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Showing posts with label cinema. Show all posts
Showing posts with label cinema. Show all posts

Wednesday, 16 July 2025

"The King's Secret"

That's Osvaldo Rivera Vazquez's short movie from Runway's Gen:48 competition. They say that when you get old enough, everything reminds you of something else. Looking at these short AI-animated films put me in mind of the late 1980s when desktop publishing meant that anyone could put out a magazine or publish a book. 

It's a revolution. Yesterday, you needed a fair bit of money to put together a movie. Now a writer can realize their vision without having to learn about animation, framing, editing, and all the other skills. That's a good thing because there are many very creative people, previously locked out from any means of getting their work in front of the public, who will now be able to flourish.

But it's double-edged. When publishing had its gatekeepers, maybe a hundred thousand new books came out each year. Now that figure is in the millions. At such scales Sturgeon's Law proves not to be linear. Along with the nuggets of gold like "The King's Secret" will come a tsunami of mud, to put it politely. An example is this -- trite, obvious, visually dull, mawkish. And it won the sodding Grand Prix. AI can make our dreams a reality, but it can't fix the problem that the popular taste is always for the shallowest and least original stories. What we really need is AI to make our minds more interesting, but that might take a little longer.

Wednesday, 4 December 2024

Where's Jack?

Last Friday's brilliant scenario notwithstanding, I'm not usually much of a fan of the heist genre, finding most examples of it too slick and formulaic. But maybe James Clavell's movie Where's Jack? doesn't count, as it doesn't much concern itself with the procedural details of thievery. The movie is hard to find these days -- surprising, given that Clavell is still famous for Shogun and the writers, David and Rafe Newhouse, also penned John Boorman's classic Point Blank.

Set in the early 1700s, Where's Jack? dramatizes the story of Jack Sheppard (Georgian London's Billy the Kid) and the thief-taker Jonathan Wild, characters who inspired David Bowie's final work. I think roleplayers will enjoy it. There's smart storytelling, interesting characterization, and it moves along with unflagging pace. (As a bonus for followers of Dirk the Dice on The Grognard Files, there's a cameo appearance by Caroline Munro.)

If something like Where's Jack? were made today it wouldn't be half as good. You want diversity, one way to get it is to look at how the filmmakers of half a century ago saw our shared past. Watch the movie while it's still up there (ad-free) on YouTube.

Friday, 23 August 2024

Fire and water

You're in Paris. It's 1910, the year of the floods. You've been touring a doll factory. After looking around the workshop on the first floor (American: second floor) where the celluloid dolls are made, you go up to the second floor (that is, the third floor in US English). You stay there for a few hours, unaware that the Seine is flooding. The ground floor is soon completely underwater. The level rises to almost waist-height in the workshop, shorting out a fuse box. Sparks catch on the inflammable celluloid dolls. By the time you come back down, half the workshop is already ablaze.

You have to get out of the building. There are large windows behind you, not blocked by the fire, but you're on the first floor. Hurrying to the stairs, you find the stairwell completely submerged. To get down to the exit you'd have to swim underwater. It's only about fifteen or twenty metres, but the sun has set and the electric lights have fused. The only illumination down there is whatever is cast from the flames in the workshop.

This is in fact a scene from the 2023 movie The Beast. I won't give any spoilers except to say that the movie is 150 minutes of your life that you'll never get back, and that confusing and strident are not the same things as enigmatic and beguiling. If you do want a movie that conveys real emotional mystery, watch The Double Life of Veronique instead. Or you could read the Henry James short story, "The Beast in the Jungle", that the director Bertrand Bonello claims to have been inspired by.

But this is not a film review, it's a post about how screenwriters really ought to hire gamebook or RPG players to stress-test their scenarios. Because I can see an easy way to get out of the building which obviously didn't occur to the filmmakers because they didn't have a full mental picture of the characters' surroundings. (They also showed it as daylight outside. Unlikely at 7:30pm in January, but it allowed them to provide a lot more light in the submerged ground floor.)

OK, so what would you do? And can you think of any other movies where the characters missed an obvious solution?

