Showing posts with label John Leguizamo. Show all posts
Showing posts with label John Leguizamo. Show all posts

Sunday, July 17, 2011

Capsule Reviews: Moulin Rouge!, A Corner in Wheat, 31/75 Aysl

Moulin Rouge! (Baz Luhrmann, 2001)


A pop culture kaleidosope-cum-travesty, Moulin Rouge! is as unbearable as it is enthralling, always at once, all throughout the film. The exclamation point in the title is actually the most subtle element of the whole shebang. It's like a Girl Talk musical, running through fragments of a vast range of music in blitzkrieg assaults of color and choreography. Though I don't know where on Earth the people who get emotionally invested in its paper-thin romance narrative are coming from, the film's aesthetic smorgasbord makes for an unforgettable, transfixing experience. Tim Brayton said it best, even if I can't match his level of enthusiasm: "Five minutes of the film can be exhausting; two hours is the most invigorating, blissful experience that cinema can offer."

The performances are fantastic: Ewan McGregor has rarely been more attractive, Nicole Kidman definitely hasn't, and Jim Broadbent has never been more boisterously endearing. Jill Bilcock's editing feeds every shot through a meat grinder, but Donald McAlpine's lurid throwback to Technicolor and Catherine Martin's vibrant art and costume design are still striking. Luhrmann's bombastic setpieces take choreography and romantic melodrama to gaudy extremes, and it's funny how this, his most bewildering picture, is also his most coherent and successful. I have no grade for this film; it's an A+ and an F at the same time and averaging out to a C doesn't remotely give the right impression of my feelings for it.

A Corner in Wheat (D.W. Griffith. 1909)


With its rapid editing between financially shaken-down commonfolk and monopolizing wheat tycoons, D.W. Griffith's A Corner in Wheat presages Soviet montage not merely in aesthetic but political thrust. His intercutting is darkly humorous: boisterous, lavish parties of the rich mix with static tableaux of miserable, exorbitant breadlines that feel like Griffith somehow went through time and brought back photographs of the Depression to splice into his moving picture. Even when they move, the poor trudge like zombies, and when the bread runs out all too quickly, the sense of despair only compounds. Griffith's grim comeuppance for the tycoon who starves the people to add $4 million a day to his coffers is a literal burial in riches, a macabre joke I didn't know Griffith had in him, but then I've only seen Birth of a Nation and Intolerance. The depiction of the middle class being driven into poverty to compound the wealth of the rich is, of course, more relevant than ever 112 years later.

31/75 Aysl (Kurt Kren, 1975)


Shooting over 21 non-consecutive days with the same strips of film and an alternating masking board with altering alignments of holes, Kren's 31/75 Asyl turns a static shot into an ever-changing tableaux of colliding light exposures and alternating time periods. The shifting areas of black space and splotches of countryside comprising differing days and lighting/weather conditions make a pointillist landscape, like satellite TV in a storm. When Kren drops the black space altogether for a moment, he's left with a pan-seasonal collage where winter snow rubs against spring bloom, the multiple timeframes glimpsed in the alternating patches of light and exposure now fully visible. I confess I don't know what it "means," but Kren's structuralist experiment is fascinating, beautiful and suggestive, calling attention to the way time affects all images even as they are constructed.

Wednesday, July 13, 2011

Brian De Palma: Carlito's Way

I used to think Carlito's Way was, to quote the popular interpretation, an "apology" for Scarface, a toned-down, mature take on that film's criminal excess that depicts a gangster trying to redeem himself rather than climb the ranks of the underworld. After revisiting that film, however, I can better see what De Palma was doing with his first, more grandiose view of the criminal underworld and, with unorthodox focus, how it affected America's rising Latino population. Nevertheless, this film, with its ever-moving but graceful camera, bold use of color and flagrant romanticism, not only proves the superior view of criminal life but also stands as perhaps De Palma's finest achievement as a filmmaker and the best balance of his confrontationally probing camera and the mainstream Hollywood elegance of which he wanted to be a part.

This mix of the daring with the quotidian might explain why so many mistook the film for a mildly original take on a tired subject. But to see how the film subverts and analyzes clichés, one need look no farther than the opening, a monochromatic framing device that spoils all pretense at suspense by showing the titular hero murdered by way of introduction. De Palma uses the sequence not only to set in motion his aesthetic approach—using his Steadicam shots as POV representations of Carlito's view, up to and including the slow pivot upside down and pull back as Carlito's soul leaves his body—but to make sure that we spend the film not wondering what happens to Carlito but why this doomed scenario occurs.

