MOVIES TV
MOVIES TV
Showing posts with label 1980s. Show all posts
Showing posts with label 1980s. Show all posts

Friday, May 7, 2010

CULT MOVIE REVIEW: Blade Runner (1982)

Although released to decidedly mixed reviews in the summer of 1982, Ridley Scott's Blade Runner has since ascended to the pinnacle of the sci-fi cinema Valhalla.

In fact, the film is often mentioned in the same breath as Kubrick's 2001: A Space Odyssey (1968) as, perhaps, the greatest sci-fi film yet produced.

Much of Blade Runner's sterling reputation arises from the film's meticulously-crafted, pioneering production design and dazzling visual presentation.

Yet Blade Runner's triumph isn't merely one of forward-thinking visualizations. The film assiduously echoes the up-to-the-minute worries of the era in which it was crafted (the 1980s), and seems to obsess on an issue that remains of great importance in our nation, even today: race.

Set in the future year of 2019 -- in a monolithic, blighted metropolis --Blade Runner presents a future world in which business and technology have ballooned to titanic proportions and dwarfed the human spirit.

Advertisements for Coca-Cola and other products stand several stories high, and as human dwellings reach closer to the sky itself, the more grand and opulent they appear. The lucky rich are literally awash in warm golden light, as though access to the sun is itself a perk of wealth. We see this fact visualized in the classic, clean lines of Tyrell's (Joe Turkel) sun-soaked penthouse apartment: a veritable Mount Olympus, and a home not just for a Man...but a God on Earth.

Meanwhile, far down below on street level...it's a roiling Hell of ugly industry, punk fashion, neon lights, steam and ubiquitous rain. The hungry and the poor toil there like mindless ants, mostly unnoticed by those living in luxury and wealth high above.

"If you're not a cop, you're little people," according to Blade Runner's screenplay.

And if you're not human, if you're a replicant, you aren't even little people. That's the core of the film's race-based argument. That mankind has played God by creating the Replicants but then steadfastly refused to acknowledge this creation, this child, with the very dignities we all cherish every day: equality and liberty.

Like all underclasses throughout history, the android replicants in Blade Runner are known by a derogatory slang term: skin-jobs. And replicants also have a built-in expiration date that make them seem less than fully human: they die four years after their "incept date."

As you may well imagine, this fact doesn't sit well with some of the Replicants, and that's what precipitates much of the action in the film. A cadre of Replicants return to Earth (from off-world) on a spiritual quest; on a search for more life that, in sub textual terms, might be interpreted as the search for racial equality.

Man Has Made His Match. Now It's His Problem.

Specifically, Blade Runner revolves around the hunt and pursuit of six renegade replicants. Yep, I said six, and that's according to Los Angeles' police chief, Bryant (M. Emmet Walsh) in explicitly stated dialogue. This number is important to note, especially according to one specific reading of the film. But more on that later.

The man doing the hunting is the laconic, hard-boiled and lonely Deckard (Harrison Ford), a former detective in a special police squad called Blade Runners. Blade Runners are famous for "retiring" skin jobs.

The quarry this time includes Leon (Brion James), Zhora (Joanna Cassidy), Pris (Daryl Hannah) and Roy Batty (Rutger Hauer). And yes, that's only four names, even though Bryant mentioned six replicants.

Over the course of his investigation, Deckard questions the latest model of Replicant, a new upgrade built by the Tyrell Corporation named Rachel (Sean Young). "More human than human" as the slogan goes, Rachel doesn't realize she's actually a machine. Rachel even boasts distinctive memories from her childhood. But these memories are really just clever implants; the memories of
"Tyrell's niece."

Deckard soon falls in love with the winsome, confused Rachel and -- depending on which version of the film you see -- also experiences strange dreams of a unicorn in a primeval forest. After hunting down the last of the Replicants, Deckard must decide if he should pursue his relationship with a Replicant...

"I Think It Was Manufactured Locally:" 1980s Terrors Lurking in Los Angeles, 2019

Early in the 1980s, many citizens in the United States of America feared that the country had a new, powerful and sinister competitor: Japan.

At the time, that country excelled in industry, manufacturing, and the development of new technologies. Importantly, Japan was also the United States' main international creditor in this era and it benefited financially from a forty-to-fifty-billion dollar trade gap with the United States.

In particular, the Japanese auto industry seemed to be cleaning Detroit's clock. Seeing this, many World War II veterans who had fought in the Pacific and had witnessed the Draconian, brutal behavior of the Japanese in a time of conflict perceived a danger.

As a character in Die Hard (1988) knowingly jokes, "Pearl Harbor didn't work" so Japan was taking over the United States economically: with "VCRs." There were many Americans of the Greatest Generation who felt precisely that way in the early 1980s (and my beloved, now-deceased paternal grandfather was one of them. Never bought a Japanese car. )

Although structurally and visually a deliberate reprise of the 1940s film noir (an era, incidentally of actual rather than economic war with Japan), one of Blade Runner's many undercurrents involves this 1980s incursion of Japanese business interests in future America.

In particular, it appears that in 2019 American business (always ahead of the curve....), has assimilated Japanese business interests into its very structure so as to continue turning huge profits and remain on the top of the food chain.

Or, as authors Douglas Kellner, Flo Leibowitz and Michael Ryan wrote in their essay,
Blade Runner: A Diagnostic Critique (Jump Cut, February 1985, pages 6-8):

"Crowds of people mill through rain-soaked streets, evoking common fears about overpopulation and "foreigners" overrunning future cities. On the East and West coasts of the U.S., for example, Japanese ramen and sushi cafes have replaced U.S. fast food chains, and visibly prominent are many Asian merchants and street people. The film here seems to articulate paranoia about Japanese capitalism "taking over" the United States. Nevertheless, the film’s city (Los Angeles) seems under the hegemony of U.S. capitalism, which now seems to have incorporated its rivals into its structure. The society’s economic structure combines small, street-merchant-style, "free enterprise" with paternalistic capitalist control. Most of the merchants in the film are Asian or European, whereas the corporate president and executives of the Tyrell Corporation are all North Americans."

So Blade Runner acknowledges the timely fear of a Japanese take-over in America, but puts a spin on it. Even the resourceful Japanese have become slaves to a Corporatist Nation in the future.

Similarly, Replicants -- constructed piece-meal in Mom/Dad, Asian-controlled shops such as the Eye Factory run by Chew (James Hong) -- are another symbol of Big Business gone amok in the future of Blade Runner; of the consumer culture of the 1980s carried to the next level. It's a world where human beings use other beings (androids) for pleasure, to fight wars, and to perform menial tasks that humans apparently no longer wish to do.

And yes, this description uncannily mirrors how immigrants are viewed in today's American society. Interestingly, the film suggests that Big Business will go along with a new influx of workers from other nations, and even co-opt that work force so to stay on "top," literally ,of the situation (living high, high above it, in palatial skyscrapers). If you look at the big companies hiring undocumented workers today, one detects that this speculation was not very far off the mark.

"Is This to Be An Empathy Test?" A Replicant Civil Rights Movement in Blade Runner

In an era of world war, a dedicated drive towards equality for all U.S. citizens was begun here at home.

The 1940s was the era of Roosevelt's Executive Order 8802, which opened up new job possibilities for African-Americans. It was also the era in which white-only primaries were judged unconstitutional by the Supreme Court.

The noir era in film was also the age of Truman's National Committee on Civil Rights, CORE (Congress of Racial Equality), and the election of Chicago's William Dawson in the House of Representatives. There was still a long way to go, but the a long march towards equality was beginning.

Blade Runner explicitly discusses race and the history of race inequality in America. As I noted above, it speaks in the film language (noir) of the 1940s, an era when race was a concern in the United States as enumerated above.

More than that,the Replicants are described in historically racist terms, ones involving the nature of their skin, not the quality of their character. They are not "colored" or "negro," but "skin-jobs. Replicants are not considered "fully" human, and again, this reflects our history. In 1789, in the Constitution, African-Americans were considered 3/5s of a person...not the equivalent of a white person, in other words. If you see someone as being less than fully human, that makes it much easier to enslave them, to deny them basic human rights. In the film, Roy Batty acknowledges this and contextualizes his experience, and the experience of the Replicants, as slavery. He discusses with Deckard what "it is to be a slave."


