Showing posts with label criticism. Show all posts
Showing posts with label criticism. Show all posts
Friday, May 3, 2013
Quick Hit: The Walking Dead and the Birth of the State
Steven Lloyd Wilson over at Pajiba has written a fascinating article on The Walking Dead TV series, which I wrote off as a disappointment a ways back. I watched all of season one and then scattered episodes of season two, and generally felt the adaptation had actually managed to be less inspired than its source material. Needless to say I'm not a big fan of The Walking Dead in any of its forms, with the sole exception of the incredible adventure game by Telltale (but that's a story for a different post).
However, Wilson's article stands as a compelling argument in favour of giving the show another shot. Most of his points aren't really about the show so much as the basic story template set out by Robert Kirkman in the original comics, but regardless Wilson's observations make The Walking Dead seem more interesting and less derivative than it initially appeared. For example, I really like his argument that the characters living in a post-apocalyptic scenario engage in a process of forgetting and re-coding the remains of their dead society. It's the best take on the role of the prison in that story that I've ever heard, and way more interesting than my decidedly-cynical interpretation of it as a tactless literalization of the central metaphor from Dawn of the Dead.
Anyway, you should check out Wilson's article, it's a compelling and interesting reading of a show that I didn't think could give rise to one.
Thursday, April 11, 2013
Bioshock Infinite: A Flawed Masterpiece
I recently found myself with time on my hands again, and I decided to use my renewed freedom to play Irrational Games' Bioshock: Infinite. In some ways the game is a remarkable achievement that deserves a lot of the accolades that gaming media have been throwing at it, but it also deserves some serious criticism. Infinite is definitely not the best game of all time, in fact it might not even be the best entry in its own series. However, it is most certainly a game that demands discussion, especially in terms of its narrative, and that's what I intend to do here.
tl;dr: I really enjoyed Infinite but had serious issues with the game's mechanics and their separation from the storytelling, as well as the game's handling of American history. Infinite is less of an odyssey into America's past than it initially appears to be, and more of a sequel to the original Bioshock than expected. Ultimately, Infinite is a step backwards from the original and its predecessors in terms of gameplay and political discussion. What's more, the game both demands that players keep up with its story about stories while at the same time letting that audience off the hook in terms of the racial issues it raises.
I'm structuring my review into three separate but related sections on Infinite's A) gameplay mechanics, B) sci-fi narrative (because, yes, alternate history is science fiction), and C) use of racial politics. There will be spoilers in my second and third sections, but the first should be spoiler free and I'll give another warning before I get to the spoilery stuff.
The Setup, In Brief
For anyone who's reading along without prior knowledge of Bioshock: Infinite, it's a sequel to Bioshock, the "highest rated first-person shooter of all time" and a spiritual successor to the System Shock series. These "Shock" games have each been hailed for their immersive environments, complex narrative themes, interesting villains, and varied game mechanics. Infinite is a narrative-driven shooter set in a fictional version of 1912. The game takes place in the city of Columbia, a city-in-the-sky that seceded from the United States after the Boxer Rebellion. The now independent floating-city-nation is deeply patriotic and religious, seeing itself as a purer form of America -- in every sense -- and worshiping some of the Founding Fathers as saints. The whole society is led by Father Zachary Comstock, a supposed Prophet who makes more than a few comparisons between Columbia and Noah's Ark.
I've described the place as "a jingoistic Laputa," but that got me called-out as a pretentious jerk. I still think it's a pretty apt description, but then so is the pretentious jerk bit.
Anyway, the setup for the game is simple: you play Booker DeWitt, a down-and-out former Pinkerton who's made a deal to have his gambling debts wiped away if he can get a girl from Columbia. Whether he's on a rescue or kidnapping mission is not entirely clear, as his motivation seems to begin and end at solving his own problems. However, as the game progresses it becomes clear that neither Booker, Columbia, nor the mysterious girl, Elizabeth, are what they initially appear to be.
Two Steps Forwards, One Step Back: Infinite's Self-Contradictory Gameplay Mechanics
Infinite doesn't seem to have a clear sense of what kind of game it wants to be. In one sense, Infinite is much more a modern console shooter than any of the "Shock" games before it, as the new game restricts you to having two guns at any given time where the previous games did not. Whatever you find yourself faced with, you'll either have to have the right guns for the situation going in or else hope to find the right tools on the battlefield. Additionally, Irrational has taken a Halo approach to life, giving the player an auto-recharging shield in addition to the persistent life bar from previous "Shock" games. However, in contrast to how regenerating health or stronger regenerating shield encourage experiment and play in other games, Infinite's shield is gone so often and suddenly that you'll be running for cover so it can recharge, and in the likely case that your health has been drained then you'll also want to heal. On top of this, Irrational took an extra step and removed your ability to store healing items for later use this time around, so when you're low you'll be running for the nearest vending machine or trashcan. The net effect is that Infinite emphasizes the scavenger-hunt gameplay of previous "Shock" games by forcing you to constantly be on the lookout for health/mana/currency/ammo even more than in the past. This in turn encourages either conservative or frantic play, especially during battle, as anything you use/lose is gone until you find replacements in the game world.
However, in contrast to this are the new elements Infinite brings to the table: Elizabeth and skylines. The former gives periodic supplies in the midst of battle and opens up new tactical options via "tears" that dynamically change the environment, while the latter presents an unprecedented opportunity for verticality and momentum on the battlefield. There's quite simply nothing like your first fight in one of the skyline arenas, and the joy I felt in the fight immediately following the "Hall of Heroes" section justifies playing the game all on its own. Likewise, having Elizabeth in tow is the exact opposite of the game-long escort mission some people feared. Instead she provides a real sense of partnership and backup that I can't recall experiencing in any game before this one; you genuinely miss her whenever she's gone from your side, as the odds feel distinctly stacked against you alone. These elements just beg for you to push the envelope and try your odds at the new methods of traversal and combat on the battlefield, to change it as you see fit where needed, and to rely on a helping hand from Elizabeth in a pinch. However, this stands in contrast to the conservative impulses brought on by the two-weapon arsenal and strange approach to your lifebar. The possibility of frantic play is there, but the consequence for death of losing money -- and with it the ability to expand the potential of your arsenal and thus the possibilities for experimentation -- reiterates the wisdom of playing it safe.
