It took me years to see The Mothman Prophecies. I was in the midst of a switch from VCR tapes to DVD player and The Mothman Prophecies was an unfortunate victim of the transition, a tape with no player for it. I promptly forgot about it, but Netflix didn't.
In a somewhat eerie parallel, I recently started prepping the Dark*Matter adventure "The Killing Jar" for my D20 Modern conspiracy game. The Killing Jar has quite a bit of information about the Mothman and provided a helpful backdrop to The Mothman Prophecies.
What's interesting is that this movie actually makes a lot more sense than the book of the same name by John A. Keel. Keel covers a wide range of paranormal phenomena, from UFOs to Men in Black, from ghosts to the bizarre Mothman. The Mothman itself even has a name, Indrid Cold, and isn't afraid to make phone calls late at night.
And that's what's so unsettling about The Mothman Prophecies. The film flagrantly violates movie tropes by having its apparition not only adopt a name but make dire prophecies at length over the phone.
John Klein (Richard Gere) is the perfect foil for an exploration of the beyond, a haunted man who cannot move on after the death of his wife. Klein has an entire conversation with Cold, testing its knowledge of the present and the future. He even tapes the phone call.
But Cold's paranormal abilities extend well beyond phone calls. It can adopt other peoples' voices, both dead and alive. Ghosts show up in the flesh. It can leave messages for you at the front desk. And you can tape it all you want – vocal analysis will show it's an actual voice. Your voice. Only you didn't make the call.
If you know anything about the original Mothman Prophecies, you know how all this ends. But that's beside the point. The Mothman Prophecies is largely about grief and recovery. But it's also about the burden of the future, knowing that there is an inevitable conclusion to all things that we simply cannot control. Death brings that knowledge into terrible perspective.
Unfortunately, the movie drags. And drags. The eerie sounds are a bit overplayed; in some cases, silence would have been more effective than the relentless sound effects. The aural assault may have been more effective in the theater, but on television it's just annoying.
That doesn't detract from Mothman's overall sense of dread. If you have an interest in paranormal procedurals, watch The Mothman Prophecies. It will leave you Cold. And that's a good thing.
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Monday, August 10, 2009
Tuesday, August 4, 2009
Dark Entries
I'm a sucker for haunted house stories, if only because they're such a challenge for modern horror writers to pull off. I also love Blair Witch Project-style narratives, supposedly unfiltered media that catalogues horror without artifice and just presents terror in all its messy glory. So the plot behind Constantine's latest jaunt into the unknown, a reality show about a haunted house, piqued my interest.
Like so many Alan Moore characters, John Constantine is arrogant, wily, grungy, hails from the lower class, and the world pretty much hates him. Constantine and his ilk defined a whole generation of trench-coat wearing bastards that provided a much-needed dose of reality to the comic genre. So it's interesting to insert someone like Constantine in what is an undeniably modern format; that of the narcissistic, relentlessly self-promotional Generation Y-world of reality television.
Constantine shifts very quickly from paranormal investigator of a haunted house to reality show contestant, a shift that isn't entirely believable. We're led to believe it's because Constantine is attracted to a woman on the show who reminds him of someone he once knew. Which is all fine and good, but seems entirely out of character for a drifter who brings bad luck to everyone he meets.
And here's the first problem: it's never realistically explained why all the contestants stay there. The house is a virtual fortress, with no windows or doors. All of the contestants are suffering from grisly, realistic hallucinations. And not one of them cracks enough under the pressure to opt out of the game.
Constantine's arrival mucks up this somewhat delicate balance of greed and paranoia. His sole contribution is sleeping with the woman he was attracted to and asking them all to remember their pasts. In a comic all about Constantine, he barely lifts a finger.
About mid-way through, there's a surprised twist involving demons and hell. I figured it out several pages prior and was actually pleased with the direction the book was going in. In the style of the remake of 13 Ghosts, the book's true premise promised a really dark foray into the human condition as the various contestants realize the hopelessness of their situation and…
But alas, that's for a different book. Once the Big Surprise is revealed, Dark Entries begins a downward spiral into parody. Here's a hint: it includes demons wearing headsets, televisions from hell, and an infernal cannibal who still hears the voice of Sawney Bean.
