped laboratory animals. I’m not going to write about THE SECRET OF NIMH separately, but it’s worth a mention here. It was directed and produced by Don Bluth, a former Disney animator who left the company and started competing directly with his former employer by putting out high-quality cartoon movies like THE SECRET OF NIMH, AN AMERICAN TAIL (1986), and THE LAND BEFORE TIME (1988). In fact, Bluth’s movies often went head-to-head with Disney’s animated releases and beat them at the box office. To be fair, the 1970s and 1980s were not exactly rife with animated Disney classics, and some folks credit Bluth’s movies with shocking Disney out of its slump. After the 1980s, Bluth continued to turn out animated films and achieved some mainstream success again with ANASTASIA (1997) and notice among sci-fi fans with TITAN A.E. (2000).
In any event, THE SECRET OF NIMH is pretty exciting and surprisingly dark -- as it opens, the main (mouse) character’s husband has just been violently killed, her son is sick with a serious case of pneumonia, and a human farmer’s equipment is about to plow her home under and kill everyone still inside. There’s a lot of tension and action -- including some bloody swordfights -- but it still looks a lot like a kids’ movie and is clearly intended to be enjoyed by children. But since it contains hardly any pandering at all, there’s no reason adults can’t like it too.
I will say that the “message” of the movie strikes me as a little lame in places. The escaped lab animals I referred to earlier are rats who were made hyper-intelligent by the National Institute of Mental Health (the “NIMH” of the title, natch) and who then used their newfound smarts to escape the lab. They now live under a rosebush in this farmer’s yard, and in the past few years have figured out how to tap into the power grid and provide electricity to their colony. That’s not the lame part, though. The lame part is that in this movie, increases in intelligence and knowledge are linked directly to increases in moral awareness. The rats are preparing to move out of their home because they have realized that stealing is wrong, and they no longer want to rely on the human power grid to serve their needs.
To be fair, there is some internal disagreement among the rats about whether the move is really necessary. But the ones who want to stay and continue stealing are depicted as both morally corrupt and also not as intelligent as the others. If you don’t know stealing is wrong, says the movie, then you really aren’t that smart. That’s fine, I guess. But if the rats who want to stay aren’t even intelligent enough to be capable of moral awareness, then why should I feel satisfied when they get their comeuppance? Where’s the justice in punishing folks who don’t know right from wrong? Granted, it’s not 100% clear this is what the movie is saying, but that’s because the motivations the rats have for wanting to leave or wanting to stay are glossed over. THE SECRET OF NIMH is still an exciting, interesting movie -- but it doesn’t feel like as much thought was put into the moral center of the movie as was put into the world of mice and rats.
Two dogs named Snitter and Rowf escape from a secret government research station in the wilds of Scotland. After being subjected to cruel experiments during their time there, they are only too happy to get away. But what they don’t realize (being dogs) is that their escape route took them through another laboratory where scientists were working with the bubonic plague.
The government at first tries to cover up the escape, but soon a dragnet is being cast for the dogs to prevent the possible spread of infection. As the days pass, the two dogs resort to killing sheep to eat, and before long the army is called in. Led by effective (but compassionate) commander Patrick Stewart, it seems certain they will quickly get the job done.
Is it any good?
Based on a novel by Richard Adams (who also wrote WATERSHIP DOWNS), THE PLAGUE DOGS is yet another animated sci-fi movie that isn’t really appropriate for kids. This is despite the fact that it’s a movie about two talking dogs (one voiced by John Hurt) and their animal pals, including a crafty fox named “the Tod”.
To be honest, this is the only movie I can think of where the talking animals are all anatomically correct. There’s no reason why dog testicles shouldn’t be in a kids’ movie, I suppose, but they just usually aren’t. After all, any kid who has owned a dog (or who has even played with one) would quickly be exposed to such anatomical realities, and yet for some reason it still seems strange to see them onscreen in a cartoon where someone deliberately drew them.
That’s not really what makes this movie less than ideal for kids though. The main reason is what I will call “adult themes” -- that is, the hopelessness of the dogs’ situation. It’s not their fault if they are infected with the plague, but all the same they need to be hunted down and destroyed. And the fact that the dogs understand none of this -- they talk, but they are still fairly simple-minded -- only adds to the pathos of the situation.
There’s also some cussing and a couple scenes of fairly shocking violence. Besides killing sheep for food, the dogs are also ultimately responsible for two human deaths -- one an accident, and the other in self-defense. In fact, the cut of the movie that I watched is an abridged version that apparently leaves out some even more disturbing material -- such as implications that Snitter and Rowf (while starving) make a meal out of a dead human. The animal experiments at the beginning of the movie are pretty tough to watch as well. In particular, Rowf is repeatedly thrown into a tank of water with no exit and allowed to practically drown -- presumably to measure his endurance or something.
Snitter, meanwhile, was subjected to experimental brain surgery before the start of the movie. It’s not really clear what the point of this surgery is, but it’s explained once as removing the wall between the subjective and the objective. Mostly, it results in Snitter having flashbacks to previous moments in his life at inopportune moments. During these flashbacks, he’s blinded to the world outside, and only sees what his memory shows him. This experimental brain surgery is really the only part of the movie that would traditionally be considered science fiction. But the whole thing is about animal experimentation and the arrogance of science and all that. If a movie about the ramifications of scientific research doesn’t count as science fiction, then we may have to reassess what science fiction is.
As far as the normal movie things go, I liked the story a lot -- even though there didn’t seem to be any possible happy ending. (Spoiler alert: In an odd twist of the usual paradigm, the book is apparently cheerier on the ultimate prospects of the dogs than the movie is. I haven’t read the book myself, but the comment boards on IMDb were pretty vocal on this subject.) There were some particular scenes that I thought were overwrought -- the accidental human death especially comes out of nowhere and is handled in a way that made me laugh out loud in a totally inappropriate way. The animation is pretty neat though. In addition to featuring more realistic character designs, the movie also has a dull, muddy look that fits well with the Scottish setting and the dispiriting, quasi-misanthropic themes. If you’re a fan of animation (especially animation for adults) or if you’re just interested in movies that are unique or unusual, then I’d definitely recommend checking it out.
THE PLAGUE DOGS would also make an interesting double feature with THE SECRET OF NIMH (1982) -- another animated flick from the same year which is coincidentally also about escaped laboratory animals. I’m not going to write about THE SECRET OF NIMH separately, but it’s worth a mention here. It was directed and produced by Don Bluth, a former Disney animator who left the company and started competing directly with his former employer by putting out high-quality cartoon movies like THE SECRET OF NIMH, AN AMERICAN TAIL (1986), and THE LAND BEFORE TIME (1988). In fact, Bluth’s movies often went head-to-head with Disney’s animated releases and beat them at the box office. To be fair, the 1970s and 1980s were not exactly rife with animated Disney classics, and some folks credit Bluth’s movies with shocking Disney out of its slump. After the 1980s, Bluth continued to turn out animated films and achieved some mainstream success again with ANASTASIA (1997) and notice among sci-fi fans with TITAN A.E. (2000).
In any event, THE SECRET OF NIMH is pretty exciting and surprisingly dark -- as it opens, the main (mouse) character’s husband has just been violently killed, her son is sick with a serious case of pneumonia, and a human farmer’s equipment is about to plow her home under and kill everyone still inside. There’s a lot of tension and action -- including some bloody swordfights -- but it still looks a lot like a kids’ movie and is clearly intended to be enjoyed by children. But since it contains hardly any pandering at all, there’s no reason adults can’t like it too.