The cumulative experience of playing through Infinite is equally frustrating and inspiring, as its advances encourage a form of gameplay that its changes to the "Shock" formula betray. The adherence to tropes from two branches of earlier games -- modern shooters and the previous "Shock" games -- feels self-contradictory, as the elements cribbed from both add up to something that isn't quite as fun as either. There's something anachronistic about the combination, it's just not clear which part feels out of place: I kept wanting Infinite to let me be more tactical and experimental, like the original Bioshock, but the game seemed to encourage a pace more in line with something like Halo; at the same time though, the new elements opened up combat possibilities that the health item, scavenger-focused gameplay discouraged me from really diving into. It wasn't constantly a problem, but a few notable points (specifically a few fights with a certain ghost and the climactic shootout) really emphasized the disjunction of Infinite's constitutive elements.
If all this sounds overly negative it's just because the high-points in Infinite are so incredible and unique that you become acutely aware of the parts that otherwise hold it back from being that way all the time. There are moments in Infinite when the team at Irrational capture lightning in a bottle and deliver something that lives up to and exceeds all the hype behind the game, there's also just enough -- if not more -- instances where it feels like they're holding themselves back. Even beyond the promised single-player DLC, I hope this isn't the last time we see combat arenas like Infinite's skyline playgrounds, because there's simply nothing else like them.
I should acknowledge that I played through Infinite on the Hard difficulty after numerous reviews said it was too easy on the default setting. However, now that I've played through the game I'm hearing other people complain of balancing issues on the Hard setting (note: spoilers through that link). In the end it's all just more reason to play through it again, if only to see if the kind of experimentation I hoped for is more possible on the easier settings. But I do feel like Infinite's basic mechanical design tries to go in two distinct and contrary directions at once, and hence fails on a fundamental level where the original Bioshock succeeded by having a more coherent focus.
However, that does make sense given the extent to which the actual gameplay in Infinite is secondary to its narrative as opposed to complementary, which brings me to my next point...
Infinite's Uneven but Brilliant Approach to Alternate Timelines
One of the reasons this review of Infinite is being written in three separate chunks is that "the core gameplay is entirely separate to the narrative," as Jake over at Scripted Sequence points out in his spoiler-filled review. Likewise, Joseph Bernstein at Buzzfeed says "the rules of the [first-person shooter] genre are at odds with the very magnificence of Irrational's game" and concludes that Infinite "is so terrific that it feels diminished by a genre that it is better than." This distinction between Infinite's purpose and its form led Jake to wonder "what would happen if we replaced it with another genre of gameplay. Or even stripped it out entirely?" It's a valid question because, for all of its uniqueness and high-points, the combat in Infinite is entirely secondary to its narrative. Irrational games has something to say and Infinite was the vessel with which they chose to do so, the fact that it's a shooter is frankly incidental to that thesis. Both Jake and Joseph point towards the argument that the game is a shooter just because that genre sells well, and honestly that's probably not even a point of debate at this point. However, that's also beside the point of what I want to say here, which is that Infinite is a fun (albeit lopsided) shooter that's intended to tell a story.
And what a story it is. Spoilers from here on out.
The narrative in Infinite is, on the whole, dazzling. It takes storytelling in games to places it's never gone before and demands a lot more participation and work from gamers than we're used to. Bioshock put forward a challenging and complex political discussion that was unprecedented and justly hailed at its time. Now, Infinite outshines that achievement with a similarly detailed plot that likewise uses the medium to subvert our sense of agency, but creates that revelation from a deconstruction of narrative driven video games.
I'll admit that's kind of a big statement, and in attempting to justify it this post briefly got away from me. For now it's suffice to say that I believe the use of Elizabeth as a guide through Columbia, and a source of power to slip between worlds, is ultimately a symbol for Irrational's imaginative role as the creator of narrative video games. I'm going to follow up this piece with a detailed analysis of Infinite's ending, but here I'd prefer to focus on evaluating Irrational's approach to the fiction.
It should be clear from the foregoing that, overall, I thoroughly enjoyed the narrative in Infinite. My reading of how everything adds up very closely aligns with Tom Phillips' explanation over at Eurogamer. The notion that there are three significant -- or at least relevant -- branches of Booker's history across the infinite worlds makes sense to me: we play through the game as Booker from the timelines in which he attended but rejected the baptism, and was then racked and defined by guilt for his actions at Wounded Knee; Comstock represents the timelines in which Booker attended and accepted the baptism, and hence cast off his guilt and moved on to support Lutece and found Columbia; the game concludes with both these branches being cut off as Elizabeth changes the timelines so that both Bookers drowned at the baptism; finally, the only surviving Booker is from the timelines where he never attended the baptism, and so never became Comstock or gave up Anna (as signaled by the post-credits epilogue). As someone who grew up watching Sliders, this all makes perfect sense to me. Infinite different timelines, sure, I get it. And really, when you put it all down on paper it is a very '90s-esque, Jurassic Park-style chaos theory kind of plot. Infinite's concept is not what makes it succeed, but rather the way that concept it slowly revealed to the player -- and, I intend to argue, how that concept is used to launch a meta-discussion of creating narrative games.
However, all of this is not to say that Irrational is completely successful in their storytelling. On the contrary, Infinite's greatest stumbling point is precisely when the story shifts gears from an escape-narrative to an adventure across multiple worlds: the moment where Elizabeth opens the tear to a world where Chen Li is not dead. In an apparent attempt to keep the player in the dark as to precisely what's going on, Infinite consciously fails to clearly establish the differences between the world that you leave and the one that you enter. Booker himself notes that it's hard to imagine that the only change could be Chen Li remaining alive, and yet we are not given a clear sense of what these differences are. This is in contrast to the section later in the game when you are suddenly brought forward in time to the dystopian future in which Booker never saved Elizabeth; throughout the incredible journey through Comstock House, we are treated to a series of tears and voxophones that provide a clear sense of what qualities make that timeline unique and the consequences thereof -- specifically the old Elizabeth's attack on New York in the 1980s. It's one of the best parts of the game, and the clever way in which Irrational immerses you in an unfamiliar world and then teaches you about it demonstrates how poorly the game handles your first jumps into alternate timelines.
The problem with failing to establish the differences worlds is that your dimension hopping makes Infinite's story feel disjointed and structureless. When you first enter the world where Chen Li is still alive, the narrative thread of Jeremiah Fink's attempts to hire Booker is suddenly cut off; what's more, the Vox Populi suddenly seem to be a more aggressive and successful force. No concrete reasons for these differences are provided, and the player is left to wonder, "What else is different about this new Columbia I'm in now?" This instantly removes our sense of forward momentum through a consequential narrative, and throughout the remaining portion of Fink Manufacturing I felt more like a powerless visitor to Columbia than at any other time in my play-through of Infinite. My actions as Booker seemed to have some effect on Chen Li and his wife, on the people I killed, and on the Vox Populi, but it was never clear what it all meant. To top it off, I suddenly heard Booker telling me that Daisy Fitzroy was just as bad as Comstock, but for no discernible reason besides that she was leading a violent revolution as opposed to simply planning one.