In other words, instead of continuing the dark noir tone of the first half, or the Gen-Y ironic sensibilities of the second half, it chooses a third route: utter ludicrousness. The infernal forces come off as absurd. When the dismembered head of one of the contestants asks if he'll ever play the piano again, it's clear that Dark Entries has given up.
Rankin seems uncomfortable with the graphic novel format, vacillating between Constantine's noir-style narrative sensibilities, the relentless navel-gazing of modern media, and a bad eighties slasher flick. The result is an uneven installment of the Constantine universe.
Like so many Alan Moore characters, John Constantine is arrogant, wily, grungy, hails from the lower class, and the world pretty much hates him. Constantine and his ilk defined a whole generation of trench-coat wearing bastards that provided a much-needed dose of reality to the comic genre. So it's interesting to insert someone like Constantine in what is an undeniably modern format; that of the narcissistic, relentlessly self-promotional Generation Y-world of reality television.
Constantine shifts very quickly from paranormal investigator of a haunted house to reality show contestant, a shift that isn't entirely believable. We're led to believe it's because Constantine is attracted to a woman on the show who reminds him of someone he once knew. Which is all fine and good, but seems entirely out of character for a drifter who brings bad luck to everyone he meets.
And here's the first problem: it's never realistically explained why all the contestants stay there. The house is a virtual fortress, with no windows or doors. All of the contestants are suffering from grisly, realistic hallucinations. And not one of them cracks enough under the pressure to opt out of the game.
Constantine's arrival mucks up this somewhat delicate balance of greed and paranoia. His sole contribution is sleeping with the woman he was attracted to and asking them all to remember their pasts. In a comic all about Constantine, he barely lifts a finger.
About mid-way through, there's a surprised twist involving demons and hell. I figured it out several pages prior and was actually pleased with the direction the book was going in. In the style of the remake of 13 Ghosts, the book's true premise promised a really dark foray into the human condition as the various contestants realize the hopelessness of their situation and…
But alas, that's for a different book. Once the Big Surprise is revealed, Dark Entries begins a downward spiral into parody. Here's a hint: it includes demons wearing headsets, televisions from hell, and an infernal cannibal who still hears the voice of Sawney Bean.
In other words, instead of continuing the dark noir tone of the first half, or the Gen-Y ironic sensibilities of the second half, it chooses a third route: utter ludicrousness. The infernal forces come off as absurd. When the dismembered head of one of the contestants asks if he'll ever play the piano again, it's clear that Dark Entries has given up.
Rankin seems uncomfortable with the graphic novel format, vacillating between Constantine's noir-style narrative sensibilities, the relentless navel-gazing of modern media, and a bad eighties slasher flick. The result is an uneven installment of the Constantine universe.
Monday, August 3, 2009
Shared Fantasy: Role-Playing Games as Social Worlds
Gary Alan Fine's book, Shared Fantasy: Role-Playing Games as Social Worlds, provides an enlightening overview of the state of gaming in the early eighties. Fine, a sociologist, inhabits the gaming cultures he reviews, reporting on Dungeons & Dragons, Chivalry & Sorcery, and Empire of the Petal Throne as a player and game master. He also interviews many of the leading lights of the industry at the time, including M.A.R. Barker, Dave Arneson and Gary Gygax.
What's revealed by Fine's studies is that issues many gamers face today have remained largely unchanged over the course of thirty years. "Roll-" vs. "role-" playing figures prominently. Game masters who are unprepared or capricious, players who are petty and competitive, groups that exclude other groups…they're all here in vivid detail. What sets Fine's work apart is that he provides sociological constructs to discuss the gaming hobby, a hobby he treats with respect.
On the other hand, there are several issues that are clearly tied to the nascent gaming culture. Rampant sexism and violence towards women disturbs Fine; things have definitely changed for the better. The other major concern of most of Fine's subjects is the invasion of youngsters to the hobby who are too immature to fully grasp its rules. Nowadays we have the opposite problem – there aren't enough young players attracted to the game.
Throughout, Fine interviews his subjects and quotes their experiences as well as his own. These quotes are illustrative of the little challenges gaming groups regularly encounter, from intergroup rivalry to players having their characters to commit mass suicide as a form of protest against a particularly unfair game master. Any gamer will recognize himself and his players in Fine's work.
