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#i mean... it's not technically a super hero film (more like action-fantasy - but it IS based on comics)
paragonrobits · 3 years
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A friend asked me to give a stab at a Tierlist Maker for Video Games Not Yet In the Video Game Hall of Fame Tier List Maker, so here's my list for it!
This is based primarily on what I considered to be overall value to gaming history as a whole, with games with greater influence or impact ranking higher than those that had less impact on those to follow, or on culture. All the entries are those that have been nominated to the Hall of Fame, but not actually inducted as of this post's writing. Games that I personally like are generally rated higher, though mostly because I'm more familiar with them and thus can judge their impact from a personal POV.
(Tier List explainations, below!)
SHOULD BE IN ALREADY
Final Fantasy: I mean seriously. How is this one not already in yet?? It is not, as my research suggests, the first true RPG; that likely goes to games like Ultima. It is certainly an incredibly influential one; FF is a name closely associated with JRPGs in general, and its diverse class system is one of the strongest things to do with it, as noted by challenges like beating the game with a party of Black Belts. FF is THE name of RPGs in general and I'm startled it hasn't made it in, though I suppose that's owing to more notable entries (Hard as that is to imagine). It doesn't hurt that the majority of my favorite FF titles are those most similar to this one, such as FF6 and FF9, in terms of approaching the general world setting and class systems. Most significantly is that this game popularized RPGs and made them accessible, in ways that previous games such as Dragon Warrior/Dragon Quest did not; the field of gaming would be VERY different without it; RPGs became VERY popular, to the extent of RPG elements being almost universal among other games in the modern day. (I am also pleased and amused to see 8-Bit Theater mentioned on the actual Wikipedia page. Now THAT'S notability!)
Sid Meir's Civilization: HEY NOW HALL OF FAME JUDGES, DON'T YOU BE MOCKING CIV, ALRIGHT. CIV IS FUCKING AWESOME. Okay, jokes aside, I'm genuinely astonished as the Civ series is considered the first true main game of the 4x series, and it shows; the entire genre centers around expansion, resource usage and diplomacying or conquering your enemies, and considering the impact of this game and its sheer popularity, to the extent of the meme of the game getting people to play for Just One More Turn, I'm a bit disappointed that it's not already in the hall of fame. I also note that I am personally more familiar with the spin off Alpha Centauri, a sci fi variant, which is still one of my all time favorite games.
Half-Life: Given this game's popularity, to the point of its release alone consigning the likes of Vampire the Masquerade Bloodlines to cult classic status and its engine spawning a whole THING with GMod and the usage of physics mechanics in FPS games, one thing of note is its use of scripted sequences; at the time, an unknown in most games of the time. There may be something to be said for how the entire game is spent as Gordon Freeman, behind his eyes, possibly engendering a lack of separation between self and character that would be later emphasized in games like Bioshock. It's influence on games cannot be denied, with publications using it as a bookend between eras of gaming. One consistent element of what seems to make this game so distinctive is its approach to storytelling, without simply imitating film techniques which don't always work well with gameplay.
Candy Crush: This is an example of something I don't personally play myself, or even like very much, but I'd be remiss to dismiss it out of hand. There's no denial that phone games are one of, if not THE biggest market of games in the here in now; if now in scale, certainly in quantity. You might call it the TF2 Hat Economy theory; people aren't spending BIG bucks, but they are spending a LOT of little bucks all the time. It proves that highly accessible games that are generally free to play, with optional purchases, are a legitimate means of game business, and this certainly revolutionized how games were seen by the money-makers.
Super Smash Bros Melee: I loved this game as a kid, but truth be told i have a bit of a love-hate relationship; i REALLY dislike the competitive community that has fixated hard on this game, so any thoughts on it will have a slight element of pause beforehand. Even so, I can't forget the thrilled delight I felt watching the trailer for this game in supermarkets for the first time as a kid. at a time when getting any new games at all was a HUGE deal in my family. So, there is a lot of feeling behind this one! Ultimately, I have to concede that while i have complicated feelings about this game, its worth noting that the vast majority of things that made Smash iconic, and influenced the competitive scene AND the games inspired by Smash AND shaped the course of the series going forwards, largely owe themselves to Melee in particular. 64 was far more slow paced, while Melee began the trend towards much more fast paced action (and while I doubt it's SPECIFIC to melee as a whole, it may have been a trend for the genre from then). Melee is STILL widely played, especially on the competitive scene, and this sort of longevity always bears evidence of notability.
Goldeneye 007: I have to admit that despite being a kid in the 90s, despite someone who put most of their time into gaming, and despite being someone whose favorite system at the time was the Nintendo 64, I mostly missed out on the trend of history by honestly not being that much into this game. I have to say that I DID play it, however; I just never managed to get past the first level or so. I have strong memories of triyng and failing to sneak around a snowy lair of some description; it wouldn't be until the mid-2000s, playing Deus Ex Human Revolution, that I got the hang of stealth. All the same, personal indifference really doesn't matter much because HOLY SHIT THIS GAME HAS SOME STAYING POWER. IT HAS INFLUENCE, FRIENDORITOS. Perhaps chiefly, at the time it was made, consoles were not considered viable platforms for first person shooters; Goldeneye revised that notion, and created a whole revolution in multiplayer and shooter games. We would later see the ultimate consequence of this in games like Halo, which further revolutionized the whole genre. Ironically, the stealth attributes I was so bad at were part of what made the game so unique! It's one of those games that may not have aged well, by modern standards, but its import to gaming as a whole goes a long, long way.
Guitar Hero: I expect this one might be a bit hard to justify, but on its own, this game is INCREDIBLY innovative, though its not entirely the first of its kind, having mechanics based on earlier games. The very first entry has a respectable library of 30 songs, which is impressive considered at the time it was made, its not likely people expected it to get as far as it did; bear in mind that the massive libraries of later games were the result of years of this game series being a massive steamroller of a franchise! At the time, this one was an unknown. It has an interesting history as being a successor of sorts to an arcade exclusive, and inspiring a genre of imitators and spiritual successors on its own; of great note is the sheer impact this game had. With so many of those successors, the increased value of liscened soundtracks, and the way the game's concept became so influential, its astounding this one isn't already on the hall of fame. (It's also very fun, but fun alone doesn't make for memorability, sad to say.)
DESERVES IT AT SOME POINT
Myst - an iconic and incredibly atmospheric puzzle game, I'm genuinely surprised that I haven't heard talk about this one in some respect; it bears note as a rare game with absolutely no conflict whatsoever. I actually rank this one on par with the 7th Guest in terms of atmospheric games, though their tones could not be more different. So why do I think this game deserves it at some point? It was an incredibly immersive and beautiful game, lacking in genuine danger or threat, encouraging the player to explore and tackle the puzzles of the game. This sort of open-ended lack of peril makes it an interesting precursor towards certain flavors of sandbox games around now. It's worth noting that it was a tremendous achievement, given technical limitations of things such as the CD-Rom it was stored on, maintaining a consistent experience, as well as tying narrative reasons into those very constraints. It has been compared to an art film; if so, it certainly is the sort that invited imitators and proved to be a great technical achievement.