Infinite requires that you accept the notion of different worlds and timelines, each separated by more than mere superficial / minor details, but then demands you find narrative coherency across these disparate timelines without providing sufficient context to do so. The clearest victims of this approach to storytelling are Fitzroy and her Vox Populi, whose revolution suddenly becomes "bad" the moment the bullets start flying.
The Revolution Must Be Violent, Otherwise Who Would You Shoot? - Infinite's Trivialization of American Racial Politics
One of the earliest draws to Infinite was that it seemed poised to examine American political culture with the same critical lens Bioshock turned to objectivism. The very notion of a city in the sky with aggressively patriotic leanings was fascinating, and seemed like the perfect platform to examine American exceptionalism and isolationist politics. Infinite was marketed with this image in mind, with preview videos showing off the Motorized Patriot enemy and a brilliant trailer intentionally set to a song titled "Beast of America." All early accounts seemed to indicate that Infinite's narrative would focus on the history of American politics, following Bioshock with a critical examination of a specific nationalist ideology.
However, this isn't quite the case with the final product. Certainly the advertised elements are present in the foreground during the earlier portion of the game. Infinite is an aesthetic masterpiece, and nowhere is this more evident than in the opening hours when Booker first arrives in Columbia and begins his search for Elizabeth. Through Booker's eyes, we witness a deific approach to America's founding fathers, an unnerving racial hierarchy, and jingoist politics. This focus continues on through the great Hall of Heroes section of the game, where the Boxer Rebellion and the Battle of Wounded Knee are portrayed in jarringly stereotyped images; as Tom Bramwell writes, "Wounded Knee wasn't a famous US victory, it was a massacre of women and children, and the Boxer Rebellion was a politically complex conflict," and Infinite's focus on these events makes good on all its promise to examine American political history.
However, at just about the same moment that the narrative stumbles into its first alternate timeline, Infinite drops its examination of American political culture. From the point when Booker and Elizabeth start trying to save Chen Li from his fate, the game's focus becomes Elizabeth and the nature of her powers. As I've mentioned above, the outcome of this plot is an incredible and unmatched deconstruction of narrative gaming, but it comes at the expense of the a more Bioshock-like critique of American history and ideology. This wouldn't be a problem in and of itself if it weren't for how the elements established earlier in the game are used to inform the narrative in its latter sections, particularly the Vox Populi and their rebellion against Columbia's racial hierarchy.
Although the earlier portions of Infinite present an unsettling vision of race in America's past, these elements ultimately serve as window dressing for its meta-game narrative in a way that trivializes them. The white supremacist ideology that informs Columbia's segregation is more or less relegated to informing our understanding of Booker and Comstock's character arcs. It's also intriguingly hinted that the racial hierarchy is informed by Fink's capitalist pragmatism, but any potential examination of this idea is suddenly cut off by the timeline hopping: as mentioned above, when we step into the first tear Booker's interactions with Fink cease, effectively terminating any direct interaction with the character; more conclusively, Fink and his politics exit the game entirely when Fitzroy executes him. But it's in Fitzroy that Infinite's swept aside examination of racial politics becomes troubling, as her Vox Populi rebellion is transformed in an instant from a desperately needed response to the racism of Columbia's rulers, and becomes simply a bloody excuse for combat.
The transition of Fitzroy -- and by extension the Vox Populi -- from a freedom fighter to a villain is poorly handled, to say the least. In the space of just a few minutes, she goes from being the kind of force that Booker acknowledges is needed to fight back against oppression, specifically "because of people like [him]" (i.e. Pinkertons and other such suppressors of dissent) to being little more than Comstock spelt differently; the only things that changes in all this is that the Vox Populi begin a military assault on Columbia, specifically its institutions of hierarchical power like Fink Manufacturing. The act of simply fighting back against rigid, racial oppression is presented as though it is enough to transform Fitzroy from a hero to a villain, and the Vox Populi from allies to foes to shoot. We're shown nothing to disenchant us with the Vox's revolution beyond possibly an execution of soldiers, and frankly that is not enough to justify the sudden turn. The revolution against Columbia's racial oppression becomes the last vestige of Infinite's political examination, and by immediately discounting it as equivalent to its target institution the game trivializes the motivations behind it. Rather, the ongoing battle throughout Columbia provides little more than an opportunity for new types of guns and enemies to shoot at, an approach that in turn begs the question as to whether or not it was all in service of having the game be a first-person shooter.
Anjin Anhut's article, "Bioshock Infinite - Infinite Privilege," makes a decent argument against the problematic approach to race throughout Infinite. Though I don't entirely agree with their analysis, Anhut makes a very good point in saying:
And even if your white guilt absolving moral play is just meant to be a piece of fiction and the american racism is just a stylish backdrop. Even if Bioshock Infinite is not commentary, not analog to what you think is going down today or has been going down in the past… …how dare you abuse that still relevant conflict, that pain and sacrifice of people still living and still suffering from it… and turn into some sort of joke, like nazi zombies or something?I agree that, despite how the early parts of Infinite and its marketing focus on the world of Columbia, in the end that setting -- and its contents -- are simply backdrop for the aforementioned sci-fi meta-narrative on storytelling. In one sense that's perfectly fine, as the ultimate outcome is an incredible achievement in its own right. However, it's also disappointing to see the examination of America's past -- and present -- racial issues so pointlessly raised only to be cast aside, and deeply troubling to note that this move seems purely in service of providing typical first-person shooter guns and targets. To put those elements into focus just to then transform their revolution into an excuse for violent gameplay seems downright exploitative, and it's definitely not up to the standard Irrational has set for itself. It's intentionally deceptive, and though that's not inherently wrong, the way it's done trivializes very real struggles with racism and intolerance that continue to this day. The Vox's motivations never disappear, but their sudden recasting as villains renders the meaning of their struggle irrelevant, and for the rest of Infinite they provide little more than resistance in your path towards the game's conclusion.
