Friday 30 September 2022

Halloween 31 for 31 2022: Prologue

Let this be short, as the reviews themselves, painstaking to collect together, are the real worth of this, this year notably probably too ambitious for its own good but worth having done. I wished to collect together all the sides of the two personal blogs into one collection. The film reviews, including a handful of films adapted from literary/comic sources; a set of horror video games; selections from television horror; and including 1000 Anime, a huge set of very idiosyncratic titles in Japanese horror anime.

From animated vampire detectives to an arcade game that William Castle was seemingly consulted on from beyond the grave, heart monitor and its other gimmicks built into the cabinet, to Mary Shelley and independent Wisconsin filmmaking, this is a most curious lot of titles, all of them worthy of being included through October and at least fascinating to talk of. I hope you find something of note, and enjoy Halloween as much as these series of posts.

Tuesday 27 September 2022

PVT CHAT (2020)

 


Director: Ben Hozie

Screenplay: Ben Hozie

Cast: Julia Fox as Scarlett; Peter Vack as Jack; Buddy Duress as Larry; Keith Poulson as Duke; Dasha Nekrasova as QT4U; Heather Allison as Gorgeous_357; Nikki Belfiglio as Emma; Austin Brown as Himself; Atticus Cain as Henry the Landlord

Ephemeral Waves

 

Hey, can I borrow your copy of Ulysses?

A woman, named Scarlet (Julia Fox), is an online camera girl who has a dominatrix persona and gets male clients to masturbate and pretend to have cigarettes stubbed into their tongues, all whilst donating to her for requests as we seen in the first scene. The thing is, whilst a pretty adult set-up, with a sexually explicit opening in terms of the male client we see, there is a surprising comparison to be made with PVT CHAT, the first film by director-writer Ben Hozie, not being that different from a classic Hollywood melodrama in what the premise actually is. It still connects to the type of classic Hollywood films about romances involving mistaken identities, cons and/or idealised images of women which are not real, specifically for me Preston Sturges' The Lady Eve (1941), which might be an odd comparison to make to this erotic drama. They are different films, Sturges' about Barbara Stanwyck playing a con woman trying to seduce a rich and gullible Henry Fonda but alongside this involving a con in its end, PVT CHAT is not really different except in tone and context. It exists in a different time, and with a different mindset to a premise you could work into the forties studio system, but the premise itself has a timelessness to it. That of an internet gambler named Jack (Peter Vack) who becomes obsessed with an ideal of a woman, in this case Scarlet, whose persona is entirely artificial for money, even if being paid in credit cards and credits for this performance in this modern film.

The image of the perfect woman to a heterosexual man, and the real woman herself, is a timeless theme, only here Jack comes to this conundrum having tried to talk to female cam girl workers, trying to get them to be the real person underneath, only to become physically attracted to Scarlet as an act. Even if, as they continue, she does open up about details like being a painter, he has fallen into the trap of mistaking the image to the real woman, which will show his follies among many. An indie dialogue driven production, this envisions this tale through streaming communication, as he hypothesises (lies) to her about envisioning "C-streaming", being able to directly from the brain communicate, all themes of connection intermingled around the fact he is hiding that he barely collecting money to live. In reality, he is "Blackjack" Jack, as he plays online blackjack to keep the bank account healthy, all whilst living in an apartment, being redecorated around him, that the landlord will want him to leave from eventually.

This timeless cycle of tropes and themes meet the influence of sixties and seventies work by the likes of John Cassavetes - literally, dropping in an anecdote from a minor character from the seventies itself, about talking to a Willie Nelson-like figure offering work only to take his nose off and place it on his desk - on past through the American independent boom of later decades. The past now includes the "Mumblecore" and indie films from the 2000s and 2010s, which have likely shown their influences. Looking here, there is also the greater reach for sexuality and depicting it, but with the touch that, whilst lead Julia Fox does nudity, early on and prominently director Ben Hozie depicts the male body first and more prominently, including Peter Vack as Jack, comfortable onscreen with male erections explicitly depicted throughout from Vack and others even if we do see Fox's Scarlet in intimate moments. The film is not pornographic too, and the matter-of-factness of this or depicting masturbation is a neutralising of any concern of the male gaze alongside the fact this is trying to depict this in a grounded reality with all the baggage in-between.

As mentioned, The Lady Eye reference is not out of place, as this does become a story out of a forties Hollywood film transposed into this new context, about an eventual con, stealing money, only for two unlikely people to fall in love, even if Jack's fixation on Scarlet is as much a sin he must overcome too. They will accidentally cross paths, or with someone who looks like her, in New York City's Chinatown district, which is not different from if it was depicted in a melodrama in the forties, only here is shot on the street and in a real grocery store in verisimilitude. This as well, in mind to this, reflects the world this story now exists in, about "inane art work" in a satirical moment halfway through, looking back with bleak humour at the "failed" Occupy Wall Street movement of September 2011, beginning that day when a protest movement started in Zuccotti Park, located in New York City's Wall Street financial district. It is now turned into a female artist's mouth, in close-up, talking about "my check", eventually turning into covering a fully nude man in flour as a crowd ritually chant "my check" as they watch.

The fact I can see a melodrama here is not a discredit to either side, as the tropes are found in even Scarlet already dating someone else, Duke (Keith Poulson), a realisation Jack's love is initially a facsimile something you would see in a studio system film, as is he needs to see her as the real person she is. Her boyfriend, eventually, is also revealed to not be right person in her life. Whilst she seemingly gets over it, considering their plan to run a theatre company starts off sourly, as without her permission he dramatises a narrative about a female sex worker with some male dialogue dangerously veering to his own unspoken thoughts, Duke does play the trope of the original male love interest from many films, including very mainstream ones, not viewing her as herself and a poor choice for Scarlet to stay with.

