Ready Player One (2018)

As a pasty pro wrestling fan with a film blog, I’m comfortable with being identified as a nerd, but I’ve never quite felt like the right kind of nerd. Superhero comics, video games, Buffy the Vampire Slayer, anime – the staples of Nerd Culture have never been the pop media I personally obsess about. It’s not that my own nerdy obsessions are especially esoteric; I’ve just always felt like somewhat of an outsider when observing what typical nerds cosplay as or geek out over. When the pasty nerd hero of Ready Player One sneers at the business dick villain pretending to share his interests, “A fanboy knows a hater,” I had to think to myself that I likely qualify as neither. I also suspect director Steven Spielberg is an objective outsider to that distinction as well. Looking at the scruffy, near-sighted goon, it’s not too difficult to imagine that he’s seen the wrong end of a swirly or a locker-shove in his past, especially considering his life-long interest in science fiction. However, it is difficult to imagine him caring about the particular Nerd Shit on display in Ready Player One. Although there is plenty evidence to the contrary, I just can’t picture Spielberg wasting days behind the controller of a marathon session of Halo or repeatedly rewatching Akira in his Cheetos-stained pajamas. Roughly 75% of the Nerd Shit references that weren’t verbally acknowledged Ready Player One’s dialogue when over my head and I suspect a millionaire over twice my age wouldn’t have fared much better (many of the background details were reportedly included by special effects teams without his explicit request). As an outsider, I must admit I’m baffled by the consensus that Ready Player One is intended to be seen as a fun popcorn movie. To me, it’s a nightmare vision of a plausible near-future Hell that we’re helplessly barreling towards. Maybe that qualifies me as a hater. I wouldn’t know; you’d have to ask a fanboy. I do suspect, though, that the film’s director shares that same point of view somewhere beneath his King Nerd exterior.

Gatekeeping is perhaps the ultimate qualifier of true nerdom. Nerds tend to declare what pop culture is objectively Good or Bad as if their opinion is law and no interests outside their own have value. Like how 10 Cloverfield Lane exposes the creepiness of Doomsday preppers by depicting the dystopian world they secretly desire, Ready Player One envisions the logical, terrifying result of what this pop culture gatekeeping would look like if it were taken as seriously as every self-aggrandizing nerd wants it to be. A lonely trillionaire nerd (Mark Rylance) builds a virtual reality video game universe where his own pop culture obsessions (mostly white boy nerd shit from the 1980s) are canon as the greatest works of art of all time. Because of the universal popularity of his immersive gaming system, this über-Steve Jobs experiences the ultimate power fantasy all nerds crave: he’s celebrated for his superior tastes in esoteric pop culture. If he was into it, it’s fantastic & worthy of scholarly study. If he wasn’t, it essentially never existed. By the year 2045, long after his death, this celebration of one man’s pop culture tastes has driven the world into a digital Hell. Most people live impoverished in overpopulated slums (picture a game of Jenga where the building blocks are mobile homes). They escape their grim surroundings by immersing themselves in a dead trillionaire’s nerdy pop culture utopia through increasingly realistic virtual reality technology. No new art or creativity is necessary, since their preferred world’s creator isn’t around to approve it. This dystopian vision feels like a less classist version of Idiocracy in that way, where the world is driven to its lowest point by mindless 80s nostalgia instead of “bad breeding.” If a single, gatekeeping Nerd won the ultimate prize of being taken seriously as a tastemaker and had their own obsessions guide the establishment of a universal monoculture, this is exactly the world we would eventually live in. It’s a goddamn nightmare.

The catch about Ready Player One (and the internal tension that makes it interesting) is that it was written by one of those gatekeepers. Writer/stand-up comedian Ernest Cline penned both the film’s screenplay (along with several co-writers) and its source material novel. Cline takes gleeful pleasure in the material’s endless pop culture references, but that doesn’t feel at all reinforced on Spielberg’s end. Spielberg’s adventurism works in tandem with Cline’s geeked-out tone in an occasional chase sequence or flash of goofball humor, but as a whole their work feels more like a philosophical debate than a blissful collaboration. Cline constructs a story about a young nerd (Tye Sheridan) wooing another young nerd (Olivia Cooke) and saving the world by playing video games with incredible skill & displaying esoteric 80s pop trivia. It should be a joyous power fantasy for the like-minded video game obsessives in the world, but it instead looks & feels like a continuation of the grim, grimy futurism of Minority Report & A.I.: Artificial intelligence (two of the best films of Spielberg’s career, but also two of the most acidic). By all accounts, Cline’s writing style tends to dwell in long lists of nerdy pop culture ephemera, taking time to build its own gatekeeping canon of exactly what nerdy shit is worth preserving. By contrast, Spielberg’s film feels unconcerned with dwelling on its references at all, as plentiful as they are. Instead of relishing the joy of seeing disparate characters form across all of nerdom share the screen, Ready Player One essentially glosses over them in favor of fleshing out its grim dystopian future. There are plenty of extratextual characters referenced in the film, but they mostly appear so briefly in the background in moments of chaos that you hardly have time to notice them. It’s like Ernie Bushmiller’s “three rocks” principle: there are exactly just as many nostalgic references included as necessary to create the illusion that the film is overrun with them. In the few times when the film does dwell on them, their distant memory distorts the original intent of the artwork that’s supposedly being celebrated, like a copy of a copy. The Shining is now a jump-scare fest; the Iron Giant is now a ruthless killing machine; Chucky is all maniacal laughter instead of smart-ass quips; etc. Spielberg doesn’t take the same joy in referencing past works that Cline does; he practically mocks the way that thoughtless, performative celebration changes their fundamental nature. Spielberg’s not quite the same level of satirist as Paul Verhoeven, to put it lightly, but I haven’t seen a film this at odds with its own source material since Starship Troopers.