Portal: PORTAL! What can I honestly say that hasn't already been said by other people? The amazing integration of a physics engine into innovative puzzle solving, combined with a slow burn sort of minimalist plot reveal concerning the AI proving itself to be a kind of reverse HAL 9000? This game got a HUGE number of memes back in the day, and I expect anyone reading this can probably reference a few. The cake thing, certainly, and its relevance to matters of deception. There is much discussion over the game's utility in academic circles, which is certainly quite notable, and for my part, I'm interested by the point that at first the game gives you a lot of hints towards what you're supposed to do, gradually making it less obvious for the player you're on your own entirely, using your experience with the game to get past the puzzles from there, and its excellent game design. Ultimately though, I place this below Half Life in hall of fame urgency, because while I probably like this one more, it doesn't have the same impact on other games, per say. (That's a lot of awards for it, though. Wowza.)
Resident Evil: Is it fair to call this one the major survival horror game of its era? No, because it's apparently the FIRST, or at least the first to be called such. It's certainly up there with shaping the genre as a whole, both its immediate predecessors and modern games. The flavor of a survival horror can even be judged about whether its close to Resident Evil's style of defending yourself with limited resources vs controlled helplessness. It's also worth pointing out that I quite like the restricted, cramped setting of the mansion, rather than an expansive city; Biohazard was a real return to form, even if its something I mostly watched through funny lets plays because OH NO ITS TOO SCARY I CANT WATCH.
Asteroids: It's called the first major hit of the golden age of the arcade. I'm forced to say... yeah, it absolutely deserves it. The actual implementation and hardware of the game makes for interesting reading, and so its innovative nature ought to be noted: it lacked a soundchip at all, making use of handmade circuits wired to the board. It's reception was great, beating out Space Invaders and needing larger boxes just to hold all the money people spent on it. It also invented the notion of tracking initials on the top ten score, which has implications for arcade challenges.
Ms. Pac Man: This one consistently ranks HIGH in gaming records of its time, though there is admittedly some confusion to whether it or Donkey Kong was a better seller. Interestingly it appears to shape most of the gameplay mechanics people remember most for Pac-Man, such as the improved AI of the ghosts. It's more highly regarded than the original game, and on a personal note, I remember being a kid and seeing this arcade machine at ALL the laundry places my family usually wound up going to.
Frogger: It's placing on this list is not solely because CUTE FROG. The accessibility and wide appeal of the game bears a great deal of consideration, the flexibility of its formula, and just how many dang times it's been ported in one form or another. (And also, cute frog.) It also gets points for the creator being inspired for the game when he saw a frog trying to cross a road, hampered by the vehicles in the way, and he got out of his car and carried the frog across the street. The game is also evident of broad appeal, and some money-makers resisting it, goes back a long way; it was apparently dismissed as a kid's game by some, which just goes to show that some problems are older than quite a lot of gamers alive today.
Uncharted 2: this is one of those games where I cannot honestly say I have personal experience to draw from. Of the playstation's big games, I remember the Jak and Daxter series; I remember Kingdom Hearts, and I remember Ratchet and Clank, and I remember Infamous, but the Uncharted series remains
something of a 'I don't go here?' obscurity in my personal playbook. It does look memorable and charming from what I've seen, and one consistent element I've seen in comments about it is the cinematic nature of the game; it feels very much like a fun heist movie, based on what I have seen of it, and the notable thing is how the game FEELS cinematic.. in a literal way. As in, it combined elements of cinematography with game design, and that's no mean feat: what works for movies are unlikely to translate well to the interactive side, and it shows how that can be done for other games. The extensive praise does the game a LOT of credit!
WORTH NOMINATION AT LEAST
Angry Birds: As noted before, I'm not the biggest fan of most phone games, given that i prefer a more passive experience than most provide. As such, Angry Birds isn't something I've played as of this writing, but I have to appreciate the straightforward and simple gameplay; it reminds me a bit of the Burrito Bison game series, which I HAVE played, and I'm going to go out on a limb and assume it's because Angry Birds is probably the innovation that coined that particular style of gameplay. It's an example of what made phone games profitable and worth the time of developers to work at them; its easy for casual players to get into, and there's a fun sort of impact involved. Given the popularity of phone games, this one has a LOT of influence in getting that rolling, similar to candy crush, if not as much.
FIFA International Soccer: Simulation games are a tricky business; it can be really difficult to get them right, and this game provides an example of it being done in a way that a lot of people REALLY loved, set up an entire game series, and revived the 3DO system after a very bad year. Of note, apparently it was commented that it was more of a simulator than a console game, and this is rather funny considering how simulator is its own genre nowadays! Such do things change. It seems to have been a revolutionary game and simulation; setting the shape for modern sport games of its type, and tending more towards realism (accounting for acceptable breaks in reality) than was typical of the time. This one's position is thus picked for its impact as a whole; while it may not necessarily be a household name now, the series continues on, and is popular enough that even after 20 years, it's still been going.
Elite: I nominate this game in this position for being a startlingly early entry into what we would now consider open-ended games, even with an element of exploration and trading; if one stretches definitions a bit, a precursor towards gameplay of the like scene in 4X players who strive to avoid conflict, if possible. Its technical breakthroughs are some very interesting reading and make for good game history; a vast and complex game (not just by the standards of the era, either), and opening the door for persistent world games such as World of Warcraft.
Wii Sports: A significant game, and much as how other titles mentioned above were famed for gateway entries into gaming for an unfamiliar audience, or those that would want o play on a more casual basis. It seems notable to me for being most suited as a family game, or a more casual experience of multiplayer than usually associated with games like this; this has greatly influenced Nintendo's design philosophy, and one can see elements of this all the way through the Wii U onwards. It's essentially a fliparound from Mario Party; less competitiveness, but definitely meant as a group thing. Controversy is evident, because like with Mario Party, injuries did result from it.
Call of Duty: I place this one here because, while it DOES hold a very significant role in gaming history, with countless imitators, spiritual successors, being a game-changer in ways that its modern reputation might surprise you with, ultimately it is less so than other games such as Goldeneye, Halo or Half-Life. It's development in AI pathfinding and tactics is incredibly noteworthy from a mechanical perpsective, and the sheer level of awards it won is notable. In the end this game's popularity and continuing influence means that it shouldn't be overlooked.