I will say that the “message” of the movie strikes me as a little lame in places. The escaped lab animals I referred to earlier are rats who were made hyper-intelligent by the National Institute of Mental Health (the “NIMH” of the title, natch) and who then used their newfound smarts to escape the lab. They now live under a rosebush in this farmer’s yard, and in the past few years have figured out how to tap into the power grid and provide electricity to their colony. That’s not the lame part, though. The lame part is that in this movie, increases in intelligence and knowledge are linked directly to increases in moral awareness. The rats are preparing to move out of their home because they have realized that stealing is wrong, and they no longer want to rely on the human power grid to serve their needs.
To be fair, there is some internal disagreement among the rats about whether the move is really necessary. But the ones who want to stay and continue stealing are depicted as both morally corrupt and also not as intelligent as the others. If you don’t know stealing is wrong, says the movie, then you really aren’t that smart. That’s fine, I guess. But if the rats who want to stay aren’t even intelligent enough to be capable of moral awareness, then why should I feel satisfied when they get their comeuppance? Where’s the justice in punishing folks who don’t know right from wrong? Granted, it’s not 100% clear this is what the movie is saying, but that’s because the motivations the rats have for wanting to leave or wanting to stay are glossed over. THE SECRET OF NIMH is still an exciting, interesting movie -- but it doesn’t feel like as much thought was put into the moral center of the movie as was put into the world of mice and rats.
Labels:
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animated,
color,
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Patrick Stewart,
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U.K. production
Monday, March 15, 2010
1982: TRON
What’s it about?
After being bilked out of some lucrative intellectual property by a corporate bigwig, programmer Jeff Bridges sneaks back into his old office to find evidence of the theft. But while hacking the mainframe in search of proof, the Master Control Program -- an all-knowing sentient program that runs the company’s entire computer system (and then some) -- uses an experimental ray gun to trap Bridges inside the computer system itself.
Once inside, Bridges finds himself in a weird dystopian world patrolled by the Master Control Program’s jackbooted goons. But rather than put Bridges to death outright, he is instead forced to compete in a series of gladiatorial games against the personifications of renegade programs who refuse to renounce their belief in “the users” or submit to the Master Control Program. After escaping from one such game, Bridges sets out with a couple of free-thinking programs (including a digital warrior named Tron who was written specifically for the task) to take down the Master Control Program.
Is it any good?
Somehow I’ve never seen TRON before, so I knew from the start of this project that I’d certainly have to watch it. I’m not sure if it exactly counts as a classic, but if you tell folks that you’ve spent two years watching practically every science fiction movie worth seeing, then they’re going to expect that you’ve seen TRON. (Note: This blog will likely take me two years to finish, but one thing I’ve learned in the process is that it would take far longer than two years for me to watch every science fiction movie worth seeing.)
I’m not even sure what exactly I thought TRON was about before I saw it. I really ought to have written a little summary of my expectations before hand, but the truth is that I didn’t really think too much about what I’d be getting myself into. I knew it starred Jeff Bridges, and I knew it took place inside a computer, and I knew it involved something called “light cycles”. (I only knew this last fact because, many years ago, I used to spend hours playing an addictive freeware game called Tron Light Cycles against my brothers.)
I’ve spent many of this blog’s entries arguing why such-and-such fantasy movie really ought to be considered science fiction at heart. (Look no further than last week’s DARK CRYSTAL entry for an example.) So it’s with some hesitation that I find myself about to say that TRON is really a fantasy movie at heart. It’s not just that the insides of the computer as imagined by TRON bear no resemblance to the actual workings of a computer. But the explanation for computers that the movie comes up with is so primitive and so benighted that it boggles my mind. Let me try to explain what I mean.
When faced with the need to explain what goes on inside computers, the movie TRON tells us that there are little people inside that make them work. Again, a second time -- according to TRON, there are thousands of little people inside your computer right now, without whom the computer would no longer function. There’s a little man who runs your word processor, and a little man who runs your spreadsheet, and a little man who runs your solitaire game. This is the same explanation that ignorant and unsophisticated peoples came up with when they were confronted with inexplicable natural forces. There’s a big man who makes the lightning, a big man who makes the tides, and a big man who makes the west wind. That was all very well and good before the scientific method was invented, but we’ve moved considerably past that point by now. If THE CLASH OF THE TITANS (1981) is a fantasy because it relies on Zeus and Hera and the rest of the gods to explain the workings of the natural world, then TRON is just as much a fantasy because it relies on little men to explain the workings of a calculating engine.
I understand that the world of TRON is meant to represent the virtual world of digital space -- that is, that the little men of the movie are not meant to be literally living inside the physical space of the computer. Instead, they are supposed to live in the computer’s memory, and everything we see is a fanciful representation of what’s going on in the memory. I get that. The problem is that this explanation doesn’t really make any logical sense either. Why would the virtual representation of a computer program have visible circuitry on its bodysuit? Why would they need to travel from point to point as if they were traversing physical space (something that happens in this movie A LOT)? What happens to the functions that the programs were supposed to control when they are terminated? Why is there a separate program that controls the input/output functions of all other programs? And so on.
I don’t really want to get into every nuance of how TRON blows my mind with its illogic and incuriosity about the details of computer science. Suffice to say that the world itself only intermittently makes sense if you take it as a representation of actual technology. I could be way off base here (and please let me know if I am), but the world of TRON is a fantasy world dressed up in a circuit-spangled bodysuit.
I haven’t forgotten that when I was writing about STAR WARS (1977), I spent a lot of time arguing that fantasies can still be called science fiction so long as they look like science fiction. In the case of STAR WARS, this means that the robots and spaceships qualify it for sci-fi status, even though the mystical forces at work and the importance of “destiny” and the general lack of interest in actual science are strong marks against it. But robots and spaceships have been common features of science fiction movies since the early 1900s. George Lucas clearly wanted STAR WARS to look like a sci-fi flick, no matter what else was going on in the story and themes, and so he used easily recognizable visual shorthand. It’s sort of like how you only really need Monument Valley, a ten-gallon hat, and a hoss to make a western. It doesn’t matter what the story is about -- if you put it in the right setting with the right costumes and props, it’s going to look like a western even if it violates every traditional theme of the genre. (Exhibit A for the defense: there are actually a handful of “Soviet westerns”.)
But I’m not sure if bodysuits painted with glowing circuitry are any kind of recognizable visual shorthand for science fiction. It’s certainly shorthand for “computer stuff”, but is dressing magical computer men in circuit-inspired outfits really any different than giving Bacchus a crown of grape leaves and a double chin? TRON doesn’t want to look like a science fiction movie necessarily -- it just wants to look like a fantasy computer world.
I obviously don’t think that the makers of TRON really believe that computers are really run by little men inside them. But I also don’t think that the ancient Greeks honestly believed that the sun was a chariot driven across the sky. Myths were partly a way of “explaining” things that couldn’t really be fathomed by ancient people, but the stories were really ways of passing on shared ideals and culture. That’s why many myths are still affecting today, even in a post-Enlightenment world when we should all know better. The fact that a myth may have involved, say, Poseidon and Vulcan didn’t necessarily mean that it was supposed to be regarded as proto-scientific commentary on the ocean and volcanoes. Likewise, I don’t see the computery setting of TRON as suggesting that it has any kind of commentary on computers or computer science. It is concerned with intellectual property rights, which is pretty prescient, but there's nothing about the world inside the computer that makes it fundamentally different from the real world. The program world has jobs, religious faiths, government, military -- but these things aren't set up in any particularly computery way. They are just translations of human institutions into a computer setting.