As the film moves into flashback, we see Carlito (Al Pacino), a convicted heroin dealer, getting out of prison after serving five years of a 30-year sentence. His lawyer and friend, Dave Kleinfield (Sean Penn), gets him off not for good behavior or truly appealing the case but pointing out D.A. corruption. Pacino uses the court scene to get out his hoo-hah mania he exhibited in the previous year's Scent of a Woman (a movie I maintain is Animal House with stunt casting and a sense of self-importance). He carries on about being a changed man, shouting over the judge who has to take it because he, too, was complicit in the evidence tampering that put Carlito away. "I've been cured! Born again, like the Watergaters," Carlito shouts gaily and sardonically, and it's impossible to see the sincerity underneath his spiel. But Pacino soon calms down, and his Carlito proves to genuinely wish to quit the game, to quietly exit the world where he built up a considerable reputation.

The contrast between Tony Montana and Carlito Brigante is less a means of making one a response to the other but of establishing them as polar opposites. Tony, young, brash and oblivious, climbs the ranks of Miami's criminal underworld through sheer brutality. His mantra, "The World is Yours," summarizes his approach: seize power until you sit in a king's throne, regardless of what you sacrifice to get there. Carlito, on the other hand, is older, wiser and wearier. Like Tony Dayoub says in a brilliant piece tackling the mirror effect of the two films, he is "almost but not quite the elder statesman Tony could have grown into had he outlived his impetuous youth." Tony also noted the color-coding of the two Hispanic protagonists, a key reversion of usual white-black color significance. Tony, who wears ostentatious white suits, is the villain, his clothes reflective of his drug of choice, his desire to be seen in Miami's underworld and, perhaps, his attempt to join the privileged race he thought he could by and screw his way into. Carlito, the one wants to get out of the game and go straight, wears stereotypically villainous black. But this is his futile means of trying to disappear in his surroundings, hoping to quietly move out of the underworld after becoming disillusioned with it. Carlito just needs $75,000 to retire. Tony Montana spent more on wing collars.

But, of course, one does not merely walk away from crime, and De Palma highlights the naïveté of this facile camouflage by colorizing the mise-en-scène to such an extent that the film occasionally looks like it came right out of Old Hollywood. Blue-lit nights expose him, as do the bright-red walls of smoky dives and the chrome-plated realm of the nightclub Carlito invests in to raise the money he needs to escape to the Caribbean for a new start. (Incidentally, the club, El Paraiso takes its name from the food stand Montana opened in Scarface). That club brings out the fatalistic romanticism of the movie, a weak approximation of Carlito's escapist fantasy that looks like a mock-up of a cruise liner interior and feels, for all its coke-addled disco dancers, more like a perpetual high school dance than a cesspool of drugs, sex and crime. The innocence under its veneer of tacky '70s "class" somehow makes the place more constricting and repellent, as if the building too is aware of its fate but still locked into its servicing role.



That romanticism explodes as Carlito tries to make his peace with former partners and to rekindle a relationship with Gail (Penelope Ann Miller), a dancer with whom he broke up before going to prison. He did so not to hurt her, but he broke her heart anyway, and the chemistry between Pacino and Miller subverts the usual male chauvinism of the mob world: when he first tracks her down, Carlito stands on a rooftop across from the dance studio in the pouring rain holding a trashcan lid over his head as a low-rent umbrella. In this moment, De Palma's appropriation of Hitchcock's voyeurism transmutes from obsessive quest for power into pure, innocent longing. This is not a man who feels his love "belongs" to him but someone who never stopped caring for her. After they reconcile, Carlito watches her dance with another man with a smile on his face, completely non-threatened by the harmless display, even when other men raise objections to seeing his woman dance with someone else. Carlito feels like a better man around her—note that Montana wanted to feel white around Elvira, who constantly brought up and mocked his Hispanic background, while Gail is the only person to call Carlito by the Anglicized name "Charlie"—and one almost forgets the inevitability of his attempts to escape when watching the two of them plan their retirement.


Yet Gail soon discovers how trapped Carlito is within the system, and her voiced complaints often make plain the self-evident truths Carlito cannot quite see. For all his talk of not recognizing the mid-'70s world of cocaine and disco in relation to the sociopolitical revolution he left behind, it is Carlito, not everyone else, who has changed. Bound by a code of honor not to rat on his allies and to remain loyal, Carlito never snitched on his old partner, who appreciates the gesture but feels no financial or personal debt to his old partner despite the fact that he got filthy rich while Carlito was away. For all Carlito's efforts to avoid violence and crime, such things seem to find him anyway. He gets roped into going to a drug deal with his young cousin that goes awry, and later he must deal with Benny (John Leguizamo), an upstart little shit clearly looking to make his name by tearing down Carlito. Benny is reminiscent of Tony Montana, a connection that then links back to Carlito when another gangster accurately tells Carlito "This guy is you 20 years ago."