Metroid: You can't spell 'Metroidvania' without this game! A relatively open ended exploration-based game with further options opening as new tools were found give it an interesting vibe, and the oppressive atmosphere distinctive to the game says great things about its sound and level designs. It wasn't the first open world game, or explorer, or even the first to open new aereas based on equipment, but it had ALL of these elements in a very memorable package. (Samus Aran as a female protagonist is something I'm a bit reluctant to give it credit for, as her identity was obfuscated for most of the game, and only revealed in a fanservicey way in a secret ending. All the same, credit where it is due, I suppose!) It's music seems to endure as a mood setter, too!
Pole Position: Perhaps not the FIRST racing game, but still considered one of the most important from the golden age of gaming, and the one to codify many of the firm rules of the game series. It's three dimensional gameplay is incredibly innovative for its time, and having played it and games like it in the past, I'm struck by how smooth the whole thing feels. No wonder it was popular! It is notable for having been designed specifically as a 3d Experience, meant to execute techniques like real drivers might attempt, which makes it a different sort of beast in that it tried to do more realistic actions; in some ways, a precursor to modern trends of realism in many games, for ill or best. Ultimately I think this one is worth a nomination because of its influence towards racing games (a popular and long lived genre, to say the least) as a whole.
OUTSIDE CHANCE
Nurburgring 1: On the one hand, I feel a bit guilty putting this one so low; it is recognized as likely being the earliest racing game in history, and given that I just finished noting Pole Position's influence, it feels a bit mean to rate this one as relatively insignificant all the same. However, in terms of notability, I never even heard of this one, and it was tricky finding information about it. Accordingly, that may say something about its influence, though this position DOES make it noteworthy as the first of its kind, albeit with Pole Position refining and introducing elements that shaped the genre.
Dance Dance Revolution: It feels a bit strange, putting this one fairly low. This thing was a MONSTER back in the day; entire arcades were built around the dancing control peripherals it required, rhythm based games or mechanics specifically invoked it by name, and it was an absolute cultural touchstone for years and years. So, why place it low? Partly, its because I can't just shove EVERYTHING into the 'deserves a nomination' folder; I do think it's fairly reasonable for this one to at some point get a nomination in the future, though ultimately there's games more noteworthy on the whole. It's specific rhythm qualities continue outside of its genre, and are quite influential to gaming as a whole, though unfortunately the series seems to have lost something in notability over time; popularity is a factor, but so is the impact on other games.
NBA 2K and NBA Jam: I put these two together because they touch on similar touchstones for me, and they really did popularize basketball games back in the day. Jam in particular seems to be invoking the Big Head mode that were a big thing in games at the time, at least going from the screenshot. They were very popular and highly beloved games back in the day, though I don't know if they have much influence on later games. I note that interestingly, they take opposite approaches; 2k focuses on AI and realistic experiences, while Jam was deliberately less realistic and more actiony in its over the top gameplay.
Nokia Snake: This one really impresses me for the sheer number of releases, in various forms, it's had! Interestingly, there seems to be little consensus on the name of this game; most just call it Snake or something on that theme. I went with Nokia Snake because... mostly, it sounds funny, and that's how its done on the list. This one is fairly low, but I Have to give it credit for having hundreds of releases!
Farmville: My mom liked Facebook games, a lot. And I am certain this one was one of her main ones! I rate it fairly low, and no doubt her spirit is yelling imprecations at me across the void of time, space, and abandoned socks; all the same, this one is ranked low because of the sheer number of displeasure aimed this one's way. (And to be fair, she complained about it. A LOT.) It is thus notable for unusually negative reasons; an example of exploitation, pressuring players to pester their friends to play it in an equivalent to electronic chain mail, and microtranscations.
Tron: I'm inclined to give any game that takes place in a computer land and uses programming or mechanical terminology a free pass! Interestingly, this has some association with the Snake game, as they have similar gameplay and Snake games are sometimes called Light Cylce games, after this one. It has an interesting history; the graphical system was chosen largely because it was believed it was more likely to be achieved before the deadline.
NO BUSINESS IN THE HALL OF FAME
Mattel Football: I do feel a little mean putting anything in this category; firstly because I don't want to make actual fans of something sad, and secondly because I believe you can probably find notability anywhere you look, if you are inclined. And here is the chief difficulty with this one: I could not find any real information in this one. It has no Wikipedia page, a google search only led to undescriptive links of SALES for the game, but not any information on the game itself. Notability is my main resource for sorting these entries, and honestly? If google has nothing on you, that's a pretty poor sign. Sorry, Mattel Football, but you look like a poor man's Game And Watch. You're no Portal, Myst or Pole Position.
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terramythos · 3 years
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TerraMythos’ 2020 Reading Challenge In Review - 9/10s!
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Here's the 9/10 books of this year -- books I really liked but not to the point of perfection. 
1. This Is How You Lose The Time War by Amal El-Mohtar and Max Gladstone (Full Review Here)
This is a beautifully-written novella about two women from enemy time travel societies. They start as rivals who pass taunting letters to one another and gradually fall in love with each other through their writing. There’s some really beautiful and interesting locations, and I love the longing and emotion in the letter sequences. I think using a science fiction setting for a love story is super cool; especially with time travel, there’s a sense of predestination not found in other genres. I also like the idea of each author writing one of the two leads, so the style is slightly different between them. 
2. The City We Became (Great Cities #1) by N. K. Jemisin (Full Review Here)
Jemisin is a fantastic author and created my favorite series ever (The Broken Earth), so I was stoked to read book one of a new series by her. The concept here is that cities become sentient beings over time given enough people and cultural influence. New York City is about to be born into a human avatar, but something goes wrong. An eldritch foe known simply as The Enemy seeks to sabotage the nascent city and almost succeeds. Proto-avatars of the city’s boroughs have to find their inner power and band together to rescue him and save the city. 
I really dig the ensemble cast, especially Manny (Manhattan), Bronca (The Bronx), and New York City himself. The book is also a great middle finger to Lovecraft, as the cosmic horror element is steeped in structural racism and oppression, with the Eldritch Aesthetic being a creepy pale white. Super excited for the next book. 
3. Artificial Condition (The Murderbot Diaries #2) by Martha Wells (Full Review Here) 
I’ve already said plenty about the Murderbot books on my 10/10 list. I really like this one in particular because it introduces ART, one of the best supporting characters in the series. It’s super interesting to see how Murderbot interacts with a non-human person (or... spaceship. But ART is also a person for sure) similar to itself and I really like the banter and friendship between the two. Like the rest of the novellas, it’s short, but it packs in a lot of story and heart. 
4. Rogue Protocol (The Murderbot Diaries #3) by Martha Wells (Full Review Here) 
My other 9/10 selection for this series! There is a heavy focus on Murderbot’s past and how far it’s come ever since it freed itself from the company’s mental slavery. This probably has the strongest character development in the series outside of Network Effect, with a genuinely sad and sobering ending. 