Hopefully the review has offered a positive view of PVT CHAT. It is playful if a profane comedy, where the universal and the awkward co-exist, like secretly masturbating in a friend's room, using their laptop, not just an apt metaphor for this tone, but also an actual scene in the film. It is funny, and it shows that, for a work whose sexual explicitness and lo-fi look are put up front, shot on location and dialogue heavy, it also shows no real different between this or a Hollywood film from the past in terms of they all tackle these timeless questions we still have on our minds. This has the difference to be more flexible in tackling this question, the idealised version of someone you are attracted to and the real person, to be more sincere and more unpredictable. It is not a spoiler that this has a happy ending, even if from both sides having transgressed against each other, but it is how this comes together which is of the greater concern.

Sunday 25 September 2022

Scary Tales (1993)

 


Director: Doug Ulrich and Al Darago

Screenplay: Doug Ulrich and Al Darago

Cast: Al Darago as the Storyteller (segment "Storyteller") / Chuck (segment "Satan's Necklace") / John / Rapist (segment "Sliced in Coldblood") / Ron (segment "Level 21") (as Al Darago Jr.); Brad Storck as Dan (segment "Satan's Necklace") / the Gardner (segment "Sliced in Coldblood") / Mr. Dobson / Ballplayer 2 (segment "Level 21"); Ilene Zelechowski as Julie (segment "Satan's Necklace") / Beth (segment "Sliced in Coldblood"); Mark Shapiro as Tom (segment "Satan's Necklace"); Bill Emge as Big Rick (segment "Satan's Necklace"); Doug Ulrich as Fred (segment "Satan's Necklace"); Cindy Darago as Bar Patron (segment "Satan's Necklace") / Bernise (segment "Sliced in Coldblood")

A Night of a Thousand Horror (Movies)

 

 I deal with more assholes than a proctologist!

Directly beamed from Baltimore, “No budget productions present” a VHS haze dream, one of the rare titles to ever get a release in the United Kingdom (on September 2022 from 101 Films/American Genre Film Archives), and on Blu Ray no less, which is ironic knowing this title, preserved from the original S-VHS master tapes, is the anti-thesis to pristine 4K restorations in how it has the grain and damage from a videotape master which has felt the presence of time past distort it. This is, aptly for a shot-on-video title, an acquired taste which completely skirts all notions of what a film traditionally should do to tell a story, but is rewarding as a time piece, a snapshot of the period, if you believe cinema is historical artifacts, and as a shot-on-video fan, gleefully silly and made with love if you love the see a Grand Guignol event as restaged with the moxie of recreating a horror movie with the Halloween decorations found in a Poundland1, or in this case, in their back yard.

A hooded figure, clearly an animatronics, presides over (real) kids telling them three stories, in a VHS fuzz haze, beginning with a story about Satan’s necklace. Whether the figure should be telling them the stories or not is to debate as, alongside their gory content, this is ripe full of dialogue even when tasteless (“Nice shot Stevie Wonder”) which is gleefully full of swearing or figuring out ways to insult people. The first five minutes of this segment, in its amateur desire to make the dialogue sparkle rather than being dull exposition, makes it even if profane memorable, all before it ever gets to a single detective and a guy finding a necklace with a metal detector. None of the tales, which lasts over seventy minutes, are properly told as anthology narratives, but it is funny that, even here, you see a SOV segment here which can be tied back to M.R. James’ Whistle and I’ll Come to You and A Warning to the Curious, both his original short stories and their multiple adaptations for the BBC, in how you should always be wary about digging up the past, especially when as here you just put a necklace on you find in the ground without checking it. Here, even in the middle of the territory of John Waters films, where these guys can easily find Yoohoo bottle caps, they had the unfortunate chance of finding some of the Devil’s bling, and it has an immediate effect on one of them, when worn, like the ring did to Gollum in the Lord of the Rings tale.

Only Gollum (to my knowledge) never had a dream of having sex with his wife, nor had a wife, where she suddenly turns demonic and pukes blood onto him, least unless J. R. R. Tolkien had excised passages from the books about this. This is where you either find charm in Scary Tales as no budget or do not, as these actors are locals from Baltimore, and they will play multiple roles over the three tales, and into the unofficial sequel Darkest Soul (1994) from the same creators, a labor of love between them all to get the production off the ground. Everyone is playing multiple figures throughout all three segments, and working behind the scenes. Here to have someone, when they see their demonic side breath fire, they have to have the actor to the side in front of the jet of flame to make this seem the case, which is crude but the closest to what they could do without getting someone burnt. They did however manage to get a practical effects creator who, impressively with no budget, could depict good demon ear and finger nail growing effects, even a heart ripping, the gore and effects something the second tale, Sliced in Cold Blood, is going to run with.

Sliced in Cold Blood is meant to be about adultery, but instead it is a sub-genre of no budget cinema which only appeals to those of a certain type, or if you can find humour in it, which is the excuse for a series of gory effects, not the same if cousins to the splatter genre Herschell Gordon Lewis innovated in that. Specifically with the lowest budget works, they seem like the spectacle of having managed to pull off the effect let alone the gore itself is part of the spectacle, whilst Lewis would have found organ meat or a cow tongue if need be. In another context, with the little story here being a jilted husband killing his wife, her lover, and in his loss of sanity frankly another in a close radius, this would be mean and gross, sleazy least in how many times the word “fuck” is used as both a curse word and for sex throughout Scary Tales, but this here is so naïve and over-the-top, it instead becomes absurd. Finding bow and arrow for the lover, and knowing this is a terrible pun giving him the point, the husband after his wife buys a farm goes kill crazy and there is no plot after this, not even punishment for him or an actual finale, only a string of practical effects. A poor guy gardening first and anyone he fancies afterwards cop it, even crushing a man’s head until his eyes pop out, even a woman nearly attacked by a wannabe rapist and the rapist himself.