Torn between his sense of code, his awareness of the vicious nature of the streets and his desire to go straight, Carlito can't ever seem to win: he reacts stubbornly when he shouldn't, agreeing to help an increasingly unstable Dave settle his own debts out of the loyalty he owes the lawyer for springing him. On the flip-side, he shows clemency for Benny, the man who, frankly, he should have killed, an idea that antithetical to a normal sense of morality*. But we're talking about the criminal world, where rules have been warped and ethics muddied. Bewildered by these conflicting notions of right and wrong, Carlito occasionally voices his pressure, saying, "The street is watching. She is watchin' all the time," as if the city itself is bearing down on him, waiting for his moral tug of war between desire for self-improvement and perceived obligation to others to stretch him to the breaking point before delivering the coup de grâce.

To De Palma and writer David Koepp's credit, they do not let Carlito off the hook for wanting to do the right thing. In the aforementioned drug deal with his cousin, Carlito knows instantly that something is off in the bright red pool hall where the deal occurs. De Palma's camera has rarely been better as it sets up Carlito as a knowledgeable killer. Just because Carlito wants out does not mean he was just someone who got caught up in the trade: as POV shots dart to an ajar door where a thug awaits and the camera moves around the pool table as Carlito sets up a trick shot as an excuse to keep circling and take stock of the whole room, we see how professional he is in this underworld. He's skilled enough to know what's about to happen and to position himself to kill his way out of the situation. In The Godfather Part III, Pacino's Michael growls, "Just when I thought I was, they pull me back in," but that is just Corleone's usual obliviousness to his own culpability. Carlito is not someone who just "made a few mistakes" in life, but he genuinely wants to reform where Michael wishes to have his cake and eat it too. It is Carlito, far more than Michael, who is trapped by something not of his design.


By the same token, it's almost impossible not to sympathize with him, also as a result of the most elegant camerawork of De Palma's career. He creates a tone so romantic that a conversation between Carlito and Gail through the crack of a chain-bolted door is not intimidating but teasing and charming, to the point that when he kicks the door in after a playful striptease involving a mirror, it's a comic, even loving payoff rather than a tense moment of sexual dominance. De Palma has used a circling shot more than once, but here the camera actually dips and tilts as it revolves around the kissing couple, swooning with them. The camera moves incessantly but does so with grace, a beauty that feels far more natural than the more forced and restrained formalism of, say, The Untouchables. At last, De Palma finds the perfect balance between his mainstream aspirations and his underground, morally probing aesthetics, a union bolstered by the fact that, for once, De Palma is using his camera to poke around the moral implications of his characters in a wholly un-ironic fashion. It's not the first film of his to be sincere, but it is the first to channel his penchant for deconstruction entirely into the characters and genre clichés, gently picking apart stereotypes to see the humans who inspired them.

But even with De Palma's masterful camerawork, the film wouldn't work without an understanding lead performance, and Pacino clearly demonstrates he knows exactly where De Palma is coming from for the second time. He acted like a Pre-Code madman in Scarface, but here he is so gentle that I remember the softer, vulnerable side to Pacino from the '70s. In his prime, no one had better control of what he could say solely through his eyes, and that skill returns here. His longing, anger, despair and fantasy dances across his face in beautifully understated terms, and he delivers lines with quiet force. I don't know that Pacino has ever been more heartbreaking; his whole performance is like the look of devastation on his face in Dog Day Afternoon when his lover publicly rejects him, stretched out over two and a half hours. When he first hugs Gail after reuniting, he softly smells her, triggering his memory with its most connected sense, and his ragged breath is as stoic a display of unspeakable joy as exists in the movies. When Dave drags him into a ludicrous attempt to bust an Italian mob boss out of prison, Pacino's face registers disgust more than anger at the addled lawyer's horrific change of plans and eventual betrayal, a recognition of the uselessness of the code that binds him and seems to let everyone else behave as he pleases

Reveries and dreams have always been a staple of De Palma's films, but usually in a literalized, nightmare form. Here, the dreams are less literal and more yearning, and the only nightmare comes with the impossibility of their fulfillment. A symbolic shot of Carlito trapping a cockroach under a glass and letting it go reflects the error of leaving Benny alive and outraged, but the roach might as well be Carlito, trapped at the mercy and amusement of forces so vast they feel existential. The film climaxes with a nimble cat-and-mouse chase through the subway that ends in the only dastardly cruel twist in the film, impressive considering we know the true outcome already. But as the film returns at last to its framing device as Carlito fades from this world, the last shot settling on a billboard advertising a Caribbean getaway. As Carlito dies, the subjective view of this poster alters, the woman dancer frozen in a snapshot suddenly turned into a dancing Gail, the dream fatalistically actualized in hallucination. As this shot holds over the credits, Joe Cocker's "You Are So Beautiful" begins to play, the gravel-voiced singer undercutting his ode even as the pained growls make it all the more sincere. It's the perfect swan song for the film, a plaintive yet doomed piece of (capital- and lowercase) romantic genre film, in which the last shot is both bitter and beautiful. In a sense, Carlito's Way may be the cruelest film De Palma, who delights in tricks and dramatic catastrophe, ever made, a lengthy explication of a dream that does not come true. But if it is so rending, that is only because, better than any other film in his canon, the director makes us truly care for his characters, and his cosmic sense of irony is at no one's expense, save poor Carlito's.