Chivalry & Sorcery and Empire of the Petal Throne (Tekumel) are not as well known today, but at the time they were a game designer's response to the flaws in Dungeons & Dragons. In the case of Chivalry & Sorcery, it was a more feudal feel to fantasy. In the case of Tekumel, it was the distinct European emphasis that colored all of Dungeons & Dragons. Barker's direct involvement in the Tekumel game universe as a game master provides an immersive contrast to the typical hack-and-slash dungeon games that were popular at the time.
Fine's work isn't flashy, but it's a critical piece of gaming history and a must-read for gaming scholars everywhere.
What's revealed by Fine's studies is that issues many gamers face today have remained largely unchanged over the course of thirty years. "Roll-" vs. "role-" playing figures prominently. Game masters who are unprepared or capricious, players who are petty and competitive, groups that exclude other groups…they're all here in vivid detail. What sets Fine's work apart is that he provides sociological constructs to discuss the gaming hobby, a hobby he treats with respect.
On the other hand, there are several issues that are clearly tied to the nascent gaming culture. Rampant sexism and violence towards women disturbs Fine; things have definitely changed for the better. The other major concern of most of Fine's subjects is the invasion of youngsters to the hobby who are too immature to fully grasp its rules. Nowadays we have the opposite problem – there aren't enough young players attracted to the game.
Throughout, Fine interviews his subjects and quotes their experiences as well as his own. These quotes are illustrative of the little challenges gaming groups regularly encounter, from intergroup rivalry to players having their characters to commit mass suicide as a form of protest against a particularly unfair game master. Any gamer will recognize himself and his players in Fine's work.
Chivalry & Sorcery and Empire of the Petal Throne (Tekumel) are not as well known today, but at the time they were a game designer's response to the flaws in Dungeons & Dragons. In the case of Chivalry & Sorcery, it was a more feudal feel to fantasy. In the case of Tekumel, it was the distinct European emphasis that colored all of Dungeons & Dragons. Barker's direct involvement in the Tekumel game universe as a game master provides an immersive contrast to the typical hack-and-slash dungeon games that were popular at the time.
Fine's work isn't flashy, but it's a critical piece of gaming history and a must-read for gaming scholars everywhere.
Ball Peen Hammer
Ball Peen Hammer was never meant to be a comic. It's clear, from the claustrophobic setting of a basement and a clock tower to the long silences and close-up panels of characters' expressions, that this graphic novel is a parable. The post-apocalyptic world outside is a foil to reinforce the claustrophobia and paranoia of those two little rooms. This review contains spoilers.
Ball Peen Hammer is about three art forms: music, writing, and acting. Welton is a musician, Underjohn is a writer, Exley is an actress. All three are part of a commune of artists who have seen been scattered from the Undertunnels by the Syndicate, an oppressive regime of gas-mask wearing soldiers. Adam Rapp, a novelist and playwright himself, is merciless in his critique of these three pathetic creatures. Welton is a shiftless guitarist, never leaving the basement and playing the same song over and over about a woman he loved – but is too frightened to try to find her or save himself. Underjohn is immune to the plague but returns to Welton's basement to write about his experience, cataloguing the slow death of the bleak world around him. Exley insists on wearing her little black dress and up-do hairstyle even in the middle of a city besieged by acid rain and wild dogs.
Ball Peen Hammer is about love lost. Welton, who fell in love with Exley, is paralyzed by the experience, stuck in a perpetual state of yearning for a moment he can never reclaim. Underjohn was in love with a man who died from the plague, but never expressed his affection for him before he passed. Exley carries Welton's child and in her journey to find him regresses to acting – as a mother, as a teacher – to Horlick, a thirteen-year-old street kid who lives in the clock tower with his older brother, Dennis.
Ball Peen Hammer is about filling holes. There are emotional holes in all of the characters, but there are also physical holes: the Collector, who slides in and out of manhole covers to ring bells, repair lights, and tattoo numbers; Horlick, who reenacts American Pie with a melon; Welton, who can never get his toilet to flush; Underjohn, who fled the underground commune after it was filled with concrete by the Syndicate.