Maybe I’m giving Spielberg too much benefit of the doubt here. Maybe he does spend his lonely nerd nights creaming his Zelda pajamas while dreaming about how cool it would be if Gundam fought Mechagodzilla. Either way, Ready Player One plays much closer to the grim future-tech prophecies of his own early 2000s sci-fi than the pure-fun video game crossover indulgences of a Super Smash Bros or a Marvel vs. Capcom. Like the surveillance state speculation of Minority Report or the cruelty of artificial intelligence creation in A.I., Ready Player One taps into the potential, foreseeable darkness of a world that’s already nostalgia-obsessed, with escapist pleasures to be found in the anonymity of Internet avatars & in watching strangers make money playing video games on YouTube. If nerds win the culture war, this is a plausible vision of where we’re headed. If you look to Ready Player One as mindless popcorn fun, your enthusiasm for that vision might be determined by where you fall on the fanboy/hater divide. To me, the film is much more rewarding if you consider the ways it makes its own Nostalgia Bait fun appear grotesque & terrifying, regardless of what Spielberg’s intent may have been. Maybe the film works as a fanboy/hater Rorschach test in that way. Audiences who see a love letter to nerdy pop culture where Gremlins, Goro, and Batman can finally share the same universe can maintain their fanboy status. Others who see a deeply depressing glimpse into a near-future Hell, like I did, might just be haters after all (at least in Ernest Cline’s nomenclature). However, haters can take solace in the likelihood that Spielberg’s secretly a hater was well, considering how similar this grim vision is to his past dystopian world-building. Paradoxically, you’d have to be generous to classify Spielberg or myself as anything but nerds, even if we are the wrong kind of nerds. Let’s hope we’re aren’t found out as imposters in the virtual reality Hell that apparently awaits us.

-Brandon Ledet

eXistenZ (1999)

As I proudly count Videodrome as one of my all-time favorite films, I have no excuse for how long I’ve put off watching its kissing cousin, eXistenZ. Like how all Cronenberg horrors are driven by unspoken, cerebral fear, maybe I was subconsciously worried about seeing one of my most loved works lessened in its cultural update from cable television moral outrage to video game paranoia. eXistenZ even opens with a murder executed through an organic firearm made of bone & teeth, which picks up right where the flesh gun assassination conclusion of Videodrome leaves off. I wasn’t at all disappointed by my experience with eXistenZ, however. The film didn’t tarnish my appreciation of earlier Cronenberg works like Videodrome, but rather enhanced them by providing better context for the director’s career at large. Not only does a Cronenberg spin on the video game paranoia explored in less-horrific titles like The Matrix & TRON have an instant appeal to it, but eXistenZ also serves as a great bridge between the cerebral body horror of the director’s early career and the cold philosophical comedies he’s been making since the mid-2000s.

Jennifer Jason Leigh stars as a hotshot virtual reality game developer who’s workshopping her greatest work to date, eXistenZ. The focus group testing of the game is disrupted when an assassination attempt is made with the aforementioned bone gun, leaving the developer/artist vulnerably injured. A marketing nerd played by Jude Law then finds himself operating as a makeshift bodyguard, whisking the developer away to safety while a vaguely-defined They (a paranoid conspiracy theory combination of both anti-gamers & gaming corporations) chase the pair down. Reality blurs as the two new “friends” delve into multiple levels of games within games to ensure the safety of both eXistenZ and its creator. There are no TRON-like digital landscapes around to give away what is “reality” vs what is eXistenZ, so the movie mostly amounts to a colossal mind fuck of Cronenberg needling his audience into a paranoid questioning of the validity of every character & every story beat. His version of a virtual reality future is much grimier & more organic than most similarly-minded sci-fi, works that tend to vizualize their own futurescapes with crisp lines & sanitized spaces. Cronenberg’s horrific vision is not the reality presented by the gaming systems, “meta flesh game pods” that plug into players’ spines through an umbilical chord & a puckered asshole of an outlet, or “bio-port” in the movie’s parlance. The writhing game pods, which look like gigantic human ears with clitoral nobs, make technology itself to be a literal horror, which really essentializes the paranoia films like The Matrix & The 13th Floor labor to communicate.