*Elsewhere, though, Carlito's clemency is more justifiable and even redemptive. An old associate (Viggo Mortensen), now paraplegic from being shot, wears a wire to a conversation with him as the D.A. looks for any excuse to put Brigante back in jail. By rights, Mortensen's character should be promptly shoved into the nearest river tied to a concrete wheelchair. But Carlito relents: he looks at the man who has had so much taken from him by the life Carlito has come to despise, and he pities the paraplegic wreck. Not only is it a true moment of forgiveness, it is also a practical moment of conscience compared to the fatal mistake of letting Benny go: releasing Lalin is a shrewd move that proves to cops that he really is reforming, not simply grandstanding to return to crime.

Saturday, June 25, 2011

Brian De Palma: Casualties of War

On a first viewing, I found Casualties of War to be a fitfully intriguing, if overly quotidian Vietnam film that offered up a unique story but a predictable payoff. Furthermore, the tonal upheaval that occurs in the final act turned what had been one of Brian De Palma's most solid films into a well-meaning but sappy liberal morality play. Looking at it now, however, I see one of De Palma's better films, and a slyly literal take on the illegality of war that proposes such a simple, self-evident solution that it never seems to come to mind: what if someone actually took the horror and wrongness of war to court?

Unlike a court-martial film, Casualties of War is neither about a kangaroo court to make an example of the enlisted or a demonstration of the rotten chain of command. In fact, it isn't about the trial itself but the courage to bring one's fellow soldiers to that trial, overcoming self-doubt over incriminating one's fellow servicemen and intense pressure from everyone else to let the whole thing go. Coming off the upswing of strong (and strongly critical) Vietnam films like Platoon and Full Metal Jacket, De Palma's film sticks firmly with the men on the ground. Less forgiving than Stone's semi-autobiographical film and less heady than Kubrick's movie, De Palma's feature shows the same breakdown of sanity and humanity not as the result of an officious, out-of-touch command but of the absence of any clear structure in an environment so confusing the trees themselves seem to be hostile.

De Palma opens in the present on a subway, but he soon moves into a flashback in medias res, wading through the jungle at night with soldiers who are already paranoid about potential tunnels under their feet. Suddenly, the VC ambushes the American squad, throwing the film instantly into pandemonium before we've even learned the names of all the characters. De Palma finds unexpected means of generating tension by layering the different horrors of field combat in Vietnam into one sequence. As mortar explosions burst and roar around the men, Max Eriksson (Michael J. Fox) inadvertently runs over the roof of a tunnel, which collapses and leaves the soldier dangling precariously as mortar fire draws closer to his position. Meanwhile, Vietcong move through the tunnel, and the one in front spots Eriksson's swinging legs and moves in for a silent kill. At last, Sgt. Meserve (Sean Penn) pulls him out just before the mortars reach the position and as the VC underneath lunges, wringing the last drop of suspense from the moment. Everything is in chaos, and when Meserve punctuates his killing of the Vietcong soldier in the tunnel with a tossed-off "Some mad fucking shit, isn't it?" he doesn't even scratch the surface of the lunacy.

Unlike the dreamy depiction of Vietnam's horrors of Apocalypse Now or the moralizing reflection of Platoon, Casualties of War goes for a much more straightforward approach, tempering the director's romantic tendencies. But it certainly doesn't spare his more vicious side: enraged over the death of a member of the unit and frustrated because of leave being cut short for redeployment, Meserve stops at a hamlet as the men move out and kidnaps a young Vietnamese girl, Oann (Thuy Thun Le), to use as a sex slave.

De Palma's camera is clearly repelled by the actions of the men, all of whom—the twisted Meserve, the downright evil Cpl. Clarke (Don Harvey), the feckless and weak Hatcher (John C. Reilly)—rape the woman over Eriksson's desperate protests. Even the new replacement, Pvt. Diaz (John Leguizamo), gets roped into the beatings and rapes, intimidated by the sinister pressure placed upon him and Eriksson to fall in line to ensure total complicity among the men. Fox, perfectly cast to look mousy and meek against his comrades, can only squeak out pleas for sanity in the middle of an insane land. De Palma, usually so up close and personal with his camera, pulls back into the stylish objectivity he used with The Untouchables, but to far more troubling and memorable effect.

For a director frequently (and sometimes justifiably) accused of misogyny or at least a fetishization of the male gaze, De Palma shows a key restraint in his filming of the abuse heaped upon Oanh, never letting his camera linger upon the acts even in horror lest he inadvertently oversell the shock. Casualties of War features a number of zoom-ins and foregrounded mise-en-scène but few genuine close-ups, almost never moving nearer an actor's face than a medium close-up that leaves enough of his torso in the frame to ensure some personal space. For example, when Eriksson moves to see what Meserve is doing with Oanh and spots him about to ravish her, the camera cuts back to a medium-long shot for Fox's reaction of disgust and panic, maintaining focus on him but also arranging the grisly act in the background, an objective moment that almost plays out as a brief glimpse into Eriksson's head as the image of Meserve's violation burns into the back of the private's memory. In this way, the director's removed framing has the unexpected result of being more affecting than easy, exploitative close-ups and male gazes.