5. Finch (Ambergris #3) by Jeff VanderMeer (Full Review Here) 
I think this book is where I really “got” the Ambergris series; it’s a pseudo-trilogy with a lot of postmodern elements, but this one is the most straightforward. Finch is a fascinating mix of noir, dystopia, and cosmic horror. I even called this “nontraditional cyberpunk”; there’s elements of a surveillance state, underground resistance/revolution, artificial implants/bodily enhancements-- but all related to fungi and eldritch horror. 
Anyway, this book stars Finch, a detective working in the city of Ambergris, who is tasked with solving an impossible double-murder case. In his investigations, he soon stumbles upon a web of conspiracy related to the downfall and takeover of the city by the gray caps, the humanoid mushrooms who enslave and oppress the human population. It’s just as weird as it sounds, but if you made it to book three, you'll be plenty familiar with how bizarre the series is. Technically, this book is a standalone, but I recommend reading the other two first as they are integral to understanding the plot. 
6. The Last Sun (The Tarot Sequence #1) by K. D. Edwards (Full Review Here)
This is a really impressive debut novel with an interesting world concept and great characters. The idea is that Atlantis was a real thing and got destroyed. The surviving inhabitants decided to build a new city by magically stealing a bunch of buildings throughout the world and transporting them to Nantucket. The result is a cool patchwork urban fantasy setting. There’s a huge tarot motif, hence the series name. It’s also gay! 
I fell in love with the excellent character banter, especially between Rune and his soul-bonded bodyguard Brand. While I had some criticisms on the plot structure and a reliance on same-y action scenes, everything else was so good I gave Edwards the benefit of the doubt. And it really paid off in the sequel, which improves on basically everything. 
7. The Princess Bride by William Goldman (Full Review Here) 
I mean, the movie’s a beloved classic. If you haven’t seen it... go do so? It’s a great adventure story with lots of memorable characters, lines, and moments. Honestly I’m more surprised I hadn’t read the book before, and I’m glad I did. It often felt like an extended cut of the movie, with a few key differences in the frame story and some locations. While I think I like the film just a little more, I appreciate the novel for giving me a broader perspective on the story and characters. 
8. A Choir of Lies (A Conspiracy of Truths #2) by Alexandra Rowland (Full Review Here) 
A Choir of Lies is a standalone sequel to the book A Conspiracy of Truths and can be read on its own if desired. It stars Ylfing, a fan-favorite character in the previous book. He’s processing grief and depression in the wake of his mentor (the last book’s protag) suddenly abandoning him. A (sort of--it’s complicated) professional storyteller called a Chant, Ylfing tries to make it in the Netherlands-inspired fantasy city Heyrland, and writes a diary about his experiences. However, another Chant has found his manuscript and writes scathing commentary on his decisions in the footnotes. 
I had a difficult time getting into this one, as Ylfing is both relatable and infuriating, and a depressed protagonist can be hard to get behind. However, it's well worth sticking through, as the sheer catharsis of Ylfing realizing his horrible mistakes and doing everything he can to fix them is... well, pretty inspiring. Multiple characters own up to their failures, often at great personal cost, for the wellbeing of others. I think it’s a great message, especially reading it in 2020 when the future feels hopeless. A Choir of Lies also has two of the things I liked most about A Conspiracy of Truths-- lots of meta commentary on storytelling, and surprisingly interesting economics. 
9. The Harbors of the Sun (The Books of the Raksura #5) by Martha Wells (Full Review Here)
I thought this was a nice finale to the series. It has some satisfying thematic bookends regarding the Fell and Moon’s character development. It’s also probably the most “epic” fantasy of the series, with super high stakes and a broad cast of perspective characters. I have to wonder if there are plans for further books or a different series in this universe, since the setting has a lot of depth and potential. Either way, I really enjoyed it! 
10. A Killing Frost (October Daye #14) by Seanan McGuire (Full Review Here)
Another year, another October Daye book! Obviously I like this series if I’m fourteen books in and still reading it. A Killing Frost has some slow-ish pacing, but ramps up a lot in the second half of the story. It’s the conclusion to my favorite storyline in the series -- the redemption arc of Simon Torquill. He’s a really interesting morally gray character, and I think serves as the poster child on how the series plays with the idea of heroes and villains. Also, this book casually drops probably one of the craziest twists in the series at the end, and I am super interested to see the fallout of that. 
11. The Edge of Worlds (The Books of the Raksura #4) by Martha Wells (Full Review Here)
This is basically part one of Harbors of the Sun and involves the main cast going on a long journey to an ancient ruin. The first half of the book is pretty slow and probably could have been pared down -- lots of travel sequences. However the second half is super tense and action packed. I found the ancient ruin itself really interesting and creepy, and the book sets up a lot of things that pay off in The Harbors of the Sun. 
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Psycho Analysis: Van Pelt
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“A hunter from the darkest wild, who'll make you feel just like a child.”
Jumanji is already one of Robin Williams’s most enjoyable films, being a fun dark fantasy adventure film based around a supernatural board game, and while the board game itself is technically the main antagonist, its desire to test its players is given form in the maniacal hunter Van Pelt. And while I certainly would not argue that Jumanji is the deepest film ever made or anything like that, I think there is a bit of unique symbolism and interesting character quirks that make Van Pelt an enjoyable antagonist.
Actor: Johnathan Hyde portrays Van Pelt, and interestingly enough, he also plays Alan Parrish’s father. This bit of casting is honestly brilliant; think of the description of Van Pelt quoted above, used to announce his arrival from the game into the world - he is said to “make you feel just like a child.” And who above all others makes Alan feel just like a child at this point? His father.  Van Pelt thus becomes symbolic of Alan’s parental issues, which makes his overcoming Van Pelt in the end all the more poignant and powerful. On a more meta level, it is an amusing coincidence Robin Williams starred in a film where the father and the antagonist share an actor, something typically the case when it comes to Captain Hook/Mr. Darling in theatrical adaptations of Peter Pan, whose eponymous character Williams had played five years prior to this film. It was likely unintentional, but it is an amusing thing to note.
Motivation/Goals: Van Pelt is clearly a creation of the game, a hunter conjured up by whatever poor schmuck draws his card and given a form that will cause the most psychological damage as well as the most physical damage. To that end, he relentlessly pursues Alan with the intent of killing him, with nothing stopping him and very little actually slowing him down. In fact, Van Pelt seems to be indestructible, likely a side effect of his supernatural nature. Nothing short of beating the game is enough to defeat him, and his goal is just to make that as hard as possible by targeting the one who brought him out. It’s a simple motivation, but it’s pretty effective and allows room for all the other insanity of Jumanji to take the stage without him overshadowing it entirely. He ends up feeling more like an extension of the game’s will than anything, and that’s honestly for the best.