Anyway, I’ve done much more complaining about TRON than I expected I would. I enjoyed it okay, though the story is really just a run-of-the-mill dystopian pastiche. It definitely had its moments -- the gladiatorial bits were probably my favorites, and I was impressed that some of the games that Jeff Bridges was forced to play actually look like they could be fun computer games. (In the case of the light cycles, I can attest that this is definitely true.) The special effects are neat, but the world they depict has no logical underpinnings. So everything feels flat and empty. And this is no FANTASTIC VOYAGE (1966) where the characters go from lungs to heart to brain -- that is, to recognizable places that the audience might want to see. The only interesting "places" in TRON's computer world are an input/output tower and the nexus of the Master Control Program. But I don't know what an input/output tower is. Is it a program function? A piece of hardware? What keeps FANTASTIC VOYAGE interesting is that each destination depicts a real organ, and the nature of each results in distinct dangers and opportunities. In TRON, it all largely feels the same.
But look -- I’d be a hypocrite if I seriously asked you all to agree with me that TRON is a fantasy movie. It takes in place inside of a computer, and a computer is a science thing, so it’s science fiction -- no matter how else I might feel about it.
After being bilked out of some lucrative intellectual property by a corporate bigwig, programmer Jeff Bridges sneaks back into his old office to find evidence of the theft. But while hacking the mainframe in search of proof, the Master Control Program -- an all-knowing sentient program that runs the company’s entire computer system (and then some) -- uses an experimental ray gun to trap Bridges inside the computer system itself.
Once inside, Bridges finds himself in a weird dystopian world patrolled by the Master Control Program’s jackbooted goons. But rather than put Bridges to death outright, he is instead forced to compete in a series of gladiatorial games against the personifications of renegade programs who refuse to renounce their belief in “the users” or submit to the Master Control Program. After escaping from one such game, Bridges sets out with a couple of free-thinking programs (including a digital warrior named Tron who was written specifically for the task) to take down the Master Control Program.
Is it any good?
Somehow I’ve never seen TRON before, so I knew from the start of this project that I’d certainly have to watch it. I’m not sure if it exactly counts as a classic, but if you tell folks that you’ve spent two years watching practically every science fiction movie worth seeing, then they’re going to expect that you’ve seen TRON. (Note: This blog will likely take me two years to finish, but one thing I’ve learned in the process is that it would take far longer than two years for me to watch every science fiction movie worth seeing.)
I’m not even sure what exactly I thought TRON was about before I saw it. I really ought to have written a little summary of my expectations before hand, but the truth is that I didn’t really think too much about what I’d be getting myself into. I knew it starred Jeff Bridges, and I knew it took place inside a computer, and I knew it involved something called “light cycles”. (I only knew this last fact because, many years ago, I used to spend hours playing an addictive freeware game called Tron Light Cycles against my brothers.)
I’ve spent many of this blog’s entries arguing why such-and-such fantasy movie really ought to be considered science fiction at heart. (Look no further than last week’s DARK CRYSTAL entry for an example.) So it’s with some hesitation that I find myself about to say that TRON is really a fantasy movie at heart. It’s not just that the insides of the computer as imagined by TRON bear no resemblance to the actual workings of a computer. But the explanation for computers that the movie comes up with is so primitive and so benighted that it boggles my mind. Let me try to explain what I mean.
When faced with the need to explain what goes on inside computers, the movie TRON tells us that there are little people inside that make them work. Again, a second time -- according to TRON, there are thousands of little people inside your computer right now, without whom the computer would no longer function. There’s a little man who runs your word processor, and a little man who runs your spreadsheet, and a little man who runs your solitaire game. This is the same explanation that ignorant and unsophisticated peoples came up with when they were confronted with inexplicable natural forces. There’s a big man who makes the lightning, a big man who makes the tides, and a big man who makes the west wind. That was all very well and good before the scientific method was invented, but we’ve moved considerably past that point by now. If THE CLASH OF THE TITANS (1981) is a fantasy because it relies on Zeus and Hera and the rest of the gods to explain the workings of the natural world, then TRON is just as much a fantasy because it relies on little men to explain the workings of a calculating engine.
I understand that the world of TRON is meant to represent the virtual world of digital space -- that is, that the little men of the movie are not meant to be literally living inside the physical space of the computer. Instead, they are supposed to live in the computer’s memory, and everything we see is a fanciful representation of what’s going on in the memory. I get that. The problem is that this explanation doesn’t really make any logical sense either. Why would the virtual representation of a computer program have visible circuitry on its bodysuit? Why would they need to travel from point to point as if they were traversing physical space (something that happens in this movie A LOT)? What happens to the functions that the programs were supposed to control when they are terminated? Why is there a separate program that controls the input/output functions of all other programs? And so on.
I don’t really want to get into every nuance of how TRON blows my mind with its illogic and incuriosity about the details of computer science. Suffice to say that the world itself only intermittently makes sense if you take it as a representation of actual technology. I could be way off base here (and please let me know if I am), but the world of TRON is a fantasy world dressed up in a circuit-spangled bodysuit.
I haven’t forgotten that when I was writing about STAR WARS (1977), I spent a lot of time arguing that fantasies can still be called science fiction so long as they look like science fiction. In the case of STAR WARS, this means that the robots and spaceships qualify it for sci-fi status, even though the mystical forces at work and the importance of “destiny” and the general lack of interest in actual science are strong marks against it. But robots and spaceships have been common features of science fiction movies since the early 1900s. George Lucas clearly wanted STAR WARS to look like a sci-fi flick, no matter what else was going on in the story and themes, and so he used easily recognizable visual shorthand. It’s sort of like how you only really need Monument Valley, a ten-gallon hat, and a hoss to make a western. It doesn’t matter what the story is about -- if you put it in the right setting with the right costumes and props, it’s going to look like a western even if it violates every traditional theme of the genre. (Exhibit A for the defense: there are actually a handful of “Soviet westerns”.)
But I’m not sure if bodysuits painted with glowing circuitry are any kind of recognizable visual shorthand for science fiction. It’s certainly shorthand for “computer stuff”, but is dressing magical computer men in circuit-inspired outfits really any different than giving Bacchus a crown of grape leaves and a double chin? TRON doesn’t want to look like a science fiction movie necessarily -- it just wants to look like a fantasy computer world.
I obviously don’t think that the makers of TRON really believe that computers are really run by little men inside them. But I also don’t think that the ancient Greeks honestly believed that the sun was a chariot driven across the sky. Myths were partly a way of “explaining” things that couldn’t really be fathomed by ancient people, but the stories were really ways of passing on shared ideals and culture. That’s why many myths are still affecting today, even in a post-Enlightenment world when we should all know better. The fact that a myth may have involved, say, Poseidon and Vulcan didn’t necessarily mean that it was supposed to be regarded as proto-scientific commentary on the ocean and volcanoes. Likewise, I don’t see the computery setting of TRON as suggesting that it has any kind of commentary on computers or computer science. It is concerned with intellectual property rights, which is pretty prescient, but there's nothing about the world inside the computer that makes it fundamentally different from the real world. The program world has jobs, religious faiths, government, military -- but these things aren't set up in any particularly computery way. They are just translations of human institutions into a computer setting.
