Showing posts with label future game. Show all posts
Showing posts with label future game. Show all posts

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.

Monday, October 5, 2009

1975: ROLLERBALL

What’s it about?

After bringing his Houston rollerball team to the brink of the world championships, superstar player James Caan is pressured by his team’s corporate owners to quit the sport before the end of the season. Unable to understand the request (and suspicious of the executives trying to strong-arm him), Caan refuses to retire and instead intends to play out the final two games with the rest of his team.

Meanwhile, rule changes in the playoff games turn the dangerous sport into a downright gladiatorial one. First, penalties are eliminated in the semi-finals, which results in players practically executing each other on the rink without repercussions. For the championship game, time limits are removed -- which logically requires the winners to be the last men standing on the rink.




Is it any good?

I’ve had occasion to allude before to some movies about the futuristic sports we will all be playing in the year 2000 and beyond. There’s the globe-spanning cat and mouse of THE 10TH VICTIM (1965), the cross-country auto race of DEATH RACE 2000 (1975), the board game assassinations of QUINTET (1979), the gladiatorial combats of MAD MAX BEYOND THUNDERDOME (1985), the game show hunt of THE RUNNING MAN (1987), the brutal jugger of THE BLOOD OF HEROES (1989), the pod race of THE PHANTOM MENACE (1999) and so on. Even the wargames and training exercises in THE GLADIATORS (1970) and PUNISHMENT PARK (1971) fall generally under the heading of games, even if they aren’t traditional spectator sports.

One thing that these future sports and games all have in common is their reliance on the entertainment value of violence -- and often the expectation of death on the courts. It’s true that movies very often focus on the violence inherent to even contemporary games -- the specter of death stalks (sometimes quite literally) the prison football of THE LONGEST YARD (1974), the road rally of THE GUMBALL RALLY (1976), the boxing of the ROCKY series, the quidditch of HARRY POTTER, the party game of THE HOUSE ON HAUNTED HILL (1959), and even the chess match of THE SEVENTH SEAL (1957) -- and yet, sports where death is a planned outcome of the event are still found almost exclusively in science fiction. (Or, I suppose, historical fiction about ancient Romans or Aztecs.)

In this context, ROLLERBALL is interesting in the sense that the sport starts out as a high-speed, high-impact game where death and injury are incidental (but tacitly expected) occurrences -- much like auto racing, boxing, steeplechase, hockey, and countless other sports today. True, rollerball looks much nastier than most any real sport I can think of, except perhaps the original no-rules “ultimate fighting” mixed martial arts tournaments of the 1990s. Rollerball is played with two teams of ten (seven on roller skates and three on motorbikes) who endlessly circle a rink at high speeds. Heavy metal balls are shot at high velocities into the rink, where they are picked up by players who then try to score by jamming them into small goals placed around the circuit. Body-checking, tackling, shoving, and fighting are all accepted parts of the game. At the start of the movie, even running another player over with a motorbike only results in a three-minute penalty.




Over the course of the movie, rollerball becomes even more violent as rule changes eliminate penalties and then time limits. The rule changes are presented as ways to keep fans interested (though there may also be an ulterior motive), but the result is that the game quickly turns into one of those far more common future sports where the maiming and killing is not just incidental -- it's the whole point. Those kinds of games always struck me as unrealistic -- it’s pretty difficult to imagine a world where DEATH RACE 2000 or THE RUNNING MAN could actually happen, for instance -- but ROLLERBALL makes the transition from violent sport to outright blood sport almost plausible. (Not shown in the movie: Any kind of public outcry against the rollerball rinks littered with bloody bodies and burning motorcycles. Though it does appear at the end of the film that the crowd may have finally gotten more spectacle than they really wanted.)

The three rollerball games that play out onscreen were certainly my favorite parts, as they contain some really amazing stunt work. There aren’t many quick cuts and no green screens here -- there really are stunt men on rollerskates and motorcycles ramming into each other on an inclined rink. As with most sports, the uniforms and numbers make it easy to follow who is doing what to whom (or who is having what done to them by whom), and the illusion that the game might actually possibly work is never fatally broken. There’s also practically no explanation of the rules of rollerball -- just tidbits here and there in the play-by-play announcing and a little later in character dialogue -- but it’s very easy to pick up simply by watching.




