A Very Late Film Review: Extremely Loud and Incredibly Close (dir. by Stephen Daldry)


Earlier this month, I finally found the time to see Extremely Loud and Incredibly Close, the critically reviled “prestige” picture that was the center of a minor scandal when it received an Academy Award nomination for best picture back in January.

That nomination, by the way, is the only reason that I made a point of DVRing the film when I saw that it was going to be on HBO.  I had already been turned off by the film’s trailer and the subject matter (a little kid trying to make sense of 9-11 by wandering around New York with a mute old man) seemed like the sort of thing that could only have been made effective by a Roberto Rossellini or a Vittorio De Sica.  Say what you will about director Stephen Daldry (and I think that both Billy Elliott and The Reader are excellent films), he’s not an Italian neorealist.  Extremely Loud and Incredibly Close seemed like just the film to bring out his worst instincts as a filmmaker.

Having now finally seen the film, I am sorry to say that my initial instincts were correct.  Extremely Loud and Incredibly Close is the type of film that gives a bad name to good intentions.  This is the type of film that you watch and you know that you should be touched by the subject matter but it just all feels so forced, heavy-handed, and ultimately quite empty.

The film tells the story of Oskar (played by Thomas Horn), a brilliant child who is also a bit abrasive and neurotic.  At one point, Oskar says that he’s been tested for Asperger syndrome but that the tests were “inconclusive.”  What’s interesting about this is that in the book that this film is based on, the possibility that Oskar might be autistic is never stated or even hinted at.  Instead, he’s just an abrasive kid and, to be honest, the film’s decision to make Oskar autistic feels less like characterization and more like narrative laziness.  It’s hard not to feel that the filmmakers introduced autism as a way to avoid dealing with the fact that Oskar (especially as played by Thomas Horn) is perhaps one of the most abrasive and annoying characters in film history.

Oskar’s life falls apart when his father, Thomas (Tom Hanks), is killed on 9-11.  He obsessively listens to the final 6 messages that his father left on the family’s answering machine, even while he hides those messages from his mother (Sandra Bullock).

A year later, Oskar is exploring his father’s closet and finds a vase that has an envelope in it.  Inside the envelope is a key and written on the envelope is the word “Black.”  Convinced that the key is a final message from his father, Oskar looks up the address of every single person in New York whose last name is Black and sets about tracking each one of them down and demanding to know if they knew his father.  Eventually, he’s joined in his quest by a sad-eyed mute (Max Von Sydow) who lives with Oskar’s grandmother.

Extremely Loud and Incredibly Close is based on a novel and the film’s central idea — that Oskar’s quest is his way of trying to make some sort of sense out of the September 11th terrorist attacks — is one that works better as a literary metaphor than as an actual story.  While Oskar’s quest might seem poignant on paper, it becomes narcissistic and rather insensitive when seen on film.  You find yourself wondering why so many New Yorkers are willing to let this obnoxious and rather annoying little brat into the homes, especially when he usually responds to their hospitality by being rude and condescending.

(In the film’s defense, it does try to address that very issue at the end of the movie but it does so in a way that just doesn’t seem that plausible.)

Ultimately, the film feels like a rather crass exploitation of a true-life tragedy and it’s made even more offensive by Daldry’s heavy-handed approach to the material.  This is the type of material that needed more than a hint of realism and instead, Daldry seems to feel that it’s necessary to manipulate us into thinking that 9-11 was a national trauma (as if we didn’t already know that).  The all-star approach that Daldry takes to casting his story also serves to undermine the film’s message.  At moments when you should be wrapped up in the unfolding melodrama, you find yourself saying, “Hey, it’s John Goodman!  There’s Viola Davis!  Oh look!  Jeffrey Wright!”  Extremely Loud and Incredibly Close ultimately feels less like a film about a national trauma and more like a slick Towering Inferno-style disaster flick.

The film’s one saving grace is Max Von Sydow, who dominates this entire film without saying a word or even having that much screen time.  One wishes that Daldry had told his 9-11 story through Von Sydow’s sad eyes and just left the kid at home.

Scenes I Love: Keep On Dancing All Through The Night!


Yesterday, I featured my favorite scene from 1996’s The Brady Bunch Movie.  Today, my scene that I love is my second favorite scene from that same film.  In this scene, the Brady kids save the day (and their house) with this exciting performance of Keep On.