Anyway, I’ve done much more complaining about TRON than I expected I would. I enjoyed it okay, though the story is really just a run-of-the-mill dystopian pastiche. It definitely had its moments -- the gladiatorial bits were probably my favorites, and I was impressed that some of the games that Jeff Bridges was forced to play actually look like they could be fun computer games. (In the case of the light cycles, I can attest that this is definitely true.) The special effects are neat, but the world they depict has no logical underpinnings. So everything feels flat and empty. And this is no FANTASTIC VOYAGE (1966) where the characters go from lungs to heart to brain -- that is, to recognizable places that the audience might want to see. The only interesting "places" in TRON's computer world are an input/output tower and the nexus of the Master Control Program. But I don't know what an input/output tower is. Is it a program function? A piece of hardware? What keeps FANTASTIC VOYAGE interesting is that each destination depicts a real organ, and the nature of each results in distinct dangers and opportunities. In TRON, it all largely feels the same.
But look -- I’d be a hypocrite if I seriously asked you all to agree with me that TRON is a fantasy movie. It takes in place inside of a computer, and a computer is a science thing, so it’s science fiction -- no matter how else I might feel about it.
Monday, February 22, 2010
1981: HEAVY METAL
What’s it about?
An astronaut returns home from a space mission with a mysterious glowing green orb. Once at home, the power of the orb activates and menaces his young, innocent daughter. It shows her vignettes of its past existence, and how it has corrupted others. In the first, a young woman and a cab driver in a futuristic New York City get tangled up with double-crossing mobsters. In the second, a shrimpy boy is transformed by the power of the orb into a meathead and transported to a dangerous planet full of monsters and magic.
In the third vignette, a defense witness testifying on behalf of a space pirate turns into a Hulk-like monster and starts trashing the space station where the trial is taking place. Next, dead crewmembers on a WWII bomber are brought back to life as skeletal monsters as the plane flies on. Then a secretary is abducted by cocaine-snorting aliens and a randy robot. Finally, a gang of medieval cyborgs sets about exterminating a peace-loving race until a defender is called to help.
Is it any good?
HEAVY METAL is a cartoon anthology movie, which means it’s two things that I don’t know a whole lot about. Then throw in what I assume is meant to be some kind of connection to heavy metal music -- something else I know little about -- and I’m not sure that I’m really qualified to say anything about this movie at all. But I’ll try.
The only other anthology movie I’ve written about so far is THE ILLUSTRATED MAN (1969), in which the tattoos on Rod Steiger’s body come to life and play out short sci-fi vignettes. 2001: A SPACE ODYSSEY (1968) is maybe arguably an anthology movie but not probably not really. In fact, both of these movies hang together much more tightly than your typical anthology -- in addition to a unifying theme or story, they each have a single director and set of screenwriters who are in charge of all the pieces. In the case of THE ILLUSTRATED MAN, the frame story takes up a lot of screen time while the vignettes are brief and few. In 2001: A SPACE ODYSSEY, the four vignettes are all clearly tied together in some way, even if the links aren’t totally obvious.
A typical anthology, on the other hand, puts the focus on the vignettes and the frame story (if there even is one) is usually extremely slight. It’s also common (but by no means always the case) that more than one director works on an anthology. For some reason, most anthologies seem to focus largely on horror, but sci-fi stories also sneak in fairly often. There’s ASYLUM (1972), in which a new doctor interviews the patients at an insane asylum and hears fantastic tales. And ALIEN ZONE (1978), in which a mortician tells gruesome stories about how the corpses in his funeral home met their demise. More famous examples are TALES FROM THE CRYPT (1972), TWILIGHT ZONE: THE MOVIE (1983), and George Romero’s CREEPSHOW (1982). They still occasionally get produced today, though they don’t seem to be very popular anymore. But FEAR(S) OF THE DARK (2007) and TRICK ‘R TREAT (2008) are two recent horror anthologies -- and the first one, like HEAVY METAL, is even animated.
I haven’t actually seen most of the movies I just listed, since it’s hard for me to get excited about anthologies. They aren’t too demanding, since they skip along from short story to short story, but they also tend to be hit or miss. Even a (non-horror, non-sci-fi) anthology like PARIS JE T’AIME (2006) which features directors like the Coen brothers, Alexander Payne, Wes Craven, Gus van Sant and more still has lots of forgettable segments mixed in with the winners. So although I don’t really have anything against anthologies, they aren’t something I am very familiar with. (Though I have watched a couple more since seeing HEAVY METAL to try and get an idea of how they usually work.)
As for cartoons, it’s a lot harder for me to give a coherent explanation as to why I usually avoid them. It’s probably partly the usual western prejudice that cartoons are for kids, but none of the three animated movies I’ve written about so far (very much including this one) are appropriate for children. I also liked them all fine, and I don’t think they’d be any better if they were live action movies. I appreciated the unique artistic styles that went into FANTASTIC PLANET (1973) and WIZARDS (1977), and even HEAVY METAL has its own animated charms. (But it also has a lot of animated sex and gore, which is often less than charming. And overall it has far less visual imagination than those other two movies -- though it does have its inspired moments here and there.)
If I have any real grounding for my prejudice, I guess it would be that it’s harder for me to relate to animated protagonists, harder for me to be awed by animated vistas, to fear animated dangers, or to be moved by animated emotions. It’s not impossible, by any means. But in a cartoon world where literally almost anything can be shown, it seems to take more creativity and talent than usual to wow me. Wile E. Coyote spends a lot of time falling off of dramatic rock outcroppings more majestic than any in the Grand Canyon or Monument Valley -- yet I’ve never once felt any of the terror and amazement that such features should inspire. A cartoon is an extra (and very large) step away from reality, so it has to work a lot harder to overcome my suspension of disbelief and really involve me in what’s happening. That’s my opinion, anyway.
So what about HEAVY METAL? It’s okay. The frame story isn’t really that interesting -- supposedly this glowing green orb is the concentration of all the evil in the world, and it corrupts folks everywhere it goes. It’s planning to kill the little girl since she’s the one destined to subdue it in her generation or something. Anyway, the green orb figures one way or another in each of the vignettes, but in a few it barely makes any appearance at all and in others it doesn’t really seem to be evil. Frankly, the appearance of the orb in many of the stories only served to remind me that there wasn’t really any logical reason to throw these stories together, and it likely would have been less distracting if there were no frame story at all.
There’s a lot of mixing of fantasy and science fiction, and a little horror too. None of the vignettes except the last one are really long enough to make a big impression -- for the most part, they end just as they are getting interesting (or are just never that interesting). But the most memorable are probably the one where the cab driver in future New York tangles with alien mobsters and the one where WWII bomber crewmen are brought back to life as skeletons. The final vignette is a cut above even these highlights, however, and is far and away the best.
Most of the vignettes feature pretty explicit sex or gore, which I suppose were the kinds of things that the producers thought fans of heavy metal would like to see. What probably doesn’t appeal to fans of heavy metal, however, are bands like Journey and Devo, which overwhelmingly fill the soundtrack. So do expect lots of topless women with giant breasts, gruesome decapitations, alien monsters, and explosions. But don’t expect a real hard-rocking soundtrack. The London Philharmonic Orchestra makes a more prominent appearance in the music than actual metal.