Obviously aspects of Scary Tales have not aged well, but one of the things about the fan base of these weirdo titles, even if tinted with a little irony, is how it has become about how exaggerated and absurd they are, the irony in the modern day now streaked with affection from the underdogs least getting these films off the ground rather than ridiculing them for having tried, which is an empathy I find is one of the best changes to this type of psychotropic appreciation. The second segment is an antithesis, more than the other two, to what cinema is perceived as in mainstream advertising and Hollywood horror, this a piece entirely there to see the severed head effects and gore, which some will find prurient and gross, some absolutely amateurish. In context however, those who can enjoy it see this coming off more as a spectacle of normal people outside the film industry throwing together a ghoulish visual, even managing to pull off a bisecting of a rapist’s head with a machete that would have been a pain to put together.

Level 21, finishing Scary Tales, is an evil videogame segment which is not a strange premise at the time to have. Even before creepypasta, a phenomenon of fictional tales of cursed video games told straight-faced as real urban legends for the entertainment of being on the modern internet, there were stories about video games. There were the likes of Polybius, the urban myth of the arcade cabinet which was actually a US military experiment in the sinister vibes of an MK Ultra mind control project, or how, confirmed as actually having if unfortunately gruesome moments of bad coincidence, the 1980 arcade game Berzerk, with its evil smiling face creature Otto the main figure to run away from, has the first two cases of players having died whilst playing the cabinet due to heart attacks, due as much to how long they were playing the game, and existing heart conditions, but linked to its infamy as a real legend even if the truth is for scrutiny per case2. Level 21 is the level our lead has been trying to reach but never could, the game in a snippet looking like an MS-DOS/Amiga Western role playing game like Might & Magic. The guy, a father, is so addicted to the game, getting past level 20, he neglects his son and plays the game even at work.

Level 21, however, upon reaching it, emits smoke out of the computer monitor and knocks you unconscious, sending you into a world of fantasy. The use of Maryland countryside is one thing, but for a medieval fantasy, this is where the film’s quirks and charm do get weird. You end up dressed as a roman centurion, in the middle of the countryside, and before you ask if you are in a dream, get kicked in the shin by the fantasy dwarf explaining all this to you. Then there is the random ninja, inexplicably in a world of a troll, (an actor with a bald cap, fake teeth and extra large baggy underwear), and a evil magician disguising himself as a damsel in distress, all because clearly some of the crew were learning martial arts. Somehow the horror anthology gets into the type of “loose” martial arts fighting which is a sub-genre in no budget cinema in itself and of its own charm, just because someone wanted to film a martial arts fight scene even if in a fantasy video game setting with no context.

Scary Tales will be appreciated if you enjoy the revelry of shot-on-video and no budget cinema. There is possible joy to have if you have never seen a film like this before, how it cannot hide the “aw shucks” silliness. There is potential delight in seeing the production try at elaborate effects from a made-in-a-garage way – here literally throwing a burning orb of material as a fireball at someone, in a moment where one false move could have burnt someone onscreen, or summoning swords from the ground by having an actor (or their arm) buried under a freshly dug up patch of the grass before the shot – and that is as much where the joy in these films exist from. Again, this is a subjective taste, and this type of cinema is as subjective as you can get. It does have the charm to appreciate however, and least for this person writing this review, I enjoyed every minute of this for these reasons.

=====

1) Aware this is a reference that will not make sense to non-British readers, or any without having visited the British Isles, this is a discount variety store chain which, whilst not everything is this cost, sells goods usually for one British pound coin. Halloween decorations, let alone toys and food, are cheap and cheerful to use the term, even if they expanded out into even having a fashion section over the years.

2) How Many People Has the Berzerk Arcade Game Killed?, written by Josh Wirtanen for Retrovolve for January 6th 2016.

Wednesday 21 September 2022

Hollywood's New Blood (1988)

 


Director: James Shyman

Screenplay: James Shyman

Cast: Bobby Johnston as Bret Standish; Francine Lapensée as Liz; Joe Balogh as Mitch; Martie Allyne as Donna; Al Valletta as Vinnie; Lynne Pirtle as Joely

A Night of a Thousand Horror (Movies)

 

To pee or not to pee...

 

Immediately from the get-go, Emilio Kauderer deserves credit for their music being all fright stings and synt. Kauderer went on to be extremely prolific, so good for him, especially as, with something to praise, this obscure slasher really did not win me over, and actually became a chore to sit through.

In an abandoned manor, an acting group of a teacher and his students are there, absolutely blending into the late eighties period with some of the hairstyles on the men and the women in this small cast. Like any slasher, this place is cursed, here a film crew sixteen years before having set up a planned shoot of blowing up a house, only to have accidentally rigged up the explosions on the wrong house and blow up human beings. Thus Storm Lake, where this is set, is a no-go for film crews, and three disfigured people are shuffling around the woods with bad intentions.

This does not rest, getting to the first murder quickly the moment the film establishes itself, Hollywood's New Blood doing what is to be expected from the genre. It raises the thought on how many slasher films were made, just focused on the original eighties crest, not the prototypes before Friday the 13th (1980) became a hit or after the eighties. The eighties alone makes it seem you can fall over ones like this just searching the internet, and likewise there is the issue, especially as I have had an ambivalent relationship to them, in how to reinvent the wheel when you have, even into the late eighties, titles still being released. These characters do not really have more to be anything else by cannon fodder, and considering they think sunbathing in the woods in an effective way to get a tan, and believe pinecones are Mother Nature's way of telling you to wear shoes, the film does not help them grasp charisma let alone common sense. It is not a good sign, when one male member brings a human skull to show and tell that they do not think hard on the severity of finding this. Considering these are the bones of the three figures' mother, who are skulking the outside area, this stupidity will cost a great deal.