I suppose there is no need to describe Deckard's hunt of the Replicants as a "high-tech lynching" but certainly, the Replicants are treated harshly as a matter of course in 2019. Deckard shoots Zhora in the back, exposing the ugly truth that Replicants have no legal rights in this society. They are not arrested and afforded due process of law. They are not innocent until proven guilty. Instead, Replicants are shot on sight because of what they are, not because of their conduct. This is the essential characteristic of institutional racism: denying people freedom not because of their behavior; but because of their origin, their skin color, their heritage. If you want to delve deeply into the visuals of Blade Runner, consider that Zhora is murdered while crashing through a series of invisible glass barriers, a metaphor, perhaps, for the oft-mentioned "glass ceiling" that keeps minorities from high level positions in society.

Leon attempts to kill Deckard and says to him, "painful to live in fear, isn't it?" And that too is part of the racial equation. For the Replicants, it's the knowledge that they can be shot and killed at anytime. For Latinos in Arizona today, it's the knowledge that you can be asked for your papers by armed police simply because of your skin color.

You can go pretty deep with this interpretation of the film, if that's your inclination. There's a test in Blade Runner for determining if a person is human or Replicant, and it is called a "Voigt-Kampff" Test. That name sounds uncomfortably like Hitler's manifesto Mein Kampf, doesn't it? And when we think of the Nazis, we think of the belief in racial purity, the subjugating of "lesser" races, right? The Voight-Kampf functions as a tool to identify one such lesser race, the Replicant.

And interestingly, what this test looks for is the "empathy" response in the iris, in the eyeball. As we know from President Obama's last Supreme Court battle, "empathy" is apparently a code word in America today. What Blade Runner doesn't make plain, however, is if Replicants possess a surfeit or lack of empathy in their iris responses.

But what's abundantly clear in Blade Runner is that Replicants are people too. They are, as the saying goes, more human than human.

They love, they mourn, and they want want all human beings want: more life (fucker!). In fact, the Replicants undergo a real spiritual quest in the film. They seek to find their God, Tyrell, and petition him for more life. They seek forgiveness from him too, at least after a fashion, for their methods of self-preservation. In answer, they are told by Tyrell, Corporate God, that they have done nothing "the God of biomechanics wouldn't let you into heaven for."

Of course, the Replicants then kill God, but the relevant point is that Replicants, like humans, seek to understand their very nature, and turn to the divine for that knowledge.

Roy Batty does more than that, however. He not only seeks answers from his God, but, ultimately, shows mercy to his enemies, which is something you cannot say for the police in Blade Runner. Batty could kill Deckard...but choose to save his life instead.

In this beautiful and emotionally-wrenching climactic scene, Batty is depicted grasping a white dove -- a representation of the Holy Spirit in Christian Mythology -- and a symbolic signifier that Batty is truly one of God's creatures and, through his mercy, has earned the right to be considered such. When the dove flies Heavenward, released by Batty, the image visually suggests that Batty's soul has fled his body; that he was more than just a machine.

You've Done A Man's Job, or Less Human Than Human: The Deckard Equation

One of the key questions regarding Blade Runner involves its protagonist, Deckard. Director Ridley Scott has suggested that Deckard is, in fact, a Replicant himself. Harrison Ford has gone on record as saying he believes Deckard is human.

As in all great art, a case can probably be made either way.

If Deckard is a Replicant, then he is clearly "passing" as a human being, and that seems to fit in with the film's racial overtones.

Indeed, there are passages of dialogue in the film that hint at Deckard's Replicant nature. In particular, Gaff (Edward James Olmos) tells Deckard after Batty is dead that the blade runner performed a "man's job." In other words, a job worthy of a man, or a human being. So this description could be interpreted to mean that the replicant has performed as well as a human would under similar circumstances. It is thus a race-centric remark (Hey, you did good for a black guy!) and thus an acknowledgment of Deckard's genetic origin.

Also, Gaff leaves behind at Deckard's apartment a small origami Unicorn. And, in the director's cut of Blade Runner, Deckard dreams of a unicorn in the forest. If Gaff is aware that all Replicants are encoded with the unicorn dream as part of their unusual genetic make-up, then he has left behind the origami unicorn to let Deckard understand the truth about himself. If only Deckard can put it all together...

In the final battle at the Bradbury building, Batty also says to Deckard "let's see what you're made of," as if there is a question about Deckard truly is made of, genetically-speaking. Well, what is Deckard made of?

The following fight scene suggests that our hero is made of much the same stuff as Batty. Notice that in the ensuing fight, Scott's camera catches both Deckard and Batty mending damaged hands at roughly same time, through the art of cross-cutting, This could be a subtle, visual connection. Both men share something in common: an injury. On one level this could simply be an indication that a Replicant boasts the same survival instinct as a human does. On another level, it could mean that these men share a different kind of "kinship," - Replicant-hood, if that's a word. Also, it's important to note that both Batty and Deckard are slaves, though in service of different masters. But this too could be interpreted either way. To demonstrate, perhaps, that the gulf between human and Replicant is not so wide; or more pointedly, to sub-textually suggest that both men are Replicants.

Lastly, remember that Bryant discussed six free replicants, yet the movie reveals depicts four Replicants, and notes that one (the fifth?) was killed attempting to cross a border, a fence (which again, reeks of racial connotations). That leaves one replicant, right? So who is the sixth and final Replicant? Deckard? It can't be Rachel, because when Bryant tells the story of the six replicants to Deckard, Rachel has not yet left the custodianship of Tyrell.

Finally, the very form that Blade Runner utilizes -- the film noir detective story -- suggests Deckard's heritage. In the best film noir movies, the investigation by a detective leads, inevitably, to some shattering personal revelation. Consider Johnny Favorite's journey of self-discovery in a Blade Runner contemporary, Angel Heart (1987). Or the revelation by Faye Dunaway's character in Polanski's Chinatown (1974). In noir, we must conclude that the ultimate discovery is not who-did-it. Rather, it is "who am I?," the discovery or assertion of identity. If Deckard is indeed a replicant, than the film adheres more closely to the noir format. That's ultimately why I favor this interpretation; it's encoded in the film's very DNA.

On the other side of the equation, if Deckard is not a replicant, then, at the very least the film's racial overtones carry an optimistic message to go out on. If even a Blade Runner can fall in love with a Replicant, as Deckard does here, then there is hope yet for the human race. There is some hope of future equality for these artifical people.

But whether Deckard is a Replicant or a human, Blade Runner remains a brilliantly-conceived and wonderfully executed motion picture. By using the film noir approach, Ridley Scott's film creates not only a daring vision of the future, but subconsciously evokes a time period in America when racism was more up-front than it is today (Arizona notwithstanding). The film noir approach grants some breathing room for the film to contextualize the Replicant experience of 2019 in historical terms that we all understand and recognize.

Blade Runner is so packed with fascinating ideas and subtexts (like the quest for immortality; for example), that it's almost impossible to do the film any sort of justice in one blog post. So this review is hardly the last (or even second-to-last) word on the production.

As critic Rita Kempley wrote in The Washington Post (back in 1992): "Every viewing of "Blade Runner" brings new discoveries..."

Friday, April 30, 2010

CULT TV FLASHBACK #107: The A-Team: "Children of Jamestown" (1983)

During the original NBC run of The A-Team (1983 - 1986), my father had a word he used to describe the Stephen J. Cannell, Frank Lupo series:

Diverting.

Now, diverting can mean "entertaining" or "amusing," but it can also mean to "turn aside" or "distract from a serious occupation."

In the case of The A-Team, my Dad probably meant all of the above.

The A-Team is a vintage action series of unmatched cartoon violence, colorful but superficial characters, outrageous stunts...and not much narrative or thematic depth to speak of. But taken on those very limited terms, The A-Team truly and fully "diverts."

What does this mean, exactly? Well, even today, you can't take your eyes off the bloody thing.

Oh, there are significants causes to complain, I suppose, if that's your stock and trade. Nobody on the show ever dies or is badly wounded...even in the most horrific car crash or gun-fight.

And women? They are pretty much utilized as set decoration.

How about realism? Well, let's just say that any TV series featuring John Saxon as a drugged-out religious cult leader probably isn't aiming strictly for realism.

But again, you either take a series like this on its own terms, or you don't take it at all. Your rational, logical mind may complain or rebel about some very important aspects of storyline, plot resolution and yeah, physics, but after watching an A-Team episode you may nonetheless find yourself smiling almost uncontrollably. There's a joie-de-vivre about the players on this classic TV program, and it acts like a giant black hole...sucking you in, even if you put up resistance.

The A-Team, which aired for 98 hour-long episodes, follows a group of Vietnam veterans hunted by the U.S. military. Renegades and modern-day cowboys, these team members now serve as sort of on-the-run mercenaries.