Personality: Relentless, implacable, and clearly very bloodthirsty: these are the traits that define Van Pelt. Considering he’s just another manifestation of the board game, he didn’t even need a personality, but as the game tends to exaggerate real life dangers of the jungle, so too did they exaggerate the stereotypical “Great White Hunter” character into its perfect form. An interesting thing to note about him as that he seems to have a certain respect for Alan, and despite being incredibly dangerous and skilled never seems to land a single hit. An interesting idea is that perhaps he is intentionally missing as part of some ploy on the game to help Alan overcome his father issues and truly mature; of course, it could just be that Van Pelt enjoys the chase more than he does the kill.
Final Fate: Alan calls out “Jumanji,” ending the game and causing Van Pelt to be sucked back into the board. This version of Van Pelt would never be seen again, for obvious reasons; using someone else’s symbolic antagonizing force would be a bit weird, no? Van Pelt does show up in a different form in this film’s sequel, with some more intriguing powers but a lot less plot relevance and personality.
Best Scene: In an amusing and darkly comical scene, Van Pelt decides to forego any form of background checks while attempting to purchase a fancy new gun, instead opting to dump a pile of gold right on the gun shop clerk’s desk. Thankfully it is not this ridiculously easy for mentally unstable lunatics to buy dangerous weapons and perform horrible crimes with them, and this sort of thing only happens in fiction… Ahem.
Best Quote: His introductory quote: First, a bullet from offscreen whizzing by Alan’s head, followed by: "You miserable coward! Come back and face me like a man!"
Final Thoughts & Score: Van Pelt is definitely more of a living setpiece, an obstacle to be overcome much like the other supernatural critters the game unleashes, but he’s one with a lot of dramatic and thematic weight to him, seeing as he represents Alan’s conflict with his father that is set up at the film’s start. He’s quite similar to the T-800 in a lot of ways, seeing as he is a hyper-competent implacable and unstoppable assassin sent by a fantastical force to ensure the continued existence of its creator, with a dash of Captain Hook thrown in for personality and the little bit of symbolism present in theater adaptations of Peter Pan. 
Van Pelt is a solid 7/10 for the level of symbolic brilliance he brings to the table, but I can’t justify rating him any higher because, ultimately, he is just another figment crafted by Jumanji to make the game more entertaining, meaning he has no real backstory, goals, or motivation and exists only to cause trouble. Still, for what he is, he’s more entertaining and intriguing than he has any right to be.
But you know who isn’t entertaining or intriguing?
Psycho Analysis: Russell Van Pelt 
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Ok, so that was unnecessarily dismissive and harsh. I actually think that the iteration of Van Pelt from Welcome to the Jungle has some pretty interesting concepts going for him. Ultimately though he’s kind of done in by the fact that he is the villain in an 80s video game, albeit a supernatural one. And 80s video games were not exactly known for their intriguing, complex villains.
Motivation/Goals: So this Van Pelt actually has a backstory, and it’s kind of interesting too: he was once a determined archaeologist who just wanted to have some proof of the Jaguar Shrine... unfortunately, said proof was the Jaguar’s Eye, which is the Chaos Emerald seen in the picture above. 
Here’s the problem: as he is a generic antagonist created to oppose our heroes, he has no motivation other than that he wants to use the jewel for nebulous nefarious reasons. He kind of just exists to be a threat, and yeah, it makes sense, but it is a bit of a letdown compared to the original. In fact, he’s very much a non-action villain and doesn’t even really directly confront the heroes until the very end, and even then it’s not like he has some spectacular throwdown. You’d think the guy with the one magical glowy eye would put up a better fight, but maybe Dr. Sivana and Sans Undertale just set the bar too high for glowy-eyed super battles.
Final Fate: The heroes return the eye, and he collapses into a big pile of rats and bugs. Why does he do this? I’ll get into it more below. Needless to say, he’s beaten in a way that lines up with all unsatisfactory 80s video game endings. 
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Final Thoughts & Score: I definitely don’t hate Russell Van Pelt, but I think that he ultimately fails to even come close to recapturing the magic the original Van Pelt had. This is despite of, amusingly enough, having just about everything the original lacked: he has a backstory, he has intriguing powers, and he looks genuinely intimidating. The problem is that nothing is done with him and his motivations aren’t explained at all, and he ultimately lacks any sort of personality to try and glean some entertainment from.
It stings all the more because he utilizes one of my favorite tropes: The Worm That Walks. Essentially this trope is when a character is, in actuality, a mass of worms, bugs, or whatever other creepy critters you might want in there. Oogie Boogie is one of cinema’s shining examples of such a villain, and something of the gold standard; these sorts of villains are fun and creepy when utilized correctly. As you might of guessed, with Van Pelt... they don’t. It’s kind of just there to add to his creep factor and doesn’t much come into play very often. When he does utilize this strange power to store animals inside himself and add them to his hive mind, it’s suitably disturbing and eerie, but it’s not a major focus.
Still, I don’t think I’d give him more than a 4/10. Yes, he is a generic doomsday villain, but at least in this instance there’s actually a legitimate in-story justification for that. And even if they don’t use it to its full effect, I do think that his powers are really cool and the backstory he has is pretty neat. I think I would have preferred if they just tossed aside the backstory stuff and go for the more psychological approach of the original, but I guess that wasn’t exactly in the cards. Ah well, you can’t win them all I suppose.
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specsnsarcasm · 6 years
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Iron Man, Imperialism, and the Military-Industrial Complex
Was re-watching Avengers: Age of Ultron today and there’s a problematic line that I never really paid attention to until now.
[Note: I don’t know if this happened in the comic books, but I’m just focusing on the film and the film universe].
After Ultron has attacked the group, they’re trying to find out its next move. In one scene Tony explains that there’s a black market arms dealer he used to know (Claw):
Captain America: What dialect?
Bruce: Wakanada? W- wa- Wakanda!
[Tony and Cap look at each other, worried].
Tony: If this guy got out of Wakanda with some of their trade goods…
Cap: I thought your father said he got the last of it.
(Wait, wut?)
Let’s break this down, shall we?
When Cap says that “[he] got the last of it,” he is ever-so-casually referring to Howard Stark potentally getting the last of a country's limited supply of vibranium, the extremely rare, extremely valuable metal, that was dubbed the strongest metal in the world. It's also one of the materials that comprises Cap’s shield. The implications of this statement are huge! This not a throw-away line!
As a multinational corporation and former weapons manufacturer with its hands in some questionable arms dealings, it is well-established that Stark Industries is built, at least in part, with blood money. The above line could potentially add another dark footnote to Stark’s legacy.
Because the audience is already familiar with Howard, we’re led to believe that he is on the side of the angels, and that he is keeping the metal from falling into the wrong hands.