I write this in pure sympathy for those making the film but even sympathy for getting it off the ground, even for technical hiccups like the over the top bird call sounds in the audio mix. But this was insanely perfunctory for me, emphasising why slashers and I have an awkward relationship. Never was there a genre where you do not need to stop and elaborate on what is happening, as happens here, which is good if you are a slasher film lover, is not good as someone who likes my films with tangents, monologues and idiosyncrasies. Even on a cathartic level, if I just wanted to watch something with spectacle, there is the further problem that, especially as I am getting older, the aspects synonymous with the slasher genre like the kills, the scares, are becoming less important and far less I want to see, which is a huge disadvantage. Director-writer James Shyman clearly wanted to make this film, as he followed it up with Slash Dance (1989), his only other film and a low budget slasher combining a serial killer with aerobics and a musical production. Even for this genre though, Hollywood's New Blood is a film which rushes along with its goofy nature but also missing a more interesting film to get to the expected beats - the son of the father who accidentally rigged up the wrong house to explode is here among the cast, to exorcise the ghosts from that incident - in favour of getting to the climax and out quickly. And that is clear as this is only over an hour long. It finishes at sixty six minutes, with a recap for the last ten minutes here that does feel like pure padding. It was tedious to experience, an absolute dray to actually sit through to watch.

Monday 19 September 2022

Dominion (1992)

 


Director: Todd Sheets

Screenplay: Todd Sheets and Misty Wolfe

Cast: Carol Barta as Elizabeth; Frank Dunlay as Roger Williams; Auggi Alvarez as Clarence Theopolis; Charles Monroe as Stan Lotus; Tonia Monahan as Jamalia; Jody Rovick as Gazelle; Ray C. Merrill as Asmodeus; Veronica Orr as Mistianna

A Night of a Thousand Horror (Movies)

 

Some Todd Sheets for a quick shot-on-video fix is a pleasure for me. These "SOV" films from the USA are still a niche, least when you are English and they rarely get a release in the United Kingdom barring American Genre Film Archive titles or when they are available on line legally. These films are an acquired taste, but I admit there are within them, including the ultra low budget titles of the digital era into the 2000s, a compelling aesthetic them. With VHS shot titles themselves, with their video produced opening credits and a format, VHS haze, which I have no nostalgia for, and will not view as superior to Blu Ray or even DVD, there is yet for these productions something compelling to watch within them because of this sheen. Todd Sheets, his older films let alone new ones, are as much their own fascination in this territory.

Clearly Dominion is going to be a vampire film from the Salem's Lot (1979) reference in the first scene, of the scene from Tobe Hooper's TV adaptation of a person floating outside a window, though the police here at least consider the recent spree of blood draining killings involving at least a person who thinks they are a vampire, rather than waste time baffled by the bizarre murders, having drained thirteen people by the opening scenes. Alongside an older woman who is clearly a vampire expert, as she keeps a stake in her luggage, the police find themselves having contend with a vampire cult living underground led by her brother, a young boy where the child actor himself is gunning for scenery chewing in how he reads his lines.

As an early Todd Sheets film, those of a certain time period are separate to the others, their productions likely to be (with affection for them) ramshackle or at least silly, this not taking itself too seriously when these vampires have low targets - wishing both to dominate the world but also grocery shops, one female vampire wishes to rule the cosmetics world to fix her pale complexion. They plan to resurrect the boy's master through the Satanic power of rock, Todd Sheets' in-house band Enochian Key, not just having a score credit but onscreen as Enochian Key, playing demon worshippers who eat human flesh. It is fascinating, knowing he was ending even the goriest of films from this time with a thanks to Jesus Christ, that Todd Sheets does pastiche the Satanic Panic on rock and metal music from the eighties here, and that he has the religious zealot mother, formerly a hippy, for a brief scene as an antagonist even though her daughter's decision to go to the Enochian Key concert proved her mother right. These early films, truthfully, are lacksidasical, but they have a charm from this. An actual long form plot may be unlikely in this case to draw out, only scraping through its plot points over nearly seventy minutes, including the least expected romantic melodrama between two older supernatural experts which is barely scratched upon. But this is an aspect of all these early films, as it would not be a Sheets film from this time without a lingering scene or two with gore and animal organ meat as practical splatter effects.

It is a delight, considering they are tied to Todd Sheets into the modern day, I got to see Enochian Key performing onscreen (in character) rather than just in the score, as a homemade metal soundtrack. Soundtracks to Sheets' films, even in the rougher films from this era, are always interesting, and whilst moody at times, one or two pieces do sound like a Philips CD-I lounge track from composer Matthew Jason Walsh. That is neither a ultra obscure joke at a games console few can even emulate either as, alongside tracks which evoke Italian horror composer Fabio Frizzi, not just his pieces from Zombi 2 (1979) but the tropical cuts from that soundtrack, a banger in this case, but there are moments in Dominion which evoke Jim Andron's score for the Philips CD-I version of Tetris (1992). Made available in the modern day as a soundtrack in the streaming era in 2020, it is amusing, especially in a scene for a romance where the crew hired a horse and carriage, how similar they sound, coming from the same year, to the point I did wonder, with no accusations at either side, if any of these tracks from both accidentally blurred similar notes on their synthesizers unintentionally.

Sheets' films from this era do end up being messes as mentioned, which is a warning, as by a Clownado (2018), even with that ridiculous title premise, he fixed his cinematic style and pacing with considerable decades of work, having worked over the years baring a fallow creative period between 2005 to 2013. The early "primitives", to give them a name, have charm though. Some ambition is there - the close-up of keys being thrown to someone, with the camera behind them simulating their travel across in the air, is inventive. There is the gore and the horror fan here behind the camera too - with another least expected moment, that being the least expected chainsaw scene, with limb removal, transpiring because they wanted the scene. The sense this does not follow what is expected, by accident, of what even a low budget horror film should do is also here - it abruptly ends, not with the conclusion of the story, but randomly on two female vampires snacking on a john. This is to be expected with Todd Sheets' films from this era, and I love them now as much for this.