Friday, 20 May 2022

Two timing


'Do you remember a guy that's been in such an early song?' asked Bowie. Until reminded by a shout-out from Alexis Kennedy, I'd completely forgotten that in Dragon Warriors book 6 I included some advice on handling passage of time in a roleplaying session:

Very long journeys often mean that a game-time period of many months will be skimmed over in a matter of a few minutes of real-time. However, it is not in the best interests of the game to be too quick about this. A sense of the ludicrous may creep into a game where the GM says something such as, ‘You ride south through Algandy, spend a few days in Ferromaine where you charter a ship, then you sail across the Coradian Sea and down the Gulf of Marazid until you reach the mouth of the Mungoda River after about a month. You find a guide and bearers and make your way inland through thick jungle, finally arriving at the ruined temple Sengool told you about three months after you set out.’

Such an introduction is implausible and does little justice to the adventure that is to follow it. I recommend that you never spend less than half an hour gaming each campaign month. Something of interest must happen in that time. Devise a meeting with officials in Ferromaine – are the player-characters stung for duty tax, or wrongfully arrested by the city guard? Embroil them in a subplot which may take up the whole gaming session (though try not to lose the impetus of the main adventure in doing so). As a last resort, at least throw in a pre-planned but ostensibly random encounter.

One useful trick that allows you to move through game-time at an accelerated rate is by means of a film-like montage. Wait for the players to begin a discussion amongst themselves – a plan of action, an argument over spoils, or whatever – then run them fairly freely through their journey, interjecting briefly sketched events or remarks from NPCs, such as the ship's captain, at intervals to show that time is passing. As in a film, a few minutes’ action can thus be made to seem to cover days or weeks. 

It's that montage technique that Alexis and Lottie were talking about, and it's very generous of them to give me the credit for it. I just swiped it from cinema, after all. But which filmmaker came up with it in the first place? It's almost but not quite what Welles uses in the breakfast montage in Citizen Kane. One flash of light but no smoking pistol -- where did he get it from? And who was the first to use it fully? By which I mean carrying on a continuous dialogue through a succession of scenes in which time is passing.

As with most fictive tricks, we can go right back to Shakespeare. He has two clocks, so to speak, running throughout Othello. (No montage there, obviously.) Montage as a cinematic technique predates dialogue, so at some point while cutting an early talkie it must have occurred to the director and/or editor that it would be neat to hold together the montage sequence with one voiceover or dialogue sequence. It's really just an extension of overtonal montage (a sequence of cuts linked by theme) which was well-established in the silent era. When talkies came along, some bright spark must have made the intuitive leap to using the dialogue as the overtonal glue. But who? Lev Kuleshov? Alfred Hitchcock? Don Siegel? In the absence of any further info, I'm going to have to bashfully submit to Mr Kennedy's attribution and call it the Morris Effect.

If you want to experience it in a game, the obvious pick is The Lady Afterwards, now available on Steam. If the story and game design are as gorgeous as the visuals (and Fallen London suggests they will be) then it's a must-have.

Wednesday, 13 May 2015

When a man is tired of Whedon...


Age of Ultron, then. I know you don’t want spoilers. How would I spoil it, anyway? You already know the arc of the movie long before you see it, because it’s the arc demanded by the sheer weight of franchises and star contracts, by the simple need to toss bread to the international circus-goers, never mind selling an SUV-load of toys to their kids.

Scientists create an artificial intelligence and it’s benevolent and means only good for mankind. No? How about: scientists create an artificial intelligence, spurn it, and in doing so teach it only to respond with loveless rage and destruction? Uh-uh, for something as sophisticated as that you need an 18-year-old girl. The AI tries to take over the (yawn) world, then. Hilarity ensues. (No, really.)

Taking over the world starts by Ultron getting into the Internet. Possibly that explains why he also becomes artificially dumb, as whatever the software you’re equipped with, the entire Internet doesn’t have the processing power or complexity required to simulate one human brain. That could explain why he wastes time looking for the Pentagon’s nuclear missile launch codes, which even with staff cuts are hopefully not actually connected to the freakin' Internet. And don’t get me started on how a super-genius AI copes with global bandwidth.

OK, so lots of dumb decisions later, the inevitable big-as-Dumbo climactic battle. My main takeaways from this are, first, that robots are pretty fragile, especially the armour-plated variety. You hit them with anything hard, even the butt of a gun, and it’s likely a limb will fall off. Also, they become weaker in proportion to the number of robots in the army. Oh, and they are really, really stupid.

Maybe the problem is villains, period. We know that the world’s problems go so much deeper than one bad apple, so the villain just seems like a trivial and ineffectual pantomime bully. And villains’ dialogue always sucks. It’s like everyone involved knows that the villain is a lame carry-over from moustache-twirling landlords in old silent movies, doomed to talk a good fight till the final prole-pleasing punch. Next up in this never-ending Marvel merry-go-round: acromegalic alien beetroot Thanos. Oh god, kill me now, just don’t monologue like a silkily smooth thesp for five minutes before you do it.