But the evolution of the sport is just the best part of ROLLERBALL -- there is, for better or for worse, more to the movie than that. The mystery angle -- the question of why Caan is being asked to retire if he’s so good at the game -- is not bad either. It seems like some kind of corporate conspiracy is afoot, and (this being a movie of the 1970s) that perception turns out to be correct. Despite Caan’s paranoia, however, the conspiracy never really becomes very ominous. It mostly amounts to a lot of cajoling and wheedling, though it does seem likely that the rule changes are put in place partly to help drive Caan from the game.

ROLLERBALL also envisions a future where corporations rule the world. National governments have collapsed, and cities are administered directly by one of a handful of massive monopolistic corporations that supply the necessities and luxuries of life. Houston is an Energy city and Chicago is a Food city, for instance, but even the characters have trouble remember who exactly is running each city and even what each corporation does. Though people in this world are mostly free from want, there’s little freedom of choice in any aspect of life and a small “executive class” controls all decision-making and enjoys most luxuries. Information has also been centralized in a way that is possibly more prescient than the film makers imagined. Books have all been digitized and are stored in a central database so that the corporations can edit and summarize them for the masses or restrict access altogether.

There are some slow parts to the movie -- most sections play out with very little exposition, so there are scenes like a long party where some information is learned through background chatter but which also seems to drag on and on. There’s also a subplot about Caan’s pining for his ex-wife which doesn’t go much of anywhere. But all in all this is a pretty great movie, and the rollerball games alone are worth watching for.




What else happened this year?

-- Don Johnson wandered a post-apocalyptic America with his telepathic dog in A BOY AND HIS DOG.
-- THE ROCKY HORROR PICTURE SHOW forever made Tim Curry the favorite actor of sexually deviant theater geeks everywhere.
-- Roger Corman's DEATH RACE 2000 put David Carradine and Sylvester Stallone in a gory satire of the media obsession with violence, and contains one of the greatest puns in cinematic history.
-- Meanwhile, THE STEPFORD WIVES turned its satirical sights on a horror-tinged version of suburban America.
-- And anybody who spent any time in an elementary school classroom in the 1980s probably saw ESCAPE TO WITCH MOUNTAIN on VHS more than once.

If you only watch one sci-fi movie from 1975...

ROLLERBALL is about as awesome as it gets. (Unless you are a sexually deviant theater geek, in which case you already know what to do.)

Thursday, July 9, 2009

BONUS BLOG -- 1971: PUNISHMENT PARK

What’s it about?

In an alternate version of early 1970s America, the government has taken to sentencing “political criminals” (i.e., hippies, dissidents, draft dodgers, and the like) to serving brief but brutal stints in newly designated punishment parks throughout the country. The park featured in this movie is a desert wasteland in southern California. Any prisoner sentenced there has three days to make it fifty miles across the desert with no food or water to a checkpoint. If they succeed, they can go free. But if they are “apprehended” by law enforcement officers (who use the parks as a training ground) then they are taken to prison to serve out whatever their original sentence would have been.

Except for waiting two hours to give the prisoners a head start, the law enforcement officers have no restrictions on how they can hunt down the fugitives. They use vehicles, radios, and weapons with live ammunition to aid in their pursuit. Though they claim they won’t use violence unless the prisoners resist when they are apprehended, none of the prisoners believe them. And when a group of prisoners fights back and succeeds in killing a deputy, the game turns even more deadly.




Is it any good?

This is another documentary-style sci-fi movie from British director Peter Watkins -- the third that I’ve watched for this blog. The first one I watched, THE WAR GAME (1965), ranks among the most riveting movies I have ever seen in my life. But the second one, THE GLADIATORS (1970), was dull and disappointing. So I wasn’t quite sure what to expect from PUNISHMENT PARK. Based on what I knew about the movie, it sounded like it was more along the lines of THE GLADIATORS, so I was almost steeling myself to be bored. The DVD I had also included an introduction from Peter Watkins which consisted largely of the director reading from several densely typewritten pages about how PUNISHMENT PARK has been unfairly ignored by everybody for twenty minutes. The omens, then, were not so good.