It’s interesting that no character in eXistenZ ever once says the term “video game,” yet we know exactly what medium Cronenberg is targeting. The glowing flesh cell phones & casual acceptance of virtual reality as a commonplace technology suggest a distant future where video games are a long-obsolete artform, but not so distant that the anus-like bio-ports & umbilical chord connectors that make gaming possible are acceptable to everyone. eXistenZ gleefully taps into the sexual taboo of female on male penetration, lingering on moments when Jennifer Jason Leigh has to lube up & enter Jude Law’s bio-port for stabs of psychosexual unease. Cronenberg sets up a fictional work where ours is “the most pathetic level of reality,” but the biological technology necessary to transcend it is a source of bottomless horror. Much like with Videodrome, he uses that bodily unease to open the film to metacommentary on the value of his own art. While Videodrome explores the violent & sexual urges titillated by a shifting media landscape, eXistenZ focuses on the nature of artificial realities created in individual movies, calling into question what qualifies as “real.” Characters detach from their in-game personas to critique the quality of the dialogue they’re compelled to say & what value a scripted sex scene has on their characterization. eXistenZ feels like the beginning of Cronenberg coldly playing with philosophical humor in conspicuously artificial environments, an aesthetic that became full fledged by the time he made more recent titles like Cosmopolis & Maps to the Stars. The joy is in watching him achieve that aesthetic through the technology-paranoid body horror tools of his earliest classics before abandoning them entirely.

From the continuation of Videodrome ideology to its dream logic sci-fi mindfuckery to the surprise of seeing a large chunk of the Last Night cast reassembled for a gross-out horror, I was always going to be predisposed to enjoy eXistenZ. It felt almost as if I were destined or scripted to watch & enjoy the film, a fate I delayed for as long as I could, but did not avoid indefinitely. As I’m wrapping up this review, I’m feeling a phantom itch where my bio-port should be, which is the exact kind of reality-questioning paranoia I hope to catch from all of my Cronenberg fare. If Jennifer Jason Leigh enters any room I’m in for the remainder of my life I’m going to let out an uncontrollable scream.

-Brandon Ledet

Resident Evil: Afterlife (2010)

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My biggest fear when I learned that Paul WS Anderson had returned to the director’s chair for the fourth Resident Evil film is that he would completely undo what that entry’s predecessor had accomplished. Russell Mulcahy’s Resident Evil: Extinction elevated the franchise’s production value & traded in its overgrown nu mental tone for a goofy Mad Max vibe, making for the best entry in the series to date. My fears were confirmed; Anderson did indeed slide the franchise back into its The Matrix But With Zombies creative rut, even daring to include gratuitous shots of “bullet time” effects to drive the point home. Luckily for Afterlife, I liked the goofy nu metal technofuturism of the first two Resident Evil films, so it’s not like the territory it returned to was all boredom & despair. I’d just be lying if I didn’t find the Original Recipe Resident Evil flavor a little bland after Extinction had spiced it up.

The film opens with a slow pan up a Japanese punk’s leather costume as she solemnly contemplates something mysterious before turning full zombie & igniting a breakout that consumes Tokyo. MIlla Jovovich, the franchise’s anchor, then narrates a plot summary of the first three films in the series, the first time Anderson found that kind of housekeeping necessary for his convoluted, yet video game-thin cyberpunk zombie yarn. We then join Alice (Jovovich) as she raids one of the Umbrella Corporation’s seemingly endless supply of underground bunkers, sporting her latest film-defining costume change: a sleek black ninja outfit complete with swords & throwing stars. A couple decapitations & some telepathic nonsense later and she’s immediately killed, revealing that she was a clone the whole time and that there are plenty more Alices where that came from (a repeat of Extinction’s opening, in a way). Some Agent Smith-looking motherfucker stabs her in the neck with a serum that takes away her ass-kicking superpowers and she spends the rest of the plot hunting him down while collecting any of the world’s straggling uninfected she can on the way.

This is easily the most low-energy, self-serious entry of the Resident Evil franchise so far. There are so many shots of Jovovich flying a small airplane, searching out the window for a purpose to be onscreen, when Afterlife could’ve just as easily held onto the army of Jovovich clones it blew up in the first scene instead and made a much more interesting picture. Besides a few zombies with some octopus mouths and a mutated giant swinging a CG axe, there just isn’t much Afterlife has to offer that you couldn’t get from the three franchise entries that precede it. The film seemingly has three directives: to openly riff on The Matrix, to make gratuitous use of the then-recent Avatar 3D technology, and to promote the A Perfect Circle single that plays multiple times throughout. Afterlife indulges in frequent enough goofy action sequences to feel occasionally worthwhile, but after the series heights of Extinction I had come to expect more than that. As a director, Anderson feels a little limp here, stuck in an outdated mode of nu metal cinema like a slightly more endearing (and significantly less funded) Zack Snyder. I’m still willing to afford the final two entries into the franchise an open mind, but the bland diminished returns of Afterlife has significantly dampened my expectations.