Ball Peen Hammer is about the loss of innocence. There are sacks in the basement. Underjohn discovers later that he's a Sacker, whose job is to use a ball peen hammer to fill those sacks. Welton, a Dragger, is haunted by the ghosts of those he helped drag into the basement. Exley inserts herself into a family that doesn't want her. And Horlick pretends he is much tougher than he lets on.
Ball Peen Hammer is not a glimpse into a larger world, part of a running series, the beginning of a comic book franchise, a happy story, a quick read, or meant to be understood literally. It is Rapp's No Exit, banished to comic form because nobody's going to want to see a play that revolves around killing kids with a hammer.
Ball Peen Hammer is about three art forms: music, writing, and acting. Welton is a musician, Underjohn is a writer, Exley is an actress. All three are part of a commune of artists who have seen been scattered from the Undertunnels by the Syndicate, an oppressive regime of gas-mask wearing soldiers. Adam Rapp, a novelist and playwright himself, is merciless in his critique of these three pathetic creatures. Welton is a shiftless guitarist, never leaving the basement and playing the same song over and over about a woman he loved – but is too frightened to try to find her or save himself. Underjohn is immune to the plague but returns to Welton's basement to write about his experience, cataloguing the slow death of the bleak world around him. Exley insists on wearing her little black dress and up-do hairstyle even in the middle of a city besieged by acid rain and wild dogs.
Ball Peen Hammer is about love lost. Welton, who fell in love with Exley, is paralyzed by the experience, stuck in a perpetual state of yearning for a moment he can never reclaim. Underjohn was in love with a man who died from the plague, but never expressed his affection for him before he passed. Exley carries Welton's child and in her journey to find him regresses to acting – as a mother, as a teacher – to Horlick, a thirteen-year-old street kid who lives in the clock tower with his older brother, Dennis.
Ball Peen Hammer is about filling holes. There are emotional holes in all of the characters, but there are also physical holes: the Collector, who slides in and out of manhole covers to ring bells, repair lights, and tattoo numbers; Horlick, who reenacts American Pie with a melon; Welton, who can never get his toilet to flush; Underjohn, who fled the underground commune after it was filled with concrete by the Syndicate.
Ball Peen Hammer is about the loss of innocence. There are sacks in the basement. Underjohn discovers later that he's a Sacker, whose job is to use a ball peen hammer to fill those sacks. Welton, a Dragger, is haunted by the ghosts of those he helped drag into the basement. Exley inserts herself into a family that doesn't want her. And Horlick pretends he is much tougher than he lets on.
Ball Peen Hammer is not a glimpse into a larger world, part of a running series, the beginning of a comic book franchise, a happy story, a quick read, or meant to be understood literally. It is Rapp's No Exit, banished to comic form because nobody's going to want to see a play that revolves around killing kids with a hammer.
Wednesday, July 29, 2009
Valkyrie
Valkyrie's premise – the plot to kill Hitler – was practically scripted for a movie. Preparing for my Delta Green role-playing game campaign meant researching Nazis and Project Valkyrie, a major historical but oft-ignored event by the American public. Until now.
Because the movie is based on a historical account, typical models of assessing a film – like a twist ending, for example – aren't possible. We know how things turned out. In fact, doing research on how Valkyrie came about and ended somewhat tarnished the movie for me. Valkyrie's not bad, but it wasn't the great drama I hoped it would be.
Tom Cruise is perfectly serviceable as Colonel Claus von Stauffenberg, and the surrounding cast does an excellent job of showing what amounts to a typical bureaucracy. The more apparent it becomes that Germany might lose the war, the more urgent the plans to overthrow him.
But there were other factors motivating these desperate men, factors that are somewhat lost in the film. My understanding – and I admit this is limited, as I'm no WWII scholar – is that the nobility that led warfare in olden times, and specifically World War I, felt that there was a "wrong" and "right" way to conduct a war. Hitler didn't so much offend this old guard's sense of moral responsibility as it did their sense of following the rules according to an educated upper class. In a sense, Hitler's war was a peoples' war, waged at whatever cost and using whatever resources necessary and, at times, ignoring the right of the nobility to determine how a conflict was conducted.