So, as the series' opening narration reminds viewers -- at least before staccato machine-gun fire kicks in -- "if you have a problem, if no one else can help, and if you can find them, maybe you can hire... The A-Team.

Team members include leader John "Hannibal" Smith (George Peppard), whose catchphrase is "I love it when a plan comes together," charming con man Lt. Templeton "Face" Peck (Dirk Benedict), crazy helicopter pilot "Howling Mad" Murdock (Dwight Schultz) and perpetually-cranky mechanic/driver B.A. (Bad Attitude) Baracus, played by Mr. T. Melina Culea portrays reporter Amy Allen in the early seasons of the series.

The first season A-Team episode "Children of Jamestown" is a perfect representation of the series' aesthetic. It begins in mid-mission (and in relatively tense fashion, I was surprised to see...) with the team attempting the rescue of ra ich girl from the clutches of Martin James (Saxon), a sun-glass wearing, religious cult leader. The freed girl is delivered safely to her wealthy father, but Face, B.A., Hannibal and Amy are captured and taken to the Jamestown compound for "judgment."

There, the A-Team is granted an audience before James, who pretentiously recites a poem to them. Hannibal recites a poem in kind: "Hickory, Dickory, Dock..." he begins.

Outraged, James orders his machine-gun armed acolytes -- hulking muscle men in brown monks robes -- to free the prisoners and then hunt them down. In a convoy of surplus Army jeeps that the compound conveniently maintains


So, it's kind of like The Most Dangerous Game at Jonestown...

Now, right here, an engaged (and sober) viewer will start asking some mighty pertinent questions. Why do these macho, grim acolytes feel it necessary to wear monk robes? More trenchantly, what do they get by serving the egotistical and difficult (and clearly bonkers) James? Why did they join the order? Furthermore, why all the jeeps and machine guns at a religious commune? What is the religious foundation for this order that it can incorporate both monks robes and heavy artillery?

But okay, the A-Team requires an army to fight every week, and in this episode, we get an army plus a wacky cult leader. It might not make strict sense, but there you have it.

So anyway, the A-Team escapes to a nearby farm, where a farmer and his gorgeous daughter live in fear of the cult and the cult leader. The family helps the team out, and Face has a little romance with the farmer's daughter, unaware, apparently, that the "farmer's daughter" scenario is the set-up of too many dirty jokes to count.

But hey! This is no ordinary farmer, let me tell you. He also happens to be an artist who sculpts metal in his spare time. His back yard thus resembles an auto junk yard. So in short order, Hannibal, B.A., Amy and Face construct a flame-thrower turret on top of a commandeered jeep. Then, using a hot water heater and acetylene tanks, they build a missile launcher.

Then they take the battle right to James, who is leading his jeep convoy against the uncooperative farmer.

I love it when a plan comes together. Don't you?

I've watched several seasons of Mission: Impossible (1966-1973) recently, and was very, very impressed. Every single week, that series played matters absolutely straight, with a real, sincere attempt to seem realistic...even with strange gadgets, face-masks, and complicated plots in the mix. In other words, Mission: Impossible crafted a larger sense of "truth" around its stories, settings and characters. And the suspense was almost universally intense.

The A-Team, by contrast, plays nothing straight. It's a knowing put-up job from start-to-finish. For instance, this episode doesn't look seriously at cults, or at cult leaders. It doesn't examine the reasons why a farmer in the middle of nowhere would also have a machine shop. Nor does the narrative see the main characters -- except for Amy -- break a sweat. Instead, the narrative is but a hook for the action scenes and a lot of admittedly funny jokes.

What holds "this plan" together, in simple terms is the grace of the performers, and the unfettered sense of violent fun. Again, I can't argue that the A-Team is socially valuable stuff, only that -- as my Dad stated so memorably on a Tuesday night long, long ago -- it "diverts."

The A-Team hangs a lot on the chemistry between the actors. So it's a good thing they're such an agreeable bunch. Watching Face describe "the jazz," or having Hannibal get mad over the fact that James has taken his prized boots may not sound like scintillating television, but somehow -- with these guys, with these jokers, -- that's exactly what it is.

"Children of Jamestown" attempts, at one point, to wax serious, with Baracus telling Amy that the only to get through a situation like this is to "accept death." Why? Because it "frees you."

And the playful attitude of the A-Team TV series, I suppose, "frees you" too. After an especially hard day's work, the the knowing silliness of this show is oddly infectious.

I featured the A-Team as my cult-tv flashback today because, very shortly, a feature film revival (starring Liam Neeson as Hannibal) will be playing in theaters. I'm sure the temptation will be to update the series by making the film "dark" and "bloody." But in keeping with the tenor, spirit and odd fun of this weird old TV show, I hope the movie evidences absolutely no redeeming social value whatsoever.

It should remember instead just to include..."the jazz." If it doesn't, well -- to coin a phrase -- I pity the fool....

Wednesday, April 28, 2010

Every Town Has An Elm Street: The Tao of Freddy K.

In William Schoell and James Spencer's superlative companion, The Nightmare Never Ends: The Official History of Freddy Krueger and the Nightmare on Elm Street Films (Citadel, 1992), director and horror icon Wes Craven briefly recounts the youthful experience that led him to create cinematic dream-killer Freddy Krueger.

Specifically, Craven reported that -- as an eleven year-old -- he awoke one night from slumber to the sound of strange, scuffling sounds outside his bedroom window.


Young Craven got up out of his bed, went to the window, and gazed down to the avenue below. There, a mysterious stranger stood. The man looked up at the window and met young Craven's stare. A terrified Craven hid for several minutes.


When Craven returned to the window, the stranger was still standing there; still looking up at the window...in the exact same position. He hadn't moved.

Then, the man entered Wes Craven's building, slowly climbed the stairs to the family apartment -- his footsteps audible -- and neared the front door...

"As an adult, I can look back and say that that was one of the most profoundly frightening experiences I have ever had," Craven told the authors of The Nightmare Never Ends. "That guy has never left my mind, nor has the feeling of how frightening an adult stranger can be. He was not only frightening, but he was amused by the fact that he was frightening and able to anticipate my inner thoughts..." (page 179).

Meet Freddy Krueger, the villain of Craven's A Nightmare on Elm Street (1984), and unarguably the most popular movie boogeyman of a generation.

This Friday the legend of Freddy K. is re-born with a big budget remake of the seminal Nightmare on Elm Street but -- disappointingly -- without Craven's input, advice or participation.

Considering the imminent silver-screen re-birth of Krueger, this seemed like the ideal time to go back and remember those qualities that made Robert Englund's Freddy such a powerful cultural influence in the mid-to-late 1980s.

1. When the Parents Are Away, Freddy Plays:

In Craven's original film, Freddy's teenage victims have literally no place to turn.

Tina's Mom is more interested in shacking up with her boyfriend than in helping Tina (Amanda Wyss) deal with her night terrors. Nancy's Mom (Ronee Blakeley) is a (mostly) useless drunk. Nancy's Dad (John Saxon) is a police detective, and always "on the job." Instead of listening to Nancy and helping her fight Freddy Krueger, he uses Nancy as bait to catch the wrong person (Rod). Glenn's Dad, Mr. Lantz (Ed Call) hangs-up on Nancy when she calls to check up on Glenn (Johnny Depp). "You've got to be firm with these kids!" he barks. The price of that self-righteous telephone hang-up: Glenn gets torn up by Freddy in the blood-flood to end all blood floods.

The adult world depicted in A Nightmare on Elm Street is not one friendly to children. In fact, local children sing the famous jump rope song ("one, two, Freddy's coming for you...") from one generation to the next, to warn one another about Krueger and his monstrous actions. The parents themselves are too busy burying the past; too busy burying the "truth" in the hope that what they repress and deny will simply stay buried. Of course, it doesn't.

Freddy visits the sins of the parents (murder) on the children, and because their parents aren't honest with them, the children of Elm Street don't even know why this is happening to them.

Writing for People in May of 1985, critic Ralph Novak wrote that "Craven is something of a generational turncoat. While he is 35, all of his adult characters have the intelligence and courage of cantaloupes."

That's exactly right...by design. Nightmare on Elm Street is about the younger generation learning to make it on its own; about recognizing the terrors of adulthood. And yes, there are some things worse than lying or obfuscating parents.

And that's what Freddy is: the amused stranger from Craven's childhood who enjoys terrorizing children because he can.