De Palma's distance also serves another purpose, leaving a grim suggestion out in the open that the horror of the Americans' treatment of Oanh is unremarkable and unworthy of special attention within the larger context of the Western presence in Vietnam; by some standards, in fact, what Meserve and the other four do to the girl might be nothing more than a literalization of the war itself. Nagged at by latent guilt for his actions and driven paranoid with terror of his crimes being discovered, Meserve orders the men to kill the girl—notably, he does not do the deed himself, Penn's voice cracking with the death throes of his humanity, his war-torn sense of decency holding on just enough to keep him from pulling the trigger. But as American choppers fly in to support the squad's fight against a band of VC, the four men at last deal with the problem, riddling the woman with bullets as Eriksson cries out helplessly.

It's a ghastly end to a sordid affair, but the film has an entire act left, which it devotes to Eriksson's quest for justice with the military authorities. Here, De Palma gets to work enhancing his political statement, which brings up a fair amount of his old radical stances through a more subdued visual approach. At last we meet the officer corps, and sure enough, they want to hear none of this story. Where so many anti-war films follow a top-down hierarchy of responsibility for atrocity, starting with detached generals making foolish demands for personal glory and bloodily trickling down to the enlisted man, Casualties of War muddies the culpability. Here, the soldiers move outside of communication with brass, lose their minds in war's atmosphere and commit horrible crimes, and then the leaders take steps to cover up the actions to maintain morale, decorum and image.

De Palma is perhaps the first director who, what with his metacinematic and pop culture flourishes, filters war through an understanding of its meaning in modern media. It's not that he's saying soldiers are rapists or baby killers or what have you, but he's not lazily foisting all responsibility onto the military heads. Westmoreland didn't order the My Lai massacre, but he damn sure participated in the cover-up to prevent word of the atrocity spreading. De Palma's understanding of the post-television landscape of war's popular front gives Casualties of War a resonance beyond its demented, moral chasm of a narrative: the cover-up the military unsuccessfully mounts against Eriksson could be seen more recently in the Abu Grahib situation.

As if to prove that he does not seek to simple saddle the average soldier with the psychic weight of Vietnam's horrors, he smartly cast young actors in the roles of the squad soldiers—ironically, the oldest, Fox and Penn, both nearing 30, actually look the youngest of them all. Thinking about this now, I suddenly realize after years of trying to pin down what it is about Saving Private Ryan (a film I recently talked about in a less-than-positive review) I find so irksome: Spielberg's film asks if the current generation can ever match up to the Greatest one, but he does not even give youth a voice, instead using actors well into their 30s and looking like career Army men. Only a few characters in that film actually seem like kids plucked from their hometowns to fight Hitler. De Palma's complex look at the moral casualties of war is all the more potent and believable because he recognizes how mere kids were thrust into the insanity of this situation and expected to behave as noble warriors. When Eriksson takes his case to a captain (Dale Dye), the career man tries to gently dissuade the private from prosecuting his comrades, finally exploding when he reminds the private that Meserve is only 20-years-old and in a place he no doubt finds as bewildering and terrifying as Eriksson. It's a sobering point, and one that takes some of the steam out of Penn's wide-eyed, sputtering fury though he's not even in the scene.

But De Palma also knows that the adult thing to do is not to lump blame or let someone off the hook, and as top-heavy as the film can feel, this final act becomes more evidently vital to me with every viewing. Complete with a coda in the present-day as Eriksson tries for a fleeting connection with a Vietnamese-American girl who reminds him of Oanh, Casualties of War at last emerges the maturation of the director's radical '60s politics, a coming-to-terms not only with his his own waning fury but his generation's moral failure to contemplate and process the illegality and atrocity of Vietnam. My main issue is that the trial for the four soldiers feels too grandiose to fit into De Palma's appropriately humble sense of scope, something he only half-successfully works back into the film after the verdict is read and that same captain hisses in Eriksson's ears that none of the men would serve anything close to their full sentences. (That, by the way, was true; the actual soldiers who really did commit these acts all received shorter sentences; Hatcher even got out completely on an appeal.)

Nevertheless, Casualties of War holds up as a solid, if wisely non-showy, display of De Palma's most mainstream style. But it's that older, wiser but still irascible view of Vietnam that gives the movie its power. I used to think of the film as nothing more than an average exercise: good, but Teflon-coated against any connection, much the same way I viewed The Untouchables. But if my opinion of De Palma's gangster film has only lessened, my approval of this war film grows with each new viewing. There are flashy snatches of direction—that initial skirmish in the jungle, the grandiose horror of Oanh's murder—but De Palma's generally tame approach might give off the impression of rote repulsion. Still, the director uses his omniscient frame to pose serious, reaching ideas on the lingering issue of Vietnam on the national psyche, and I can finally say without hesitation that I would rank it among the finest movies ever made on that turbulent, ever-relevant conflict.