Okay, but…
That is until you consider that history is written by the winners, and - Oh. F^CKING. Wait! Where have I heard this story before??? That’s right! It’s the story of how Western powers forcibly removed valuable resources from colonies, and kept them for their own purposes! (Say nothing of its stolen "people resources"! 👀). Going into another country and plundering their natural resources is imperialism. It doesn’t make Howard Stark look great.
Lucky, we know from the 'Black Panther' comic story that King T'Chaka (T'Challa’s dad) only sold minute quantities of Wakandan vibranium to outsiders. But that still doesn’t change the fact that Cap’s line implies that Howard Stark didn’t know that! As far as he was concerned, he "got it all"! And why would he celebrate this? Did he think it would be in "safer hands" with him? Because if so, that's some grade-A, paternalistic bullsh*t right there.
Secondly, it's a bit troubling how cavalier everyone is about dispensing this fact! Tony, however seems to know that his father didn’t get the entire supply because he refers to vibranium as a Wakandan “trade good,” which would mean that it is presumably still being "traded" (is it really thought?) even after Howard Stark’s death in the 90s. So maybe Howard didn’t know until after Cap went in the ice? Or maybe he never found out that there was still more of it.
The line might be an oversight or they could be trying to weave some elaborate story arc with Tony grappling with Howard’s legacy, or Tony vs Wakanda (unlikely). It could be a little mistake that comes back to bite them in the ass, but at this point in the MCU, its unlikely, as that’s not the main story. Personally, I think that this was a case of poor writing. Just a way to add a thread of continuity into the set-up for Black Panther.
Why the need for such cynicism and skepticism around this seemingly throw away line? Well, unfortunately, it just highlights the horrible reality of a world in which the real "Wakandas" of the world - African nations - were not allowed to exist in isolation from the West and thus follow a trajectory in which they thrive as a result. The reality is that entire countries comprised of "Howard Starks" have historically “gotteb the last of it” in many many countries, and benefitted at others expense as a result, thus making the fantasy and wish-fulfillment of 'Black Panther' in some ways, more significant than the other superhero movies.
Anyway, all of this made me think about the Starks and their legacy. Iron Man is one of my favourite Marvel movie characters (along with Spidey, Wolverine, and Storm), but the line made me question the fact that neither he, his father, nor their company have ever really been held accountable for their crimes against humanity. E.g. If a person committed a murder and got away with it, but then spent the rest of their life trying to atone for it by feeding the poor, caring for the sick, and otherwise trying to be a better person, that doesn’t absolve them of what they did or does justice still need to be done? In the same vein, a little guilt, fun vigilantism, and ego inflation is not justice. Yes, Tony saw *some* of the consequences of his actions, and saw Yinsen and those soldiers die. He has been trying to make amends ever since by divesting from weapons division of his company, charities, grants, etc. and Iron-manning. But is that the same as facing up to consequences? That takes courage and humility.
Am I advocating for Tony Stark to go to jail? For the purposes of the film and the fantasy, no. It’d be a pretty boring movie watching Tony Stark sit in a prison cell somewhere (although he did kind of sit in a cell in 'Iron Man', which was where he found his moral centre, so maybe not boring after all?). Moreover, arms dealing, while morally reprehensible, is technically speaking, legal.
Still, when I think about Howard and Tony not receiving many consequences for their actions, it rubs me the wrong way. Tony still gets to sit in Stark Towers (the penthouse that blood money built) with Pepper, parties, toys, gadgets, and cars, living the good life. And after everything, he STILL creates Ultron, another mass-murdering weapon, with impunity. Even though it works out, it’s clear that he hasn’t really learned important lessons.
I suppose this happens all the time in real life, which is why I think it annoys me. He’s the embodiment of things that are wrong with the real world. Namely, that privileged, rich men get to do what they want and stand on the broken backs of others while claiming to be, wholly on their own, exceptional and exempt. They push their own agendas and get away with selfish, bad behaviour. I go to movies and comic books to escape that! Haha There’s order and justice there! So even though we like characters, we can still view them critically. After all, the media and art we consume hold a revelatory mirror.
Tony has always been a reluctant hero, which made him complex and fun to watch. He’s never claimed to be a boy-scout. I wouldn’t want him to be. He's flawed and struggles to do the right thing, which makes him more accessible and human-seeming compared to Cap, at times. But that line brought everything into sharp focus for me. His position later on in Civil War (re: the accords and regulation) is a well-intentioned but misguided step. He meant well, and wasn't entirely wrong, but there were bigger things at play there.
Either way, I’m SUPER excited to see what they do with Black Panther CANNOT wait!
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duxbelisarius · 7 years
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Wonder Woman Review
I was questioning whether or not to do this, but on the advice of @byzantinefox and @bantarleton, I’ve decided to make a post addressing the events portrayed in the film. I’m not a film critic or scholar (my wondertrev buddy @twoquickdeaths could probably say more about those aspects of it than I could), but I am a history major with a great interest in the First World War. Hence, I will be addressing the events of the film, their historical context, and the way they are portrayed. WARNING: Spoilers below!
So to start, let me make this point ABSOLUTELY clear: I LOVED Wonder Woman. I mean, I was squirming in my seat at dinner prior to seeing it with my family, my little sister and I humming the theme! Patty Jenkins and her team made a phenomenal movie (AND Zack, can’t forget the conductor of the DCEU orechestra), Gal and Chris were amazing as Wonder Woman and Steve Trevor (and I am now torn between Wonderbat and Wondertrev, which is saying a lot given that I grew up with the DCAU’s Justice League and Justice League Unlimited). The action scenes were awesome (Antiope and co. PHYSICALLY REMOVING the Germans from Themyscira set the tone very well for the subsequent fights), and Diana’s character struck an excellent balance of traditionally feminine and masculine traits as Marston intended (Gal and Patty deserve high praise for this as well). IMO, the tone of the movie balanced positivity and hope with hopelessness and loss more explicitly, perhaps, than BvS, MoS and SS. All of the DCEU movies dealt with those themes (in b4 HURR DURR GRIMDARK 2EDGY4ME), though consolation and desolation aren’t always easy to convey (even if you’ve read St. Ignatius’ Spiritual Exercises).
Having stated this, there were basic problems with it’s portrayal of history. I need to stress that I am well aware that this is fantasy/comic book hero stuff, realism isn’t necessarily possible in a world of super human beings, and I’m NOT going to complain about uniforms or epaulets being wrong (Sorry Ban; though there are British troops wearing French Adrian Helmets in the trench scene). I understand this was obviously not a documentary, and as far as modern historical films go there is far more attention to accuracy than in the past I’d say (see all those post-WWII Patton tanks that appeared as German tanks in Battle of the Bulge and Patton). My main issue is with problems of chronology and of important historical facts, especially those regarding how the war was fought and why (SPOILERS START HERE!).