There's something especially upsetting about this aspect of Freddy, the fact that he preys on children, on the young. The world can be a pretty frightening place even for adults (even without Krueger) in it, but just imagine being eighteen and finding out that this guy is after you. One of my favorite lines from the original film is Nancy's (Heather Langenkamp) shocked realization that -- without sleep -- she "looks twenty." That comment is so innocent, and yet so dead-pan. She means it. Not being forty years old like me for instance, she doesn't see that it's funny...that twenty years old is just a blip on the radar. Freddy is such a monster because he destroys such innocence. And he relishes the job.

2.) Freddy is the Man of Your Dreams:
Freddy is also incredibly frightening because, much like Michael Myers, he's utterly inescapable.

The great white shark from Jaws can't kill you if you don't go into the ocean, for instance. However, everyone must sleep sooner or later. Everybody has to dream. And that's the field where Freddy stalks his prey, on the dream plateau. Freddy can afford to be patient because he knows that he always has the home-field advantage. He lives in dreams, and we just visit that often-surreal place.

The dream sequences of a Nightmare on Elm Street -- at least before some of the more outrageous rubber reality set-pieces of the sequels set-in -- all play cannily on very basic human fears. That we're being chased for instance, and that our feet get, essentially, stuck in mud. Or that there's something hiding in the bubble bath unseen...where we're vulnerable. Or that the monster chasing us can stretch beyond human proportions to grab us.

Freddy scares us because we're all vulnerable to the irrationality of dreams. But again, Freddy thrives there. He uses that irrationality, that vulnerability against us. Our nightmare landscape is his playground.

3.) To Be Or Not To Be: That is the Question Freddy Poses:

I always say that Nancy Thompson is Hamlet for the horror set.

Consider that A Nightmare on Elm Street serves as a direct thematic counterpoint to John Carpenter's Halloween (1978).

In Halloween, Laurie Strode (Jamie Lee Curtis) sits in high school English class while an unseen adult teacher drones on about "fate" and "destiny." In the midst of the class, Laurie sees Michael Myers' car on the street: she thus glimpses her fate. As the teacher explains on the soundtrack that "you can't escape fate," we are led (through the visuals) to understand the connection: that Laurie cannot escape her impending connection to an escaped serial killer.

By contrast, A Nightmare on Elm Street finds Nancy Thomas in another high school English class as a teacher discusses the resourcefulness of the melancholy prince in Shakespeare's Hamlet. The teacher notes that Hamlet "stamps out the lies" of his mother, something which Nancy will do in Elm Street as well, and that the prince "probes and digs" to find the truth. Again, that's the very task Nancy undertakes: seeking information about the life and death of Freddy Krueger, and her parents' role in his murder.

The Elm Street philosophy suggest that only by digging beneath the surface, by learning the truth of a thing, can one overcome the sins of one's parents and survive. The key to beating Freddy is to know and understand him: to see that he thrives on the energy of your hate, and then rob him of that energy.

4.) Freddy is the 1980s Personified: Apocalypse, Armageddon, and Deficit Spending


I realize that my conservative friends and readers get exasperated with me for pointing out some, er, unpleasant facets of the Ronald Reagan years in America.

Like the fact that Reagan repeatedly expressed a belief that we were living in the Bilbical End Times.

Like the fact that he joked about bombing Russia on an open mic, or claimed, erroneously that nuclear missiles could be recalled after launch.

Or that his tax cuts for the utra-rich turned an 80 billion dollar deficit into a 200 billion deficit in just two years.

Or that 35 million more Americans lived below the poverty line in 1983 than did before he was inaugurated.

It was in this decade, as well, that middle-class American families, by trying to keep up with the yuppie Joneses, had to become two-income households. And that meant the advent of the "latch-key kid" syndrome: the child who came home from school to find...nobody at home.

All of this context plays into the terror that is Freddy Krueger. The sins of the father -- the national debt -- is visited onto the children; just as the sins of the father (murder) was visited upon the children of Elm Street. More than that, the ascent of Freddy - a hellish demon -- in supposedly secure middle America suggested nothing less than an apocalypse in the making.

In Freddy's Dead we saw what ultimately became of Freddy's Springwood. As you may recall, the affluent community had turned into a ghost-town. And today, to continue the economic metaphor, there are hundreds of small towns in America where Main Street looks just like Springwood: places where the economic policies of the last thirty years have destroyed prosperity.

This is who Freddy was. Who Freddy has been for a quarter-century.

After Friday, I'm not sure who he will be. If the talents behind the remake are smart, they have paid adequate note to our unsettled times; to America's continuing dreads and fears.

If the new Freddy can tap into these 2010 bugaboos, then the long-lived dream demon will survive the translation to the next generation.

If Freddy becomes, instead, just a ring-master shepherding a circus of impressive special effects, this new iteration of the legend may not carry the power of his predecessor. I wish Craven had been involved in the making of the film; at least then we would know for certain that the film would carry some sub textual meaning, or genuflect to the ideas that have currency in today's America.

If you're interested in reading more about Freddy and his creator's history, don't forget to check out my 1998 book: Wes Craven: The Art of Horror.

Saturday, April 24, 2010

CULT MOVIE REVIEW: Star Trek V: The Final Frontier (1989)

As I mentioned here yesterday, I often receive e-mails asking me to review specific films. One of the most oft-requested reviews is for Star Trek V: The Final Frontier (1989), which is widely-regarded as the worst Star Trek film to feature the original cast.

I don't know this for certain, but I strongly suspect this particular review is requested in the hope that somehow, some way, this poorly-reviewed William Shatner film might be rehabilitated in popular imagination. For instance, requests for a review of Star Trek V: The Final Frontier spiked after my positive review of The Motion Picture last year. My supposition thus leads me to believe that a lot of Star Trek fans must enjoy the oft-derided film, and are seeking valid, well-enunciated arguments in support of it.

I can relate to that.

After all, I am a Star Trek fan, and can probably see the silver-lining in every Star Trek movie ever made. So I am happy to enumerate the aspects I appreciate and like about Star Trek V: The Final Frontier.

However, for the record, it is also necessary for me to note where and when things went dramatically wrong with the movie. So -- to quote Joss Whedon -- this review isn't going to be all "hugs and puppies."

That established, there are indeed many components of Star Trek V: The Final Frontier worth lauding, and I will explain in detail below why I feel that way.

Let's start, however, with a brief re-cap of the plot. This fifth Star Trek picks up with Captain Kirk (William Shatner) and his crew on vacation on Earth -- in a the paradise-like setting of Yosemite -- when a dangerous hostage situation unfolds in the Neutral Zone. There, on Nimbus III -- on the "planet of Galactic Peace" -- a Vulcan renegade named Sybok (Laurence Luckinbill) has taken hostage the Romulan, Klingon and Federation counsels. He has done so with an army of devout "believers." Sybok's gambit is to capture a starship so he can set a course for the center of the Galaxy and find the mythical planet Sha Ka Ree (named after Sean Connery), where he believes "God" awaits.

An unprepared U.S.S. Enterprise, with only a skeleton crew aboard, is assigned to rescue the hostages. The attempt fails, and Sybok commandeers the Enterprise using his particular brand of Vulcan brainwashing to persuade the crew to follow him. In particular, he frees each man he encounters of his "secret pain." Kirk soon learns that Sybok is Spock's (Leonard Nimoy) half-brother, who rejected Vulcan dogma and came to believe that emotion, not logic, was the key to enlightenment.

With a Klingon bird of prey in hot pursuit, the Enterprise passes through the Great Barrier at the center of the galaxy and encounters a mysterious planet. There, on the surface, awaits a creature who claims to be "God." Kirk questions the Being, and soon a vision of Heaven goes to Hell.

Because It's There: The Search for the Ultimate Knowledge; The Search for a Film's Noble Intentions

From Captain Kirk's effort to climb El Capitan at Yosemite National Park in the film's first scene to Sybok's probe through the foreboding Great Barrier, Star Trek V: The Final Frontier concerns, in large part, a typically-Star Trek conceit: the human quest to reach a higher summit and to find at that apex a new or deeper truth about existence.

When Mr. Spock asks Kirk why he would involve himself in an endeavor as dangerous as climbing a mountain, Kirk answers simply, "because it's there." That's a simplistic but apt way to describe one of our basic human drives. What our eyes detect, we want to explore, to experience. Enlightenment, for us, is often attained on the next plateau.


Sybok terms his search for "God" the search for the "ultimate knowledge" and he too seeks to climb a mountain after a fashion: penetrating the Great Barrier which protects a secret at the center of our galaxy. The means by which Sybok conducts his quest are not entirely kosher, however (kidnapping diplomats and hijacking a starship). But his quest, though coupled with his vanity, is sincere. An outcast among his Vulcan brethren, Sybok believes that if he can "locate" God, his beliefs will be validated, re-examined.