Wednesday 14 September 2022

Art History (2011)



Director: Joe Swanberg

Screenplay: Josephine Decker, Kent Osborne and Joe Swanberg

Cast: Joe Swanberg as Sam / director; Josephine Decker as Juliette / actress; Kent Osborne as Eric / actor; Kris Rey as Hillary; Adam Wingard as Bill

Ephemeral Waves

 

“Art History” becomes an apt title – opening with a quotation of trying to replicate eroticism, this begins, in the middle of a film scene being shot, with the struggles of even getting a condom on in the midst of acting out a sex scene let alone within such a vulnerable moment, in such nudity in front of a director and his cameraman. Part of the Mumblecore movement, there is a meta-narrative of this being about a tiny film crew, the director Joe Swanberg playing a director, made by a tiny crew of people, all about trying in the film within this film to shoot a sex scene. What the film is this crew is after is to debate, almost lost in a fixation with trying to recreate the intimacy of a romance between a woman (Josephine Decker) and a man (Kent Osborne) after one night of dating, as it instead becomes a fixation for the director, more so as he begins to realize the pair are becoming romantically close.

What the film is raises the concerns that spiral out in the emotional climax, that this is meant to be a film about sexual desire from Joe Swanberg which willingly bares it all, whilst scrutinizing this entire ritual of trying to record these acts. Filmmaker Josephine Decker and Kent Osborne are bravely comfortable doing explicit full frontal nudity, comfortable in a natural eroticism which is beautiful, but it is depicted here with a matter-of-factness which is contrasted by all the questions of the director’s male gaze. This becomes more so a concern as he finds himself intermingling with the central pair, who have become romantically close between filming, in an antagonistic way, which is explicitly where the film eventually reaches its final scene and the director’s follies. The film itself is walking a fine line between whether the explicitness has any point to it, lengthy scenes of just the actors played by Decker and Osborne laying about acting out sensual groping. The title might be pretentious except that, especially with how art history itself, beyond cinema, has sensuality as a significant subject, this concern is one which has been seen both in the work itself and interpretations by scholars later on, and here we see this concern come in terms of the nitty-gritty of depicting this, and how one's emotions can become a hindrance and influence upon this depiction. The film has another concern about the personal nature as Swanberg’s director, as his actress and actor are romantically connected she the longer they are playing two people having this intimacy, becomes almost threatened or effected by it to the point of an eventual self-sabotage as the scene keeps being filmed, least in terms of burning at least one bridge or two with people he works with.

The borders between acting and their relationships blur more and more, with the two actors in a relationship, the women connecting to the man, the man however planning to end the relationship once the production has ended. The border in treating the actors, especially Decker’s Juliette, is another concern, between respect and exploitation, sinking more and more as the intimacy of this tiny crew including female and male friends still cannot catch the issues with the production itself. The film Art History itself is bleeding in this concern as, whilst with the equal opportunity depiction full nudity, that concern with the point of depicting the eroticism as matter-of-factly here becomes a huge concern in terms of the emotional exploitation for her as an actress far more than for the actor, something the film is aware of. It also raises the strangeness of the ritual itself, filming an acted out sex scene, with all the concerns of whether a replication of sex can capture the power of the sensuality even, something even hardcore pornography can be accused of missing the point of even with real contact.


With this bubbling and uncomfortable mood growing in the filming, there is a joke early on, the group around this a healthy group of late twenty to mid-thirty year olds in their own little world, which gets to the concern the title suggests with depicting eroticism, in a crass but perfect way. That, with one of the men in the group having drawn a picture of an act of lovemaking between a man and a woman we do not see that the others in group joke about. One where, alongside pointing out the woman’s spine looks like it is broken as a result of mid-coitus, it looks closer to a crucifixion as the drawing is kindly mocked for missing the desired results. A lot of Art History too, a film some will instantly struggle with as a seventy plus minute film of nothing by small conversation, is paradoxically about the fact we have all this tiny talk of little, of this “mumbled” conversation the mumblecore genre was coined upon, but the revelations come in what is unsaid and acted out. Even in this joke scene about the drawing, this is not drama where the dialogue eventually carries a monologue of emotional clarity or exposition, where also poaradoxically the dialogue for all its extensiveness is not as important as what is not spoken aloud.

The same can be said of how the film looks too, as stripped back as a film as possible as a digital production, the day time scenes matter-of-factly flat and lived in as the world between filming this sex scene over and over is ordinary. At night, when the filming starts however, everything develops an unnatural mood which emphasizes the mood even if it was not Joe Swanberg’s intention. At night is where the tumultuous nature of all this film’s drama, its drive, belongs, the conflict between a director struggling with his work to his manipulation of his cast as a result of this obsessiveness comes about, where the bedroom they are filming in eventually becomes a void separated from the rest of the world by possessing the only light. Even the swimming pool is magical, probably the only place where true sensuality in the filming transpires as, with the crew sometimes skinny dipping within it, they look like unisex nymphs in the midst of the green-lit pool disconnected from the world. Aptly it is here, with someone making themselves the villain in their swimming shorts, when this magic is lost and rightly gets slapped, [Major Spoiler] Joe Swanberg with the best scowling face with the deserved slap to the face for his jealously having taken over [Spoilers End].

I am unsure how to gauge Art History whilst I praise it. It is, honestly, a work which only really grows in context of seeing other Joe Swanberg films, a case of a filmmaker where it might be to say they exist to build up as one large production, which is an issue if the pieces are not all available. My previous experience with Joe Swanberg was negative, but time has changed, and a film like this does intrigue as much as it feels like a piece of a filmography which needs to expand with more pieces beyond.