"It's all a matter of perspective" - My Final Thoughts on Bioshock: Infinite
As per usual, I've managed to critique the hell out of something I sincerely enjoyed. Bioshock: Infinite is an incredible game, one that should be enjoyed by anyone who appreciates good narratives, in video games or otherwise. Granted, there are significant issues with the gameplay, and the handling of American culture and politics is ultimately disappointing, especially in how Infinite casts freedom fighters against racial oppression as villains. However, all of that is not to detract from the game's incredible accomplishments. Infinite is unquestionably an aesthetic masterpiece, and you're likely -- even encouraged -- to just stare at the background and soak in the atmosphere of the world Irrational has created in Columbia. There's just nothing else like it, and it is both beautiful and intellectually stimulating. Moreover, the narrative is an incredible feat for the medium, and clearly takes inspiration from some great works of fiction, both sci-fi and otherwise. The mind-bending ending just adds to the already densely layered and intriguing story that unfolds throughout Infinite, and though I'll be touching on that specifically in my upcoming ending analysis it bears stating that the entire story of Bioshock: Infinite is worthwhile and compelling. With all this positivity in mind, the problems with Infinite don't so much hinder the experience of its best aspects, as much as they beg the question, "Why is Irrational still making first-person shooters?"
The answer is "so they can keep making more," and while there's a whole spectrum of possible debate on that point, that's for another day. For now I'm just going to play through the ending of Bioshock: Infinite again to see if I can glean any new insights for my ending analysis. It's truly a mindbender that just keeps on giving, and though I don't think there's any definitive word to be said on its meaning I do think it's going to be good fun to discuss what it means to me.
Tuesday, April 9, 2013
Errant Signal - Spec Ops: The Line
Recently, I finally had the chance to play through Spec Ops: The Line. I know I'm pretty late to the party but it hadn't exactly been near the top of my priority list until Sony started giving it away for "free." In any case, I played through it and though I didn't find it to be the Game of the Year contender that some touted it as being, it was definitely one of the more interesting and subversive titles I've ever experienced. You just had to slog through some seriously uninspired mechanics to get to that narrative.
I've been mulling over the game in the back of my head and thinking about writing a post about it. I downloaded Killing Is Harmless by Brendan Keogh, a long-form critical discussion of Spec Ops that I'm interested in if only to see someone take such a significant and serious attempt at criticism of the medium. Once I finish that I may take a stab at writing something about the game if I have anything unique to contribute to the (more or less finished) conversation about its themes.
This morning I came across this great video that pretty much canvasses everything there is to say about Spec Ops brilliantly. It's a fantastic watch and I highly recommend it if you've a) played through Spec Ops, or b) don't expect to ever play through it. This is a rare instance where I feel like the general, non-video game playing public should really check out this video on a game, as it effectively ties the game's internal conversation to a larger, political discussion about war culture.
If you truly feel disinterested in video games then skip ahead to the 16:20 mark in the video and just watch the last two and a half minutes. I'm sure you can spare the time and I promise you it'll be well spent, as it's a great final word about the conversation that a military shooter video game is trying to start.
I've been mulling over the game in the back of my head and thinking about writing a post about it. I downloaded Killing Is Harmless by Brendan Keogh, a long-form critical discussion of Spec Ops that I'm interested in if only to see someone take such a significant and serious attempt at criticism of the medium. Once I finish that I may take a stab at writing something about the game if I have anything unique to contribute to the (more or less finished) conversation about its themes.
This morning I came across this great video that pretty much canvasses everything there is to say about Spec Ops brilliantly. It's a fantastic watch and I highly recommend it if you've a) played through Spec Ops, or b) don't expect to ever play through it. This is a rare instance where I feel like the general, non-video game playing public should really check out this video on a game, as it effectively ties the game's internal conversation to a larger, political discussion about war culture.
If you truly feel disinterested in video games then skip ahead to the 16:20 mark in the video and just watch the last two and a half minutes. I'm sure you can spare the time and I promise you it'll be well spent, as it's a great final word about the conversation that a military shooter video game is trying to start.
Friday, March 29, 2013
Belated Media: Hollywood Horror & Societal Scares
I'm up-to-my-eyes in deadlines right now and thus without enough time to really post anything of substance, but in one of my post-work veg-out sessions I've come across a fantastic video that I just have to share with you all. It's from Belated Media, who I've posted about before, and covers how horror movies discuss societal concerns through...
Wait! Wait! Don't go!
Seriously, even if you're not a fan -- hell, especially if you're not a fan -- of horror movies, I urge you to check out this video. It answers the "I don't get what people see in those movies" question brilliant, with the absolute least amount of gore necessary and precisely zero actual scares. Seriously, there are none of the things you (think you) don't like about horror movies in this video. It covers everything from the original War of the Worlds to the Saw movies, with stops along the way for Night of the Living Dead, Halloween, Scream, and others. It's an incredible canvassing of the genre that should not be missed, either by horror fans (though admittedly there's not much new here for you) or people who just don't get what all the fuss is about (yet).
Without further ado, check it out. After all, what better way to procrastinate than to learn something cool? *I'm looking at you fellow students in exams*
Wait! Wait! Don't go!
Seriously, even if you're not a fan -- hell, especially if you're not a fan -- of horror movies, I urge you to check out this video. It answers the "I don't get what people see in those movies" question brilliant, with the absolute least amount of gore necessary and precisely zero actual scares. Seriously, there are none of the things you (think you) don't like about horror movies in this video. It covers everything from the original War of the Worlds to the Saw movies, with stops along the way for Night of the Living Dead, Halloween, Scream, and others. It's an incredible canvassing of the genre that should not be missed, either by horror fans (though admittedly there's not much new here for you) or people who just don't get what all the fuss is about (yet).
Without further ado, check it out. After all, what better way to procrastinate than to learn something cool? *I'm looking at you fellow students in exams*
Thursday, February 21, 2013
Zero Dark Thirty
My first thought coming out of Zero Dark Thirty was “Kathryn Bigelow is not a subtle filmmaker.”
The film ends with a close-up of star Jessica Chastain, just moments after
successfully completing her decade-long hunt for Osama bin Laden (spoilers?).
In this final shot she breaks down in tears as a nameless military pilot asks
her “Where do you want to go?”
The last line felt like a proverbial hammer, tactlessly
beating the film’s message into me so that I didn’t miss the point. “Clearly
this movie is undermining the hunt for bin Laden,” I thought, “and with this final
bit of dialogue it literally begs the
question ‘Was the victory worth it?’” In finding the dreaded terrorist the
American characters lowered themselves to disturbing moral lows, and with this
final line Bigelow was asking the audience, “What now? What does one do with
the victory that cost them so much?”