At one point late in the film, Kirk seems to realize that Sybok and he share a similar drive; that he has stubbornly refused Sybok the same liberty he affords himself, not merely to "go climb a rock," but to see, literally, what awaits at the mountain-top. Upon this realization, Kirk gazes knowingly at an old-fashioned captains' wheel in the Enterprise's observation deck. His hand brushes across a bronze plaque engraved with the legend "Where No Man Has Gone Before," a re-iteration of the franchise's "bold," trademark phrase.

It should be noted here that Star Trek V: The Final Frontier is not out on a limb, franchise-wise, in exploring the existence of "God" or a planet from which life sprang. On the former front, the Enterprise encountered the Greek God Apollo in the second-season episode "Who Mourns for Adonis" and on the latter front, discovered the planet "Eden" in the third season adventure "The Way to Eden."

What remains laudable about Star Trek V: The Final Frontier, however, is that screenwriter David Loughery, with director Shatner and producer Harve Bennett, carry their central metaphor (discovery of the ultimate knowledge) to the hearts of the beloved franchise characters. Star Trek V very much concerns not just for the external quest for the divine, but a personal and human desire to understand the meaning of life. Or, at the very least, the path to understanding the meaning of life.

What that comes down to is one lengthy scene set in the observation deck. There are no phasers, transporters, starships, Klingons or special effects anywhere. Instead, the scene involves Kirk, Spock, Bones and Sybok grappling with their personal beliefs, with their sense of personal identity and history, even. Sybok attempts to convert Spock and McCoy to his agenda by using his hypnotic powers of the mind. "Each man hides a secret pain. Share yours with me and gain strength from the sharing," he offers. One at a time, Kirk's allies fall. Then Sybok comes to Kirk, and the good captain steadfastly refuses Sybok's brand of personal enlightenment.

In refusing to share his pain, Kirk notes to Dr. McCoy (DeForest Kelley) that "you know that pain and guilt can't be taken away with a wave of a magic wand. They're the things we carry with us, the things that make us who we are. If we lose them, we lose ourselves. I don't want my pain taken away! I need my pain!"

This specific back-and-forth is the heart of Star Trek V: The Final Frontier. The Kirk/Sybok confrontation embodies the difference between Catholic Guilt (as represented by Kirk), and New Age "release" (as represented by Sybok). In terms of a short explanation, Catholic guilt is, essentially a melancholy or world-weariness brought about by an examined life. It's the constant questioning and re-parsing of decisions and history (some call it Scrupulosity). And if you know Star Trek, you understand that this sense of melancholy is, for lack of a better word, very Kirkian.

As a starship captain, James Kirk has sent men and women to their deaths and made tough calls. But he has never been one to do so blindly, or without consideration of the consequences. "My God, Bones, what have I done?" He asks after destroying the Enterprise in The Search for Spock, and that's just one, quick example of his reflective nature. In short, Kirk belabors his decisions, so much so that McCoy had to once tell him (in "Balance of Terror") not to obsess; not to "destroy the one called Kirk."

What Captain Kirk believes - and what is crucial to his success as a starship captain -- is that he must carry and remember the guilt associated with his tough decisions. He must re-hash those choices and constantly relive them, or during the next crisis, he will fail. His decisions are part of him; he is the cumulative result of those choices, and to lose them would be -- in his very words here -- "to lose himself."

By contrast, Sybok promises an escape from melancholy. His abilities permit him to "erase" the presence of pain all-together. This a kind of touchy-feely, New Age balm in which a person lets go of pain (via, for example, ACT: Active Release Technique!) and then, once freed, suddenly sees the light.

Sybok's approach arises from the counter-culture movement of the 1960s (the era of the Original Series), and might be described -- albeit in glib fashion -- as "Do what feels right" (a turn-of-phrase Spock himself uses in the 2009 Star Trek). But Sybok is a master of semantics. He doesn't "control minds," he says, he "frees" them. Left unexamined by Sybok is Kirk's interrogative: once freed from pain, what does a person have left? Isn't pain, borne by experience a part of our core psychological make-up? The New Age depiction of Sybok in Star Trek V: The Final Frontier led critic David Denby to term this entry "the most Californian" of the Star Trek films (New York, June 19,1989, page 68).

In countenancing the false god of Sha Ka Ree, these belief systems collide. Sybok -- freed of pain and self-reflection -- is unaware of his own tragic flaws. Eventually he sees them, terming them "arrogance" and "vanity." But Kirk, who has always carried his choices with him, is able to face the malevolent alien with a sense of composure and entirely appropriate suspicion. Kirk is able, essentially, to ask "the Almighty for his I.D." because he has maintained his Catholic sense of guilt. He's been around the block too many times to be cowed by an alien who wants his ship.

The lengthy scene in the observation deck, during which Sybok attempts to shatter the powerful triumvirate of Kirk, Spock and McCoy is probably the best in the film. Shatner shoots it well too, with Sybok intersecting the perimeters of this famous character "triangle" (of id, ego, and super-ego) and then, visually, scattering its points to the corners of the room.

And then, after Kirk's powerful argument and assertion of Catholic Guilt, the triangle (depicted visually, with the three characters as "points") is re-asserted and re-constructed. Sybok is both literally and symbolically forced out of their unified "space."

In point of fact, Shatner uses this triangular, three-person blocking pattern a lot in the film. Variety did not like the movie, but noted the power of this particular sequence in its original review: "Shatner, rises to the occasion," the magazine wrote, "in directing a dramatic sequence of the mystical Luckinbill teaching Nimoy and DeForest Kelley to re-experience their long-buried traumas. The re-creations of Spock's rejection by his father after his birth and Kelley's euthanasia of his own father are moving highlights."

While discussing Shatner, I should also add -- no doubt controversially -- that Shatner has a fine eye for visual composition. The opening scene on the cracked, arid plain of Nimbus III, and the follow-up scene set at Yosemite reveal that he has an eye not just for capturing natural beauty, but for utilizing the full breadth of the frame. As a director, Shatner came out of television (helming episodes of T.J. Hooker), but his visual approach doesn't suggest a TV mentality. On the contrary, I would argue that there are moments in Star Trek V: The Final Frontier that remain the most inherently cinematic of the film series, after Wise's Star Trek: The Motion Picture (1979) and Abrams' big-budget reboot of 2009.

What Does God Need With a Starship? Pinpointing the Divine Inside The Human Heart and in the Natural World

I've noted above how Star Trek V: The Final Frontier involves the search for the ultimate knowledge, and uses two distinctive viewpoints (Catholic Guilt embodied by Kirk and New Age philosophy embodied by Sybok) to get at that knowledge.

What's important, after that "quest" is the film's conclusion about the specific "ultimate knowledge" gleaned.

In short order, in Star Trek V: The Final Frontier, the angry Old Testament-styled God-Alien reveals his true colors and demonstrates a capricious, violent-side. After Kirk asks "what does God need with a starship," "God" is wrathful. And this is what the site Common Sense Atheism suggested was really being asked by our secular, humanist hero.

"One might ask, "What does God need with animal sacrifice? With a human sacrifice? With a catastrophic flood? With billions of galaxies and trillions of stars and millions of unstoppably destructive black holes? What does God need with congenital diseases and a planet made of shifting plates that cause earthquakes and tsunamis? Isn't the whole point of omnipotence that God could make a good world without all these needlessly silly or harmful phenomena?" Moreover, why should humans obey the commands of someone as capricious, jealous, petty, and violent as the God of the Jewish scriptures?"

This critical line of thought reminds me of my experience seeing Star Trek V: The Final Frontier in the theater with my girlfriend at the time, who is Jewish.

Afterwards, she was utterly convinced that Kirk and company had indeed encountered the Biblical, Old Testament God. And that they had, in fact, destroyed Him. Her reasoning for this belief was that "God" as depicted in the film looked and acted in the very fashion of the Old-Testament God.

On the former, front (God's appearance), The Journal of Religion and Film, in a piece "Any Gods Out There?" by John S. Schultes, opined: "This being appears in the stereotypical Westernized figure of the "Father God" as depicted in art. He has a giant head, disembodied, depicting an older man with a kind face, flowing white hair and booming voice."

On the latter front, behavior, there are also important commonalities. The Old Testament God was cruel, self-righteous, unjust, demanding, and acting according to a closely-held personal agenda (moving in a mysterious way?) without thought of courtesy or explanation to humans. Consider that the Old Testament God destroyed whole cities (like those of Sodom and Gomorrah), and that it's his plan to kill us by the billion-fold in the End Times, if we don't believe in him. The Old Testament God is indeed one of violence and punishment.