Second takeway: if you’re putting a new superhero into a movie, you really need to give them powers that the viewer can easily grasp. You need it to be show not tell. Spider-Man shoots webs, climbs walls, and is strong and agile. Reed Richards can stretch. We don’t have to know exactly how strong the Hulk is, but we know he can bust stuff up and lift a really big weight. Being flesh rather than metal, no limb will ever fall off him. Well, maybe one tooth, if a building is dropped on his head.

But when we’re told that a character has powers of “telekinesis, telepathy, other psionic effects” then we are never going to have a clue what they can do. Whatever the plot requires, probably, just as long as they prance like a tit while doing it and a CGI geezer is on hand with his particle effects package in Autodesk Maya.

I said hilarity ensues, and I wasn’t kidding - unlike Joss, who never stops. Each character has a stock of quips. It soon feels relentless, as though Buffy Summers has taken over everyone’s heads and given them a snappy teen one-liner to see them through the gruelling times when the sticky tape holding the story together looks like giving way. The cinema audience laughed and laughed, but that doesn’t mean much. The same kind of people also gave a snigger when Nero set Christians on fire. I just thought: Joss, baby, don’t you want me to care? I think he was desperate. In between all the shouting and ‘splosions and the damned soulless CGI, he just clung to what he does well.

What he does well, he does very well. The scene when Cap tries to lift Thor’s hammer, the look on Thor’s face. That’s gold, a lovely character moment. A shame, actually, that it turned out to just be set-up for a payoff scene that came later. The payoff wasn’t nearly as good and in retrospect it cheapened the earlier scene. Oh well, it came towards the end – and then again, the same payoff with added joke, in case we missed it the first time.

And a nice scene between Clint Barton and his wife, gently ribbing him for failing to notice an Avengers office romance. (And by the way I’ve never seen any evidence in real life that women are so much better tuned to that stuff than men. Possibly they’re more interested in feelings, on average, unless that’s a myth too, but they’re certainly no better at intuiting them.) And here I was thinking Joss was really down on gender clichés after his remarks about that Jurassic Park teaser. Anyway, quibbles aside, he does that stuff well and the “Hawkeye” line was perfect.

And then – like hope flitting up from the bottom of the jar – there’s Mark Ruffalo. Oh, such brilliance in every expression, every line reading. He’s worth the price of admission just on his own. If only Joss could give us a Hulk movie. A Banner movie, I mean. Fewer characters, more time to develop a story, more character moments so that when the stomping and growling kicks off we might actually care. That would be worth your 15 bucks for sure.

Look, I honestly don’t have the time or the will to review the movie, but Sady Doyle did and I agree with much of what she said. Here it is if you’re interested, but I know it won't change anything.

Wednesday, 29 April 2015

So, Interstellar...


I don't put up a lot of movie or book reviews here, figuring that my Mirabilis blog is the appropriate place for more personal interests like that. Still, you might find this one of Christopher Nolan's big ol' SF flick Interstellar worth a look. It's a bit spoilery, but at least it's over faster than the movie...

So, the Earth is dying because they can't figure out to use hydroponics. And Cowboy Farmer finds mysterious symbols in his ramshackle old house (= Signs, Close Encounters). And he says, "It's not a ghost. It's gravity!" (Though why shouldn't that mean a ghost?) And he looks at a bunch of numbers in binary and he doesn't say, "WTF are these numbers?" he goes, "They're coordinates." And they are the coordinates for a secret base within driving distance of his house. And he gets there and they say, "Oh yes, those are mysterious gravity things sent by these aliens who put this wormhole near Saturn" (2001). And nobody says, "Hang on, you're our best pilot and the gravity fairies told you the coordinates of NASA? So let's think about that for five seconds."

But you soon realize why nobody tries to have conversations like that, because one guy would say, "Could the arrival of the wormhole have anything to do with Earth's climate getting messed up?" but then another guy would say, "Faith is about reaching your hand up and knowing there will be something there to hold onto." And then they'll all nod gravely and the first guy will be secretly thinking, "I'm locked in here with the crazy people." So they get into the ship and even though the robots seem to be the only intelligent ones, nobody pays any attention to them, probably because whenever you go, "I have a cold, maybe homeopathy and love and peace will cure it," they would say, "Are you absolutely sure you're the species that created us?"