However, in talking to other viewers and reading reviews
(like that of the
infamously contrarian Armond White) I realized how politically motivated my
reading was. Far from the biting critique I saw the film to be, I heard voices
extolling the film’s detailed account of all the effort involved in the search
for bin Laden. Intelligent people argued with me about whether the hunt was
necessary, and explained all the good done in the world by the example made of bin
Laden. Clearly I had missed something if people with eyes could get that kind
of message out of Zero Dark Thirty, and
so I struggled to find my stance on the film.
Zero Dark Thirty opens
with a harrowing presentation of the September 11 attacks, as 9-1-1 call
recordings are played over a black screen. The audience is not shown a single
moment of the historic day, but we’re allowed to listen to it and remember the
horror and confusion. It’s an effective, clever, and respectful way to convey
the emotion and memory of 9/11, and it starts the movie off on a high note.
However, other depictions of attacks later in the film begin
to problematize the opening’s artfulness. Although 9/11 was beyond portrayal, Zero Dark Thirty has no problem showing
us a shooting in Saudi Arabia, or the bombing of a Marriot in Islamabad from 2008.
There’s also a depiction of the London bus bombing from 2005, though the actual
explosion is respectfully cheaply hidden behind a bush at the last
moment.
The contrast between the depictions of 9/11 and every other
instance of terrorism in Zero Dark Thirty
is palpable and troubling. Further, the film’s journalistic approach to history
makes the artful opening scene seem increasingly out of place as the movie
proceeds. Why the special treatment for 9/11? What makes that attack stand out
among the rest? Is it a difference of importance or scope? Do the victims of
that attack feel pain more acutely than those of the others? Is the movie
saying that 9/11 is more important because it happened to America(ns)?
While it might be easy to write off Zero Dark Thirty with a politicized answering of these kinds of
questions (indeed, I almost did), to do so would sell it short. There’s no
overtly pro-American agenda at work here, as any attempt to insert one would be
undercut by elements like the depiction of American soldiers shooting down
parents in front of their children. So why the difference in treatment between
9/11 and other attacks?
This question is (perhaps frustratingly but also
brilliantly) best answered with another question: whose perspective is the film portraying? The answer is Americans, but not for the reasons you might
think. Zero Dark Thirty is not a
celebratory film, but nevertheless it tells its story from a distinctly American perspective.
This point is underscored by the film’s use of its
protagonist and narrative focal point, Chastain’s enigmatic “Maya.” Although it remains unclear whether she
represents an amalgam of real CIA agents or one specific person, by all
accounts her character is given an intentionally vague background so as to
protect the identities of the people who brought down bin Laden. However, the
film takes advantage of this necessary lack of characterization by using Maya’s
indistinctiveness as a narrative conceit. All protective purposes aside, Maya’s
lack of definition is expertly used as a signal of both Zero Dark Thirty’s audience and its
subject: Maya is specifically characterized to represent any — and thereby all —
Americans as the hunters of Osama bin Laden and those who suffer its tolls upon
them.
With this direction in mind, consider Zero Dark Thirty’s matter-of-fact portrayal of the decade-long manhunt. This approach is a far cry from “Mission Accomplished”-type political announcements and dancing-in-the-streets-in-font-of-the-White-House reverie that the history has inspired in the past. Rather this is a film that depicts the bare facts almost entirely without comment. It forces its audience to watch Americans waterboard, beat, confine, and kill in the course of that country's search a single old man.
Finally, in an incredible climactic sequence, Zero Dark Thirty presents a moment-by-moment account of the raid on bin Laden’s compound. The scene is one of the only times in the entire film when Maya is not the central focus, as the raid instead plays out from the perspective of the Navy Seals team that carried it out. Although the depiction remains journalistically faithful to the facts, it’s notable that at no point does the perspective shift to that of the residents of the compound, for whom the event must have seemed more horrific than action-oriented. This inflection is yet one more nod to the fact that Zero Dark Thirty presents history to the audience from an American perspective, and stays true to that sense of the facts at all times.
The closing shot of Maya crying against the hanging question, “Where do you want to go?” forces the audience to consider what they feel about everything they’ve just seen. The film presents its story as it was lived and perceived by America, and asks the audience as witness: was it worth it? Where does one go now/from here?
How you answer that question will be informed by your politics, and indeed my initial response to the film was dominated by mine. I still think that the notion that bin Laden’s assassination was a significant victory for America demonstrates an adolescent ignorance that verges on offensively arrogant, but then that statement is political rather than critical of Zero Dark Thirty. A contrary perspective could equally make the same assertion about my take on the film, and that is precisely its brilliance: Zero Dark Thirty uses a largely (but, again, notably not completely) journalistic approach to America's hunt for Osama bin Laden to craft a narrative that demands critical reflection on politics and history but doesn’t provide any answers. The way the question is posed might be a little clumsy, but the range of possible answers necessitates its asking. It’s quintessentially the opposite of the Spielberg-ian, beat-you-over-the-head-with-meaning approach to filmmaking that I initially perceived.
Kathryn Bigelow is not an overly subtle filmmaker, but perhaps she’s just subtle enough. Brave enough to have a voice (because make no mistake: an uncelebratory American take on the killing of bin Laden this soon after the fact is a distinct voice) but subtle enough to leave room for others. The film is a nuanced portrayal of history that accords to a distinct perception of it without asserting that perspective as the end of the conversation. It in fact specifically calls for debate as to whether that depiction is justified on its face, not to mention once other perspectives are considered. In that sense, Zero Dark Thirty is a true product of its time: a film that evidences contemporary political debate without purporting to the benefit of hindsight.
How you answer that question will be informed by your politics, and indeed my initial response to the film was dominated by mine. I still think that the notion that bin Laden’s assassination was a significant victory for America demonstrates an adolescent ignorance that verges on offensively arrogant, but then that statement is political rather than critical of Zero Dark Thirty. A contrary perspective could equally make the same assertion about my take on the film, and that is precisely its brilliance: Zero Dark Thirty uses a largely (but, again, notably not completely) journalistic approach to America's hunt for Osama bin Laden to craft a narrative that demands critical reflection on politics and history but doesn’t provide any answers. The way the question is posed might be a little clumsy, but the range of possible answers necessitates its asking. It’s quintessentially the opposite of the Spielberg-ian, beat-you-over-the-head-with-meaning approach to filmmaking that I initially perceived.