And this is precisely how Star Trek V: The Final Frontier depicts this creature. He wants to deliver his power -- his violence and judgment -- to "every corner of creation." Naturally, Kirk can't allow this.

Over the years, I have come to agree with my former-girlfriend's assessment. The alien portrayed in Star Trek V: The Final Frontier may indeed be the Old Testament God of our legends. Just as Apollo was indeed, Apollo of Greek Myth in "Who Mourns for Adonis."

And, in fact, Captain Kirk kills God. (Or rather, it's a cooperative venture with the Klingons...). In doing so, Kirk frees humanity (and the universe itself) from the oppression of superstition, judgment and tyranny.

The ultimate knowledge, according to this Trek is that God only exists "right here; the human heart," as Kirk notes near the film's conclusion. Accordingly, The Journal of Religion and Society explains that this is a narrative wrinkle true to "the collective history of Classic Star Trek," a re-assertion of Roddenberry-esque, secular principles. In his essay, "From Captain Stormfield to Captain Kirk, Two 20th Century Representations of Heaven, scholar Michel Clasquin concludes:

"In "Final Frontier", Heaven turns out to be Hell: the optimism is deferred until the heroes have returned to the man-made heaven of the United Federation of Planets. The film ends where it began: with Spock, Kirk and McCoy on furlough in a thoroughly tamed Earth wilderness. This, the film tells us, is the true Heaven, the secular New Jerusalem that humans, Vulcans and a smattering of other species will build for themselves in the 24th century, a world in which the outward heavenly conditions reflect the true Heaven that resides in the human heart."

Clasquin's point here demands a re-evaluation of the book-end Yosemite camping scenes of Star Trek V: The Final Frontier. Many critics complained that the film takes a long time to get started, since the crew must "laboriously" be re-gathered from vacation. However, if Star Trek V: The Final Frontier's point is that "God" resides in man's heart (And is man himself) and that the Garden of Eden, or Heaven itself is "a tamed Earth wilderness," -- a finely-developed sense of responsible environmentalism, in fact -- then these two sequences of "nature" prove absolutely necessary to the narrative. Heaven on Earth is within our grasp, the movie seems to note. We don't have to die to get there. We just have to act responsibly, as stewards, of our planet (or in Star Trek's universe, planets, plural). The human heart, and the Beautiful Earth: these are Star Trek V: The Final Frontier's (atheist) optimistic views of where, ultimately, Divinity resides.

All I Can Say is, They Don't Make 'Em Like They Used To: A Movie Shattered (not Shatnered...) by Poor Execution

William Shatner handles many of the visual aspects of Star Trek V: The Final Frontier with flair and distinction. He is badly undercut, however, by three catastrophic weaknesses. The first such weakness involves interference in the very story he wanted to tell. The second involves inferior special effects, and the third involves slipshod editing.

On the first front, William Shatner sought initially to make a serious, even bloody movie concerning fanatical religious cults and God imagery. His plan was shit-canned in large part, by Paramount Studios. Star Trek IV: The Voyage Home (1986) had just proven a major success, and the Powers That Be judged this was so because the movie evidenced a terrific sense of humor, particularly fish-out-of-water humor. The edict came down that Star Trek V: The Final Frontier had to include the same level of humor as its predecessor.

Frankly, this was the kiss of death. The humor in Star Trek IV: The Voyage Home grew organically out of the situation: advanced people of the 23rd century being forced to deal with people and activities of the "primitive" year 1986.

Above, I described the thematic principles of Star Trek V: seeking the ultimate summit, both externally and internally, and discovering that the Divine is inside us -- or is, actually, the Human Heart. How exactly, does Scotty knocking himself out on a ceiling beam, or Uhura performing a fan dance, or Chekov rehashing his "wessel" shtick fit that conceit?

The short answer is that it doesn't. Such humor had to be grafted on here, and it shows. It's forced, iawkward, and entirely unnecessary. The inclusion of so much humor actually runs counter to the grandeur and seriousness of the story Shatner hoped to tell.

And then -- in typical bean-counter nonsense, what does Paramount do next? Well, it advertises and markets Star Trek V: The Final Frontier with the ad-line "why are they putting seat belts in theaters this summer?" suggesting that the movie was an action-packed roller-coaster ride. This is after they demanded the movie be a comedy! Talk about assuring audience dissatisfaction! Tell audiences that the movie they are about to see is super-exciting and action-packed, and then give them Vulcan nerve-pinches on horses, Uhura and Scotty flirting with each other, and crewmen singing "Row, Row, Row Your Boat."

The second aspect of Star Trek V: The Final Frontier that damages it so egregiously involves the special visual effects. A movie like this -- about the search for God, no less -- must feature absolutely inspiring and immaculate, awesome visuals. We must believe in the universe that includes Sha Ka Ree, and the God Creature. Originally, Shatner envisioned Sha Ka Ree turning into a kind of Bosch-ean Hell, with demons and rivers of fire. But what we get instead is a glowing Santa Claus-head in a beam of light, and...a desert planet. What's worse is that many visuals don't seem to match-up. When Kirk's shuttle flies over the God planet initially, the surface of the world looks like a microscopic landscape (a sort of God's Eye view of the head-of-a-pin, as it were). But when the shuttle lands, the planet just looks like a desert. This is Heaven?

Perhaps Star Trek V could have surmounted this problem, since the TV series was never about special effects anyway, but about ideas. But the special effects in Star Trek V: The Final Frontier fail to even adequately render believable and "real" such commonplace Star Trek things as starships in motion or photon torpedo blasts. Watching Star Trek V: The Final Frontier is a little bit like watching Golan and Globus's Superman IV: The Quest for Peace (1986): the cheapness of the effects just make you wince, and stands in stark contrast to a franchise's glory days.

And the editing! Oh dear. Star Trek V: The Final Frontier is edited -- in polite terms -- in disastrous fashion. During Kirk, Spock and McCoy's escape on rocket boots through an Enterprise turbo shaft, the same deck numbers repeat, in plain view. When Kirk falls from his perch high on El Capitan, the movie cuts to a lengthy shot of Shatner, in front of a rear-projection background, flapping his arms. And just take a look at how Kirk's weight, make-up, hair-cut and disposition shifts back-and-forth in his final scene with General Koord and General Klaa aboard the Klingon Bird of Prey. This was due to post-production re-shoots when the original ending was deemed unacceptable.

Forget the script (which might have worked without the studio-demanded humor). Forget the acting (which is pure Star Trek ham bone -- and, in my estimation, perfect for a futuristic passion play), it's the editing that scuttles this film. Whether it's allowing us the time to notice that Sybok's haircut and outfit change on Sha Ka Ree, or permitting us to linger too long on visible wires in two fight scenes, Star Trek V's cutting is just not up to par.

There's a Star Trek fan out there on the Net who has taken it upon himself to re-edit Star Trek V: The Final Frontier, and you know something? It's a worthy enterprise. Preferably, Shatner should do a director's cut, and trim his misbegotten film down to a mean, lean eighty-five minutes. The worst editing, effects, and jokey moments would be excised, and audiences would be surprised, perhaps, how visual, how dynamic, how meaningful (even spiritual?) this Final Frontier could be, sans the theatrical release's considerable problems.

Let's face it, modern criticism often thrives on hyperbole, so it's fun and dramatic to declare that Star Trek V: The Final Frontier is one of the ten worst science fiction films EVER! The only problem is, it's not necessarily true. I don't even know that it's actually the worst Star Trek film, to be blunt. One of the women I saw Star Trek: Insurrection with actually threw up during a screening. She wasn't sick. It wasn't what she ate. It was the movie. She vomited somewhere after Spiner's Gilbert and Sullivan rendition, Patrick Stewart's mambo, and before Gates McFadden -- the best physician of the 24th century and Counselor Troi-- made a passing reference to their "boobs."

Star Trek V: The Final Frontier conforms to Muir's Snowball Rule of Movie Viewing. Allow me to explain. Because Star Trek V: The Final Frontier is perceived by the majority of critics and Star Trek fans as "bad," everything about the film gets criticized, when -- in point of fact -- many other Star Trek movies feature many of the same goofy errors. For instance, I have read some Star Trek fans complain vociferously about the fact that the Enterprise travels to the center of the galaxy here in a matter of hours. The fact that in First Contact, the Enterprise gets from the Romulan Neutral Zone to Earth in time to join a battle against the Borg, already in progress, goes unnoticed or at least uncommented upon. So, the starship got there in like, you know, a few minutes, I guess. But because First Contact is beloved and evaluated as good, it generally doesn't garner the same level of negative attention or scrutiny. When it fails in a spot here or there, it gets a pass.