Still, I enjoyed the flick. It’s juvenile in the extreme, but never really mean-spirited. It’s fun enough and never really boring, and does have occasional moments of wit and grandeur. (The funny bits are scattered throughout, but only the last vignette approaches any kind of visual majesty.) It’s not really the same caliber of movie as FANTASTIC PLANET or even WIZARDS, but it’s unpretentious and mindless entertainment if you don’t mind a lot of rough edges and teenaged fantasies. John Candy and Eugene Levy provide some of the voices, but honestly I didn’t even recognize them until I read the credits. Except for the lack of actual heavy metal, it’s pretty much everything you’d expect a cartoon movie called HEAVY METAL to be.
An astronaut returns home from a space mission with a mysterious glowing green orb. Once at home, the power of the orb activates and menaces his young, innocent daughter. It shows her vignettes of its past existence, and how it has corrupted others. In the first, a young woman and a cab driver in a futuristic New York City get tangled up with double-crossing mobsters. In the second, a shrimpy boy is transformed by the power of the orb into a meathead and transported to a dangerous planet full of monsters and magic.
In the third vignette, a defense witness testifying on behalf of a space pirate turns into a Hulk-like monster and starts trashing the space station where the trial is taking place. Next, dead crewmembers on a WWII bomber are brought back to life as skeletal monsters as the plane flies on. Then a secretary is abducted by cocaine-snorting aliens and a randy robot. Finally, a gang of medieval cyborgs sets about exterminating a peace-loving race until a defender is called to help.
Is it any good?
HEAVY METAL is a cartoon anthology movie, which means it’s two things that I don’t know a whole lot about. Then throw in what I assume is meant to be some kind of connection to heavy metal music -- something else I know little about -- and I’m not sure that I’m really qualified to say anything about this movie at all. But I’ll try.
The only other anthology movie I’ve written about so far is THE ILLUSTRATED MAN (1969), in which the tattoos on Rod Steiger’s body come to life and play out short sci-fi vignettes. 2001: A SPACE ODYSSEY (1968) is maybe arguably an anthology movie but not probably not really. In fact, both of these movies hang together much more tightly than your typical anthology -- in addition to a unifying theme or story, they each have a single director and set of screenwriters who are in charge of all the pieces. In the case of THE ILLUSTRATED MAN, the frame story takes up a lot of screen time while the vignettes are brief and few. In 2001: A SPACE ODYSSEY, the four vignettes are all clearly tied together in some way, even if the links aren’t totally obvious.
A typical anthology, on the other hand, puts the focus on the vignettes and the frame story (if there even is one) is usually extremely slight. It’s also common (but by no means always the case) that more than one director works on an anthology. For some reason, most anthologies seem to focus largely on horror, but sci-fi stories also sneak in fairly often. There’s ASYLUM (1972), in which a new doctor interviews the patients at an insane asylum and hears fantastic tales. And ALIEN ZONE (1978), in which a mortician tells gruesome stories about how the corpses in his funeral home met their demise. More famous examples are TALES FROM THE CRYPT (1972), TWILIGHT ZONE: THE MOVIE (1983), and George Romero’s CREEPSHOW (1982). They still occasionally get produced today, though they don’t seem to be very popular anymore. But FEAR(S) OF THE DARK (2007) and TRICK ‘R TREAT (2008) are two recent horror anthologies -- and the first one, like HEAVY METAL, is even animated.
I haven’t actually seen most of the movies I just listed, since it’s hard for me to get excited about anthologies. They aren’t too demanding, since they skip along from short story to short story, but they also tend to be hit or miss. Even a (non-horror, non-sci-fi) anthology like PARIS JE T’AIME (2006) which features directors like the Coen brothers, Alexander Payne, Wes Craven, Gus van Sant and more still has lots of forgettable segments mixed in with the winners. So although I don’t really have anything against anthologies, they aren’t something I am very familiar with. (Though I have watched a couple more since seeing HEAVY METAL to try and get an idea of how they usually work.)
As for cartoons, it’s a lot harder for me to give a coherent explanation as to why I usually avoid them. It’s probably partly the usual western prejudice that cartoons are for kids, but none of the three animated movies I’ve written about so far (very much including this one) are appropriate for children. I also liked them all fine, and I don’t think they’d be any better if they were live action movies. I appreciated the unique artistic styles that went into FANTASTIC PLANET (1973) and WIZARDS (1977), and even HEAVY METAL has its own animated charms. (But it also has a lot of animated sex and gore, which is often less than charming. And overall it has far less visual imagination than those other two movies -- though it does have its inspired moments here and there.)
If I have any real grounding for my prejudice, I guess it would be that it’s harder for me to relate to animated protagonists, harder for me to be awed by animated vistas, to fear animated dangers, or to be moved by animated emotions. It’s not impossible, by any means. But in a cartoon world where literally almost anything can be shown, it seems to take more creativity and talent than usual to wow me. Wile E. Coyote spends a lot of time falling off of dramatic rock outcroppings more majestic than any in the Grand Canyon or Monument Valley -- yet I’ve never once felt any of the terror and amazement that such features should inspire. A cartoon is an extra (and very large) step away from reality, so it has to work a lot harder to overcome my suspension of disbelief and really involve me in what’s happening. That’s my opinion, anyway.
So what about HEAVY METAL? It’s okay. The frame story isn’t really that interesting -- supposedly this glowing green orb is the concentration of all the evil in the world, and it corrupts folks everywhere it goes. It’s planning to kill the little girl since she’s the one destined to subdue it in her generation or something. Anyway, the green orb figures one way or another in each of the vignettes, but in a few it barely makes any appearance at all and in others it doesn’t really seem to be evil. Frankly, the appearance of the orb in many of the stories only served to remind me that there wasn’t really any logical reason to throw these stories together, and it likely would have been less distracting if there were no frame story at all.
There’s a lot of mixing of fantasy and science fiction, and a little horror too. None of the vignettes except the last one are really long enough to make a big impression -- for the most part, they end just as they are getting interesting (or are just never that interesting). But the most memorable are probably the one where the cab driver in future New York tangles with alien mobsters and the one where WWII bomber crewmen are brought back to life as skeletons. The final vignette is a cut above even these highlights, however, and is far and away the best.
Most of the vignettes feature pretty explicit sex or gore, which I suppose were the kinds of things that the producers thought fans of heavy metal would like to see. What probably doesn’t appeal to fans of heavy metal, however, are bands like Journey and Devo, which overwhelmingly fill the soundtrack. So do expect lots of topless women with giant breasts, gruesome decapitations, alien monsters, and explosions. But don’t expect a real hard-rocking soundtrack. The London Philharmonic Orchestra makes a more prominent appearance in the music than actual metal.
Still, I enjoyed the flick. It’s juvenile in the extreme, but never really mean-spirited. It’s fun enough and never really boring, and does have occasional moments of wit and grandeur. (The funny bits are scattered throughout, but only the last vignette approaches any kind of visual majesty.) It’s not really the same caliber of movie as FANTASTIC PLANET or even WIZARDS, but it’s unpretentious and mindless entertainment if you don’t mind a lot of rough edges and teenaged fantasies. John Candy and Eugene Levy provide some of the voices, but honestly I didn’t even recognize them until I read the credits. Except for the lack of actual heavy metal, it’s pretty much everything you’d expect a cartoon movie called HEAVY METAL to be.
Thursday, January 7, 2010
1977: WIZARDS
What’s it about?
