Review: Scarface (dir. by Brian De Palma)


“All I have in this world is my balls and my word.” — Tony Montana

Brian De Palma’s Scarface is one of those movies that seems almost impossible to discuss at a normal volume. Everything about it is loud, excessive, sweaty, violent, vulgar, and deliberately too much. The movie does not simply tell the story of Tony Montana, a Cuban immigrant who rises through Miami’s cocaine trade before destroying himself. It turns that rise and fall into a neon-lit, operatic explosion of greed, paranoia, sex, money, and violence. At first, Scarface can feel like an overlong, incredibly entertaining gangster fantasy. But underneath all the cocaine mountains and machine guns, it is also a deeply cynical story about the American dream and what happens when ambition is allowed to become a substitute for an actual soul.

Tony arrives in Miami during the Mariel boatlift, immediately presenting himself as someone who refuses to be intimidated. He is not interested in being grateful, polite, or patient. Tony wants power, and he wants it quickly. That impatience is both his greatest strength and the obvious source of his downfall. He is willing to do things that other people are too afraid to do, which helps him climb the criminal ladder. At the same time, he cannot understand the idea of limits. Every success only makes him want something bigger: more money, more cocaine, more influence, a bigger house, a more beautiful wife, and absolute control over everyone around him.

The screenplay by Oliver Stone gives Tony a kind of blunt, almost cartoonishly direct philosophy. He believes that the world belongs to people who take it. In Tony’s mind, morality is mostly an excuse invented by people who lack the courage to seize what they want. That attitude makes him magnetic, but the film never truly presents his worldview as admirable. Tony may have the confidence of a king, but he behaves more like a man who is constantly terrified that someone will discover he is not really in control. His bravado is a shield against humiliation, poverty, and powerlessness. The more successful he becomes, the more obvious it is that he is still fighting the same emotional battle he was fighting when he first arrived.

Al Pacino’s performance is the central reason Scarface remains so watchable. He plays Tony as a human grenade, a character who seems to be vibrating with anger even when he is sitting still. The accent, the posture, the rapid shifts in mood, and the exaggerated physical gestures could easily have turned Tony into a parody. In fact, there are moments when Pacino absolutely does push the character into parody. Yet that is also part of the performance’s strange power. Tony is a man who has constructed himself as a larger-than-life personality, so Pacino makes him seem like someone performing Tony Montana even while he is alone.

Pacino understands that Tony’s violence is not simply about cruelty. It is about insecurity, pride, and the panic of losing status. Tony cannot tolerate being laughed at, challenged, ignored, or treated as inferior. A casual insult can become a life-or-death confrontation because he experiences disrespect as an existential threat. Pacino makes those reactions frightening, but he also gives them a pathetic quality. Tony is powerful enough to terrify an entire room, yet emotionally he often behaves like a wounded child demanding recognition.

That contradiction is what keeps the performance from becoming empty scenery chewing. Tony is ridiculous, but he is also tragic. He is disgusting, but he has flashes of genuine feeling, especially in his relationship with his sister Gina. Unfortunately, even his love for her becomes possessive and destructive. Tony wants to protect Gina, but he also wants to own her choices, her sexuality, and her future. He cannot separate love from control. The same problem affects his relationship with Elvira, played by Michelle Pfeiffer, and eventually his entire empire. Tony does not know how to care for people without turning them into extensions of himself.

De Palma’s direction matches Tony’s personality. The film is staged like a gangster epic filtered through a fever dream. Miami becomes a place of bright colors, glass surfaces, giant mansions, tropical heat, and constant artificial light. The city feels less like a real environment than a hallucination of wealth. Tony’s home is especially important because it looks like a monument to success but gradually becomes a prison. The famous final shootout transforms that mansion into a battlefield, with Tony defending his kingdom even after it has already collapsed around him.

The violence in Scarface is often shocking, but it is also theatrical. De Palma uses suspense, wide compositions, sudden bursts of brutality, and moments of grotesque visual humor to make the violence feel both horrifying and unreal. The movie’s excess can be exhausting, particularly in the middle section, where Tony’s rise begins to blur into an endless parade of deals, parties, arguments, and drug use. The length is part of the point: we are meant to feel Tony’s world becoming bloated and unstable. Still, some of the film’s scenes repeat ideas that it has already established. Tony is ambitious, Tony is paranoid, Tony is violent, and eventually Tony is high. The movie sometimes keeps shouting after the audience has already heard it.

That criticism matters because Scarface is not a flawless film. Its dialogue can be clumsy, its supporting characters are sometimes more functional than fully developed, and its treatment of women is frequently limited by Tony’s perspective. The film wants to condemn male domination and criminal capitalism, but it is also fascinated by the same things it condemns. It shows us the luxury, the clothes, the cars, the glamorous parties, and the apparent freedom of Tony’s lifestyle. Even while warning that this life ends in misery, it makes the fantasy visually seductive.