Whereas, by contrast, the details in Star Trek V: The Final Frontier definitely get heavier scrutiny. The "bad movie" snowball, once rolling down a hill, just grows larger and larger. We forgive less and less.

Star Trek V: The Final Frontier is an ambitious failure. But ambitious may be the operative word here. The movie certainly aimed high, and hoped to chart some fascinating spiritual and philosophical ground that is true to the Star Trek line and heritage. But plainly, the execution leaves a lot to be desired.

Wednesday, April 21, 2010

CULT MOVIE REVIEW: The House of the Devil (2009)

While many terrific horror movies have been released in the last few years (especially in 2009), only a select few have achieved greatness in the impressive fashion of Ti West's The House of the Devil (2009).

Because West wrote, directed, and most importantly, edited the piece, the film evidences a real sense of unity in terms of presentation. The cumulative effect is, in a word, powerful.

The House of the Devil is a throwback to an older genre aesthetic, one in which a sort of free-floating, generalized sense of anxiety is generated and escalated through modest, subtle means. The aura of terror arises from periods of silence, a minimum of dialogue and adept film-grammar-styled compositions. In the tradition of all great genre efforts, the movie's stylish shape also reflects the film's narrative.

Specifically, The House of the Devil is set in the early 1980s, around the time that paranoia about "Satanic Ritual Abuse" overtook the nation's middle-class. This strange fear might have been due to the rising influence of fundamentalist Christians in the Reagan Era, and their belief (still held today, vis-a-vis President Obama) that anything not born of the extreme right-wing is the work of the Devil.

Or the paranoia about Satanists in our midst could have been the result of collective parental guilt and shame over the fact that -- in the yuppie era of upward mobility and two-income households -- it was deemed necessary to outsource child-care to day-cares, nannies and other "interlopers." After entrusting their children to strangers all day, parents -- when faced with changes in their little darlings, --may have found it easier to charge "Satanism" than look in the mirror.

The F.B.I investigated the strange charges of Satanic Ritual Abuse and never found substantial evidence that worship of the Devil was involved even in a fraction of cases where it was raised. The House of the Devil, however, trenchantly utilizes this context as a springboard for its tale. It offers some brief information about SRA in its opening title card, which feels reminiscent of The Texas Chainsaw Massacre (1974), Return of the Living Dead (1985) and other genre classics.

But the undercurrent or vibe established so brilliantly and thoroughly by West in The House of the Devil is that there is something wrong...or off with the world at large as presented in the film. The source of this problem may not be easily pinpointed (especially at first...), but lurks just out-of-sight, slightly beyond our perception.


One of the ways that West forges this "free form," generalized sense-of-anxiety is to deny the audience a sense of visual comfort from the very first shot. As the movie opens, West's camera captures a long-shot of a figure, but one seen only from the back. She is also some distance from us -- through a door-frame -- and we get no details. In other words, her face is withheld from us for an abnormally-long spell, and the effect, visually, is to unsettle us. The camera zooms in, but still reveals no additional details.

It turns out that this is Samantha (Jocelin Donahue), our college-age heroine. And she's not doing anything suspicious here, merely admiring the interior of an apartment that she hopes to rent. But how the camera views Samantha begins to make us feel uncomfortable. For one thing, her space in the frame is limited by the surrounding "box" of the door-frame. And indeed, this is a set-up that West frequently repeats; cutting off Samantha's available space in the wide-screen frame.

The free-floating anxiety the audience feels grows deeper as it observes apparently mundane details of Samantha's life. She needs money desperately if she is to rent the apartment she desires. She can't get back into her dorm-room (her roommate is having loud sex..). She waits all morning on campus for a man who doesn't show-up; a would-be-employer seeking a baby-sitter. Her friend, Meghan, does something unethical, and that Samantha feels reflects poorly upon her. The pepperoni pizza at the local dive doesn't taste good today.

Again, not one bit of this material is earth-shattering or overtly horrific in and of itself. Instead, as the soundtrack suggests -- to the lyrics of The Fixx -- "One Thing Leads to Another."

The movie thus makes us acutely aware of how each little step that Samantha takes brings her closer to the precipice; closer to her reckoning with terror; closer to her "destiny" that she is asked to accept. Specifically, Samantha takes a babysitting job at 7714 East Beaumont -- way out in the woods -- and then is confronted with further...discomfort.

Her would-be employer, Mr. Ulman (Tom Noonan) is a liar. There's no child to "sit," only an old woman locked away in an upstairs bedroom, and this makes Samantha (and the audience) uncomfortable too. This man isn't trustworthy in the slightest but Samantha feels put-upon and he keeps throwing money at her (400 dollars for four hours work). Eventually, an uncomfortable Samantha acquiesces to take the job. On the night of a total lunar eclipse, no less.

Once alone in the old, spooky, Victorian house, the camera's views of Samantha through a door-frame recur repeatedly, symbolically cordoning off her free space in the frame. One long-lasting but utterly still shot even establishes the parameters of Samantha's "safe zone." We stay in the room -- the camera unmoving -- as Samantha starts to probe out, deeper and deeper into the quiet, dark house.

And then more discomfort comes. While dancing on the staircase (wearing her Walkman), Samantha accidentally breaks a valuable vase...and then finds evidence that her employers were lying about something important...

Most of The House of the Devil is over before Satanism overtly enters the proceedings...and West truly provides one of the great set-ups in horror movie history here, assiduously ratcheting up anxiety along the way. When Samantha finally finds her way to the attic -- where she observes a light on under the crack of a closed door -- you'll find yourself perched on the edge of your seat. Through an unforced but deliberate pace and a canny sense of visualization, West thus brings the audience to throat-clutching terror. The House of the Devil is patient. It creeps up on you. It knowingly and methodically pulls down your defenses until you are absolute putty in West's hands.

West has a great eye for detail too. The film is set in the early 1980s, and the period detail is perfect, from the Sony Walkman to the Isotoner gloves to the rotary phones. Even better, the lead actresses actually seem to belong to this era. They aren't simply playing dress-up.
Donahue, in particular, gives a fantastic, internally-driven performance. We sympathize with her as Samantha's day goes from bad to -- uh -- really, really bad.

If The House of the Devil fails to please in any sense, it is simply that -- after the exquisite and terrifying build-up -- the film's resolution comes a hair too quickly. But this is indeed a minor quibble in what is frankly one of the finest, most-carefully-crafted new horror movies I've seen in sometime. I especially appreciate the fact that West opted to tell his story straight, with no self-referential humor or easy jokes to leaven the mood of unease. This movie is practically a machine built to scare you and there's never a moment where you get to breathe because the director releases you with a laugh; finding a moment outside the confines of the narrative. Even a TV clip (on "Frightmare Theater") of Romero's Night of the Living Dead isn't used as jokey allusion, but suggests a deeper narrative purpose. Samantha's daylight existence has been -- step by step -- literally "eclipsed" by evil and darkness. From the light of the moon outside, to the TV inside...horror bleeds in.

Ti West's name has been bandied about a lot in the blogosphere of late, and now I understand why. The House of the Devil is a modern genre masterpiece of mood and escalating terror. My only recommendation to West is this: as he grows more established and powerful within the movie industry, he should negotiate to be his own editor. This is important. The House of the Devil looks and feels like the individual work of a unique artist -- an early Romero or Carpenter picture, even -- and that's largely due to the careful, accomplished editing. I hope West doesn't accept any Faustian bargains for big budgets, because The House of the Devil proves that -- left to his own devices -- he's already got all the right moves.

Friday, April 16, 2010

CULT MOVIE REVIEW: The Last Starfighter (1984)

During an era in which computer-generated special effects are often over-utilized, the phrase "it looks like a video game" has frequently been deployed by film critics as a cutting insult.

In the case of Nick Castle's quarter-century-old The Last Starfighter (1984), however, the phrase is actually a compliment.

This is especially true if one subscribes to the critical theory that a movie's shape ought to reinforce and supplement the movie's content.

Here, The Last Starfighter's video-game-themed visuals and flourishes -- primarily featuring outer-space warfare -- hark back to the movie's central concept: that of an earthbound arcade video game serving as a futuristic sword-in-the-stone test that uncovers hidden greatness and heroism.
The Last Starfighter depicts the heroic journey of young Alex Rogan (Lance Guest), a man searching for meaning in his life. Alex lives in a "flea-speck" trailer court -- the Starlite-Starbrite -- along with his Mom and little brother, Lewis. He has been turned down for a college loan, and now plans to partake in "a world-wide tour to nowhere."