Kathryn Bigelow is not an overly subtle filmmaker, but perhaps she’s just subtle enough. Brave enough to have a voice (because make no mistake: an uncelebratory American take on the killing of bin Laden this soon after the fact is a distinct voice) but subtle enough to leave room for others. The film is a nuanced portrayal of history that accords to a distinct perception of it without asserting that perspective as the end of the conversation. It in fact specifically calls for debate as to whether that depiction is justified on its face, not to mention once other perspectives are considered. In that sense, Zero Dark Thirty is a true product of its time: a film that evidences contemporary political debate without purporting to the benefit of hindsight.
Thursday, January 24, 2013
Where's My Django Unchained Review? AKA My Django Unchained Review
I have failed you, dear reader. It's been weeks since Quentin Tarantino's Django Unchained came out and yet there's been nary a word from MaxRambles about it. Tarantino's last flick, Inglourious Basterds, stands as one of my favourite movies of all time, and I previously said that Django was one of my most anticipated films of the year, so what gives? Where's the bloody review?
Believe me, it's not for lack of trying that I've failed to write a review. I've seen Django twice since it came out, and on no less than three occasions I've started to write a review of it for this blog. Hell, I even re-watched Wild Wild West to try to give myself a comparative angle (pro-tip: don't re-watch Wild Wild West, it's far worse than you remember and not in a fun way). But each time I end up second-guessing myself and ultimately unsatisfied with what come out.
The truth is that the reason I can't seem to write a
To quickly give credit where credit is due, Django was quite well executed. The performances were all quite effective, particularly those of Leonardo DiCaprio and Christoph Waltz (whose callbacks to his role in Basterds stand as my favourite part of Django). The soundtrack was entertaining, and John Legend's "Who Did That to You" has permanently entered my iTunes collection (listen to it on the YouTube embed above). I also found the movie a lot funnier than I had expected, and most of it worked quite well (though not all *glares at the overly long lynch mob masks discussion*).
But execution can only do so much in the face of a poor script, and while I haven't read the actual script I can say that the written words behind what ultimately ended up of film were severely lacking. More than any of Tarantino's other films, Django suffered from scenes that went on too long, pointless tangents, and (most surprisingly) boring dialogue. The film is almost completely barren of Tarantino's hallmark flare for writing, and with a few exceptions all of the speeches were terse and uninteresting. Those that did rise above the rest were almost exclusively performed by DiCaprio and Waltz, and there's a part of me that attributes it more to their acting abilities than the writing.
I have other problems with the movie but I'm getting dangerously close to the problem I mentioned above with my previous attempts at writing a Django review. I think I've made my point that I both enjoyed it and didn't find it particularly memorable or noteworthy, and hence don't care enough to write about it beyond this post. The only other thing I'll say is that the passing of Sally Menke was felt quite strongly, and that might be the root of all Django's problems. What we saw onscreen was a mess, both in terms of the pieces that were chosen and how they were fit together, and Django worked in spite of this only because Tarantino is just that talented. I certainly hope he finds whatever his co-operation with Menke used to give him, because I for one would love to see him rise to the level of Inglourious Basterds once again. Maybe Django Unchained could have done so, but what the movie ultimately became falls well short of the high-water mark.
So that's generally my take, sound off below and let me know what you thought of it/that you think I'm crazy.
Friday, November 30, 2012
Reality Check: The Darker Sides of Skyfall
Spoiler Warning: This post contains significant spoilers for Skyfall. Please do yourself a favour and see the movie before you read any further to avoid being spoiled.
It's been a little while since my glowing review of Skyfall and I've had a bit more time to ruminate on the film. I stand by my claims that it's among the best Bond movies ever made as well as one of the best films of 2012. In fact I'd go so far as to say it's the most beautifully shot film of 2012 and worthy of praise on "Best Cinematography" lists for years to come. Roger Deakins truly outdid himself with Skyfall and movie lovers would do well to see it strictly for the camera work in the third act, with the rest of the legitimately awesome aspects of the film serving as mere silver-lining.
However, all that said, I do want to add to my review by recognizing some of Skyfall's flaws. None of these were issues that escaped me when I wrote my review, but in trying to avoid spoilers I necessarily had to eschew delving into many of them. Also I wanted that piece to convey my overall sense of satisfaction with the film, and nitpicking it to death wouldn't have helped me do so. Finally, the most damning critique I'm going to level against Skyfall was something that simply took some gestation time to really come together. It began with a sense of unease as the final scene of the film played out, and has evolved to a serious concern that exists at odds with my overall affection for the film.
I'm going to start with my more mundane criticisms of Skyfall, as I feel there are a lot of problems with the movie that don't really detract from what it's trying to do. For one thing the third act -- which I have repeatedly praised -- feels more than a little out of place. It completely disrupts the flow of the movie and more or less shelves a good proportion of the plot, never to be heard from again. What happened with the chaos Javier Bardem had unleashed on western covert operatives, and specifically the British government? Are we to believe that his plan included letting MI6 capture all of his actual computer records/servers such that he had no additional copies of the list of undercover agent identities? All of that is secondary to Skyfall's focus on thematic structure, but the fact that the film left those holes open speaks ill of its script. It feels like the movie expects us to forgive it for this, either because it's a James Bond movie or because the third act so effectively forefronts the themes as plot, and while all that's true it still feels like the whole thing could have been tightened up a bit.
Specifically focusing on the third act, it more than just disrupts the plot, rather it's a whole other freakin' movie. Where everything before they head to Scotland is distinctly Bond, the sequence at Skyfall feels like the bastard child of Home Alone and the last scene in Unforgiven played in reverse. It's just plain weird to try to watch James Bond make lightbulb-bombs and load shotgun shells into the floorboards, but that doesn't mean it isn't awesome all the while. I absolutely loved the whole sequence; one friend put it perfectly when they said "This is what happens when you let Sam Mendes make a Bond movie," and it's true that everything in Scotland feel like something straight out of Road to Perdition. It's awesome but it felt distinctly out of place in the context of everything that precedes it. Obviously I wasn't bothered, but I think it's a legitimate concern to wish they had tightened up the script to feel more cohesive and consistent. Again this is an issue with Skyfall's script as opposed to its execution, and I feel like the way the whole movie played out on screen more than made up for such deficiencies.