That tension helps explain the movie’s complicated legacy. When Scarface was first released in 1983, many critics found it excessive, ugly, and morally confused. Over time, however, its reach expanded dramatically through home video and popular culture. The movie became especially important to hip-hop, where artists recognized Tony’s language of survival, hustle, ambition, and self-invention. Al Pacino has credited hip-hop with helping the film find its audience, saying that rappers understood and embraced it. That relationship became one of the most important parts of Scarface’s afterlife.

Hip-hop did not simply treat Tony as a cool gangster. It also turned him into a symbol. The character could represent ruthless ambition, immigrant struggle, street credibility, material success, or the danger of becoming trapped by one’s own myth. Lines from the movie entered rap lyrics, album skits, music videos, and stage names. The film’s imagery became a shorthand for a certain kind of rise-from-nothing fantasy, even when the original movie was trying to show how poisonous that fantasy could be. In this sense, Scarface became bigger than its initial critical reputation. It stopped being only a crime film and became a cultural text that people could quote, remix, parody, and reinterpret.

Its influence on video games is just as obvious, especially in Grand Theft Auto: Vice City. That game’s 1980s Miami setting, neon colors, criminal empire structure, radio culture, and flamboyant protagonist clearly operate in the same general territory as Scarface. The film has also been connected directly to other games, including Scarface: The World Is Yours, which imagines an alternate continuation after the movie’s ending. The game allows players to rebuild Tony’s empire, purchase businesses, intimidate rivals, and expand across Miami. It turns the movie’s rise-and-fall structure into an interactive fantasy in which the player gets to ignore the ending and keep climbing.

That difference between film and game is revealing. Scarface ultimately insists that Tony’s dream cannot survive because Tony himself is incapable of moderation, trust, or self-knowledge. Video games can take the same world and make the player feel rewarded for doing exactly what Tony does: acquiring territory, collecting money, buying weapons, and becoming more powerful. In that format, the critique of excess can easily become a celebration of excess. Yet that is also why the film remains so influential to games. It provides an instantly understandable fantasy of criminal ascent, complete with a distinctive visual style and a protagonist whose personality is impossible to ignore.

In the end, Scarface is both a warning and a temptation. It tells us that Tony Montana is doomed, but it makes his climb so entertaining that we understand why generations of viewers, rappers, and game designers kept returning to him. Al Pacino’s performance is the movie’s beating heart: outrageous, funny, frightening, and occasionally heartbreaking. De Palma’s film may be messy and overstuffed, but its messiness is part of its identity. Scarface does not want to be tasteful or balanced. It wants to overwhelm you, seduce you, and then leave you staring at the wreckage of a man who mistook having everything for being somebody.

At long last, the Grand Theft Auto VI Teaser.


It’s been a long time since the release of Rockstar’s Grand Theft Auto V. We’ve waited 10 years to move on, and the teaser for GTA VI asks us to give it just 2 more years. That’s fine. It looks beautiful, and I have so many questions about what’s happening.

After someone within Rockstar leaked the trailer prior to its scheduled release this Tuesday (12/5), the company decided to release it early. It looks like we’ve NPCs of various shapes and sizes (some fat, some muscular, some thin). Could this mark a return of being able to affect one’s appearance via eating / exercising, which was featured in GTA: San Andreas? The trailer seems to focus on Lucia, the series’ first female protagonist in Vice City, though it’s somewhat difficult to figure out the time period. She’s accompanied by Jason, her partner in crime. There are both modern and classic vehicles all around. The map itself seems to be pretty big, though we can’t get a notion of the full size just yet. Hopefully, the next trailer or more news will help with that.

Part of me is a bit skeptical, though. The gaming world went nuts with Cyberpunk 2077, and we saw what was needed to get that game to be completely optimized. Then again, with 2 years to work on it until release, Rockstar will iron out any bugs (we hope).

Enjoy.

Trailer: Grand Theft Auto V (by Rockstar Games)


It looks like the Grand Theft Auto franchise from Take-Two Interactive and Rockstar Games will continue onward with a new title that was recently announced through a debut trailer.

Grand Theft Auto V looks to be a sort of sequel to Grand Theft Auto: San Andreas which was set in the fictional west coast state of San Andreas and the city of Los Santos. While not much else about this upcoming have been released to the public the reaction to the trailer has been extremely positive. This franchise remains one of the cornerstone of the console gaming industry. As more and more information becomes available from  Take-Two Interactive, Rockstar Games and Rockstar North I am sure the hype for Grand Theft Auto V will continue to just go up.