From the start, Steve’s arrival on Themyscira and the subsequent beach battle with the German marines raise some problems. For one, even if Steve’s Fokker Eindecker E.III monoplane (obsolete in 1918!) could reach Themyscira (presumably near Greece) from Turkey, the idea that a German destroyer could search for him is questionable. Given that the High Seas Fleet was bottled up in the North Sea ports, it would have to be a German or Ottoman Turkish ship from Turkey, and then there’s still the problem of Allied naval dominance in the Mediterranean (The British, French, Italian and Greek navies MAY be a problem here!). These pose problems, but not insurmountable ones, for the plot; Steve might not reach Themyscira, but if he does, there’s probably no Germans following him and so Antiope lives and may well send Diana and potentially MORE Amazons to REMOVE THE HUN stop Ares.
So problems, but not big ones. It’s when they arrive in London that things get screwy. To start, the Armistice was not deliberated on months ahead of time in Parliament, and this completely ignores the unified command of the Allied Armies exercised by Marshal Ferdinand Foch (the French in general are completely ignored, though this is no different from Ridley Scott’s Dunkirk by the looks of it). The Imperial War Council, which was in charge of the British war effort (and was NOT the large parliamentary body it was portrayed as) comprised, at most, between 10 and 12 members representing Britain, India and the Dominions (Canada, New Foundland, Australia, New Zealand, South Africa), and it didn’t even hold a conference during the period of the film (roughly October-November 1918). Sir Patrick (played by David Thewlis AKA Remus Lupin) would not be proposing peace and an armistice as A) he would not partake in any Cabinet meeting, B) The Cabinet did not meet at this time, and most importantly, C) The war on the Western Front was all but won in 1918.
This last point is key, and I would never blame Patty for overlooking it when it’s a point that seemingly EVERYONE overlooks. The stereotypical British General portrayed by the ubiquitous James Cosmo (seriously, he’s been in Highlander, Trainspotting, Game of Thrones (as Jeor Mormont), Braveheart, Troy, the list goes on!) claims that he won’t “send troops into Belgium this close to the Armistice”, shooting down Steve Trevor’s plan. This blatantly ignores that British, French and Belgian troops WERE ALREADY IN BELGIUM.
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This is relevant to the later quote made by Steve when Diana and her team reach “the front” (to quote In Bruges, “Turns out, it’s in Belgium”). “This Battalion has been here for a year, and they’ve barely made any progress,” a point that ignores the sweeping gains of the German Spring Offensives, and the equally large gains of the Hundred Days Offensives, technically the “122 days” when you consider that they started with the French victory on the Marne in June 1918. And this isn’t even taking into account rotation systems that, while often dysfunctional, did ensure that battalions on both sides received rest in the rear areas or reserve lines. While formal trench lines really ceased to exist from September 1918 onwards, the battle for Veld (the village Diana and co. liberate after taking the German trenches) does capture the conditions of fighting quite well: rushes across fields, canals and ditches, fighting in small towns, and all amidst the squalid autumn weather of North Western Europe. That “No-Man’s Land” means you can’t occupy/cross it as Steve claims, is demonstrably false; all due respect to the Eowyn, “I Am No Man” gifsets, but the men on both sides had been crossing and taking ground on a regular basis since March, 1918. 
That the Armistice was not proposed until late in the year, and negotiated even later, is again another point where the film diverges. Moreover, and here I’ll address Erich Ludendorff’s portrayal, the film missed an opportunity to show just how suicidal German leadership had become in 1918. The film reverses the Ludendorff-von Hindenburg (ship name: Hindendorff) relationship; Hindenburg, as exemplified by the iron nail statues built of him for German war bonds drives, was tall, solid, and stereotypically Prussian. It was a September 29th mental breakdown by Ludendorff, short, monacled, neurotic and nervous, that began the talks about a potential armistice. It was quite honestly shocking to see him portrayed, on screen, as shooting a captain with his pistol and having Dr. Poison gas Hindenburg and the commanders of the German Army with Poison’s hydrogen-based Mustard Gas. Historically, Ludendorff was the man who spent hours in September 1918 sitting by the open casket of his son-in-law, conversing with the corpse, after the latter had died in battle. Leaving aside Poison’s strength elixir, which Erich inhales to gain strength, he was far from the tough guy the movie makes him out to be. 
Moreover, as I mentioned in a post I reblogged before, there were GENUINE plans to prolong the war. The so-called Endkampf envisioned final bombing raids on London and Paris (not just London as in the film), and with actual incendiaries. These were intended to be one way trips, aimed at maximum civilian loss. Likewise, the High Seas Fleet attempted suicide-by-Entente and tried to sail out for one last clash with the British Grand Fleet. This actually led to mutinies which lead to Socialist revolutionaries (the Volksmarine) taking over Kiel, Bremen, and most of the North Seas ports. Far more sinister were the plans to forcibly conscript 600 to 800 000 German men and boys, from 16 to 60, to be armed and sent to the front, where they would partake in conventional rearguard and unconventional guerrilla actions against the superior armed, equipped and trained Allied armies. All the while, scorched earth policies were to be enacted, and were carried out at places like the Brie-Longwy ore mines, which provided most of France’s coal and iron ore. Almost half were flooded and sabotaged, taking the French years to recover economically. Destruction of food supplies would have left a dire situation for the Belgian Relief Organization, set up in 1915 by private American citizens and led by Herbert Hoover. Responsible for feeding almost all of Belgium (c. 4-5 million people) and close to 10 million French civilians, they would have been presented with a humanitarian crisis that would have compounded the starvation that Hoover had too meet in Eastern Europe and the former Russian Empire after 1919. Steve Trevor is right, millions would have died, but Dr. Poison’s notebook would not have been necessary. And we know that those plans were taken seriously; the Navy DID attempt a final sally, incendiaries WERE stockpiled, and ‘insurrectionary warfare’ was incorporated into postwar plans of the Reichswehr (the army of the Weimar Republic) by Staff Officer Joachim von Stulpnagel, and influenced Hitler’s Nero Order (which Albert Speer only ignored due to a lack of manpower to carry it out!).
My final point comes around to the film’s most powerful theme, that of human nature and the problem of evil. First off, the efforts of the Belgian Relief Organization alone speak to the nobility and goodness that humans can attain. But regarding this issue of free will, Diana hits right on the head in her final monologue, when it comes to motivations and reasons for fighting the film falls short at some points. Cosmo’s general is portrayed as the stereotypical Brass-hatted, red-tabbed ‘donkey general,’ dismissing Steve and Diana’s horror at the potential casualties from Poison’s concoction with the remark to the effect that “soldiers are supposed to die.” Again, ignoring the impending triumph of Allied arms on all Fronts (Bulgaria surrendered Sept. 29th, the Italians were nearing Trieste and the French and Serbs Belgrade, ANZAC, Indian and British cavalry were hauling ass for Damascus), it plays on the ‘Lions led by Donkeys’ trope that charges both military incompetence AND moral cowardice against Allied (esp. British leadership). The success I mention indicates otherwise, but Diana’s claim that Amazon generals unlike Man’s Generals, fight and die with their men, runs a foul of history. 78 British, 47 French (61 including deaths from disease while at the front) and 86 German generals were killed in action between 1914 and 1918, and in all cases the number of dead increased by year. Graham Maddox and Frank Davies have even recorded all of the British casualties among General Officers, 232 in total versus an active roster of c. 1000 and total wartime number over 2000. Charges of incompetence in tactics and management are in no way inadmissible; but the conclusion that must be reached given the amount of casualties, of which 8 were wounded twice and 10 were victoria cross winners (3 during the war), is not that they lacked moral courage, but if anything, there was perhaps an excess.