This is important because Stauffenberg, and some of the elites involved in the attempted coup, were members of this aggrieved ruling class. This isn't to say that Stauffenberg didn't find Hitler's policies reprehensible, but as a large group, it helps explain the framework for why a coup would even be conceived. This entire thrust seems to be deemphasized in the film. It's almost as if Singer was concerned that playing up Stauffenberg's nobility might be a comment on Cruise himself.
The other part that seems to be lacking from the film is the miserable ending for the conspirators. Stulpnagel, the German commander in France, tried to shoot himself several times before being captured by the Gestapo. There is a brief scene where the surviving conspirators are put on a mock trial and holding their pants up; this is because they weren't given belts, to humiliate them more. The scene flashes by so fast that, to a viewer who is unaware of those circumstances, it just seems like the defendants lost a lot of weight and are holding up their pants.
And that sums up the problems I had with the movie. The tension is ratcheted up, there are little known scenes drawn from actual history that further enhance the film, but it all seems to be disconnected from the greater war. It's like Valkyrie took place in a hermetically sealed film universe. This adds to the claustrophobia of the conspiracy, but doesn't quite satisfy those looking for a historical context.
Because the movie is based on a historical account, typical models of assessing a film – like a twist ending, for example – aren't possible. We know how things turned out. In fact, doing research on how Valkyrie came about and ended somewhat tarnished the movie for me. Valkyrie's not bad, but it wasn't the great drama I hoped it would be.
Tom Cruise is perfectly serviceable as Colonel Claus von Stauffenberg, and the surrounding cast does an excellent job of showing what amounts to a typical bureaucracy. The more apparent it becomes that Germany might lose the war, the more urgent the plans to overthrow him.
But there were other factors motivating these desperate men, factors that are somewhat lost in the film. My understanding – and I admit this is limited, as I'm no WWII scholar – is that the nobility that led warfare in olden times, and specifically World War I, felt that there was a "wrong" and "right" way to conduct a war. Hitler didn't so much offend this old guard's sense of moral responsibility as it did their sense of following the rules according to an educated upper class. In a sense, Hitler's war was a peoples' war, waged at whatever cost and using whatever resources necessary and, at times, ignoring the right of the nobility to determine how a conflict was conducted.
This is important because Stauffenberg, and some of the elites involved in the attempted coup, were members of this aggrieved ruling class. This isn't to say that Stauffenberg didn't find Hitler's policies reprehensible, but as a large group, it helps explain the framework for why a coup would even be conceived. This entire thrust seems to be deemphasized in the film. It's almost as if Singer was concerned that playing up Stauffenberg's nobility might be a comment on Cruise himself.
The other part that seems to be lacking from the film is the miserable ending for the conspirators. Stulpnagel, the German commander in France, tried to shoot himself several times before being captured by the Gestapo. There is a brief scene where the surviving conspirators are put on a mock trial and holding their pants up; this is because they weren't given belts, to humiliate them more. The scene flashes by so fast that, to a viewer who is unaware of those circumstances, it just seems like the defendants lost a lot of weight and are holding up their pants.
And that sums up the problems I had with the movie. The tension is ratcheted up, there are little known scenes drawn from actual history that further enhance the film, but it all seems to be disconnected from the greater war. It's like Valkyrie took place in a hermetically sealed film universe. This adds to the claustrophobia of the conspiracy, but doesn't quite satisfy those looking for a historical context.
Wednesday, July 8, 2009
Splinter
Splinter is an indie horror movie inspired by John Carpenter's The Thing and Sam Raimi's Evil Dead II. Like any good horror film, Splinter achieves the right balance to terrify its protagonists: 1) psychological tension between the characters, 2) isolation, and 3) a creature. This review contains minor splinters—I mean spoilers.
On the surface, our happy couple and soon-to-be-victims Seth Belzer (Paulo Costanzo, last seen on the failed Friends spin-off Joey) and Polly Watt (Jill Wagner, who took Jessica Biel's place in the Blade television series) plan to camp out in the woods for a romantic evening. The in-joke is that they are the reverse of a typical horror couple: Seth is a wussy botany student and Polly is a rugged outdoorswoman. Unfortunately, this difference is a little too extreme – Polly seems too sexy for a guy like Seth.