OK, so off into space and more running about like a bunch of teenagers forced to go on a survival weekend (this crew could get a job on Prometheus, no trouble) and when they come back after 23 years in a gravity well, and Lady Scientist says, "Let's go to planet A" and Cowboy Pilot says, "Hang on, planet B is better but your boyfriend is on planet A, right?" she doesn't say, "Ya got me," she starts coming out with asinine twaddle about maybe that's the best criterion for judging stuff, and love is energy, like, innit, and it's the only thing that transcends time. (And also hate, lust, fart jokes, etc, in that case.) And the others don't say, "Oh, stop wriggling. We caught you out and you know it." No, they listen to her whole critically-failed Fast Talk roll as if it was a valid point. And then Dr Man (geddit?) turns out to be yet another famous actor, and he is mad and evil and tries to kill them, saying that nobody would go on risking their necks to save the whole human species, they'd only do it to specifically save their own family - even though history is full of examples of people putting the group first, and that is kind of the whole USP of homo sapiens. Obviously not a regular churchgoer, Man tries to kill everybody and take over the mission for HAL-like reasons, but everyone is saved thanks to the robots (what did I say about them?). This doesn't stop Cowboy Pilot from telling the robots they have to be sacrificed in a black hole. Lady Scientist doesn't come out with one of her love-is-energy speeches there, but she does at least query whether you should tell an intelligent, loyal being to sacrifice itself for your sake. Luckily Cowboy Pilot has an answer: "They have to do anything we tell them." (Hah, you fool, Aristotle, why did you waste all that time on that Ethics book, ya booby?) Anyway, Cowpoke sacrifices himself too, and he falls through the event horizon into Inception, where he gets a view of his daughter's bedroom as she's growing up and he can send her messages by pushing books and making the dust spell out binary messages. This would all be very confusing, but luckily one of the robots is on hand to explain absolutely everything to us (ya see? ya see?) and it turns out not to be God doing all this, but the gravity fairies are are, like, 5-dimensional people from the future. And they have just enough vestigial interest in the fate of the entire species (from which they evolved, let's not forget that) to give Cowboy Pilot limited access to one room on his farm over a 30-year peiod. Contacting humanity and giving us the answer to climate control, terraforming, wheat blight and wormhole tech would have been just too easy. And you can see the discussion (imagine this in 5 dimensions): "Shall we explain what they need to do to survive?" "Explanations are a bit too sciencey. Love is energy, dude." "Oh yeah. Just give this one guy a mystic experience, then. After all, we already know he must succeed or we wouldn't be here." "Point. Also, without the woo there's no movie. And we're shooting for M Night Shyamalan to direct."

No good points? Oh sure. I liked the explanation of why wormholes are spherical, the black hole FX, and the robots.

Monday, 27 May 2013

Small is beautiful


I'm beginning to think that if you want a worthwhile movie, you have to go small. No shit, Sherlock, you may say, but I am quite a fan of Hollywood blockbusters - the kind of movie where you sit front and centre and let the experience take you like Dark Phoenix consuming the D'Bari. Yet after two very noisy, soulless CGI-fests (Iron MacGuyver 3 and Star Trek Into Dreariness) it was a relief to catch up with a little gem of a movie in the form of Richard Ayoade's Submarine, based on Joe Dunthorne's novel of the same name.

By the way, a couple of other indie movies I'd recommend for inventiveness, depth and heart are Duncan Jones's Moon and Toa Fraser's Dean Spanley. Though, just to prove I haven't gone all arthouse just yet, I also enjoyed Joseph Kosinski's Oblivion - proper chilling SF that is, with scary aliens and battle robots too, and not much change out of £120 million. Bryan Singer's Jack the Giant Slayer also managed to be big and clever at the same time, mainly by having its abundant humour derive from character, thereby not undermining the sense of threat when the story needs to turn serious. (Dr Who could learn a lot from that.)

But enough of the Barry Norman stuff - back to Submarine. I've mentioned Joe Dunthorne's work before, but this seems like a good time to revisit it, seeing as we've been chatting about whether interactive literature can break out of its old dungeon bash origins and earn a place alongside real fiction. Mr Dunthorne started out writing computer text adventures - or so he claims with tongue in cheek - and has tried his hand at writing an interesting kind of gamebook, You Are Happy. There are no dwarves or ten-foot corridors.