There hasn’t been an announcement as to which gaming platform the title will come out on, but it would be a major surprise if this title doesn’t get a multiplatform release onto the Xbox 360, PS3 and maybe the PC and the upcoming new Nintendo console, Wii U.

So, anyone else excited by the prospect of another new Grand Theft Auto title?

Quick Review: L.A. Noire


It was a dark and stormy night, the scent of blood in the rain, and I found myself huddled in front of my XBox. 

In the gaming world, bringing out a new IP can be tricky. If you have a great design team and a fantastic story, sometimes players will gravitate to it. Ubisoft’s Assassin’s Creed and Rocksteady/Eidos/WB’s Batman: Arkham Asylum are great examples of a new IP that actually managed to stand on it’s own. EA’s Mirror’s Edge, though one of my favorite games, didn’t garner enough interest to keep EA/Dice from shelving any possible sequels. I believe the problem with Mirror’s Edge was that it was a niche game. If you loved parkour/freerunning and dealing with puzzles, it was a fantastic game. If you were nauseated by first person movement, you never touched it.

And this is the danger that Rockstar’s L.A. Noire faces. It’s a detective story, and it’s going to be hard pressed to pull the Halo and Call of Duty shooter crowd (myself included) into its web. Unlike other Rockstar Games, you don’t spend too much time trying to cause mayhem to the city or roaming around. You can play in the sandbox, sure, but you also have a purpose in trying to stop crime. In a sense, you could compare it to the Spider Man games, sans web shooters and sticky fingers/feet. Know this, if you don’t at least watch someone play this game or try it yourself, you are seriously missing out on something grand.

Let me repeat: “You are seriously missing out on something grand, if you don’t at least try it.”

In L.A. Noire, you play Cole Phelps, fresh out of WW II with a Silver Star and logically moving to a role of a officer in the L.A.P.D. Quick to make a name for himself, Cole takes the initiative to further his career by solving the crimes he comes across. This moves him through the ranks and brings him to some of the more high profile cases in LA during the 1940’s. You can move through five different styles of investigations, ranging from Homicide to Vice to Arson. The case system in L.A. Noire is very cool, and requires you to walk the perimeter of a crime scene to examine the clues that are around. The music in the game helps to let you know if you’re moving too far away from the crime scene (the music will stop playing), if you’ve stumbled onto a clue (a chime), or if you’ve managed to collect all of the clues in an area (an uplifting melody). What’s important to note is that gathering evidence isn’t as easy as picking up an object and adding it to your inventory. You have to sometimes turn the object around in Cole’s hands to make sure that he sees (he sees, not that you see) something of particular about it. It takes the Detective Mode of Batman: Arkham Asylum up a notch in that even you may find clues and info in both games, L.A. Noire lets you choose how to incorporate it in your interrogations. It would be interesting to see if Arkham City has a similar approach along the line. The Interrogation features of L.A. Noire introduces a new technology to Rockstar’s arsenal called MotionScan. This tech, similar to what was used in The Social Network allowed them to map the actors facial movements. This becomes a key part of the interrogations in that you can effectively ‘read’ a witness and tell if they are lying to you or possibly have some doubts to what they’re telling you. I haven’t seen anything like this since Intrigue! For the Commodore 64, so it’s pretty refreshing to encounter the system here.

The one problem I do have with L.A. Noire so far is that the Interrogation System (at least in one of the first 3 cases I handled) seemed to run in a loop. When I fouled up an Interrogation, I was forced to redo it until I got it right. I believe it was because of the case I was working on (it was literally the introduction to Interrogating), and that other cases may not do this. If all of the interrogations have that style, that could become a problem. The whole “do it until you get it right” is great in a game like Mirror’s Edge, but it would be nice to see a case slip from your fingers because you botched something.

You’ll also find a number of cameos from various actors in L.A. Noire. Keith Szarabajka (The Dark Knight) is the narrator of the story, and you’ll also run into Courtney Gains (Memphis Belle, The Burbs) and many others (including Fringe’s John Noble), which adds to this.

Of course, it wouldn’t be a Rockstar Game without the Sandbox to play in. The Sandbox here is Los Angeles, 1947. I can’t comment on how realistic it looks, as I’ve never been to L.A., but for the purposes of this game, it makes sense. From what I’ve played so far, it’s not as rich and picturesque as Red Dead Redemption, but it does definitely fit the atmosphere of a noir story. Shadowy corners, dark alleys, it’s done quite well. Add to that the music of the story, a mixture of Jazz and action paced tunes, and you’re pretty much in a detective story all your own. Overall, L.A. Noire breaks a lot of new ground in what it achieves. You won’t get the Grand Theft Auto experience in that you’ll go crazy shooting and crashing through the city, and it might not be for every audience out there, but for those who love detective stories or crime dramas, it’s a definite gem.