Another couple is thrown into the mix, and this is where the parallels between Evil Dead and Splinter begin. Dennis Farrell (Shea Wigham) is a convict on the run with his junkie girlfriend Lacey Belisle (Rachel Kerbs). They hijack Seth and Polly's car, ratcheting up the tension. We're never quite sure how trigger-happy Dennis is or how crazy Lacey will get in need of her fix.
The quartet runs over an oddly infected raccoon, which blows a tire. Seth pricks his finger on a strange splinter while changing it out and Lacey goes nuts when the dead raccoon she confuses with her long lost cat begins to move. The car repaired, they tear off, only to have the vehicle overheat. Polly stops at the nearest gas station, which just happens to contain an infected gas station attendant. We now have our isolated location.
All that's missing is our monster, a plant-thing that co-opts its host's body. The monster has a very specific biology that's integral to the plot; it's up to the survivors to figure out how the creature works. Which is why, when you're being attacked by a plant monster, it's good to have a botanist on your side.
Splinter never moves beyond the gas station and doesn't need to. The characters make dumb decisions, but they do so for good reasons – the convict and his junkie girlfriend are unstable enough to begin with. There are plenty of other parallels to Evil dead, which similarly confined the action to a handful of characters in an isolated location with killer plants (among other horrors), but that's a good thing.
There are some weeds in the plot. It takes awhile before the action really gets started as Splinter struggles mightily to convince us that Polly and Seth are a real couple. Wigham mumbles all of his lines, making some of his delivery impossible to understand. And the ending, while satisfying, is a bit off in its timing.
Still, Splinter shouldn't be missed by monster horror aficionados. It has all the ingredients of a great horror film – and a great salad.
On the surface, our happy couple and soon-to-be-victims Seth Belzer (Paulo Costanzo, last seen on the failed Friends spin-off Joey) and Polly Watt (Jill Wagner, who took Jessica Biel's place in the Blade television series) plan to camp out in the woods for a romantic evening. The in-joke is that they are the reverse of a typical horror couple: Seth is a wussy botany student and Polly is a rugged outdoorswoman. Unfortunately, this difference is a little too extreme – Polly seems too sexy for a guy like Seth.
Another couple is thrown into the mix, and this is where the parallels between Evil Dead and Splinter begin. Dennis Farrell (Shea Wigham) is a convict on the run with his junkie girlfriend Lacey Belisle (Rachel Kerbs). They hijack Seth and Polly's car, ratcheting up the tension. We're never quite sure how trigger-happy Dennis is or how crazy Lacey will get in need of her fix.
The quartet runs over an oddly infected raccoon, which blows a tire. Seth pricks his finger on a strange splinter while changing it out and Lacey goes nuts when the dead raccoon she confuses with her long lost cat begins to move. The car repaired, they tear off, only to have the vehicle overheat. Polly stops at the nearest gas station, which just happens to contain an infected gas station attendant. We now have our isolated location.
All that's missing is our monster, a plant-thing that co-opts its host's body. The monster has a very specific biology that's integral to the plot; it's up to the survivors to figure out how the creature works. Which is why, when you're being attacked by a plant monster, it's good to have a botanist on your side.
Splinter never moves beyond the gas station and doesn't need to. The characters make dumb decisions, but they do so for good reasons – the convict and his junkie girlfriend are unstable enough to begin with. There are plenty of other parallels to Evil dead, which similarly confined the action to a handful of characters in an isolated location with killer plants (among other horrors), but that's a good thing.
There are some weeds in the plot. It takes awhile before the action really gets started as Splinter struggles mightily to convince us that Polly and Seth are a real couple. Wigham mumbles all of his lines, making some of his delivery impossible to understand. And the ending, while satisfying, is a bit off in its timing.
Still, Splinter shouldn't be missed by monster horror aficionados. It has all the ingredients of a great horror film – and a great salad.
