Scenes I Love: Spy Game (R.I.P. Tony Scott)


[SPOILERS]

The world of cinema lost one of it’s own with the death of British filmmaker Tony Scott (brother of filmmaker Ridley Scott). The circumstances of Tony Scott’s death has now been confirmed and could be found and read easily on most on-line news site.

This post is not to focus on Tony Scott’s death but on the life he lived and how his contribution to the art of filmmaking. Tony Scott has been a major influenc on me and those who grew up during the 80’s and 90’s. His films were huge commercial successes but also unique in that he tried to advance the genre of action filmmaking beyond the bullet point steps on how to make them that other filmmakers could never get beyond.

Tony Scott experimented and innovated with the action genre these last ten or so years to mixed results, but no one could ever say that his visual style was ever boring. Just like his brother Ridley, Tony Scott was a visual director first and foremost, but he also had a way in getting the most out of the cast he was given. It didn’t matter whether they were award-winning veterans like Denzel Washington or up-and-coming stars like Keira Knightley and Chris Pine. His action films weren’t just all about the visual and auditory overload his contemporaries only focused on. Tony Scott used his actors and got from them good to great performances which raised what would’ve been your typical action film to something more.

One of my favorite scenes Tony Scott ever did was also from one of his films I consider one of his best. It’s the last main sequence for his 2001 spy thriller, Spy Game, which starred Robert Redford and Brad Pitt. It was a film that was the passing of the torch from one blue-eyed star of Hollywood’s yesteryear to the current blue-eyed star. This film could’ve been all about action and explosions and techno-spy babble, but it instead became a great exercise in how to create an action-thriller that allowed for dialogue to become the engine that moved the action.

This scene is a favorite because it was the culmination of the machinations and secret plannings of Redford’s aging spymaster, Nathan Muir, to try and save his wayward protege in Brad Pitt’s Tom Bishop. While it would be best for people to watch this scene having watched the rest of the film beforehand, even just watching Redford take control of the room is a clue to how well Tony Scott allowed his actors to work the scene instead of forcing them to do it his way. It’s no wonder that Denzel Washington, considered to be the best actor of his generation, kept working with Tony over and over for the past decade.

 

Film Review: ParaNorman (dir. by Sam Fell and Chris Butler)


I have to admit that I wasn’t expecting much from the new animated film ParaNorman.  As much as I love animated films, ParaNorman‘s trailer had never really captured my imagination.  (Or, at the very least, it hadn’t captured my imagination in the way that the trailers for Brave and Wreck-It Ralph did.)  For the most part, the only reason that ParaNorman was even on my radar was because it was advertised as being the latest film from the creators of Coraline and the only reason that Jeff and I ended up seeing this film last Friday instead of The Expendables 2 was because I had a slight headache and didn’t want to have to spend two hours listening to men yelling, guns firing, and bombs exploding.

In other words, I saw ParaNorman with low-to-no expectations and sometimes, that’s the perfect way to go to the movies because I absolutely loved ParaNorman.

ParaNorman tells the story of Norman (Kodi Smit-McPhee), a shy boy who has the ability to talk to the dead.  This talent comes in handy because Norman happens to live in the haunted New England town of Blithe Hollow. 

I fell in love with ParaNorman during the opening credits, in which we watch as Norman talks to the spirts of everyone from an unfortunte aviator to a squished dog, all the while simply trying to get to school on time.  In this short, wonderfully animated sequence, we learn everything that we need to know about Norman and the town of Blithe Hollow.  We learn that Norman is shy, he’s lonely, and he’s also one of the few people in the world nice enough to actually be polite to a pushy ghost demanding his attention.  As for the town of Blithe Hollow, it’s a memorably ugly creation, full of ominous buildings that seem to have sprung straight from a nightmare of German Expressionism. 

Blithe Hollow, we soon learn, is a town that’s haunted by a lot more than just a few restless spirits.  The town was founded by Puritans who, as the film begins, are mostly remembered for their witch hunts.  Centuries ago, the town founders burned a witch at the stake and that witch cursed the town.  While it wouldn’t be right for me to give away too many details of the plot, it turns out that the witch’s curse is very much real and, as a result of a several complications and mistakes on the part of both Norman and the citizens of Blithe Hollow, the town is soon overrun by zombies. 

In a twist that would make George Romero proud, the citizens of Blithe Hollow soon prove themselves to be a hundred times more monsterous and dangerous than the film’s actual monsters.  However, as only Norman can actually talk to the dead, he soon discovers that there’s more to the “zombie rampage” then meets the eye.  Soon, it becomes apparent that Norman’s the only one who can give the witch what she wants and save Blithe Hollow from the sins of the past.

Not surprisingly, there were a lot of children at the showing that Jeff and I attended and ParaNorman had enough silly moments to keep them entertained.  They seemed to enjoy the comedic relief provided by Norman’s fat and loyal friend Neil (voiced by Tucker Albrizzi).  That said, ParaNorman isn’t really a film for children.  It starts out slow and wisely devotes a good amount of time  to establishing the oppressive atmosphere of Blithe Hollow.  The film’s resolution comes not with the spectacle that we’ve been conditioned to expect from animated films but instead, the movie ends on a rather subdued, almost mournful note.  ParaNorman‘s humor is combined with a very real sense of melancholy and loss.  This is a film that can be enjoyed by kids but only truly understood by adults.

(If Dellamorte Dellamore is ever remade as an animated film, I expect the end result will look a lot like ParaNorman.)