-Brandon Ledet

Resident Evil: Apocalypse (2004)

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When we binged on a small selection of “iconic” video game adaptations for episode #11 of the podcast, I was surprised to see Paul WS Anderson’s name pop up twice in a row as a director of both Mortal Kombat & Resident Evil (2002). Not only is the video game adaptation not a genre you’d typically associate with an auteur’s go-to passion for repeat offerings (outside maybe a stray Uwe Boll-type), but Anderson’s two contributions to our list were actually two of the better films, bested only by 1994’s Super Mario Bros in terms of pure entertainment value. Of his two entries, Resident Evil was the biggest surprise in terms of competency. Mortal Kombat had the narrative upper hand of a ridiculous interdimensional martial arts tournament to boost its camp value (along with a delightfully obnoxious theme song & a scenery-devouring Christopher Lambert). Resident Evil, on the other hand, was a seemingly straightforward zombie picture, so it was downright bizarre that Anderson managed to make it even moderately memorable in the face of a market that’s been overcrowded with similar works for decades. The Milla Jovovich-helmed action vehicle was actually an interesting trifle, however slight, one made novel by a wealth of weird details like A.I. children, genetically mutated beasts, and menacing corporations with dystopian designs on world domination.

What’s even more surprising than Anderson managing to make a watchable film out of the Resident Evil video game franchise is that he did not stop at just one film. The 6th (and supposedly final) entry in the series has just reached theaters over a decade later and both Anderson & Jovovich have shared some level of involvement in the series throughout its entire run, which is a much higher level of consistency than you’d expect for a zombie video game franchise. The second film in the series, Resident Evil: Apocalypse (which obviously didn’t follow through on the finality of its title) wasn’t half bad either. It expands the bunker-confined action of the lower budget first film by bringing its zombie breakout above ground. Its world-building details like the exact nature & temporal location of its Raccoon City setting, its menacing (and hilariously named) villain the Umbrella Corporation, and the exact skills & origins (and even name) of its Ripley stand-in (Jovovich), all remain fuzzy to me after two full-length features. All you need to know to make it through a Resident Evil movie is that zombies & capitalists are bad, while women & guns are good. The rest is all shoot-em-up nonsense and militaristic zombie movie mayhem, a triumph of action horror cinema only in that it should be impossible for Anderson to make something so generic so delightful to watch and, yet, he’s done it at least twice.

I think Resident Evil‘s key to surviving as a notable action horror franchise is its dedication to excess. The film couldn’t logically bring in Jovovich’s hero immediately to deal with the above-ground breakout so it created a second badass with a gun cliché (a cop named Valentine, hilariously) to shoot some undead baddies in her initial absence. There’s some first person POV shooting in a police station and found footage shenanigans with a rogue news broadcaster that helpfully treads plot water until Jovovich can burst onto the scene by flying a motorcycle through a church’s stained glass windows and then turning said motorcycle into a makeshift bomb. Once our two badass ladies join teams everything else is an action-packed blur of knives, grenades, rocket launchers, and the undead bursting out of graves like a cover version of the “Thriller” video. New locations play like video game levels. The film’s Final Boss characer is a new genetic mutant called Genesis (who vaguely resembles the version of Bane in Joel Schumacher’s Batman & Robin). Everything is all very loud and violent and impossibly dumb, to the point where the monotone excess becomes its own artform and your options are either to play along with the film’s buffoonery or to feel like your better senses are constantly being assaulted.

I don’t care to learn any more about this series’ mythology than the little I can catch between explosions and bullets. Jared Harris (Lane from Mad Men) pops up here as some kind of smart programmer type who’s constantly hacking into the mainframe or some such nonsense and Iian Glen (Jorah from Game of Thrones) swoops in at the last minute for some Wolverine-type experiments & mumblings about clone technology, but outside of those actors’ before they were C-list stars pedigree, their presence signifies nothing. No one really matters here outside Jovovich & Anderson. Even the newly introduced & oddly omnipresent character of Valentine is mostly just a place holder until Jovovich can arrive above-ground, guns & motorcycle blazing (and the less I say about the film’s wisecracking pimp comic relief, the better). I’m sincerely amazed that a single filmmaker & a single performer have stuck with such an explosively inane series for as long as Jovovich & Anderson have. I also wonder if there are wholeheartedly dedicated fans of the series out there who care deeply about its AI, genetic monsters, and walking dead mythology enough to have been counting the days until the series wrapped up in its final installment. I can’t imagine being at all invested in Resident Evil’s narrative throughline & overarching themes, but I will admit that these films are much louder, dumber, and more entertainingly chaotic than I expected them to be and I’m curious about how they can keep up that stamina for four more installments.

-Brandon Ledet

Episode #11 of The Swampflix Podcast: Iconic Video Game Adaptations & Heart of a Dog (2016)

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Welcome to Episode #11 of The Swampflix Podcast! For our eleventh episode, James & Brandon discuss five iconic video game adaptations from the 90s & 00s. Also, Brandon makes James watch Laurie Anderson’s experimental documentary/meditation piece Heart of a Dog (2015) for the first time. Enjoy!

Production note: The musical “bumps” between segments were also provided by James.