Tuesday, January 4, 2011

Gamer

Gamer suffered from such an abysmal marketing campaign that I never once even cared enough to bother looking at the names listed under the director credit. A film targeted at the attention-deficit, violence-inured current generation, it met with general derision in trailer form before a host of the same mindless entertainment it clearly wanted to comment upon. Even your friend and humble narrator joined in the chorus of sighs that greeted the final shot of Ludacris telling the audience, "This is not something you can control!" with all the actorly sincerity he could muster, and only the presence of the handful of proper adults in this college town theater stopped youths from making the dismissive hand-wanking motion, a sort of cynical version of The Wave. Nearly a year elapsed until I finally discovered what I'd somehow missed: Gamer was a Neveldine/Taylor project. Why, oh why, didn't I look into this beforehand.

Taking into account the self-admitted attention deficiency of the filmmakers, allow me to be brief: Gamer is one of the most daring, avant-garde mainstream films in recent memory, alongside Scott Pilgrim vs. the World, Inglourious Basterds and Domino. It is, as much as any sociopolitical tract, a movie about The Way We Live Now, but rather than sit back and discuss cultural perspectives in a way that allows critics and other audiences to more easily dissect its meanings, it embodies that which it examines. There are innumerable examples of films in the first category being provocative and great -- The Social Network, for example, mines the same territory as Neveldine/Taylor's movie via dialogue and more lyrical direction -- but Gamer belongs in that rare breed of films that do not always work, but only because they reach for something fare more difficult to grasp. Jean-Luc Godard rightfully viewed filmmaking as the purest form of criticism, because all art is commentary on some level and film allows the critic to criticize through embodiment of that which is being critiqued. To be sure, Neveldine and Taylor are not critical in nearly the same fashion as Godard, but their frenetic embrace of the way information has processed in the two decades since Internet usage has completely rewired the brain makes them the best filmmakers currently depicting an attention-deficit world.

A title card cheekily informs the audience that the film occurs "some years from this exact moment," a wry bit of humor but also a way of communicating that, like all dystopic fiction, Gamer is directly extrapolated from from sociopolitical conditions of the present. Thus, it projects a future that is even more dominated by the immediacy of self-satisfaction than the one we have now: the masses consume the latest fad like a swarm of piranha, stripping it to the bone in minutes before moving on to the next big thing. Coupled with a more philosophical extrapolation of Moore's Law, the accurate prediction by Intel's co-founder that the number of transistors that can be inexpensively placed on a computer chip doubles every two years, this rapid consumption of the new fuses the exponential breakthroughs in technological advancement with a consumer base hungry to make all those breakthroughs turn huge profits.

Thus, Gamer exists in a neoliberal nightmare, in which consumerism has grown to such mania that the entrepreneurs of the world have effectively taken over governments. As with a number of dystopic films, Gamer posits a society that uses death row inmates as entertainment, teasing them with the faint hope of freedom in exchange for putting their condemned bodies on the line to risk grislier deaths than they'd ever suffer in a lethal injection. By broadcasting these events, the man behind "Slayers," Ken Castle (Michael C. Hall), creates such a lucrative enterprise that he single-handedly pays for America's penal system, which is brutally taxing state budgets back here in the present, to the point that privatization of prisons is already occurring. The use of death-row prisoners as slave labor no longer has the connotation of mere satire: prison labor is already happening, a means for corporations that invest in penitentiaries to get cheap work in return, maximizing their investments.

John Tillman (Gerard Butler), renamed Kable by an adoring crowd that needs a snappier name, becomes the unofficial star of Slayers for surviving 27 games, far more than any other prisoner. If he completes 30 matches, he gets to go free, though everyone appears to look forward to the potential release of a killer they also feel deserved a death sentence. Like a college football player, Kable makes millions for everyone but himself, luxury labor that makes the owners rich but the actual workers unpaid. He doesn't even realize how many people around the world are cheering him on; if he had any concept of the money he personally brings in to Castle's empire, he might reasonably demand some of those profits. But then who would pay a prisoner?

But the corruption of America's prison system does not particularly connect to the kinetic, addled vision of the modern world: to make matters more interesting, Castle's Slayers runs on a technology the wunderkind invented that allows people to control other human beings. In effect, Slayers ups the ante considerably over, say, Death Race 2000 because it turns the carnage into a video game that necessitates direct involvement over passive spectating. Death Race 2000 was extrapolated from a generation that still looked to television for mindless entertainment; Gamer represents the cultural evolution of the present. A society raised on video games and the consumer power of the Internet, in which everything from entertainment to facts themselves can be programmed according to taste, is more apt to demand hands-on interaction.

