Showing posts with label Alexander Payne. Show all posts
Showing posts with label Alexander Payne. Show all posts

Thursday, June 10, 2010

For the love of Jurassic Park III

Jurassic Park III
2001
USA
Dir: Joe Johnston

When it comes to Hollywood movie franchises, there always seems to be bizarre patterns of success involved. For anything starring Jason Statham, the second incarnation always stands above the others (I know this to be true of The Transporter, but I’ve heard from various, reputable folks that this is also true of Crank). For a number of the trashy horror chronicles, the Jason Statham rule also proves true (see Final Destination or Rob Zombie’s Halloween… also, outside of the horror genre, the X-Men films), but conversely there’s also the 1 and 3 rule, which applies to two of Wes Craven’s series: the original Nightmare on Elm Streets and Screams (you can argue against Scream 3 being good, certainly, but it’s hard to say it isn’t at least somewhat of an improvement over the 2nd). After indulging for the first time in the third of its series, I would contest that the Jurassic Park series (I’d say trilogy, but I’ve heard another one is in the works) falls into the 1-3 rule, though I know neither of its sequels are held in particularly high regard.

The Lost World: Jurassic Park will always be a notoriously memorable viewing experience for me or, in other words, one that marked a special turning point in my youth. The summer movie season of 1997 will be remembered best as the summer where I first recall truly loathing films of any sort, though it seems hard now to imagine that I was ever “easy to please.” The epic disappointment of The Lost World in May was quickly followed by the colossal disgust of Batman & Robin. Hollywood, for the first time I can remember, has failed this thirteen-year-old with their embarrassing sequels to films I had thoroughly enjoyed during my childhood. Needless to say (perhaps), I decided against seeing Jurassic Park III at 17, already fully jaded, expectedly angsty and unjustifiably haughty; I do know a few of my friends got really stoned and laughed their way through it, but I think I was even “too cool” to get high at that age.

The decision to watch Jurassic Park III nine years later proved to be a fortuitous one. I don’t think that sober, snotty seventeen-year-old would have been half as amused by its ridiculousness (or by the great Téa Leoni!) as this twenty-six-year-old admirer of the low-low-brow was. Like the hilarious and peculiar consistency in which Nicolas Cage has been playing characters with money troubles, Sam Neill returns to the series as Dr. Alan Grant after skipping out on The Lost World and gets tricked into returning to the dinosaur-infested island by a couple of zeroes and a dollar sign (well, as he points out at some point in the film, it’s a neighboring island from the one in the first film, one that’s become overtaken by wild dinosaurs). He’s tricked by a bumbling pair of loons–played by William H. Macy and Téa Leoni (whose hair was clearly styled by the world’s most dedicated Chynna Phillips fan)–whose son (Trevor Morgan) has gone missing on the island after a hang-gliding disaster with the teacher who fucks Reese Witherspoon in Election, who I believe is supposed to be Leoni’s new husband but looks convincingly enough like the town pederast. That the guy from Election shows up, not to mention Laura Dern in a thankless cameo, makes sense when you see Alexander Payne and Jim Taylor’s names appear in the end credits as co-writers. Unlike a lot of other writer-for-hire jobs, Payne and Taylor’s involvement isn’t mysterious or lost in translation, as their contribution can be seen entirely in Macy and Leoni’s characters, who appear to have been magically transported from a very different movie about goofy, bickering exes who inevitably fall back in love with each other. (In a perfect world, Dern would have reprised her role as Ruth Stoops instead of Dr. Ellie Sattler and been cosmically transported into Jurassic Park III).

All of the big dinosaur attacks, once Neill lands on the island with his protégé Alessandro Nivola and the Macy/Leoni odd couple, resemble little of what happens in the first two films, as new director Joe Johnston (the man responsible for such gems as Honey, I Shrunk the Kids, The Rocketeer, The Pagemaster, Jumanji and most recently The Wolfman) shows more of an affinity for the Turok video games than the filmmaker he’d worked under for years. As is always the case for sequels, the stakes are higher, which here translates as the black guy getting offed earlier than he usually would (it takes a little longer for Michael Jeter to bite it). Of course, Macy and Leoni’s far-fetched-in-the-real-world but sure-to-be-true-in-the-movie-land notion that their child is still alive proves true, and of course, the kid is magnetically drawn to the otherwise misanthropic Dr. Grant… and thankfully isn’t half as irritating as the two writer’s contrivances that pass as Richard Attenborough’s grandchildren in the first film (the children of neurotic parents always turn out a lot saner than usual in movies, don’t they?).