I love the way that the song just fades out when the Bradys stop to take their final bow.

The Daily Grindhouse: Abduction (dir. by Joseph Zito)


Before I went on vacation, I searched through my film collection and I found a banged-up VHS tape that I had ordered off of Amazon a while back.  I had been inspired to order the tape because it contained a movie based on a true crime case that I was oddly obsessed with at that time.  However, as is typical with my obsessions, I had pretty much lost interest by the time the movie actually showed up on my doorstep.  Hence, that tape sat unwatched until last week when I finally curled up on my couch and watched it.

Released in 1975, Abduction is an example of the “Ripped-From-The-Headlines” genre of grindhouse filmmaking.  These films specialized in taking sordid true stories and giving them an even more sordid cinematic interpretation.  They were often advertised as the film that would tell you “the shocking true story!” or “the story that they don’t want you to know.”  Despite a disclaimer at the beginning of the film that informs us that any resemblance to anyone living or dead is “purely coincidental,” Abducted tells us “the shocking true story!” behind the kidnapping of Patricia Hearst.

In 1974, newspaper heiress Patty Hearst was a 19 year-old student at Berkeley who was kidnapped from her apartment by a group of left-wing revolutionaries known as the Symbionese Liberation Army (SLA).  The SLA was led by a charismatic escaped prisoner who called himself Field Marshal Cinque and who announced — via a messages that Hearst read into a tape recorder — that Hearst was being held hostage in the name of social justice.  The police and FBI spent several months unsuccessfully searching for Hearst until one day, the SLA released an audio tape in which Hearst announced that she had now joined the SLA and wanted to be known as Tania.  Hearst was soon robbing banks and went from being a hostage to a wanted criminal.  When she was arrested in 1975, Hearst claimed to have been brainwashed by the SLA and people still debate whether she was a sincere revolutionary, a calculating criminal, or just a weak-willed victim.

One of the more fascinating aspects of the Hearst case is that, a year before Hearst was kidnapped, a book called The Black Abductor  was released.  The Black Abductor tells the story of an heiress named Patricia who is kidnapped by a group of left-wing revolutionaries led by a charismatic escaped prisoner and who eventually decides to join with her violent captors.  No one was sure who actually wrote the book (though it was credited to a “Harrison Chase”) and the FBI apparently investigated whether or not the book had been used as a blue print for the actual kidnapping.

(I actually have a copy of the Black Abductor.  I found it in the nostalgia section of Half-Price Books, mixed in with the usual collection of detective novels, westerns, and tv novelizations.  I squealed a little when I recognized the title and wow, did I ever get the strangest look at the front register when I paid for it.  The book itself is actually pretty boring.)

Abduction, probably in order to avoid a lawsuit from the Hearst family, is officially based on the novel Black Abduction and not the kidnapping of Patty Hearst.  That said, the movie (which was released after Hearst had robbed her first bank but before she was arrested) is totally about the kidnapping of Patty Hearst.

In Abduction, Hearst is called Patricia Prescott and her father is no longer in the newspaper business.  Instead, he’s a real estate developer who is planning to destroy the ghetto and replace it with high-income housing.  Patricia (played by Judith-Marie Beragan) is kidnapped and her older boyfriend is beaten up by a group of revolutionaries.  Patricia is held prisoner in a barren apartment and, in a disturbingly clinical scene, is raped (and filmed) by both the group’s leader (an escaped prisoner, of course) and a female member of the group.  Scenes of Patricia being slowly brainwashed are intercut with scenes of a brutal FBI agent beating up liberal grad students and Patricia’s parents (played by Hollywood veterans Leif Erickson and Dorothy Malone) obsessively watching video tapes of their daughter being sexually assaulted.

Abduction is one of those low-budget, relentlessly sordid films that really can’t stand on its own as a work of art but, never the less, remains a fascinating portrait of the time that it was made.  In true exploitation fashion, the film is deliberately made to appeal to both sides of the cultural divide.  When the FBI agent played by Lawrence Tierney is seen smirking as his partner smacks around a smug leftist, the filmmakers are both appealing to the paranoia of the liberals and providing wish fulfilment for the right.  By the same token, when Patricia stands in a doorway with a smoking shotgun in her hands, it’s an image that’s calculated to be empowering, erotic, and frightening all at the same time.   Like many grindhouse film, Abduction might not be a great (or even good) film but as a reflection of the psyche of the times that produced it, it’s an invaluable document.