-Brandon Ledet & James Cohn

Resident Evil (2002)

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I’m not a video game nerd. The last legitimate gaming system I got excited about was the Nintendo 64. The only one I’ve bought since was a used Wii and that beaten-up relic served exclusively as an emulator for NES games. As such, I’ve never had much interest in the Resident Evil film franchise. My limited knowledge of the series, based entirely on vague hearsay about its video game source material, has been that it’s about a lady who shoots zombies in some kind of underground bunker. While I’m not over the moon about video games as an entertainment medium, I do actively seek out eccentrically inane movies, but there was just never anything about yet another zombie action horror starring a sexy lady with a pile of guns that had much promise for Super Mario Bros. levels of potential silliness in a cinematic video game adaptation. There are now five Resident Evil movies in what has become a decade-long franchise, however, which lead me to suspect that there was more going on here than just a walking dead genre pic with little to no distinguishing features in a crowded field of zombie media. It’s true, too. Resident Evil is more than just a zombie-filled shoot-em-up featuring a beautiful woman with a giant gun. In fact, it actually kinda holds its own as one of the sillier & more entertaining video game adaptations out there, much to my surprise.

While I wasn’t exactly wrong in assuming Resident Evil centered on a widespread epidemic of generic zombie mayhem, I did the movie a huge disservice by reducing its setting to a mere underground bunker. The symbolically named Umbrella Corporation (a detail I assume was carried over from the video game), which periodically deals with very normal corporate modes of money making & privately makes most of its profit off of biochemical weaponry, is the owner of said underground bunker, known as The Hive. The bunker’s underground employees, blissfully unaware of the company’s warmongering, are transformed into the aforementioned zombie horde when one of the more volatile chemicals they work on is released through the bunker’s vents (supposedly) by mistake. As the infected, undead Umbrella Corporation employees transform into monsters, they also become moving targets for a team of leather-clad supersoldiers & a Borne Identity/American Ultra type badass who can’t remember her past but seems to know more about the facility than she should. As her memory slowly returns, our hero must piece together whether or not she’s responsible for the initial outbreak or if there’s some kind of other, larger betrayal unfolding before her. Meanwhile, The Umbrella Corporation’s surveillance cameras seem to be recording these supersoldiers’ every move as they become unwitting participants in a zombie-killing, viral experiment. Also, some strange, not at all human creatures & a childlike AI hologram pop in to push the movie past its zombie-stomping roots into some strange sci-fi horror territory. Its all a lot more fun & complex than I expected, however corny & hamfisted.

Resident Evil comes from a time when video game adaptations were attempting to move on from children’s movie fare like 90s productions Street Fighter & Double Dragon into something more violent & “adult,” like Doom. Director Paul W.S. Anderson splits the difference & lands the film halfway between PG-13 & R (not that the MPAA saw it that way) in terms of sensibility. There’s a violence & grittiness in the film’s nonstop parade of zombies on fire, exposed muscle Rottweiler demons, undefinable The Thing-type mutants, and flashbacks to a blurred sexual encounter the film appears to find very important to the plot, but something about the way they’re handled makes it play like kids’ stuff, just like Anderson’s surprising violent (and even more surprisingly competent) Mortal Kombat adaptation. This is a teenager’s sweet spot in terms of maturity level, a tone easily recognizable in the film’s choice to dress its star, Milla Jovovich, in a post-apocalyptic negligee for most of its runtime & two sheets of paper-thin hospital gauze at its climax. Jovovich’s ass kicking commitment to the role, combined with similar sincerity from Fast & Furious “family member” Michell Rodriguez, cuts down on some of that teenage boy booby-ogling, though, to the point that it mixes with the intense body horror, George Romero brand zombie mayhem, and stray notes of otherworldly sci-fi (an aesthetic Anderson accomplished a lot more with in his film Event Horizon) to make for a fairly decent, amusingly campy action cheapie I would’ve loved had I seen it when it was haunting theaters & I was 15. I appreciate Resident Evil‘s teen nerd immaturity & casual adoption of weird video game ideas in its matter-of-fact silliness. At the very least, its a far better adaptation than the Rock vehicle Doom, which aims for a similar aesthetic, and it got me curious enough about where the series could go from such a ludicrous starting point that I just might check out Anderson’s five gratuitous followups now that I’ve finally been initiated.

-Brandon Ledet

Super Mario Bros. (1993)

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There are few films, campy or otherwise, that better exemplify the fine wine rule than Super Mario Bros. The first & only live action Nintendo adaptation continuously gets better with age & I fall further under its intoxicating spell every time I watch it. This is a box office bomb critics have long slammed as definitive proof that video game adaptations are an inherently bad idea, but those marks against its character matter less with every passing year. Super Mario Bros. is a cartoonish fantasy comedy that somehow, unfathomably marries elements of Blade Runner, Jurassic Park, and Who Framed Roger Rabbit? into one unholy cacophony of cinematic cheese & bloat. I marvel at this film’s sheer audacity every time I watch it, just as I find myself continually reeling from its grocery store joke book humor in the exact same breath. Without the pressure for Super Mario Bros. to prove or disprove that a video game adaptation could possibly be worthwhile (there’s now a crowded field of examples to swing that conversation either way you want it to go), the film has found a nice, comfortable space of its own as a cult-worthy camp fest. It’s thoroughly ridiculous, but it’s ridiculous in a fun & above all memorable way that dares you to sour on its 90s relic antics, but never gives you a solid reason to. Super Mario Bros. is a great film. It’s a little sad that three decades later it still feels a little transgressive to say so.