Sunday 4 September 2022

Genus Pan (2020)


 

Director: Lav Diaz

Screenplay: Lav Diaz

Cast: Nanding Josef as Baldo; Bart Guingona as Paulo; Don Melvin Boongaling as Andres; Hazel Orencio as Mariposa; Noel Sto. Domingo as Sarge; Joel Saracho as Inggo

Canon Fodder

 

Three miners are returning home. Andres (Don Melvin Boongaling), the youngest, hates his job, that people have been buried alive, that his money goes to others, that his brother's death is clearly suspicious. Another older worker, Paulo (Bart Guingona), tells him to keep his head down, whilst the third, the oldest Bardo (Nanding Josef), who Paulo knows well from their upbringing, comes off as authoritarian or at least is clashing with Andres. The setting for this Lav Diaz film is Hugaw Island, where we learn invading Japanese soldiers kidnapped women for "R and R" camps, alongside certain generation of people calling themselves "sons of Japanese people", alongside the sense the island has been cursed by the corruption that has still transpired there since. The miners are being exploited, forced to pay for even their own equipment to be stored, and is ran by a corrupt sergeant and his company who will use evil means for money.

As to be expected with a Lav Diaz film, this is going to be bleak, in this case a slow burn split into two passages, before an incident leads to two of these three dead, and the aftermath where a figure named Inggo (Joel Saracho) tries to exploit this in his own corrupt need for money. The title is explicitly painted out when, abruptly out of diegetic context, a voice over of a man and a woman talk of how most human beings have not fully developed our brains from the pan, like chimpanzee, those who did the likes of the Buddhas and Christs who helped the world in benevolence, those who did not possessing the selfishness of the chimpanzee. This, even for what is still a nihilistic production for Diaz, is a curious touch, that a grain of positivity is to be found in his cinema even if a rare one. Most of this, set in the nineties, is an endless cycle of corruption and greed, but this touch looks to something profound even if far away.

For most of the first act, it is a character drama of these three miners walking through the forest back home. Hugaw Island has its own people, with their own pagan beliefs contrasting Paulo's Christianity, the history of these people being attacked and treated horrifically explicitly talked of as a belief of theirs haunts the three and will appear onscreen eventually later. This is when Andres sees a black horse by a river, which is a curse of death, even if Paulo believes it is caused by bala fruit in that case, delicious to eat but intoxicating when heavily consumed with hallucinogenic effects.


The island, talked of as having legends fabricated by smugglers to keep others away,  of the likes of being a leper colony or a place for those with syphilis to go to, becomes the subject of the film as much as the plot's point, an ecosystem of corruption all around. Alongside the bleak reveal of Bardo and Paulo's past - initially set up as a rare moment of odd humour, as they were in a circus as the "Gecko Brothers", in glued costumes to led to objects being stuck to them, only to have trauma implied from the "Clown" who ran the group - this leads to the tragedy that marks the second act. Here Inggo, simply for money, also entirely as a demonic figure who wishes just to hurt people, learns of this, and even kills one of the widows grieving in an impulse just for some money, whilst threatening the mentally disabled daughter of one of the dead men, Mariposa (Hazel Orencio), who is already as a grown woman having to adapt to this tragedy with anger.

It is here, truthfully, in a film which follows the trend of Lav Diaz's other films - monochrome, long though this one is only two and a half hours long, and the slowest of burns of character pieces, the auteur having found and honed his style fully - where I still have to ask whether his nihilistic view of the world is actually constructive in the end for Genus Pan or leading to nowhere. Do not come to Diaz's films for happiness. It is the thing which causes me to ask (even critique) these films - at which point is his career of so many films this intermittently bleak, many justifiably dealing with the horrible political history of the Philippines, that this loses the point to certain titles like this one without this context? Is this unfortunately the truth, and wishing his films have a happy conclusion, or the closest to one, is taboo, wishing to hide from this film's truth? Considering the reign of Rodrigo Duterte, the 16th president of the Philippines who between 2016 up to June 30th 2022 has been a deeply controversial one for his human rights record, sadly one realises why Lav Diaz made these films as they are, so any criticism of them being too bleak is equally absurd as a critique when real life around him is miserable to consider.

The idea of altruism here is the one thing which contrasts this. Considering the nihilism of a work earlier like Season of the Devil (2018), yet here altruism, sacrifice and ritual exist, the religious practices, from Christianity to paganism, all viewed with respect by the older director, which is fascinating to see. This is contrasted, dangerously close to a cartoon villain depending on your view of him, by how evil Inggo is, the ultimate personification of someone who is just monstrous and selfish, all his deeds purely for money, even just stabbing men mid-religious ceremony just because, the many he kills at one point making him less a person, more a deliberate personification of humanity's demonic side. This offering of humanity, even if crushed under all this corruption and greed, offers a glimmer of light even if the final scene, the precursor of a murder we never see but know will transpire, shows that pointless death and misery by human hands will still transpire. This is still uncomfortable as a viewing experience as a result, as with many Lav Diaz films, but he makes these films when you are prepared for them that are meant to hit with an impact to think carefully of these things.