On the other side of that spectrum we have Albert Finney's character, who stands out like a sore thumb in terms of Skyfall's execution. If that old scotsman wasn't meant to be played by Sean Connery then I have no business writing film criticism. Even during my first viewing I could just feel that the character was a stand-in for Connery as the physical embodiment of the old Bond, and that idea is frankly awesome. If the casting had worked out it would have made the whole Skyfall sequence feel so perfect and thematically in tune, although I think they did a damn good job of it despite the obvious lack of the original James Bond. Part of me did wish they'd found a way to handle it better though, at the very least to make up for the casting failure. I never, never want to see Roger Moore again (on film or otherwise) but even he could have made the character work better. As it was Finney was totally competent but uncomfortably out of place in a role that he was clearly not meant to play.
Moving away from criticisms of the third act, I've heard a lot of comparisons between Skyfall and the Dark Knight. I can see why people would compare the two as the plot similarities are undeniable. Bardem's villain also has extremely similar objectives, and on a superficial level he even has a twisted Joker-smile of sorts. In fact I was almost taken out of the movie when I realized that the big twist in Bardem's plan was exactly the same as Joker's in The Dark Knight. It's a testament to Skyfall's overall quality that this aping of The Dark Knight's plot didn't completely derail the movie; between Bardem's cool creepiness, the third act standoff, all the Bond franchise flourishes, as well as Deakins' aforementioned superb cinematography, Skyfall manages to carve out its own identity and even surpasses The Dark Knight in certain ways. Both are great movies, but the similarities are hard to ignore and do take away from Skyfall a bit.
*Sigh* And now it's time to get to my real problem with Skyfall, the big misogynist elephant in the corner that has slowly been sapping my enthusiasm about the latest Bond movie. I felt it in the theatre as I watched Bond walk through the leather door and up to the desk of a male M, the first time I'd seen such a sight in a new Bond movie. At the time I just shrugged it off, but upon further reflection and after a number of discussions with friends I feel it's impossible to ignore the sense that Skyfall feels like a major step backwards in terms of its sexual politics, even for a Bond movie. But lets work through that statement by inspecting each of the three main female characters in the movie: Sévérine, Eve, and Judi Dench's M.
First off, lets address the seriously problematic character of Sévérine. You probably know her better as "that hot asian chick Bond bangs," since she's barely given anything resembling a character before being carelessly executed without even a moment of reflection. In fact, shy of her physical characteristics, the closest thing we get to a characterization of her is that she's afraid and a (possibly former) sex slave. I don't know if the filmmakers threw in that last reference to make us sympathize with her or to hint at their ultimate treatment of the character, but pretty much her only roles in the film are to movie the plot forward and get naked. It can't be stressed enough that Bond's ultra-creepy sneak-up-on-her-in-the-shower-for-surprise-sex move is not acceptable, and is hopefully among the traditional vestiges of the past that are thematically shrugged-off over the course of Skyfall. The problem is that there's nothing to justify such a reading within the film, and in fact it seems like the opposite is true. Bond's "return-to-form" moment comes after Bardem executes Sévérine, a move which poises her as an object.tool of his evolution/development at the script level. There is a potential argument that Bond couldn't express remorse while under fire, and that in fact his transformation back into a competent agent comes as a result of Sévérine's death impacting him severely and thereby telegraphing his need to "be Bond" again. However I don't think there's much justification for this in Skyfall, and on the contrary it does seem like the movie uses her as a traditional Bond girl/narrative device/sex slave. So that sucks, to start with.
Now lets consider Naomie Harris' "Eve," AKA Moneypenny. I love Harris in everything she does, and I both saw the Moneypenny reveal coming a mile away and loved the fact that they chose such a competent actor for the role. But that said, the mind reels at the sexual political implications of her turn from field agent to secretary. As Eve she initially seemed like a wonderful breath of a fresh air, a female agent at Bond's level who's totally fucking awesome to boot. But then her character is systematically undermined as an incompetent weakling over the course of the film, well-intentioned but better off as eye-candy behind a desk. The film went out of its way to make a callback to Casino Royale with the "don't touch your ear" show of incompetence, and the only purpose of this in Skyfall is to demonstrate how bad Eve is at being a field agent compared to Bond. On top of that there's the whole "she accidentally shoots England's best secret agent" thing. Clearly the filmmakers did not want us to have a lot of faith in her competence, for the exact purpose of making it seem rationale and acceptable that she doesn't want to be a field agent anymore. Of course that makes "common" sense, some people (i.e. women) just aren't suited for it, right James? I suppose all of this could be seen as conjecture, a feminist-oriented over reading of a Bond film to try to find a sexist undertone that isn't really there. Only they follow up that development with the reveal that she's taking a desk job as M's secretary. For fucking real? They literally chain her to a traditional gender role in a movie that's explicitly about updating the past to make it suited for and relevant in the present day. As I said, the mind reels at the implications, and it's a serious knock against the movie that it re-institutes the traditional gender dynamics that the Bond franchise has long been (rightly) critiqued for.
And that's without even beginning to touch upon the whole M thing.
I'll start by saying that Judi Dench is in characteristically badass form in Skyfall. There's nothing wrong with her or her character in any way that I've noticed/care to consider, and my only regret it that she's exited the franchise. Partly that's because I'm going to miss her as she's an absolute pleasure to watch onscreen, but it's also because I'm not totally comfortable with going back to a male M. As I mentioned in my initial review, Goldeneye was my introduction to the Bond franchise and so my knowledge of earlier Bond films/tropes has come via films that have always seemed (to me) like relics of the past. This includes the positively rampant misogyny of earlier Bond films, and part and parcel with that trend was the institutional structure of MI6 with Moneypenny as the sole female and secretary for Bernard Lee's male M [Aside: implicit in this entire argument is the fact that I don't believe for a second the contemporary Bond films have completely shed their misogynist roots. Also, I would love to see a Bond film that passed the Bechdel test, and if I've somehow missed that one already exists please let me know].
Skyfall presents the first time I've seen a male M in a new movie, and from that perspective the sight of Bond walking through the leather door into Ralph Fiennes' office felt like a step back into the literal and figurative past. I was (and continued to be) extremely conflicted about it: on the one hand I ate up the way the franchise's classic elements were re-instituted in Skyfall's final scene, bringing back the classic Bond in a viscerally satisfying way; on the other hand it felt like those elements brought back the old, unpleasant gender dynamic implications they always had. I'm not sure if this was more a result of how the movie brought back Moneypenny and a male M as much as it might be inherent in those concepts, but either way the end of Skyfall felt both like a return to form and a regression to problematic politics. I'll be curious to see how future Bond movies handle the reintroduced elements, as I could easily see Moneypenny being used less as a mere secretary and more as a sort of body guard, but that doesn't take away from the reduction of her role to one distinctively less than Bond and M as the more important men of MI6. As compared to Judi Dench's positively badass introduction in Goldeneye, which felt every bit like a defiant rejection of what had come before (particularly the "your predecessor kept some Cognac" exchange), Skyfall feels like reestablishment of the old guard. Finnes character and performance don't themselves do anything to add to this, but the cumulative impact of him replacing Dench after she's killed off, in addition to how Skyfall puts Moneypenny in the corner behind the desk, makes the film seem like a major step backwards in how the franchise treats women. It's even more surprising that Skyfall does this so potently given that it's a Bond movie, a designation that on its face seems synonymous with patriarchal gender hierarchies on film.