Tuesday, July 7, 2009
Wanted
The beginning of Wanted plays out a lot like a scene from the Matrix, with a dangerous-looking man in a suit tracking down the source of a special bullet. What ensues is an over-the-top special-effects laden battle in which said man launches himself out of a skyscraper to engage snipers on an adjacent building and manages to kill them all, only to himself be taken out by a sniper's bullet in glorious and disgusting 3-D. Then we're back to a narrative by office drone Wesley Gibson's (James McAvoy), prone to panic attacks and harangued by his overweight boss. Warning: this review contains mild spoilers.
It's easy to make the parallels between The Matrix and Wanted, given the opening scene, but it's the second scene in the office that really gives the film its heart. This is Fight Club by way of Equilibrium, amping up the fisticuffs in the former with the gunplay of the latter.
Gibson suffers frequent panic attacks and medicates himself heavily in an effort to cope with the insults of everyday life: the stupid job, the unfaithful girlfriend, the backstabbing coworker. He is destined for something better, something that involves the sexiest mentor a man could ask for: a woman named Fox (Angelina Jolie). Jolie looks a little too gaunt here, but she hasn't lost her aura of dangerous cool and she uses it in spades to bring poor Gibson into his own as an assassin.
Gibson is, in fact, a member of a secret society known as The Fraternity, who in turn are descended from a medieval order dedicated to interpreting God's will via a loom – that's right, a loom. After translating the threads into binary coded orders, The Fraternity kills people who might alter the world's destiny for the worse.
Once Gibson transitions from office worker to gun-fu martial artist, complete with curving bullets and hyper-time senses, the movie really takes off: Gibson is out to kill Cross, the man who, Sloan (Morgan Freeman) tells him, killed his father.
Unlike say, The Transporter series, which started out semi-realistic and slowly devolved into action parody, Wanted grounds us in a completely altered reality from the start. It makes some of the gun-ballet and insane acrobatics performed by the characters easier to swallow, in the same way we accepted Neo's superheroic feats in the Matrix.
What's surprising is that Wanted is committed to its tale of revenge and betrayal, willing to sacrifice a potential franchise to tell a good story. It asks the question asked of all religions: how long before the speakers of God's will begin twisting it to their own ends? And what is God's will anyway? Heavy stuff, considering the premise involves shooting lots and lots of people.
Wanted is a surprisingly good action movie that transcends the bullet-time genre without seeming too derivative. Along the way, it tells a tight little story that leaves just about everyone dead. And that's not such a bad thing.
It's easy to make the parallels between The Matrix and Wanted, given the opening scene, but it's the second scene in the office that really gives the film its heart. This is Fight Club by way of Equilibrium, amping up the fisticuffs in the former with the gunplay of the latter.
Gibson suffers frequent panic attacks and medicates himself heavily in an effort to cope with the insults of everyday life: the stupid job, the unfaithful girlfriend, the backstabbing coworker. He is destined for something better, something that involves the sexiest mentor a man could ask for: a woman named Fox (Angelina Jolie). Jolie looks a little too gaunt here, but she hasn't lost her aura of dangerous cool and she uses it in spades to bring poor Gibson into his own as an assassin.
Gibson is, in fact, a member of a secret society known as The Fraternity, who in turn are descended from a medieval order dedicated to interpreting God's will via a loom – that's right, a loom. After translating the threads into binary coded orders, The Fraternity kills people who might alter the world's destiny for the worse.
Once Gibson transitions from office worker to gun-fu martial artist, complete with curving bullets and hyper-time senses, the movie really takes off: Gibson is out to kill Cross, the man who, Sloan (Morgan Freeman) tells him, killed his father.
Unlike say, The Transporter series, which started out semi-realistic and slowly devolved into action parody, Wanted grounds us in a completely altered reality from the start. It makes some of the gun-ballet and insane acrobatics performed by the characters easier to swallow, in the same way we accepted Neo's superheroic feats in the Matrix.
What's surprising is that Wanted is committed to its tale of revenge and betrayal, willing to sacrifice a potential franchise to tell a good story. It asks the question asked of all religions: how long before the speakers of God's will begin twisting it to their own ends? And what is God's will anyway? Heavy stuff, considering the premise involves shooting lots and lots of people.
Wanted is a surprisingly good action movie that transcends the bullet-time genre without seeming too derivative. Along the way, it tells a tight little story that leaves just about everyone dead. And that's not such a bad thing.
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