Saturday 3 September 2022

Games of the Abstract: P.N.03 (2003)

 


Developer: Capcom Production Studio 4

Publisher: Capcom

One Player

Nintendo GameCube

 

The tale of the "Capcom Five" is one from a certain era, the early 2000s fascinating in hindsight as a generation I went through myself, playing some of the games of, but barely scratching the surface of despite having some knowledge of it from the time. The Capcom Five is a messy incident which can be covered up in hindsight in that Capcom, developing five games for Nintendo as exclusives for their GameCube console, got Resident Evil 4 (2005) from this. One game here saves this entire mishap in that, like now decades later a person even programmed Doom (1993) to play in a cash machine, Resident Evil 4 has been converted and released on countless consoles after, and will inevitably get to the point, if not with the sanctioned virtual reality version, someone will unofficially try to convert this for a machine not expected to play it when the technology, or someone with the know-how, experiments, a game of its era we still talk about and is still held in a high regard for that entire franchise even as it continued decades on. This mishap managed as well a second game, the cult legend Killer7 (2005), which is legendary for the time; whilst released in 2018 for Windows as a game no longer from Capcom, but entirely that of Grasshopper Manufacture, and of Suda 51, it is nonetheless a production that helps salvage was, with the history, a terrible misfire of marketing especially for Nintendo.

Capcom and Nintendo with this project was in itself an attempt by the later to resolve a huge mistake of their own - that, whilst beloved by a generation, the Nintendo 64 console was blighted by huge mistakes in its management, one of the biggest that, deciding to keep cartridges when other consoles used CDs, Nintendo alienated third party developers they had worked with before, when they wished to work beyond the confines of these technical limitations, losing them to their competition in that generation. Square infamously was the worst loss, where after a fruitful history together, they went to Nintendo's rival Sony and created a game like Final Fantasy VII (1997) for the original Playstation, itself a game of the generation we still talk of1. Capcom did the same, and with the Capcom Five, this was a deliberate attempt to court developers back. Whilst games did come to the 64, including a conversion of Resident Evil 2 (1998) by Angel Studios, the future Rockstar San Diego, which is held as miraculous2, Capcom worked with the likes of Sony and Sega with the Saturn, which did not do Nintendo favours.

The Capcom Five as a concept, when announced, would have been seen as a grand statement of reconnecting after this, and providing a boost for Nintendo from a highly well regarded third party developer. Capcom held a surprise press conference in Japan in November 2002, announcing five new titles for the GameCube: P.N.03, Viewtiful Joe (2003), Dead Phoenix, Resident Evil 4, and Killer73. This was a fascinating time, when I was a teen reading of some of this coverage, and being a Playstation 2 owner, with tremendous hindsight, with this moment one of the many curious events of the period. By 2001, Sega dropped out of the console industry entirely and became only a software publisher, a downfall of a titan, as Microsoft took their place in 2001 with the original Xbox. Sony were going to win the sixth generation of this era with the Playstation 2, and Nintendo had the GameCube, with these five games offering a distinct selection to those at the time.

Resident Evil 4 was the biggest one of the five, from a huge franchise which was here however being made to sound like an exclusive for Nintendo, which would have been a tremendous shot in the arm for Nintendo, let alone having the other four too if they had succeeded as releases. Things went a bit sour when, only a time later, Capcom would announce that only Resident Evil 4 would be a GameCube exclusive4. Even if this game stayed a GameCube exclusive, Resident Evil 4 would become a monumental game for any console at this period, so Nintendo would have succeeded....as mentioned however, "if" is the word of the day as this game did get a Playstation 2 port, scuppering the advantage. It is a reminder that Nintendo, having eaten a lot of crow in this period, managed to survive because a) the Wii became a success as a console as did the Switch, but especially that b) they are the Disney of the video game industry who make sure their key characters, Mario their Mickey Mouse, kept them afloat.

Resident Evil 4 was ported to the Playstation 2, eventually being ported even to mobile phones and the Zeebo, a Brazilian and Mexican only console whose port was based on the mobile phone port and is its own subject for another time. Killer7 was to become a cult hit, but in hindsight more for bringing us Suda 51 into Western attention. Viewtiful Joe, Capcom's superhero pastiche, was well regarded, but was also ported to the Playstation 2. Then there is Dead Phoenix, a flying shooter game based in fantasy and riding a dragoon, à la Sega's Panzer Dragoon franchise, which was cancelled in 20034, and was sadly a game which never came to be. The last, and with this long prologue worth having to built to this, was the sole GameCube exclusive and a maligned little title named P.N.03, a scrappy and imperfect production.

P.N.03 has been described as "unfinished", feeling in itself a curious mishmash of three different eras of gaming. One is an arcade throwback; one is a game from the aforementioned Sega Saturn era, a throwback to arcade games yet transitioning to the polygonal era of gaming; and an independently made Steam game, flaws and all, which is yet made with enthusiasm and, like a surprising amount of them I have seen, usually have a female protagonist even if entirely with a titillation edge to the character designs let alone also because a female protagonist blasting things is inherently fun. That could be seen as an insult with any of the comparisons, considering this is a Capcom game with Shinji Mikami in the director's chair, a huge name who helmed the first Resident Evil title, involved, but I say these comparisons with compliment, and aware that this struggles existentially with what the game wants to be.  

I like this game's aesthetic, a stripped down sci-fi world of a sterile white corridors, in a desert alien world, only populated by killer robots. The factor to consider, alongside its aesthetic touches, is that the game is not over ten to thirty hours long either, but an extra long arcade game which factors in my positives of the production, the halfway house of the classic arcade and trying to include modern polygonal games. The sole non-robot here is your lead, Vanessa Z. Schneider, a mysterious female mercenary who is hired by a faceless client to clear out a base of its killer robots, destroying the generators and clearing it out. Schneider, truthfully, was designed by a male designer, the press for her creation frankly embarrassing in hindsight in the choice of words to describe her5. Her sleek battle suit (meant to fuse to her spine) is deliberately shapely, but it is weird to say that as, beyond this, with where the character is positioned behind her, and that clearly a lot of the graphics and animation was devoted to her, Schneider as a playable character is no way near as bad as a fetishishtic figure as you could have had, and could have been really interesting in a more elaborate production as even the mostly silent protagonist.