In the wake of a catastrophic nuclear war, the remnants of humanity abandon technology and evolve into standard fantasy stereotypes -- fairies, elves, goblins, demons, and so on. After some time, two twin brothers are born, each destined to become a powerful wizard. One (who grows up good) banishes the other (who grows up evil), and the stage is set for an epic contest between unambiguous moral forces.
The evil wizard begins his assault by embracing the long lost technology and sending robot assassins to dispatch the greatest heroes of the good fantasy people. One of those assassins switches sides and sets out with the good twin (now aged well past his prime), a fairy princess, and an elf warrior to eliminate the secret weapon of the evil forces: old Nazi footage that incites them into berserker rampages.


Is it any good?
Going through the years for this blog, I’ve been watching a lot of sci-fi movies that I’ve never seen before. Yet I usually have some idea of what I think the movies will be like before I see them -- either based on reputation or pedigree or even just the paragraph description that comes on the Netflix jacket. Sometimes I’m excited about movies (which often just sets me up for disappointment) and sometimes I’m halfway dreading them (which just as often creates the low expectations needed to make a movie seem great). WIZARDS is one that I was actually looking forward to.
Here’s what I knew going in. WIZARDS is an animated flick directed by Ralph Bakshi, who is probably most famous for his adaptations of FRITZ THE CAT (1972) and THE LORD OF THE RINGS (1978). I have never seen FRITZ THE CAT, but it was the very first X-rated cartoon in the United States, so you can draw your own conclusions from that. I did somehow see THE LORD OF THE RINGS as a young Tolkien nerd -- and though I don’t remember liking the movie much, it definitely made an impression on me which I have not forgotten to this day.
The most unusual thing I remembered from THE LORD OF THE RINGS were the rotoscoped battle scenes. Although most of the movie was animated by hand, Bakshi also often resorted to high-contrast tracings of live action footage (usually for scenes with lots of orcs). It wasn’t like anything I had ever seen before at the time, but folks today be more familiar with it thanks to Richard Linklater’s WAKING LIFE (2001) and A SCANNER DARKLY (2006). Bakshi’s approach, however, is much more impressionistic and aggressive.


So I was at least interested to see if WIZARDS would have the same kind of unusual animation processes. If anything, the mixture of styles was even more wild than I expected -- in addition to cel animation and rotoscoping, there are also detailed still pencil illustrations and live action stock footage. Bakshi apparently believes in changing the animation style to suit the emotion of the scene -- which makes for some very interesting images, but can also be jarring at times.
The plot of WIZARDS is simultaneously epic and simple. It’s epic in the sense that the fate of the world is at stake, but it’s simple in the sense that the outcome hinges on the destruction of some reels of old war footage. (The unconvincing explanation for this secret weapon, by the way, is that the evil forces have nothing to fight for. They do it simply because they’re told to, but they quickly get bored or distracted. So, despite their superior numbers and firepower, they don’t make any progress -- until the Nazi films galvanize them into a focused fighting unit.) The parallels to THE LORD OF THE RINGS are pretty obvious here -- that’s another world-spanning epic that hinged on the destruction of a seemingly insignificant object. But there’s a big difference in the epic feeling between a 1,500 page 3-volume novel and an 80 minute movie. WIZARDS consequently never really feels epic, despite the movie’s attempt to paint the conflict as a global one.
The fact that the secret weapon is related to Nazism is also pretty disappointing. I don’t know if there was some kind of Nazi taboo back in 1977 (though its doubtful, considering all the WWII movies that were made during the previous forty years), but these days at least Nazis make an incredibly boring bugaboo. It seems like there was an opportunity to take a dig at something less obvious in modern society. Possibly I’m holding WIZARDS to a standard it was never intended to meet -- after all, Bakshi refers to the movie several times in the commentary and accompanying interviews as a “kids’ movie” and claims it was his attempt to show folks that he could make a movie that didn’t rely on shock and offensiveness. (This despite the fact that WIZARDS contains quite a bit of graphic violence and makes no attempt to disguise the sexuality of its characters. But I suppose that these things wouldn’t necessarily be out of place in an unorthodox understanding of what makes a “kids’ movie”.)


Anyway, I mostly just feel that the staunch “Nazis are bad” stance is pretty boring. It’s especially disappointing in contrast to a scathing scene in which religion is mercilessly skewered. It occurs when a platoon of the bad guys offers to leave a group of prisoners under the care of a pair of priests. First, the priests are mocked for the devotion to collecting ancient junk -- in this case, signs and logos of corporations like CBS and Coca-Cola. Next, they delay addressing the question of the prisoners so they can engage in caricatures of worship and oblations. After waiting for hours for the priests to finish, the soldiers simply slaughter the prisoners.
I actually think organized religion is a positive force in the world, and I also think Bakshi’s depiction is pretty unfair and inaccurate. But the scene is also exactly the kind of idiosyncratic and sour satire that I love whenever I encounter it in sci-fi. You can trace the lineage of this kind of thing back to Jonathan Swift and beyond, and one of the earliest uses of fantastic worlds was to allow more latitude for this kind of otherwise-unacceptable criticism. Satire is not the only function of science fiction, but it certainly helps answer the question “Why is this sci-fi?” when it does show up. So, compared to this scene, the Nazi bits are just tame and stale. Imagine, for example, if the footage that inspired the evil armies turned out to be speeches given by Winston Churchill or John F. Kennedy. That would be something you don’t see in kids’ movies every day!
On the other hand, goblins carrying machine guns and marching under Nazi banners are also something you don’t see in kids’ movies every day either. WIZARDS has an awful lot of crazy images, and I’d say as a collection of things you might want to airbrush on the side of your van it’s a resounding success. (Other examples: a robot assassin riding an alien horse, a hyper-sexualized fairy princess riding in a tank, one wizard shooting another wizard with a six-shooter. You get the idea.) As a movie it’s not bad either, but I think I’d definitely like to see some of Bakshi’s earlier movies now where he presumably wasn’t pulling any punches at all. (Sadly, none of them are science fiction so far as I know.)

In the wake of a catastrophic nuclear war, the remnants of humanity abandon technology and evolve into standard fantasy stereotypes -- fairies, elves, goblins, demons, and so on. After some time, two twin brothers are born, each destined to become a powerful wizard. One (who grows up good) banishes the other (who grows up evil), and the stage is set for an epic contest between unambiguous moral forces.
The evil wizard begins his assault by embracing the long lost technology and sending robot assassins to dispatch the greatest heroes of the good fantasy people. One of those assassins switches sides and sets out with the good twin (now aged well past his prime), a fairy princess, and an elf warrior to eliminate the secret weapon of the evil forces: old Nazi footage that incites them into berserker rampages.
Is it any good?
Going through the years for this blog, I’ve been watching a lot of sci-fi movies that I’ve never seen before. Yet I usually have some idea of what I think the movies will be like before I see them -- either based on reputation or pedigree or even just the paragraph description that comes on the Netflix jacket. Sometimes I’m excited about movies (which often just sets me up for disappointment) and sometimes I’m halfway dreading them (which just as often creates the low expectations needed to make a movie seem great). WIZARDS is one that I was actually looking forward to.
Here’s what I knew going in. WIZARDS is an animated flick directed by Ralph Bakshi, who is probably most famous for his adaptations of FRITZ THE CAT (1972) and THE LORD OF THE RINGS (1978). I have never seen FRITZ THE CAT, but it was the very first X-rated cartoon in the United States, so you can draw your own conclusions from that. I did somehow see THE LORD OF THE RINGS as a young Tolkien nerd -- and though I don’t remember liking the movie much, it definitely made an impression on me which I have not forgotten to this day.