At just ninety minutes, Jurassic Park III’s climax smells like the trenchant cocktail of screenplay revisions and budget-cuts, but that’s hardly a setback. Jurassic Park III provides more entertainment than it ever should have; placing a bunch of respectable actors in the broken back half of a jet that’s being tossed around and smashed by a dinosaur has never been a bad idea in my mind, and when those actors happen to be a desperate Sam Neill, a hot Alessandro Nivola, a mustache-donning William H. Macy and Téa Leoni (no adjective needed), I’m sold.

All three Jurassic Park films are available on DVD from Universal everywhere; Blu-rays have yet to come out for any of them.

Thursday, June 11, 2009

Game Review - The Darjeeling Limited

As gaming technology progresses ever closer to full immersion, with HD graphics and motion recognition tech like Microsoft's Project Natal pushing the boundaries of what games can represent, we have seen an explosion in abstract gaming genres, more concerned with telling convoluted and compelling narratives than merely giving the player an avatar to guide through a series of environments. This attempt to match established storytelling media such as books and films might be misguided. Arguably, games can do certain things that other media cannot, so why not continue to do those things instead of trying to imitate old media like movies? However, this has not dissuaded games developers, and the latest release from game developer Wes Anderson, in association with Tweesoft Games, is a notable progression in this abstract-narrative sub-genre.


The Darjeeling Limited is Anderson's first project since the critical failure of his first-person shooter / marine exploration simulator The Life Aquatic With Steve Zissou. After sales failed to materialise, Anderson split from long-time collaborators RagnarokRain, a move that shocked the gaming community. The success of their previous games -- Rushmore and The Royal Tenenbaums -- cemented their reputation as purveyors of eccentric gaming experiences, with Anderson's fertile mind served by RagnarokRain's incredible coding prowess.

Nevertheless, it was risky to change their style from increasingly complex Sims-style strategy game -- with Rushmore allowing you to manage Max Fischer's career at school, and The Royal Tenenbaums expanding your responsibilities to controlling a large family in a New York brownstone -- to a peculiar cross-breed of other genres. Regrettably their gamble failed terribly. The character of Steve Zissou was promoted as being the next Master Chief or Gordon Freeman but, with the traditional macho couture of the first person hero abandoned in favour of a wetsuit and red bobble hat, Zissou failed to convince. To make things worse, the underwater sections were poorly designed and overlong, until eventually fatigue set in for most players, ditching the game before completing the fabled Jaguar Shark Forgiveness achievement. Not long after the game was released, it was Anderson who ditched RagnarokRain.

Following the acrimonious split, RagnarokRain's head project developer Colt Wendell moved on to collaborating with French game desginer Jean-Luc Godard on the heavily guarded project Weekend. Godard has confounded expectation in the past, which is a reassuring thought to hold onto after initial rumour hinted that it was merely some form of 2-D side-scrolling driving game. Anderson, meanwhile, teamed up with Tweesoft Games, in a move that surprised all of us. Tweesoft's projects to date have been the amusing on-rails shooter Snakes on a Plane, which featured infamous voicework from Samuel L. Jackson, and the diverting Singstar-esque Hustle and Flow. Though those games sold well, neither hinted that Tweesoft was a good match for the ground-breaking intellectualism of Anderson.

Thankfully, for the most part, The Darjeeling Limited is a return to form for Anderson, and a notable leap for Tweesoft after the choppiness of their previous projects. The player takes control of three self-obsessed brothers -- Francis, Peter and Jack Whitman -- as they search India for their estranged mother in order to connect with her following the death of their father. The majority of the game takes place on the train of the title, switching from first-person to third-person and back again, as you interact with a selection of beautifully written NPCs, with occasional excursions off the train providing some much needed variety. These adventures usually end with a mad dash, either on foot or by taxi, with a countdown clicking off the time until the train departs. Though most of the game is leisurely, these sections definitely get the pulse racing. (Click on screen grabs for greater detail.)


As you progress through the game, your primary goal is to monitor two variables: Frustration With Brothers and Obliviousness To Others, both measured as percentages. The first measurement must be kept as low as possible, a task hindered by the insufferable selfishness of all of the main characters. As you hop from brother to brother, you see terrible behaviour from each of them, bringing that frustration level to the boil several times. Only by acquiescing to their neediness will your frustration level drop, but this will stop you from progressing through the game, meaning you have to balance your frustration, and your efforts to bring your siblings closer, with the need to get to your mother's abbey to reconcile with her. If you fail to keep your frustration tempered, and the percentage counter goes past 90%, the game momentarily changes to a first-person shooter mode, with your currently controlled character attempting to incapacitate the other two brothers using pepper spray.