Video Game Review: Borderlands 2 (by Gearbox Software / 2K Games)


2K Games and Gearbox Software have finally unleashed the sequel to it’s successful IP, Borderlands on game consoles, and wow, it’s wonderful to return to this universe. Some of my friends on Xbox Live introduced me to the original game and we had quite a bit of fun making our way through it. It was easy to have the sequel on our must play lists.

Here’s what you need to know about Borderlands. The game exists within a barren wasteland known as Pandora. In this place, we have The Vault. If found and opened, it will yield an unimaginable treasure, and as a result, Vault Hunters come from far and wide to seek it out. Along the way, you end meeting some strange characters and fighting against weirder ones. What set Borderlands apart was that it was something of a shooter / Role Playing Game and that it also contained a massive amount of weaponry. Working off of an XP system, you can upgrade your character by killing any enemies you find on the landscape, which is normal for any RPG, but the amount of different weapons in the game was massive.

It was rare to run into the same gun twice.

Borderlands 2 basically picks up where the last game left off in terms of development. Gearbox has introduced four new types of characters to work with, new landscapes and guns. Since the graphics engine is more akin to games like XIII and maybe even The Legend of Zelda: The Wind Waker, the game moves very fast and there’s little lag online when playing with 3 other players in a Co-Op battle.

The guns in the game all have attributes of their own, such a reload factors, damage strength and scope strength (if they have them). Some guns can be used as grenades when they use up a clip. Others have Elemental qualities (which I love), in that they can set enemies on fire, shock them with lightning or shoot corrosive acid. As you level up in the game, so the available weapons, so you’ll find yourself selling or discarding the ones you’ve carried along for more powerful upgrades – unless of course you happen to own one revolver or two that you just can’t part with. Trust me, that happens.

The four characters in Borderlands 2 are the Siren (my personal favorite), who has a focus on Elemental Ability and healing factors on the battlefield. The Gunzerker is pure brute force, can duel wield weapons and can beat an animal senseless with his melee tactics. The Commando can send out a sentry turret as a backup in battle. The Assassin, new to Borderlands, has tactics similar to Ghost Recon: Future Soldier, where he can blend in with the background and send out a decoy to confuse the enemy. His sword allows for massive melee damage when he’s out of ammo.

The skill tree system in Borderlands 2 has been upgraded from the first game as well. There are upgrade paths for every character with a limited amount of points to use, which help ensure that once you fully fill a skill tree – say one that allows you to cause elemental damage to everyone in the environment when using a Siren’s Phaselock ability – you’ll want to play the game over again to work on another path. It helps to shape just how you want your character to go, and is really fun when working in a team environment. One character can focus on healing the team, while another can be pure attack. If you have communication between your players, there’s no limit to how well you can do in a battle.

If Borderlands has any limitations, it’s that you can’t benefit from having your Single Player character work in a Co-Op environment. For example, if you have a level 20 Gunzerker, he can jump into a friend’s game who is only at the start and be a major effect on the battlefield, but it gives that high level character next to nothing in XP as they’re only fighting characters that are far weaker than them. Additionally, the high level character won’t benefit from any of the missions in the game (after all, they’ve already gone through them in their own game) In a way, it’s very smart, because it helps newer players level up, but the best way to go through a Co-Op game is to start from the very beginning together. This way, you all can level up around the same time and move forward as a group.

Overall, Borderlands 2 is a fantastic game to play if you have a team to work with, moves very quick and has no shortage of ammo or enemies to blast away to your heart’s content.

VGM Entry 55: Honorable mentions of ’92


VGM Entry 55: Honorable mentions of ’92
(Thanks to Tish at FFShrine for the banner)

No ‘best of’ compilation can ever satisfy everybody, and the difficulty of coming to agreement increases with the number of options available. With the average game soundtrack’s quality always on the rise, the task of singling out anything but the obvious best becomes sort of arbitrary after a while. I present these last few titles with the recognition that I have probably missed quite a number of arguably better works:

Super Mario Kart (Nintendo, 1992) would be the last major title passed off to Soyo Oka at Nintendo. Having scored Pilotwings in 1990 and Sim City in 1991, her distinct style briefly became a major voice of the Super Nintendo, but whether she should be counted among the best is very debatable. I will stand by the claim that Sim City was an outstanding and underrated work, but in general Soyo Oka was no Koji Kondo. Her inclusion isn’t obvious.