 Don’t get me wrong, ParaNorman is a funny film that’s full of clever details and smart vocal performances. Along with Smit-McPhee and Albrizzi, the voice cast includes Anna Kendrick, Casey Affleck, John Goodman, Jeff Garlin, and Leslie Mann.  All of them deliver their lines with just the right combination of sincerity and melodrama.  However, the film is really stolen by Jodelle Ferland, who voices the condemned witch and who brought me to very real tears towards the end of the movie.

ParaNorman is hardly a perfect film but’s a nicely ambitious one and it has a good message about tolerance.  I wasn’t expecting much from it and I ended up adoring it.  Perhaps I should lower my expectations more often.

6 Trailers Beyond Imagination


Hi, Lisa Marie here!  I apologize for taking last week off but have no fear and let not your heart be troubled — I have returned and I’ve brought with me another edition of Lisa Marie’s Favorite Grindhouse and Exploitation Film trailers!  (And I’ve also returned with a few trailer kitties, as well…)

1) The Hunger (1983)

Tony Scott, R.I.P.

2) Aenigma (1987)

From director Lucio Fulci comes a film about psychic powers and killer slugs.  Agck!

3) Dolly Dearest (1991)

This is what happens when you build a toy factory next door to Satan’s grave.

4) Godmonster of Indian Flats (1973)

Killer sheep!

5) Rattlers (1976)

If it’s not the sheep, it’s the snakes…

6) The Lollipop Girls In Hard Candy (1976)

In 3-D! 

What do you think, trailer kitties?

VGM Entry 22: Final Fantasy


VGM Entry 22: Final Fantasy
(Thanks to Tish at FFShrine for the banner)

Final Fantasy also lacks much of a kick. Nobuo’s decision to not use any drums might have seemed surprising, had Koichi Sugiyama not done the same thing. Much like Sugiyama, Uematsu was able to craft songs which were memorable and struck a pleasant balance among the available tones. Both artists successfully mastered the positive aspects of the Nintendo’s cleaner tones.

http://www.youtube.com/watch?v=q8_0vY3Nvqk

Final Fantasy doesn’t need much of an introduction. It’s worth noting that it was fairly lengthy for its day, with nineteen full songs. Garudoh did a fine job of capturing all of the best tracks in this collection. The songs which appear here in order are:

(0:00) Prelude
(0:49) Final Fantasy Main Theme
(1:40) Overworld Theme
(2:17) Battle Theme
(3:08) Undersea Shrine
(3:46) Sailing
(4:33) Airship
(5:04) Gurgu Volcano
(5:49) Matoya’s Cave
(6:30) Temple of Chaos
(7:08) Funeral
(7:57) Victory!

I think it would be easy to be a little critical of Nobuo Uematsu’s work, considering how much better his later soundtracks became. One can easily point to later improvements in “Main Theme”, for instance, to say that the original was a little bland. But if you turn to tracks that were not improved upon in future games, “Gurgu Volcano” for example, you can tell that the originals were valuable in their own right. Where Zelda II felt to me like a prototype for a desired sound which the Nintendo was unable to produce, Final Fantasy feels like a finished project.

You will also probably get the distinct impression that Uematsu was inspired by Sugiyama. At least, I did, but this may simply be a consequence of the decision on the part of both musicians to not use a drum track. Uematsu actually had a slightly longer history of writing game music. Koichi Sugiyama started this career late in life, composing his first two game scores, Dragon Quest and Wingman 2, in 1986 at the age of 55. Uematsu’s first soundtrack, a DOS game called Genesis, came out in 1985. The difference is slight, but by the end of ’87 Sugiyama had only one more composition on the books–Dragon Quest II. In that same span of time Uematsu managed to accumulate a staggering repertoire of thirteen.

http://www.youtube.com/watch?v=0VlFoVoqYQ8

I couldn’t find samples from either artist’s first soundtrack, but if you listen to King’s Knight, a Square game composed by Uematsu and released for the MSX in 1986, you can tell that Final Fantasy was no epiphany. It might have been his first recognized and highly acclaimed work, but it was not his first good one.

Uematsu and Sugiyama were acquainted at an early stage though. In an interview on nobuouematsu.com, he states that “Koichi Sugiyama is a big boss of game music. I think he was the first person to really pay attention to my works.” Whether this came before or shortly after the release of Final Fantasy, the two were certainly aware of each other’s work.

My best guess is Sugiyama did influence Final Fantasy, but not in regards to song-writing. That talent came naturally to both of them. Rather, I get the feeling Uematsu may have taken some tips from Dragon Quest on how to effectively arrange these types of songs for the NES medium. I suppose if you got an opportunity to interview Uematsu it would be a petty question to ask, but I’m curious all the same.

http://www.youtube.com/watch?v=USfEmMXFD1k

Perhaps Nobuo Uematsu is still guilty in some capacity of letting the NES sound limitations get the better of him. The sort of stuff he made his career writing worked just fine in King’s Knight, but the NES just didn’t have the capacity to take it all in. Some of the best NES artists dealt with these limitations by allowing the system to dictate the musical style; they approached the NES as an instrument rather than a medium through which to present music existing independently of it. I suppose I’ve said that a lot at this point. Perhaps MSX2 version of Final Fantasy will make it a little more clear. Micro Cabin released the port in 1989, with their sound programmer Tadahiro Nitta handling the new arrangement, not Uematsu himself. Nevertheless, it sounds a lot better than the original in my opinion, and I think it might be a more honest interpritation of the music than Uematsu’s own finished product. If Uematsu had been composing for the MSX in the first place, his music would have made a lot more sense. But the counter argument is fairly obvious; if he hadn’t composed Final Fantasy for the NES the way he did, this MSX version would have never existed.