The second measurement, Obliviousness To Others, has to remain high. Any other gaming designer would require you to keep that level low, but this appears to be Anderson's satirical take on the selfish and clueless behaviour of American tourists around the world. The higher this level, the greater the chance you will be thrown off the train, which allows you to progress deeper into the game. This counterintuitive choice is one of the many delightful Andersonian details that have made him such a star of the gaming world, and belongs with other memorable game moments as the failure of Max Fischer to win the heart of his teacher in Rushmore, or the death of the father figure triggering the reconciliation of his family in the final level of The Royal Tenenbaums.


Once off the train, the rules change, and you are required to keep the Obliviousness meter as low as possible, which triggers the River Rescue level. Again, Anderson plays tricks with the player by making the level impossible. Controlling Peter Whitman, you attempt to save a boy from a raging river, sadly to no avail. No matter how many times we restarted the level, the outcome was always the same. Though the consequence of this failure is continuation to the Funeral In Two Timezones level, it might frustrate many players expecting some kind of heroic catharsis, and could lead to the same kind of protests that followed the unavoidable death of Ned Plimpton in the helicopter level of The Life Aquatic.

Hopefully gamers will see past this and continue onwards, as the final levels of the game feature a race against time to reach the sanctuary of the Abbey, all the while chased by a man-eating tiger. This antagonist is as relentless as Nemesis from the third Resident Evil game, and can only be distracted with the use of pepper spray, cobras, and bottles of perfume. After this exhausting series of challenges, the brothers finally reach the Abbey, where they attempt to reconcile with the mother, who has absolutely no interest in making nice and instead just vanishes. Again, this could alienate the gamer as much as the lack of Jaguar-Shark-killing action in The Life Aquatic, especially as the game doesn't finish there, and doesn't give you any hint of what to do next. At least an hour was wasted walking the characters through the halls of the Abbey, with the same five phrases being spouted by the other brothers over and over again (we never want to hear the line about Peter stealing a belt again), before we realised that we had to leave the Abbey to head back to the nearby train station. A comment on the lack of tidy resolution in real life? Or crappy quality control by the game-testers? Who can say?

Throughout The Darjeeling Limited are littered a number of mini-games, each one specific to a certain character:

Jack:
  • I Want That Stewardess: Can Jack seduce Rita while avoiding her angry boyfriend?
  • Hotel Chevalier: Here comes Jack's ex-girlfriend. Can you activate your iPod in time for her arrival?

Francis:
  • The Search For Brendan: Find your assistant and get him to laminate all of your itineraries before he gets sick of your nonsense.
  • Dinner Time: Can you order dinner for each of your brothers before they get a chance to interject?
  • Those Are $3000 Loafers!: Chase the young urchin through the streets to get your shoe back.

Peter:
  • Is This Meant To Be Sad?: Finish reading Jack's short story without anyone seeing you cry
  • We Think A Snake Might Have Gotten Onboard!: Hunt the cobra.
  • Are These Dad's Keys?: Find all of your father's belongings, which are littered throughout the train and the Indian countryside. Hint: The final suitcase is hidden in the Funeral In Two Timezones level.



While these distractions are enjoyable, they tend to get in the way of the central narrative, diluting the effect of all of the rug-pulling mentioned earlier. It's hard to become completely affected by the emotional rollercoaster of the Whitmans' reconciliation when you're interrupted constantly by crude racing simmulators. Another annoyance is the poor choice of unlockables, which are mostly songs by The Kinks. For some reason Anderson seems to think that gamers are only playing his games in order to access songs by British bands from the 60s, and has added Kinks unlockables to all of his games. Time to move on from that particular peccadillo, especially as there are very few unused Kinks songs left.


These are small quibbles. Technically the game is a marvel, with excellent motion capture of the main actors throughout. India is atmospherically rendered, especially during the final scenes as the characters beccome more in tune with their surroundings, meaning the avatars become smaller and smaller in the frame. Narratively, the game is unusually complex, easily surpassing the inexplicably lauded driving game Little Miss Sunshine and its gimmicky colour-blind level. After a disappointment, Anderson is back, and Tweesoft have established themselves as a force to be reckoned with. We look forward to their forthcoming collaboration with Alexander Payne on the wine-themed platformer Sideways.