The film ends with Ares death, and the German soldiers around appear to have been woken from a haze; Diana is seemingly right, kill Ares, you kill the war. She admits, again, that humans are capable of great acts of good and evil, but the film again seems to suggest that Ares was more to blame (again, the the airfield scene indicates anything). That over half of the British soldiers in WWI were volunteers or Professionals, and almost all of the Canadians, Australians and Indians (between them all over 2 million men) were the same, indicates far greater agency on their part. And I don’t think that any of these omissions, esp. for the Generals, are done consciously and out of spite. These tropes are so embedded as to be taken as a given, though I hope this will change at some point in the future. History, esp. that of WWI, is my passion and I hope that the film inspires greater interest in the conflict as other media, like Battlefield One, have already done. If you’ve made it this far, thanks for reading!
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spryfilm · 7 years
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“The Lego Batman Movie” (2017)
Animated/Action
Directed by: Chris McKay
Featuring: Will Arnett, Zach Galifianakis, Michael Cera, Rosario Dawson and Ralph Fiennes
Alfred Pennyworth: “Were you looking at the old family pictures again?”
Batman: “No, I wasn’t!”
Alfred Pennyworth: “Sir, I have seen you go through similar phases in 2016 and 2012 and 2008 and 2005 and 1997 and 1995 and 1992 and 1989 and that weird one in 1966.”
Batman: “I have aged phenomenally”
After more than a few comedies having been released this year, with more misses than hits, it is refreshing to go and watch “The Lego Batman Movie” (2017) and have some honest to goodness laughs. I can happily report that this film takes up from where “The Lego Movie” (2014) left off, with appearances of some of the same characters from that film. It was an extremely high bar that writer/directors Phil Lord and Christopher Miller set with their film, while this new film never reaches those consistent heights it does have more than enough to keep everyone very happy, with an expectation to look forward to the next installment.
“The Lego Batman Movie” is set appropriately three years after the saving of the Lego Universe with Emmet, Wyldstyle and the rest of the band of heroic misfits. Batman continues fighting crime in Gotham City, attempting to vanquish the baddies – sort of. During a mission to prevent the Joker from destroying the city, Batman hurts his arch-rival’s feelings by telling him he is not as important in his life as he thinks he is, leading Joker to seek the ultimate revenge on him.
The following day, Batman attends the city’s winter gala as his alter ego Bruce Wayne to celebrate the retirement of Commissioner Gordon and the ascension of his daughter Barbara as the Gotham City Police Department’s new police commissioner, but is infuriated when she announces her plans to restructure the city’s police to function without the need of Batman. The Joker crashes the party with the rest of Gotham City’s villains, but has all of them surrender to the police. Despite realizing that this makes him no longer relevant to the city’s safety, Batman suspects his arch-rival is up to something and decides to stop him by banishing him into the Phantom Zone, a prison for some of the most dangerous villains in the Lego multiverse.
From this point the action and humour are ratcheted up with many many villains from the Warner archive making an appearance, I don’t do spoilers but the story is fun and great, you have to see it to believe the insanity that unfolds.
Chris McKay, who is essentially making his debut as a film director has had more than enough comedy and animation experience from his extensive work on the television show “Robot Chicken” (2005 – present) where the fast paced humour, as well the homages to other properties serve him well here. McKay does an outstanding job of juggling the immense amount of characters, giving them all the time they need to make an impact, his own sense of humor is obvious as well as being broad enough for a wide audience. As a technical director  he moves everything so fast you would be forgiven if there were elements that did not hang together or were not framed quite right. However, in saying that, the pace of the movie can be frenetic, sometimes it would be nice for time to slow down a little, which trust me it does not.
As you would expect if you have seen “The Lego Movie” (and if you haven’t go out and get a copy now) the voice cast is second to none, it all starts at the top with Will Arnett who audiences demand return after his debut as Batman in the original film. Arnett’s portrayal of the Batman has to be one of the best around, it towers above George Clooney, Val Kilmer and the Ben Affleck. Arnett is able to distill with just his voice what makes the character so special, both parts of it – he is able to portray a soul that, is at once real but also lives in some kind of adult fantasy land where he has permission to work outside the law with no repercussions. This is an aspect that only Chris Nolan has been able to get close to, but the Lego movies do it with ease. Also of course, he is hilarious.
The remainder of the cast is of course top class, Rosario Dawson voices Barbara Gordon, the newly minted Police Commissioner who wants to work with Batman to clean up Gotham, Michael Cera as Dick Grayson/Robin who is conflicted to say the least, Ralph Fiennes as Bruce’s butler Alfred, more than a match for anyone in the film, while attempting to father Bruce, and who almost steals the movie. Finally there are the two main villains, The Joker voiced by Zach Galifianakis and Harley Quinn voiced by Jenny Slate who play off each other more effectively than two other actors who have played them recently. This film for all its laughs and craziness is about both positive and negative relationships as well the possible health of each.
The film, much like the first one is about family as well as what that family unit means, particularly in regards to shouldering responsibility and all that entails for young and old alike. Like the best-animated films this has a beating heart that resonates with anyone that will takes it’s pulse. If you don’t laugh and cry throughout this film then it is possible you don’t have a pulse. The truth is Batman has never been a true loner and definitely not the misery guts he turned into from the 1980s onwards, it’s been four decades and he needs to lighten up. This film not only shows why he, and of course we, need friends and that we should never shoulder all the responsibility all of the time – something in New Zealand we need to learn especially with our young people – in true Lego style it takes a village.
I recommend this movie whole heartedly, not only is it a great-animated movie it is a great film, with a message that never preaches but shows a valid point of view. The other important thing “The Lego Batman Movie” does is illustrate how to make a funny super hero film for all of those people that are too young for “Deadpool” (2016), this does that easily. In fact some of the other Warner/DC properties could take a page out of this movie’s playbook.
Film review: “The Lego Batman Movie” (2017) "The Lego Batman Movie" (2017) Animated/Action Directed by: Chris McKay Featuring: Will Arnett, Zach Galifianakis, Michael Cera, Rosario Dawson and Ralph Fiennes…
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