And because they've spent a generation or two growing increasingly inured to violence, they can gather in stadiums to watch inmates be controlled by teenagers and fat shut-ins and cheer with each death. Castle's other invention to come out of his nanite technology is Society, the ultimate endpoint of The Sims and Second Life, where people are paid to be the avatars of players who can control an actual human being and live out their fantasy life. Naturally, the section of city carved out for Society is a lurid, hedonistic explosion of glitter and cum, a den of sin that projects the aesthetic and sensual hollowness of a strip club onto a large section of metropolis. Where Slayers feeds into bloodlust with its desaturated look, cloudy haze and urban rubble, Society is shiny, shiny, too shiny. It looks as if a hentai cartoon vomited on a Lady Gaga album cover.


What links Society and Slayers is the uncomfortable suggestion of the future of the working class. With menial labor being outsourced to save corporations even more money or being done by programmed machine, the disparity between skilled and unskilled labor in terms of wages and living conditions is wider than ever in this country. Kable's wife, Angie (Amber Valletta), must makes ends meet with her husband in prison by becoming one of the Society avatars. Each day, a fat man glued to a chair consuming junk food sends her out to be screwed so he can watch a hot woman reamed. Even porno is interactive, it seems. (that too, to my utter amazement, is not an invention but merely an expansion of something that exists now). The poor, then, become the literal playthings of the bourgeoisie and aristocracy after spending so many centuries as figurative playthings. As Castle sees it, one can be paid to be a character or pay to be a player. Capitalism in action. (This treatment of Angie also suggests that, even in a world that caters so exclusively to the id as this, slut-shaming is still ingrained in the patriarchal consciousness.)

This neoliberal lack of any sort of regulation, of reveling in the misery and indentured servitude of human beings, is founded on a harsh vision of Social Darwinism: Angie goes to see her caseworker about regaining custody of her daughter, but the man notes that she has been placed with a wealthy family and that the girl wouldn't have as good a life with "people like you." Class warfare continues to rage, and those who must prostitute themselves or risk their lives are viewed as inferior. Of course it's alright to cheer for the deaths of the I-Cons; after all, they went to prison, right? And no one has ever been falsely imprisoned, especially when corporations can tap the inmate pool at will for labor. Simon, the rich, spoiled 17-year-old who controls Kable in battle, views him as a toy, having justified the man's sure guilt in his head and done his best to keep the man alive simply to prove his own prowess as a gamer. Simon hasn't had to work a day in his life, yet he literally holds power over a man's life (and the lives of all the other prisoners he kills through Kable). And until a mysterious, anti-Castle organization known as Humanz (a revolutionary cabal as led by Banksy), sends him a modification for the nanites in Tillman's brain that allows two way communication, he never once considered what the man he operates thought about all this.

Earlier I compared Kable to a college football player, and the same hypocrisy that surrounds the ethics of not paying players extends to the ludicrous sense of good form here. Simon gets flagged for cheating for (reluctantly) letting the man he controls go free before his time, and the fans turn to jeering detractors who spam his wall with cries of "Cheater!" By displaying a slight amount of humanity, Simon will be casually dismissed with the same flippancy that he himself previously called things "gay."

As for Castle himself, he exists in pure B-movie fashion, the identifiable head of an organization that has infiltrated society to such an extent that taking down one person could never undo it. But, in the movies, all you need is to take down the head. However, Castle recalls numerous heads of mega-corporations specializing in entertainment and leisure. Neveldine & Taylor say they modeled Castle as a loose amalgam of "Mark Cuban and Bill Clinton," but he could just as easily stand in for Steve Jobs or Mark Zuckerberg, figureheads who become the personification of a brand. When someone complains about Facebook's privacy issues, is a personal insult on Zuckerberg's exaggerated personal stake into reading everyone's secrets far behind? The entire reason Castle arranges for Kable to be killed before reaching his 30th match is to ensure he remains the true face of Slayers.

But the questions of identity raised by the film compound the issue of who, if anyone, could be considered the face of anything. Tillman becomes Kable to further emphasize his loss of identity, and though his face adorns the Slayers ads plastered on every building, it is Simon who is the top player? Or is it? Back at the prison/training ground, one of the guards at the rifle range reverently asks Tillman, "Who aims? The player or the Slayer?" Kable responds that his player might see what's going on, but it's ultimately up to him to pull the trigger as the split-second lag between Simon's command and his brain receiving the information could leave him open to death. Ergo, Tillman deserves more credit for his success than simply being Simon's conduit, but that also means he shares in the culpability of mass murder for spectacle. Castle's overriding use of nanites allow him to take over more than simply a player in a gruesome game of his making: having made Tillman one of the first test subjects of his technology, he owns a piece of Kable's identity as well, and his way of connecting millions, maybe even billions through his entrepreneurship, might soon become more literal.