The most unusual thing I remembered from THE LORD OF THE RINGS were the rotoscoped battle scenes. Although most of the movie was animated by hand, Bakshi also often resorted to high-contrast tracings of live action footage (usually for scenes with lots of orcs). It wasn’t like anything I had ever seen before at the time, but folks today be more familiar with it thanks to Richard Linklater’s WAKING LIFE (2001) and A SCANNER DARKLY (2006). Bakshi’s approach, however, is much more impressionistic and aggressive.
So I was at least interested to see if WIZARDS would have the same kind of unusual animation processes. If anything, the mixture of styles was even more wild than I expected -- in addition to cel animation and rotoscoping, there are also detailed still pencil illustrations and live action stock footage. Bakshi apparently believes in changing the animation style to suit the emotion of the scene -- which makes for some very interesting images, but can also be jarring at times.
The plot of WIZARDS is simultaneously epic and simple. It’s epic in the sense that the fate of the world is at stake, but it’s simple in the sense that the outcome hinges on the destruction of some reels of old war footage. (The unconvincing explanation for this secret weapon, by the way, is that the evil forces have nothing to fight for. They do it simply because they’re told to, but they quickly get bored or distracted. So, despite their superior numbers and firepower, they don’t make any progress -- until the Nazi films galvanize them into a focused fighting unit.) The parallels to THE LORD OF THE RINGS are pretty obvious here -- that’s another world-spanning epic that hinged on the destruction of a seemingly insignificant object. But there’s a big difference in the epic feeling between a 1,500 page 3-volume novel and an 80 minute movie. WIZARDS consequently never really feels epic, despite the movie’s attempt to paint the conflict as a global one.
The fact that the secret weapon is related to Nazism is also pretty disappointing. I don’t know if there was some kind of Nazi taboo back in 1977 (though its doubtful, considering all the WWII movies that were made during the previous forty years), but these days at least Nazis make an incredibly boring bugaboo. It seems like there was an opportunity to take a dig at something less obvious in modern society. Possibly I’m holding WIZARDS to a standard it was never intended to meet -- after all, Bakshi refers to the movie several times in the commentary and accompanying interviews as a “kids’ movie” and claims it was his attempt to show folks that he could make a movie that didn’t rely on shock and offensiveness. (This despite the fact that WIZARDS contains quite a bit of graphic violence and makes no attempt to disguise the sexuality of its characters. But I suppose that these things wouldn’t necessarily be out of place in an unorthodox understanding of what makes a “kids’ movie”.)
Anyway, I mostly just feel that the staunch “Nazis are bad” stance is pretty boring. It’s especially disappointing in contrast to a scathing scene in which religion is mercilessly skewered. It occurs when a platoon of the bad guys offers to leave a group of prisoners under the care of a pair of priests. First, the priests are mocked for the devotion to collecting ancient junk -- in this case, signs and logos of corporations like CBS and Coca-Cola. Next, they delay addressing the question of the prisoners so they can engage in caricatures of worship and oblations. After waiting for hours for the priests to finish, the soldiers simply slaughter the prisoners.
I actually think organized religion is a positive force in the world, and I also think Bakshi’s depiction is pretty unfair and inaccurate. But the scene is also exactly the kind of idiosyncratic and sour satire that I love whenever I encounter it in sci-fi. You can trace the lineage of this kind of thing back to Jonathan Swift and beyond, and one of the earliest uses of fantastic worlds was to allow more latitude for this kind of otherwise-unacceptable criticism. Satire is not the only function of science fiction, but it certainly helps answer the question “Why is this sci-fi?” when it does show up. So, compared to this scene, the Nazi bits are just tame and stale. Imagine, for example, if the footage that inspired the evil armies turned out to be speeches given by Winston Churchill or John F. Kennedy. That would be something you don’t see in kids’ movies every day!
On the other hand, goblins carrying machine guns and marching under Nazi banners are also something you don’t see in kids’ movies every day either. WIZARDS has an awful lot of crazy images, and I’d say as a collection of things you might want to airbrush on the side of your van it’s a resounding success. (Other examples: a robot assassin riding an alien horse, a hyper-sexualized fairy princess riding in a tank, one wizard shooting another wizard with a six-shooter. You get the idea.) As a movie it’s not bad either, but I think I’d definitely like to see some of Bakshi’s earlier movies now where he presumably wasn’t pulling any punches at all. (Sadly, none of them are science fiction so far as I know.)
Labels:
1970s,
ancient technology,
animated,
end of the road,
fantasy,
Mark Hamill,
Ralph Bakshi,
robot,
U.S. production
Monday, August 31, 2009
1973: FANTASTIC PLANET
What’s it about?
On an alien planet, a race of blue-skinned, semi-reptilian giants called “Traags” treat tiny humans (or “Oms”) as both pets and pests. One young Traag girl in particular finds a wild Om baby whose mother has just been killed. The Traag girl takes the Om home as a pet, and he grows up as a tortured plaything. However, he is also able to listen in on the automatic lessons intended for the Traag girl, and so becomes a highly educated Om.
Eventually, the Om boy escapes and falls in with a colony of wild Oms living in a park. Their life is rough but tenable -- at least until the Traags recommence their regular program to cull the wild Om pests. While fighting back, the Oms kill one of the Traags, which only makes things worse. Led by the educated boy, the only hope for Om survival is to steal Traag rocket technology so they can escape the planet once and for all.


Is it any good?
Oddly, some of the most difficult movies to write about are the ones that are the most unique. FANTASTIC PLANET is the earliest animated sci-fi feature film that I’m aware of, but I have to assume that by 1973 that there were plenty of Saturday morning sci-fi cartoon shows. And, if nothing else, there were certainly Marvin the Martian and Duck Dodgers shorts. But as far as feature films go -- and feature films presumably for adults -- there seem to be hardly any before FANTASTIC PLANET.
It also doesn’t help that the animation of FANTASTIC PLANET doesn’t look much like any other cartoons I’m familiar with. The prevailing style for at least the past seventy years has been dominated by the bright colors and clear lines of the Disney or Warner Bros. cartoons. There are exceptions, of course -- such as Terry Gilliam’s animation work for the various Monty Python projects around this same time. FANTASTIC PLANET, with its stiff compositions and pencil shading, is another.
The pace and structure of the movie doesn’t quite follow the sci-fi norm either. The movie is constructed out of many vignettes of varying importance -- many of them simply document the changing seasons (though they are very weird seasons) or other natural phenomenon on the alien planet. FANTASTIC PLANET has at times almost a neorealist feel to it -- as though it’s meandering through unremarkable incidents in unremarkable lives. This is a pretty unusual way to approach science fiction, though not necessarily totally unique. In retrospect, THE SEED OF MAN (1969) seemed to be doing a similar thing at times -- if I’d realized it at the time, I might have enjoyed that one more.


But FANTASTIC PLANET is not actually a neorealist movie. I’m not even sure that the philosophical underpinnings of neorealism can survive their application to animation or science fiction (let alone both together), and I can’t imagine that anybody involved with the movie was even trying to really do that. The episodic vignettes soon coalesce into a true story -- though only a small handful of characters are ever really developed.