The only video game imagery that graces the screen in Super Mario Bros. is an opening prologue featuring pixelated dinosaurs in a fictional version of reality where the force of the meteor that extinguished the dinos & started the Ice Age created an alternate dimension in which humans evolved from reptiles instead of apes. If that doesn’t sound like a video game to you, much less the plumber-and-princess adventure game that iconically defines the medium, that’s because this movie is floating in its own bizarre orbit lightyears outside the property it’s supposedly adapting. There are video game-type dinos in that opening prologue, though, which proves that the husband-wife directorial team that helmed this major studio disaster are aware that Super Mario Bros. previously existed as a game with its own characters, motivations, and basic aesthetic. They just chose to ignore all that in favor of their own bonkers sense of whimsy, a fantasy realm that calls into question whether or not they’re also aware that there’s no possible way that the dino-killing meteor crash site could’ve been in Brooklyn or that a reptilian-evolved humanity would be so different from our primate selves that they’d be almost entirely unrecognizable as humans at all. No matter. This is a big budget kids’ fantasy adventure at heart, so its faithfulness to video game lore or basic science is almost entirely beside the point in the question of its entertainment value.

There are, admittedly, a few details of the Super Mario Bros. film that vaguely resemble their video game source material. They at least included some of the same characters: Mario & Luigi are Italian plumbers from Brooklyn, NY, which feels about as faithful to their video game visages as you can get. Princess Peach is now Princess Daisy for some unexplained reason, but it’s a mild change at best and the boys still have to venture out to rescue her from the reptilian clutches of an evil monarch named Koopa, which is more or less where the video game’s narrative begins & ends. Other details begin to get a lot fuzzier, though. Instead of being a giant, scary turtle-dragon motherfucker that lives in a castle full of lava, Koopa looks an awful lot like Dennis Hopper doing a dead on impersonation of Donald Trump (complete with the gaudy tower & political grandstanding). Toad is the furthest from his original form, ditching his miniature guru looks from the game in favor of a delightfully out-of-place, full-sized Mojo Nixon singing dumb protest songs about King Koopa on street corners. Staying faithful to the video game can be a double edged sword, though, as is exemplified by the baby dino Yoshi, who is cute as a button in this film, but also much more along the lines of Jurassic Park-type dinosaur puppets than what his video game creators likely intended. One of the reasons Super Mario Bros. stands out as such enjoyable schlock is that it embraces this damned if you do, damned if you don’t mentality whole-heartedly and just runs wild with the freedom adapting a video game with a very thin backstory affords it. It includes just enough characters & visual cues to resemble the Super Mario Bros. game at a glance, but does anything but keep it safe in the way it fleshes out their universe.

The most common argument against cinematic video game adaptations is that they necessitate a backstory where none is truly needed. No one playing the Super Mario Bros. game is likely to care exactly how or why the princess they’re rescuing was captured by an evil dino turtle dragon; they just hop in the green pipes & smash the mushroom-shaped baddies that get in the way of saving her. A movie requires a little more narrative coddling & a lot of the fun of Super Mario Bros. is in tracking how it either stays faithful to the game’s basic layout or disregards it completely on a minute to minute basis. The film is confident enough in its own right to exist as a standalone property that it ditches the fantasy genre brick & mortar castles of the video game for a distinct Blade Runner-style of urban dystopia. However, it also bends over backwards to include a way for Koopa’s guards to shoot the video game’s fireballs or make sense out of the role mushrooms & fungus have to play in all this (in the shape of a hideous fungal life form that would give Cronenberg nightmares). In some ways the film completely runs wild, like in its creation of an alternate dimension where the entire globe is one vast desert outside a single metropolis or in its de-evolution weapons that can turn people “back” into lizards. There’s also a few areas of compromise between the two extremes, like an inclusion of goombas that makes them out to be de-evolved lizard people instead of tiny mushroom monsters so that both properties can get equal representation. Super Mario Bros. plays along just enough to pass as a video game adaptation, but takes tremendous glee in constructing its own over-the-top fantasy realm where lizard people fight over a dino dictator’s crumbs & dance “Thriller” video-knockoff routines to bullshit like “Everybody Do the Dinosaur.” It’s an insane spectacle from front to end and because it feels little need to stay close to its source material’s limited backstory beyond its basic sketch and it’s a pleasantly unique spectacle at that.