Luckily, the bad omens never panned out. One of the biggest differences between the other two Peter Watkins movies I had watched is that THE WAR GAME depicts events that could have very plausibly taken place (a nuclear war), whereas the subject of THE GLADIATORS are much more allegorical and detached (an isolated institute where countries fight out wars using small numbers of troops). At first, I figured PUNISHMENT PARK would fall on the allegorical and detached side of the line, but there’s a few interesting things about the movie that give it much more of a punch than expected.




To start with, the premise behind PUNISHMENT PARK is mostly well within the realm of believability. The dissidents are tried by a civilian tribunal that operates outside the traditional American justice system. The defendants are presumed guilty and although they have a chance to state their case, the arguments are more about philosophy and politics than they are about evidence. I’m not going to try and rate how close the United States has come to systems like these in its history (though this country has certainly had its dark spots), but drumhead trials with foregone conclusions are nothing new or even especially unusual in the history of the world.

The arguments that do come up during the trials are also absolutely real ones on both sides of the debate. The tribunal members show a surprising indulgence in letting the accused speak and in responding to them with their own arguments. (Though there is an awful of indignant shouting on both sides, and as soon as things seem to be going badly for the tribunal they have the defendants hauled out.) But supposedly these trials were all unscripted -- Peter Watkins let the actors come up with their own arguments and just let them play out. Some of the establishment types were even supposedly conservatives who genuinely opposed the hippie movement. But the effect is that the movie serves as an interesting document of countercultural and mainstream opinions of the early 1970s, and the inability of the two sides to find common ground in their interactions.




The actual hunt through the desert should probably be the movie’s Achilles heel, and honestly it isn’t very plausible. Whether you believe that it’s possible that the United States might start holding summary trials of its own citizens and sentencing them to prison without due process, the idea that there would also exist a systemic punishment plan that involved hunting prisoners across deserts is pretty absurd. But despite the absurdity, the situation acts as a pretty powerful allegory for the dilemma of the countercultural movement. On the one hand, they find themselves trapped in a game with arbitrary rules that are clearly stacked against them. But if they refuse to play the game, then they will simply be apprehended and sent to prison -- or possibly worse.

Most of the hippies decide to play the game, since they see it as their best chance for survival (and some believe that they can even possibly “win”). They go along with the insane rules set up by the government, even though it’s obvious that the whole thing is designed to force them to fail. The others who refuse to play the game (and who wait in ambush for the cops instead of running) mock the rest of the hippies as hypocrites -- by even consenting to play the game, they are giving legitimacy to a corrupt system.




Just to be clear, anybody who is looking for an unbiased view of 1970s politics won’t find it here. Watkins is clearly on the side of the counterculture -- though the hippies don’t always come across as heroes and martyrs. Some of them come across as weak or snotty or naive or dangerous. They are also the first to use violence, and at one point even threaten the life of an innocent hostage. None of them deserve the kind of punishment they’re getting, however. And although Watkins lets the establishment make its arguments in a reasonable way much of the time, the fact still remains that the cops shoot down a lot of unresisting unarmed kids.

If I believed the movie was saying that this is an accurate portrait of America, ca. 1970, then I would probably be pretty offended. Pieces and parts of it are certainly accurate in isolated instances, but in general the picture doesn’t reflect what America is about. But I think the movie is in fact has two other far less objectionable messages. First, it can be seen as saying that this was how a certain segment of the population felt America was treating them at the time. And second, it could be saying that the government could easily usurp such powers on a wide scale if the people permit it. Either of those things I think are true -- some people DO believe that America is a fascist state, and the government really COULD quickly become frightening if the people let it. I also think they are important things to understand and be aware of. So even though I should probably be offended that some British panty-waist is making inflammatory movies about my country, I guess I will just say that he makes a couple of good points.



The movie does start to drag a bit as it goes along. After all, there are only so many times that you can listen to the same arguments over and over again. But at least there are characters to care about (mostly only among the hippies, but a little among the establishment) and ideas to think about. Things do get a little hysterical at times, and it's difficult to understand why the cops are so brutal when they know that a film crew is following them around. But if nothing else, the movie is a very interesting experiment in improvisation and an instructive document about attitudes that seemingly only survive in small paranoid pockets today.

Anyway, the final score puts Peter Watkins at 2 for 3. THE WAR GAME is still far and away his best, but PUNISHMENT PARK is well worth watching if you like unusual narratives and don't mind listening to a lot of angry hippies.