Ultimately, FANTASTIC PLANET is more concerned with its dreamy, savage atmosphere than it is with anything else. The world it paints is one that is full of casual brutality and sudden danger -- at least for the diminutive Oms, both “wild” and “tame”. This is also one of those sci-fi stories which seems to have some kind of obvious message, but which also eludes any attempt at real allegory once you start trying to pin it down. Putting humans near the bottom of the food chain certainly inverts our usual expectations of how things should work, but the film doesn’t seem to be trying to say anything particular about that.
But whether this movie is good or not seems completely beside the point. It is totally distinctive, and is certainly worth seeing simply to have the experience. I can’t even say that it’s especially crazy shocking or anything like that. But I can say that the first and (until now) last time I saw any part of FANTASTIC PLANET was on a fuzzy independent UHF channel about fifteen years ago, and I remembered far more scenes and moments than I expected when I watched it again for this project. It may not have blown my teenaged mind, but it definitely burrowed deep inside and stuck there.


What else happened this year?
-- An unpopular low-level party official and Ivan the Terrible trade places in IVAN VASILIEVICH: BACK TO THE FUTURE, a Soviet time-travel farce.
-- THE HOLY MOUNTAIN is really more grotesque magical realism, but it has some hilarious satirical sci-fi bits in the middle.
-- George Romero takes a break from zombies to direct THE CRAZIES, in which a contaminant causes otherwise ordinary people to go crazy and start attacking their friends, family, and neighbors.
-- In IDAHO TRANSFER, a group of college kids accidentally discover time travel and then decide to colonize the not-so-distant future after they realize an ecological disaster is going to ravage the planet. Peter Fonda directs.
-- Michael Crichton directed WESTWORLD, in which Yul Brynner’s merciless cowboy robot goes berserk in a Wild West theme park and starts hunting the guests.
-- Charlton Heston and Edward G. Robinson star in the dystopian detective thriller SOYLENT GREEN. Even though everybody knows the twist already, it’s still an amazing flick.
-- SLEEPER is the only Woody Allen sci-fi movie that I’m aware of. Allen plays a twentieth century man unfrozen in the future who then disguises himself as a robot to get along, but he seems more interested in making it a silent movie-inspired farce than anything else.
-- BATTLE FOR THE PLANET OF THE APES wraps up the series with a story about the early days of ape and human coexistence after the nuclear war that ravages Earth.
If you only watch one sci-fi movie from 1973...
SOYLENT GREEN is far and away my favorite from this year, but FANTASTIC PLANET is well worth seeing as well.
On an alien planet, a race of blue-skinned, semi-reptilian giants called “Traags” treat tiny humans (or “Oms”) as both pets and pests. One young Traag girl in particular finds a wild Om baby whose mother has just been killed. The Traag girl takes the Om home as a pet, and he grows up as a tortured plaything. However, he is also able to listen in on the automatic lessons intended for the Traag girl, and so becomes a highly educated Om.
Eventually, the Om boy escapes and falls in with a colony of wild Oms living in a park. Their life is rough but tenable -- at least until the Traags recommence their regular program to cull the wild Om pests. While fighting back, the Oms kill one of the Traags, which only makes things worse. Led by the educated boy, the only hope for Om survival is to steal Traag rocket technology so they can escape the planet once and for all.
Is it any good?
Oddly, some of the most difficult movies to write about are the ones that are the most unique. FANTASTIC PLANET is the earliest animated sci-fi feature film that I’m aware of, but I have to assume that by 1973 that there were plenty of Saturday morning sci-fi cartoon shows. And, if nothing else, there were certainly Marvin the Martian and Duck Dodgers shorts. But as far as feature films go -- and feature films presumably for adults -- there seem to be hardly any before FANTASTIC PLANET.
It also doesn’t help that the animation of FANTASTIC PLANET doesn’t look much like any other cartoons I’m familiar with. The prevailing style for at least the past seventy years has been dominated by the bright colors and clear lines of the Disney or Warner Bros. cartoons. There are exceptions, of course -- such as Terry Gilliam’s animation work for the various Monty Python projects around this same time. FANTASTIC PLANET, with its stiff compositions and pencil shading, is another.
The pace and structure of the movie doesn’t quite follow the sci-fi norm either. The movie is constructed out of many vignettes of varying importance -- many of them simply document the changing seasons (though they are very weird seasons) or other natural phenomenon on the alien planet. FANTASTIC PLANET has at times almost a neorealist feel to it -- as though it’s meandering through unremarkable incidents in unremarkable lives. This is a pretty unusual way to approach science fiction, though not necessarily totally unique. In retrospect, THE SEED OF MAN (1969) seemed to be doing a similar thing at times -- if I’d realized it at the time, I might have enjoyed that one more.
But FANTASTIC PLANET is not actually a neorealist movie. I’m not even sure that the philosophical underpinnings of neorealism can survive their application to animation or science fiction (let alone both together), and I can’t imagine that anybody involved with the movie was even trying to really do that. The episodic vignettes soon coalesce into a true story -- though only a small handful of characters are ever really developed.
Ultimately, FANTASTIC PLANET is more concerned with its dreamy, savage atmosphere than it is with anything else. The world it paints is one that is full of casual brutality and sudden danger -- at least for the diminutive Oms, both “wild” and “tame”. This is also one of those sci-fi stories which seems to have some kind of obvious message, but which also eludes any attempt at real allegory once you start trying to pin it down. Putting humans near the bottom of the food chain certainly inverts our usual expectations of how things should work, but the film doesn’t seem to be trying to say anything particular about that.
But whether this movie is good or not seems completely beside the point. It is totally distinctive, and is certainly worth seeing simply to have the experience. I can’t even say that it’s especially crazy shocking or anything like that. But I can say that the first and (until now) last time I saw any part of FANTASTIC PLANET was on a fuzzy independent UHF channel about fifteen years ago, and I remembered far more scenes and moments than I expected when I watched it again for this project. It may not have blown my teenaged mind, but it definitely burrowed deep inside and stuck there.
What else happened this year?
-- An unpopular low-level party official and Ivan the Terrible trade places in IVAN VASILIEVICH: BACK TO THE FUTURE, a Soviet time-travel farce.
-- THE HOLY MOUNTAIN is really more grotesque magical realism, but it has some hilarious satirical sci-fi bits in the middle.
-- George Romero takes a break from zombies to direct THE CRAZIES, in which a contaminant causes otherwise ordinary people to go crazy and start attacking their friends, family, and neighbors.
-- In IDAHO TRANSFER, a group of college kids accidentally discover time travel and then decide to colonize the not-so-distant future after they realize an ecological disaster is going to ravage the planet. Peter Fonda directs.
-- Michael Crichton directed WESTWORLD, in which Yul Brynner’s merciless cowboy robot goes berserk in a Wild West theme park and starts hunting the guests.
-- Charlton Heston and Edward G. Robinson star in the dystopian detective thriller SOYLENT GREEN. Even though everybody knows the twist already, it’s still an amazing flick.
-- SLEEPER is the only Woody Allen sci-fi movie that I’m aware of. Allen plays a twentieth century man unfrozen in the future who then disguises himself as a robot to get along, but he seems more interested in making it a silent movie-inspired farce than anything else.
-- BATTLE FOR THE PLANET OF THE APES wraps up the series with a story about the early days of ape and human coexistence after the nuclear war that ravages Earth.
If you only watch one sci-fi movie from 1973...
SOYLENT GREEN is far and away my favorite from this year, but FANTASTIC PLANET is well worth seeing as well.
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