July
29,
2004
The
embargo wars continue…
Disney has been
anxiously pressuring everyone into sticking to their Friday release
day embargo across the country, but leave it to Disney-bashing, Miramax-loving
Roger Friedman to break embargo after getting lots of talent
access at Monday night's NYC premiere. Besides doing a light review,
he also tried to spin the story behind The Village as some right-wing,
anti-F9/11 Disney conspiracy.
I have seen the
film and will review on Friday. But I must say that The Village
is the most thoughtful of Shyamalan's films, asking the audience to
really think for the first time... not just about an anticipated surprise
ending, but about the idea of the film. Interestingly, it is the least
religious of all of Shyamalan's films (including the early product like
Stay Awake that people pretend never happened), a factor which often
seems overlooked. This guy makes movies about the role of the deity
in our lives. What he learned with Wide Awake was to hide the
habit and collar… too on-the-nose for popular appeal.
And by Wednesday,
the AP had released its review… the trades on Thursday… etc.
Meanwhile, in San
Diego, Paramount trusted the web heads with a screening of Sky Captain
and The World of Tomorrow and saw embargo broken before the weekend
was over by one site. Yesterday, AICN chimed in. It may be that the
studio is okay with this since the reviews are positive. Maybe not.
But until I get a call from someone saying, "review if positive,
hold if negative" or "review at will," I have to assume
that there was an embargo break. And, with it, a little less trust and
another excuse to ban the web when the stakes involve non-geek product.
Of course, not even
an airtight embargo could contain the stench of She Hate Me,
a misfire remarkable enough to replace Girl 6 as the worst work
ever from Spike Lee. In fact, it is such a worthless film that
it puts one in mind of the aging Woody Allen, the work of a man
who was once razor sharp losing all but the coarsest of his skills.
The film is ostensibly
about an ambitious young man getting caught in a web of corporate deceit
finding himself financing the continuation of his high-end life by donating
sperm to lesbian couples, albeit the old fashioned way. See… he is black
and his penis is big and even lesbian women can't keep their eyes off
the magic penis. No, I'm not kidding. That is the kind of movie this
is.
I know less than
nothing about Spike Lee's personal life and I hope to keep it
that way. But you get the uneasy feeling watching this movie that, like
Woody Allen, this movie is some sort of weird wish fulfillment
for the writer/director. There is something deeply disturbing to me
about a movie that engages in more objectification than insight when
trying for controversy.
Lee has missed the
mark before, but never quite as wildly as this time. Responses to Bamboozled
were all over the place, but no one can deny that there wasn't an interesting
discussion somewhere in the film that was worth having. I still don't
know why Summer of Sam was a movie that needed to be made, but
there are elements and ideas in it that are compelling. But outside
of cataloging a wide array of beautiful women in various degrees of
undress, I can find nary a thought or moment of note in the entirety
of She Hate Me… including the name, which makes absolutely no
sense in the context of the film.
The array of cameos
is impressive… in that Lee got them. But they are the kind of cameos
that disturb you as an audience member because you feel sorry for the
actor/celebrity. Jim Brown wants to be Delroy Lindo… but
he's not. The great Lonette McKee is stuck as The Shrew. John
Turturro seems to have brought his mob sunglasses from Sugartime
along and, once on the set, was forced to improvise. Woody Harrelson
is a wig joke while Ellen Barkin is a former sex queen joke and
Monica Bellucci is abused worse with her role here than her character
was in Irreversible.
While I admire Lee's
long willingness to try new film and video formats in his work, somehow
experimentation has turned into incompetence here. The film looks terrible.
The small number of effects that exist are repeated as though the audience
won't notice the exact same image used more than once (including a comedy
egg with Monica Bellucci's smiling face on it well before her
character is even introduced into the film.)
The overall result
is one of those movies that sometimes gets into Sundance and leaves
you wondering whether the festival was really that desperate to have
Brian Dennehy in attendance. If anyone but Spike Lee's
name was on this, it would have a hard time getting into a gay and lesbian
festival, much less Sundance. And God knows, theatrical release would
be out of the question.
I'll be rooting
for Spike to recover. He did after Girl 6. I've never watched
that film again since suffering through it in a theater… a peek here
or there on cable. That's about it. I prefer to think of Lee as a filmmaker
with something to say. Or maybe he's just a celebrity now.