Alex is also in love with the gorgeous Maggie (Catherine Mary Stewart), a girl who seems afraid to cast her eyes and aspirations beyond the confines of their small world. "The truth is," he tells her, "you're scared of leaving the trailer park." But Alex actively desires an escape from his life of quiet desperation.

And to his surprise, he gets his wish...

When Alex achieves the new high score on an arcade game called Starfighter, he is promptly recruited by a flamboyant alien named Centauri (Robert Preston). After a lightning-fast journey to the stars, Alex must then save the peaceful planet Rylos from the invading space armada of the traitorous Zur and the barbaric Ko-Dan fleet.

At first Alex refuses to fight in this dangerous galactic confrontation, but soon he accepts his destiny as a Starfighter, and -- with the help of an Iguana-like co-pilot named Grig (Dan O'Herlihy) -- takes on "The Black Terror of the Ko-Dan" in a ship called a GunStar.

And everything --- the ship, the universe, the weaponry -- is right out of Starfighter. The game is thus revealed to be an incredibly accurate simulation and training ground rather than a mere "game;" a past-time that many don't accept as worthwhile. When Alex informs his Mother that he has achieved the high score, for instance, she blows off his achievement with a casual, "that's nice." She doesn't get it. She doesn't understand. To Alex, this is important stuff...
Along with Walt Disney's Tron (1982), The Last Starfighter is one of the earliest Hollywood productions to eschew models, miniatures, and motion-control photography for a new way.

Instead or relying on tried-and-true physical techniques, the film deploys digital representations of spaceships, planet surfaces, star-bases and the like in its various visual effects sequences. From space cars to GunStars, from the force-field of the breached Frontier to the Rylosian base, everything in The Last Starfighter is entirely computer-generated.


These CG creations indeed appear primitive and lacking-in-necessary-detail to our trained, experienced 21st century eyes, but nonetheless, they still interact meaningfully with The Last Starfighter's subject matter and core themes.

Specifically, Alex Rogan's cry of jubilation that real outer space combat is "just like the game!" is meant literally. Space battles intentionally look like golden age video game battles, and spaceship read-outs resemble the arcade game interface/console. When Alex grabs the joystick on his GunStar and blasts Ko-Dan fighters to smithereens for the first time, the audience is meant to remember and embrace Alex's experience with the arcade model; and indeed, its own experiences playing video games.

This is an important element of The Last Starfighter. The film forges a positive connection between our grounded reality -- our popular forms of entertainment such as video games -- and the intergalactic society of the stars, which the film uses explicitly as a metaphor for achieving one's dreams and goals.

Released during the aforementioned video game 's so-called Golden Age (1982-1987) -- the epoch of home systems such as the Atari 2600, Intellivision, Colecovision and Vectrex -- The Last Starfighter thus develops an idea that every gamer -- at one point or another -- has at least briefly, or perhaps subconsciously, entertained.

Simply stated, that idea is that the immersing video game platform is a gateway or training-ground that leads straight to real life adventure. The player thus imagines -- or wishes himself -- essentially, into the world of the game.

A 1983 anthology film, Nightmares offers a darker contemplation of the same wish-fulfillment notion, landing Emilio Estevez's character into a deadly contest based on a fictional video game called "The Bishop of Battle. In The Last Starfighter, Alex realizes his dream of escape (and personal importance...) via his skill in video games...and actually comes to touch the stars.

These two productions function as two sides of the same coin, and both acknowledge something brewing in the American pop culture at the dawn of video game popularity: the experiential nature of the new medium, and the manner in which some players view reflexes and talents honed in the game world as real life tools.

Any film attempting to make this point in cinematic terms should indeed utilize special effects that audiences directly associate with the visuals of early era video games. Both Nightmares and The Last Starfighter accomplish that feat. In the latter case, the visuals of a Star Trek or a Star Wars film wouldn't work as cleverly here as do the CG effects: the audience wouldn't make the leap so cleanly from game to reality without the game-like special effects to connect the realms, to connect the dreams with the achievement of the dreams.

While integrating the up-to-date video game craze of its time, The Last Starfighter also puts a mythical, classical spin on its tale. Specifically, the movie terms the Starfighter arcade game, an "Excalibur" test, alluding to the Arthurian legends of Camelot.

Or, to adopt the movie's terminology itself: "only a few were found to possess the gift." Thus a joystick jockey isn't just a simple player then, but a hero-in-waiting, a king-in-the-making. One ready to pull the sword from the stone and accept his or her true destiny as hero. This approach to heroism is also splendidly democratic: anybody with the skill and talent can become a Starfighter. Station in life -- or point of origin -- (like a trailer park) doesn't matter.

What remains so much fun about The Last Starfighter today is the manner in which it imaginatively and humorously integrates the entertainment past (film and literature) with what it views as the "future" of mass entertainment (video-games; CG effects).

This means that Robert Preston -- playing an alien named Centauri -- offers a variation on his beloved character from Morton DaCosta's classic The Music Man (1962). Like Harold Hill in that production, Centauri arrives at his destination (Starlite Starbrite Trailer Court, not River City) in a disguise of sorts. And like Harold Hill, Centauri's primary concern seems to be wealth. Of course, in the end, the scoundrel is revealed to have -- surprise! -- a heart of gold. That's true in both films.

Also, in keeping with the video game aesthetic of The Last Starfighter, Centauri's/Hill's colorful language has been updated. "You bet your asteroids," he quips at one point, and the audience just knows he's referring not to space-going rocks...but rather to Atari's 1979 arcade game, Asteroids.

And when a Ko-Dan weapon targets a vulnerable starbase, the high-tech screens inside that facility cut to a real-time image of a streaking-missile or bomb that could have been lifted right from Dave Theurer's initiative for Atari, Missile Command (1980). A weapon with a trail inches irrevocably towards its destination, an unprotected (unshielded) installation. What follows -- just as in the game - is total annihilation.

The Last Starfighter
even offers a metaphysical spin on life and death, and one also related to the tao of video games. After Centauri is believed dead, he returns to life (just in time for a happy ending). He claims to have simply been "dormant."

Of course, in video games, our avatars die and are re-born on a regular basis every time we hit the reset or start button on our consoles. In the world of The Last Starfighter, as in the world of video games, death is not a permanent state of affairs. We live to fight another day and death may just be that "unseen dimension" in which we've activated the "off" switch till the next contest, the next burst of "life" and action.

The Last Starfighter is a lot of fun, and a memorable genre film overall...if not always a great one. Watching it today, one can see how it suffers from a case of that 1980s affliction called "the cutes." Specifically, there's a lot of sub-adolescent humor involving Alex's little brother, and it's just seems goofy and unnecessary today. Of course, Lewis serves a purpose in the plot beyond the wise-cracks and young-skewing humor too. Near film's end, we see him applying himself to the Starfighter arcade game. The next generation awaits its turn...

But when The Last Starfighter works on all thrusters, it really works. Appropriately, the film's final shot is a memorable and even stirring one. The camera is aimed towards the Heavens, as Alex, Maggie and Grig return to the stars aboard the accelerating GunStar. But below the GunStar -- closer to us in the shot, at the lower left-hand corner of the frame -- stands the neon, flickering star icon/sign of the Starlite/Starbrite Trailer Park.

Like so much of the film's visuals, that neon, colored light seems a reflection of down-to-Earth technology, of the video game graphics of the day (the 1980s). The image is simple and basic -- but still a beacon in the night calling us to adventure. And oppositely, calling adventure to us.

In one closing shot, we get both our grounded reality (the reality of video games) and the dream of a better one: a rocket ship bound for adventure. It's a beautiful and valedictory image, and if you consider The Last Starfighter a film about dreaming big dreams, a meaningful one too.

Early in The Last Starfighter, Alex notes with despair that he is "only" a kid from Earth, not a starfighter. Centauri replies that "if that's what you think, that's all you'll ever be."

We can't all be heroes and starfighters, but Centauri's words remind audiences that when humans apply themselves opportunities arise. When we dream (even if we're "dreaming" video games), we imagine new possibilities. A voyage to Mars in 2030, perhaps?

A high score in life opens up all sorts of doorways. Not just to outer space, but to adventures unknown and great. And when we hear the words, "Greetings Starfighter," it's our responsibility to grab the joystick, kick in the thrusters, and go for the gusto.

In suggesting that course of action, The Last Starfighter may not be great art, but in its own entertaining way, it's certainly an inspiring genre film, and one worthy of a re-visit today.
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