I played Super Mario Kart as much as any kid, and not a single song from it stuck in my memory over the years. The nostalgia here isn’t old familiar tunes. It’s an old familiar style. Soyo Oka had an extraordinarily distinct sound, and it’s her style of music, not any of the melodies, which lends such consistency down the line from Pilotwings to Super Mario Kart. I count this game among the best of 1992 because it does an excellent job of sounding like a Nintendo game for the SNES. It’s quite possible that Soyo Oka’s Nintendo career quickly diminished afterwards simply because they stopped producing this type of game. Her all-purpose sound worked great for simulations and racing, but after 1992 Nintendo came to focus much more heavily on character/plot-centric action and RPG titles. Star Fox, Super Metroid, Donkey Kong Country, these sort of games focused on franchise characters who required distinct theme songs.

Nintendo did not produce any more high-profile, well marketed games that could have actually fit Oka’s style until 1996, with Ken Griffey, Jr.’s Winning Run and Tetris Attack, but by then she had left the company.

I have only found two titles crediting Taro Kudo as composer, and that’s quite a shame, because both have found their way into my vgm series. Masanori Adachi’s partner on Super Castlevania IV, Kudo took on the task again the following year with Axelay (Konami, 1992). His mostly chill, relaxing tunes must have made a fairly substantial impact on the gameplay. Nothing frantic or unnerving here; the music carries a sense of confidence, and makes the game look a lot easier than it probably was.

Devilish (Hot-B, developed by Genki Co, 1992), known as Dark Omen in Japan, begins like some sort of Home Alone soundtrack, but before long it breaks out into more recognizable Genesis beats that will characterize a large portion of the game. Hitoshi Sakimoto managed to produce a very consistent and haunting selection of songs here that accurately reflect the settings of the game. These settings are themselves something of an anomaly. The game is basically an enhanced version of Breakout, but it’s set in an RPG world. You bounce into those rectangles in forests, deserts, airships, castles, the works.

About the only thing this bizarre mashup has against it is a plot. The main villain “turned the prince and princess into two stone paddles”? Really? … Really?

When I was a kid I for some reason always thought Kirby was an old, classic Nintendo character, perhaps because Kirby’s Adventure (Nintendo, 1993) was released for the NES despite the Super Nintendo having been around for three years. What inspired Nintendo to market a major franchise character on outdated and secondary systems is beyond me, but the little pink cream puff wouldn’t make his Super Nintendo debut until Kirby Super Star at the absurdly late date of March 1996. This may have been due in part to HAL Laboratory, not Nintendo, actually developing the games. But HAL Laboratory had released multiple Super Nintendo games by the end of 1991, so your guess is as good as mine. Kirby’s Dream Land (Nintendo, 1992) for the Game Boy was in fact the first game of the franchise, and it established a lot of the series’ iconic songs.

The other thing that caught me off guard is Jun Ishikawa composed it. I had been lead to believe it was the work of Hirokazu Ando. Ando did make an appearance on Kirby’s Adventure and many future installments, but the earliest original compositions appear to belong to Ishikawa. Ando and Ishikawa appear to have been HAL Laboratory’s main composers, collaborating together in many HAL titles both within the Kirby franchise and without, and perhaps this has created some of the confusion. Or perhaps Wikipedia is simply wrong. The bold claim in the Kirby’s Dream Land article that Jun Ishikawa was “the only composer for this game” (rather than just listing him as the composer and leaving it at that) is sourced to another game wiki site (Moby Games) which lists the credits in more or less the same unsourced manner that Wikipedia does, and makes no such explicit claim. Maybe Ishikawa wrote it all, or maybe he and Ando were in collaboration from the get-go, but either way Kirby’s Dream Land initiated a major Nintendo franchise series with catchy, highly regarded songs that ought not go unmentioned.

The last song I’d like to point out is the title theme to Agony (Psygnosis, 1992), composed by Tim Wright. Agony was a peculiar little shmup for the Amiga 500, fantasy themed to the extent of featuring a laser-blasting owl as the main hero. There is little room in your standard video game for a classical piano piece of this sort; it’s certainly not the type of thing you might associate with active gameplay. With the Commodore 64’s long history of loader music completely disassociated from the game however, and the Amiga’s much improved audio, this was the most probable platform for a work like Tim Wright’s to take shape.