All of these ideas swirl around what is, fundamentally, a conventionally structured science fiction thriller. In their (often hilarious) commentary track, Neveldine and Taylor acknowledge the influence of '80s action films on Gamer, and it is by far their most straightforward picture in terms of plotting. We move from seeing Kable in action to slowly uncovering his back story and how it conveniently connects him to the grand villain, leading to a showdown that pits massive social upheaval on the outcome but is ultimately fought on more personal terms.

Yet the film also displays the duo's typical avant-garde aesthetic, now condensed just enough to turn the pure anarchy of the Crank series toward a more honed form of satire (and even a bit of anti-satire, for the filmmaking team are as gleefully turned-on by their antics as they are revelatory of a cultural mindset). Even outside Society and Slayers, the epileptic pops of light roll over the film, whether flashing in strobes through the holes of the prisoner transport that takes what few I-Cons survive back to the penitentiary or exploding in holographic computer displays that fill entire rooms with images of porn, commerce and entertaining violence. Their vision of the future is so chaotic that even the conservative groundswell of humanism that is Humanz could never be mistaken for a Luddite group for all their anti-technological screeds because the members themselves have grown up in the same wild environment, and even their hacks have an element of childish amusement to them (they use crude and lewd animations to insult Castle).

It never ceases to amaze me how Neveldine and Taylor can be so arrhythmic with their editing yet create a decently clear sense of continuity. Where, say, Michael Bay continues to haphazardly edit his action scenes in an inept fashion, a garish display of thick-headed cluelessness, Neveldine/Taylor rank with Tony Scott as some of the few filmmakers who can not only push action cinema to its gaudiest extreme but make something that flows out of the insane result. Behind-the-scenes discussion on the home video release reveals that the duo did not storyboard their giant Slayers and Society sets, simply setting loose extras, stuntmen and effects teams and following behind with a camera, catching all that caught the eye. It's a seemingly random approach, one informed by their A.D.D., but it leads to a presentation that teases the audience even as it adds up to a complete picture. They may foist a loose hodgepodge of imagery and sound onto us, but it works. For all their trickery, I have had a much easier time sorting out the spatial relationships of objects in the frame during the most frenetic moments of Neveldine/Taylor films than I do with the average work of sub-Greengrass shaky-cam action. And only Neveldine/Taylor can get away with the use of 1st-person camera in shooting scenes, recalling video game playing in such a way that, while we are still frustratingly spectators instead of controllers, that frustration is played against itself to show how quickly a film audience will turn on the medium when reminded of something that lets them interact with their entertainment.

Gamer inspired as much derision as all other Neveldine/Taylor movies upon its release, and I certainly didn't rush out to defend it, though I might have if I'd been interested enough by its marketing campaign to check who helmed the project. There have been defenders, however, and none more impressive than cultural critic Steven Shaviro, who penned a towering, 10-000 word defense of the film that goes into much greater detail on the neoliberal extrapolations and the crises of identity posited by the film. I feel critics too often avoid saying they don't understand something, so it behooves me to admit that I don't get large swaths of Shaviro's essay (I always had to work at understanding philosophy, so when he wades into it I occasionally get lost). But it is a fascinating read that breaks down the film in ways that the makers most assuredly never thought of. Shaviro says that Gamer isn't really satire but an embrace of its warped view, and that's probably true: in their commentary, neither Neveldine nor Taylor discuss any deeper thoughts to their process, even if the sheer cleverness of the details of their action shooting suggests more active minds than they let on*. But they also display a keen ability to gauge society as it is now and expand from there, and if the critical element is underdeveloped, the sheer accuracy of its projection allows the audience to make its own commentary without the setback of being forced to sit through a lecture.

Very much a genre film, Gamer is also proof that people should stop considering that some sort of setback. I don't know when critics stopped accepting B-movies as legitimate artistic endeavors (presumably some time after critics accepted B-movies as the only legitimate artistic endeavors), but Gamer offers more than exceedingly well-made action sequences. If it is not a commentary, it is at least a summation of our times. Apart from a deliciously show-stealing performance from Hall, all Southern drawl and arrogance, everyone else is very much locked into the more rigid, inexpressive roles defined by their types. But that is merely the identifiable anchor for the rest of the film, which breaks so many boundaries that one forgets how normal its structure is. The Crank movies may be better examples of the pure artistic anarchy Neveldine and Talyor are capable of, but Gamer demonstrates how daring they can be when actually aiming at something. Perhaps it will grow in stature as the years wear on, or perhaps not. Either way, I can only regret not seeing this ingenious work when it came out and will do my best to make up for lost time. But that's the great thing about genre movies: not only can they be smart, they're a damn sight esier to return to with frequency.


**They are, however, magnificently witty, and their commentary, apart from being surprisingly revealing when it came to their aesthetic, was also delightfully freewheeling. My favorite excerpt: "We hired a speech coach to beat the Scottish out of him [Gerard Butler]. As you can see in this scene, he was an overpaid speech coach."