You still have a game here about a woman who is just good at palm blasting killer robots in her dance moves, which sounds good on paper. The game has the vibe of something you could remake, and among those touches which can be elaborated upon, it is that, whilst the character is barely voiced in the cut scenes, she still stands out entirely because she always moves in a dancer's rhythm. She belongs to the archetype of characters who has music in her head to focus, like Ansel Elgort's lead character in the film Baby Driver (2017), whether she can break the fourth wall and hear Shusaku Uchiyama and Makoto Tomozawa's score, or has a rhythm to bob to when stood still or attacking robots. She pirouettes, twists when jumping, and the special moves I struggled to pull off (and gave up on) have a dancer's choreography of twisting her body like a dancer would. The music, by Uchiyama and Tomozawa, is thankfully good, so this factors in with a great personality touch.

In P.N.03, you can shoot, dodge, roll and jump, but you cannot fire at enemies whilst moving or dodging, forced to stay still to do so. This is the idiosyncratic touch of the gameplay itself, and where for me, the only true flaw comes in, in that this should have been an on-rail shooter, or fixed on a single plane per battle, the dodge and moving mechanics still possible to have and be vital as Sin and Punishment: Star Successor (2009) used perfectly. This was my first encounter with a GameCube controller, and the worst moments here were platforming, but especially arguing with the camera, from this period in the early 2000s where innovations were taking place still with struggles from the nineties which were still prominent such as the camera in multiple three dimensional games. The game inherently not designed for full movement and readjusting the camera, became a pain to do so when you need to be aware of enemies coming from any direction. This became a game of finding the right position for targets as a result, dodging left to right with a barrier involved if possible, getting shots on robots, maybe even picking off ones in the further distance if lucky, so this could be worked around thankfully. With bosses especially, when you need to avoid them (such as the tank one whose spin attack is an instant kill) the 3D movement becomes a pain, in a game which does reflect this decision being a poor choice. In mind that this was a clear decision made, when there are robots that charge at you, big flying ones which sways towards you like drunken vultures, and certain passages where you need to jump over laser traps, this entire aspect of the game weighs it down.

The sense this should have fully committed to being a throwback is in the scoring system, which does suffer from a structure which does not use properly, and forces you can wander larger rooms to each target. Multipliers exist if, with limited time, you can destroy enemies, and not being hit at all in one room increases the points. This, even the restriction on not being able to move and fire at the same time, does work really well, and there is only the sense that, having to make a new generation game, someone made the ill fated mistake of this as a free roaming shooter only because this was what was expected. The realisation this was also meant to be a killer app, as someone who really liked the game, as part of the Capcom Five is also ironic as this is as niche as you could have had as a title. The aesthetic being as stripped down as it is will put people off, as barring some outside desert scenes, most of this is in septic white or grungier futuristic rooms and corridors. The robots are thankfully varied for the game's length, be it little proto-drone planes or giant elephantine behemoths, almost too big to have credibly gotten through doorways, which can split into a robot double act of a land crawler and a bird-bot as if they came from a super robot anime. Many have missiles or life draining beams of death, or even more elaborate and deadly special attacks, which are very dangerous but thankfully are contrasted by good dodge mechanics (and glowing health orbs) to work around. You also earn continues and can buy them, although it is also practical to just quit, giving you the continues back when you are prepared to try again. Points also win prizes, as they are used in the store, for continues but also for the various versions of the suits for Schneider - offensive, defensive and all-round versions of different levels - which can all be upgraded.

There are only a few missions, with trial missions randomised courses where, upon completing all the rooms, you get a lot more points to spend in the store. There is, in terms of the story, not a lot here, a slight spoiler that at least this can complete the Bechtel test, of two female characters having conversations, even if this is an example which questions whether it succeeds the test guidelines or not as it is between our lead and an unseen client just telling her where to go. [Major Spoiler] That Vanessa Z. Schneider and the client are clones of each other, or one is the original and one the clone, one at least a computer representation, does raise the question whether talking to yourself count as progressive, as Jennifer Hale is the only voice actor in this entire game as a result. [Spoilers End]. This game was unfairly put in a place, in the middle of a marketing scheme which was backtracked on, especially as P.N.03 was the sole GameCube exclusive, leaving it the punching bag it should have not been. Outside of one which was cancelled, Viewtiful Joe and Killer7 were cult hits, and Resident Evil 4 an epoch game for many, leaving this stuck in an unfortunate time it did not deserve. In another context, and fine-tuned, this could have been more of a successful game than it was, and there is enough here, for me, that I loved to the point I wish it had been more readily available. Thankfully it is not one of the more expensive GameCube games ever made, but it's unfair place as the unwanted step child in this scenario, one which has vanished as Capcom has produced games on multiple consoles in the decades after, does feel mean for what is a throwback game that, with some polish, could have been even better than I argue it has.

A remake, whilst not financially practical nowadays, unless a drastic marketing scheme in the game's favour, would be perfect, or even to make the production available again. Unfortunately, ironically for a company who have had a tumultuous history with third party developers, Nintendo do not always preserve and make available their exclusives even when there is a fan base for then.

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1) Nintendo 64 Week: Day Two by Levi Buchanan, published by IGN Retro on September 30th 2008

2) DF Retro: why Resident Evil 2 on N64 is one of the most ambitious console ports of all time by John Linneman, published on Euro Gamer, part of the Digital Foundry articles, on December 9th 2018.

3) Capcom's Fantastic Five, published by IGN on November 13th 2002

4) Remembering Capcom's Great Nintendo Promise / Betrayal, written by Luke Plunkett for Kotaku and published on May 31st 2011

5) P.N.03 column: -2- Vanessa (in Japanese), written by Shinji Mikami for Capcom. Archived from the original on April 5th 2013, retrieved November 27th 2011..