Divorced from its source material, Super Mario Bros. is barrels of vapid fun. I honestly believe there are few children’s films from its era that match it in terms of ambitious set design, campy humor, and pure, directionless inanity. A lot of the film’s charms are a credit to the performances of Bob Hoskins & John Leguizamo as Mario Mario & Luigi Mario (speaking of video game background info that didn’t need to be developed), as well as Hopper’s Koopa-Trump & Harry Potter’s wicked aunt, Fiona Shaw, as his soul-sucking sidekick. Hoskins in particular is pretty great as the titular plumber & I honestly believe this film is his best work outside his iconic turn in Who Framed Roger Rabbit?. It’s way too easy to buy Hoskins as a spaghetti-slurping Brooklynite, to the point where I’m never truly convinced that the now-deceased actor actually hailed from Britain. Besides the cartoonish performances from the cast, I also appreciate how intricately detailed its production design can be. There’s a consistency in the leather spikes fashion wear that seem so popular in Koopa’s alternate dimension Brooklyn & I’m always picking up on new, small details hiding elsewhere in the fake city’s dingy nooks & crannies: Mario’s NYC apartment features a plunger rack instead of a gun rack; there are tiny lizard rodents fighting over the city’s plentiful trash; the de-evolution chamber is operated by a Duck Hunt controller; Mario & his girlfriend have plans to attend WrestleMania; a run-down cinema is screening I Was a Teenage Mammal, etc. Then there’s the now-disturbing shot of the Twin Towers partly dissolving thanks to Koopa’s evil deeds, an image that looks strikingly similar to a real life tragedy from a decade after this film’s release. As much fun as these grimy details can be, however, this is still just a silly children’s media fantasy, a fact that becomes apparent when everything magically, inexplicably reverts back to normal once Koopa is defeated (in a moment punctuated by Mario delivering the glorious one-liner “Later, alligator” to the evil, reptilian brute).

It’s a shame that Super Mario Bros. was scorned for its absurd deviations from its paper thin source material in its time. In the decades since it’s become increasingly apparent that devotion to its video game roots would have left the film far more mild & forgettable that it ended up being by learning to cut the kite strings & float on its own over-the-top, over-budget inanity. This is one remarkably silly movie and it’s amazing that it ever managed to reach theaters in the first place. My only complaint at this point is that it teased a sequel that never arrived because audiences were more than eager to let it die on arrival. Continuing down this absurd path could’ve lead to something even more amusing & special had audiences given it the chance.

-Brandon Ledet

Hardcore Henry (2016)

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fourstar

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Hardcore Henry is, in essence, a video game come to life. This is either a compliment or a complaint depending on the perspective of the individual members of the audience. Roger Ebert, who had a thing or two to say about video games as a lower tier art form, would likely balk (or perhaps even puke) at this premise. As someone who hasn’t owned a video game console since the Nintendo 64, I’m almost equally an outsider to the medium, but I still found the film to be a blast. Hardcore Henry‘s central gimmick of mirroring the look of 1st person shooters by mounting GoPros to its camera/stuntmen is a lot to handle for 90 minutes of action cinema & the video game-thin plot & villains that accompany it don’t help much either. Audiences have largely rejected the Russian-American co-production outright based on its marketing & the movie has made back only less than half of its budget on its opening weekend. Still, there’s certainly an audience for this pure-adrenaline macho-hedonism out there and I have no doubt Hardcore Henry will endure as something of a cult classic in the long run whether or not the immediate returns are looking optimistic (they’re not).

Besides being a live action, narrative video game of a movie, Hardcore Henry could also be understood as a sci-fi action thriller, even if it’s as a stubbornly vacuous one. Brought to life as a Robocop-esque “cybersoldier”, the titular hero/audience surrogate Henry is half man/half machine (or “half machine/half pussy” as one of his combatants puts it) who must save his scientist wife & the world at large from an evil sorcerer who looks like a bitter cocktail of Kurt Cobain, Andy Warhol, and Viserys Targaryen. Obviously, the sci-fi plot is mostly present as a delivery system for the film’s true bread & butter of action & gore. Much like in video games, Henry is mostly provided short-term goals & destinations by an in-the-know guide (Sharlto Copley of District 9) that he must achieve by obliterating all human (and inhuman) obstacles in the way with guns, grenades, wine bottles, screwdrivers, windshield wipers, etc. Every now & then the sci-fi element will lead to a hilarious line like “Put down the proto-baby!”, but for the most part this genre marker is pure background filler. Even my favorite aspect of the film, the telekinetic sorcerer video game villain with the terrible hair, is more fantasy than he is sci-fi, so it’s probably best not to think too extensively on why the plot unfolds the way it does. Just try to enjoy it for its own tasteless, disgustingly violent self.

I guess I should be clear about this: there’s far more to hate about Hardcore Henry than just its video game gimmick. Its rampant misogyny, gay panic humor, and constant, gleeful violence & gore are sure to turn off a lot of folks & rightfully so. However, I don’t personally see much of a difference between the misanthropy on display here and the macho-hedonism of any other generic shoot-em-up. Hardcore Henry is loud, obnoxious, one-note, nearly plotless, and entirely over the top in its meat-headed self-indulgence, but so are a lot of my favorite hallmarks of action cinema: Commando, Rambo IV, Invasion U.S.A., etc. I’ll contend that the film’s glaring, perhaps even deplorable faults are all outweighed by its consistently goofy tone (particularly in the scenery-chewing sorcerer villain) & 1st person POV visual experimentation). There are hordes of 13 year olds who’ll latch onto Hardcore Henry‘s naked girls, guns, and cocaine version of masculinity in an unsavory way, I’m sure, but I never really look to my dumb action movies for moral high ground and, truth be told, those kids will grow out of it eventually. Hopefully.