Sigh…
READER
OF THE DAY: TS NOT ELLIOT writes: "I find it a little
hypocritical that someone who wants to paint video games as an inferior
medium for storytelling and emotional investment would try to do so
by saying that video games "exist only to supply the player with
a virtual adventure." what are movies if not virtual adventures?
example: I sat in the audience watching "The Bourne Supremacy"
last Friday, totally enthralled by what was happening onscreen. I -
along with everyone else in that theater - was living vicariously through
Jason Bourne the entire time, kicking an assassin's ass with a rolled
up magazine, dodging the cops in a train station, talking to my pursuers
on the cell phone while watching them from across a rooftop without
their knowledge. yes, video games are a virtual adventure, just as movies
are, just as books are, just as graphic novels are, just as spoken stories
are. the act of listening to a story, of being taken along on that ride,
is a virtual adventure - regardless of the medium. and I don't think
that the level of possible emotional investment hinges on whether or
not you yourself are in control of the characters within that virtual
adventure.
For thousands of years, people have been spending their time, money,
and energy on media that connect with them in a real way. if we live
in an era in which video games are connecting better with a large demographic
than movies, I don't think that it's fair or accurate to blame that
reality on the fact that video games let me push buttons to control
what's happening and movies don't. the story, the characters - those
are what matter. video games are not what they used to be. many are
built around much more visceral and complex narratives than we would've
thought feasible ten years ago. and many of them have accomplished this
feat precisely by becoming more movie-like (examples: multiple in-game
camera angles, the use of professional actors for voice work, and hundreds
of minutes of cinematic cut scenes using both and built into the game
in attempts to create a seamless transition from game-play to "passive"
viewing and back again). in short, it's not right to treat the two media
as being completely different entities. video games today owe a huge
debt to movies. it's just that, in recent years, it's been entirely
possible that video games (taken collectively) have been using the tools
of movies more effectively than movies have been for the, say, 12-28
year-old demographic.
In addition, the idea that only "frankly unintellectual-leaning
men" are: a) the only people who play video games, and b) the acid
disintegrating our culture from the inside, are both absurd. I can't
give you statistics to disprove the former, but as a student at the
University of Chicago, I can tell you that people who retreat into video
games often times do so precisely because they've spent so much time
in the library or class or writing a term paper that they need a form
of escape - the same reason that many watch movies. and in regard to
the latter, during my three years and change here, I've encountered
more "intellectuals" in person and more "intellectual"
works than I care to think about. they are almost invariably the most
boring, emotionally-dead people and texts I've ever seen. if being more
intellectual will inject emotion back into movies and save our culture,
then some studio should pick up Sartre's "Being and Nothingness"
or Nietzsche's "Beyond Good & Evil," adapt it for the
screen, and see if pure intellectualism connects emotionally with an
audience. if it does, and this developments constitutes the salvation
of American culture, take an electric screwdriver to my skull like dude
at the end of "Pi," because I don't want to be a part of it.
Look, I'm not saying that emotionally powerful movies can't be intelligent
or profound - all I'm saying is that no amount of brainwork will make
up for a lack of heart. and if videogames currently have more heart
than movies, then that's not the fault of the audience.
And this came from DW NOT GRIFFITH: "I couldn't help but
fire off this e-mail in reply to the anti-video game e-mailer "Not
Smithers' Boss" from the column on July 27.
I completely agree
with this statement: "Problem is, video games are functional far
more than they are artful" but I believe that this applies to the
frequency of video games that use the interface to artful means more
than the inherent qualities of the form itself.
Not Smithers' Boss
continues to say: "they allow for only one mode of outcome: "You
won!" or "You kick ass!". They court only aggressive
button-pushing, rarely any kind of dangerous introspection. Even pop
art like "The Bourne Supremacy" courts far more interesting
personal emotion in the viewer than the most sophisticated video game,
which exists only to supply the player with a virtual adventure."
While "good"
video games (much like "good" movies) are few and far between,
there are several games I could point to which, through their use of
interactivity, call the player to examine the ethical and moral ramifications
of their actions within the game world. I have, by playing some games,
been forced to confront my own assumptions about the world in which
I live (not the game world), question the ambiguous nature of good and
evil, and become aware of emotional tendencies within myself that I
was not previously aware of.
Video games are
in their infancy as an art form and have yet to find their own "language"
that best transmits the message from the medium. This coupled with monetary
concerns for publishers is probably why the serious application of artistic
intent has rarely been attempted in this format. Ironically, Not Smithers'
Boss dismisses video games in the same way that the movies themselves
were dismissed in their infancy.
Granted, most video
games encourage only one type of thinking: violence solves all problems.
But then, let's face it, this is the message you get from most major
films. I would argue that, similar to games, most movies allow only
one mode of outcome which is "They won!"
E
HATE ME.