In updating the franchise for the modern day, Skyfall somehow manages to make it seem more out of place than ever in terms of its sexual politics. That's a notably unfortunate achievement that shouldn't be ignored in the face of how successful Skyfall nevertheless is as a film.
Anyway, that's my two cents on the problems with the film. I maintain that it's an incredible movie that stands among the best of 2012, and more than that one of the most beautiful movies I've ever seen. Period. I just wish it had done all that while maintaining a tighter script and (more fundamentally) without appearing to reinstitute the traditional gender dynamics that the Bond series seemed to have grown beyond (or at least partially ameliorated) during what we can unfortunately now refer to in the past tense as "the Dench years." Hopefully the next one will be able to at least match Skyfall and also gain back some ground on the progressive gender portrayal spectrum. All we know for sure is that "James Bond will return."
Tags:
batman,
christopher nolan,
criticism,
film,
gender,
james bond,
politics
Monday, November 19, 2012
Skyfall: Goldeneye Redux
I'm going to start this review off by dating myself in saying that my first experience of the James Bond franchise was Martin Campbell's 1995 classic Goldeneye. As the first Bond film after the fall of the USSR, Goldeneye was explicitly about whether or not the Cold War era icon could exist in a post-Soviet world. It was a brilliantly layered piece of meta-cinema that enamoured me with both the Bond franchise and film generally. It's no surprise then that I so thoroughly enjoyed Skyfall, as in many ways it's as near a remake of Goldeneye as we're likely to see on screen.
Skyfall is once again a meta-narrative about James Bond's continued relevance in the modern world. Just as Campbell's Goldeneye did in 1995, Skyfall reiterates that Bond may be an old hand but he's definitely not ready to be retired. Curiously, the 2006 reboot of the Bond franchise, Casino Royale, was also a movie that reasserted the franchise's ability to entertain after The Bourne Identity shook up the spy genre in 2002. That makes (count em) three Bond movies in the last two decades that are broadly about the concept of whether or not James Bond is still a fertile source of storytelling. I'd also go so far as to say that the three films in question are not only the best the franchise has had to offer since the fall of the Berlin wall, but moreover among the best Bond movies ever made. Maybe it says something about the Bond franchise that its best contemporary work is repeatedly its continued assertion of its own relevance. But whatever the answer to that question, it does nothing to detract from the quality of Skyfall.
Whereas Goldeneye examined whether or not Bond could exist after the Cold War (answer: yes) and Casino Royale asked whether Bond could keep up with Jason Bourne (answer: also yes), Skyfall explores whether or not Bond today is -- or can be -- the same old Bond he's always been. 50 years on and the spy who loved me is getting a bit introspective, go figure. In any case, the answer is most definitively yes, as Skyfall explicitly asserts that 007 has still got it, is still needed, and is more like his old self than ever. In some ways this movie bring the franchise full circle since the Casino Royale reboot, and while I could explain or substantiate that claim to do so would be spoiling much of the fun that Skyfall has in store. The film is littered with both commentary on and vestiges of Bond's old fashioned ways, and that's a huge part of its meta-cinematic appeal. The best description I've heard of Skyfall was Drew McWeeny saying it's a fitting tribute to where the franchise has come from, and also a sign of where and how it will move forward. It's cryptic, it's accurate, and fans should see the movie to understand what it means.
If I have one complaint of Skyfall it's that it frankly wasn't very clever. For a film so littered with meta-cinematic references, nods to a rich franchise history, and a villain that explicitly calls for intelligence over brutish violence, Skyfall is fairly predictable and by the book. Maybe that's because of its role as the series' 50th anniversary and semi-reboot (although it'd be more accurate to call it a re-grounding), but I never found myself surprised by the movie. It's very traditional in how its three acts function and are clearly delineated, and just about every standout object or quip has an obvious Chekhovian callback in store. The result is that nothing in Skyfall is surprising, but likewise nothing feels unnatural or forced. Predictable though it may be, the film is expertly crafted in terms of its tight script and effective (and appropriately cheeky) handling of 50 years worth of franchise lore. Given what it's trying to do I suppose it makes sense that Skyfall doesn't so much try to reinvent the wheel as much as reintroduce and refine it. Shocking twists or not, the movie is extremely effective in what it sets out to do, and though you'll see the end setup coming a mile away you'll enjoy the journey there all the same.
It also can't be said strongly enough that Skyfall is a stunningly beautiful film. I saw it on a regular sized screen and as I write this sentence I'm kicking myself for not making the effort to see it in IMAX. Shot in digital by Roger Deakins, Skyfall is the obvious choice for the Best Cinematography Oscar. I was constantly reminded of Conrad L. Hall's legendary work on Road to Perdition, and the obvious takeaway is that director Sam Mendes has both an incredible aesthetic sensibility and a great working relationship with his directors of photography. Numerous shots straight up took my breath away -- particularly those in the third act -- and they stand out as strong arguments in favour of digital film as a medium. I've never seen a traditionally shot film capture shadows, fog, and refracted light the way they are in Skyfall, and in that sense it's a defiant statement about the unique potentials of modern filmmaking. The superb cinematography reflects the film's themes and narrative exploration of contemporary refinements on traditional concepts, and the interplay and coherency of these various aspects of Skyfall are what make it among the best Bond films ever made.
Just as Goldeneye did
after the Cold War ended, Skyfall
reinvigorates the classic Bond formula and shows that 50 years on the old dog
still has a few tricks up his sleeve. The film is a reverent ode to franchise
canon that makes the whole shtick feel as fresh and relevant as it ever has. Beyond
that though, Skyfall is a fun,
exciting, breathtakingly beautiful movie that stands out as one of the best
films of 2012. Don’t miss it, and if at all possible make sure to see it in
IMAX.
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