As much as I enjoyed Hardcore Henry as a violently campy good time, a large part of me is somewhat relieved that it’s floundering financially. If the film were a runaway success we might’ve been flooded with an untold number of 1st person shoot-em-up knockoffs for decades, just as The Blair Witch Project spawned a legion of subpar found footage horrors in its wake. Truthfully, I like Hardcore Henry‘s reputation positioned exactly where it is. It’ll be heralded by select fans as an overlooked classic, but never imitated to an extent where the gimmick becomes overbearingly redundant (I hope). I personally enjoyed the film with the same sick fascination a lot of folks have with GoPro videos of Russian teens hanging off of skyscrapers with just one hand & no safety gear (if you haven’t seen it, don’t Google it). I was appalled & more than a little concerned,but also undeniably made giddy by the sheer novelty & audacity on display.

-Brandon Ledet

Grandma’s Boy (2006)

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threehalfstar

(Unrated edition, viewed 9/8/2015)

Starts slow, but delivers consistent lowbrow humor. Predictable, but a solid entry for its genre.

Allen Covert puts in a dopey but lovable performance as Alex, a middle aged video game tester who moves in with his titular Grandma after losing his apartment. He finds himself learning to navigate life with his new elderly roommates (wonderfully fun performances by Doris Roberts, Shirley Jones, and Shirley Knight), the challenges of working with a company of gamers, and his affection for the new project manager, played by Linda Cardellini. Throw in a few gross-out gags, a hefty dose of stoner humor and a cameo by Rob Schneider, and you’ve got the regular Adam Sandler formula.

Grandma’s Boy works pretty well. Interestingly enough, it manages to pull off a convincing bait-and-switch with the main character, Alex. Alex begins the film as a schlubby loser, difficult to like and not easy to root for. By the end of the movie, he’s a goofy, kind protagonist who works hard to keep his Grandma happy, develop his own video game, and win the girl. There isn’t a single other twist in the entire movie, and that’s ok.

I recommend this movie to viewers looking for a stoner flick that’s engaging, if lowbrow, without being thought-provoking. Not a bad pizza night or sick day movie.

-Erin Kinchen

Hitman: Agent 47 (2015)

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three star

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Just as I found myself oddly won over by the generic action movie cheapness of 2007’s video game adaptation Hitman, I was equally tickled with its seven years late sequel. Almost more of a reboot than a proper sequential follow-up, Htman: Agent 47 makes no perceptible reference to the first Hitman film either in its narrative or in its much more stylish visual palette of crisp white walls & television static blues. The first Hitman film was amusing in its lack of its ambition or specificity. It kept its superhuman assassin protagonist’s origins vague, attributing his existence to some blanket collective called The Organization, a super-secret conglomerate with “ties to every government”. As a follow-up, Hitman: Agent 47 seemingly tries to correct the perceived wrongs of the past, bending over backwards to nail down the details of its titular assassin’s origins & to please the action movie marks in the audience with its ludicrous CGI spectacle. Struggle as it might for legitimacy, it’s just as much of a cheap action movie romp as the first film, just with a bigger budget as well as more of a willingness to go big & go silly. As with the first go-round, it kinda works.

Choosing to go the dreaded Origin Story route, Hitman: Agent 47 explains that The Organization’s assassin farm where they raised, balded, and barcoded trained killers has been shut down for moral grounds, even though the assassins are still assigned missions, presumably also by the very same Organization. Or maybe it was The Organization’s evil twin company Syndicate International that ran the assassin farm. The details are a little fuzzy, but I do know that Syndicate International is supposed to be bad & they’re looking to start creating “Agents” again, which is also supposed to be very, very bad. But, don’t worry, our titular killing machine assassin, simply named 47, is very, very good. Along with the daughter of the scientist who spearheaded the Agents program, 47 looks to put a stop to Syndicate International’s evil plan to reinstate a program that “engineered human beings by selecting & enhancing certain genes” & “eliminating” weaknesses like pain & love. Along the way, 47 helps release the methodical murderer inside of his newfound Scientist’s Daughter partner & also battles a seemingly invincible Zachary Quinto (who you can tell is bad news from the get go, thanks to his diabolical eyebrows), playing a kind of Wolverine knock-off who has been, I swear to God, reinforced with “subdermal titanium body armor” that makes him impervious to stab wounds & bullets. When that bit of silliness is first revealed, even Quinto has to call for a time out and ask, “Pretty crazy, huh?”

You know what? Forget everything I just told you, because absolutely none of it matters. Hitman: Agent 47 survives solely on the strength of its ludicrous action sequences, which are admittedly a half step above the adequate proceedings of the 2007 original. Sure, 47 falls back on the mechanical choreography of the first film where he calmly spins in circles and shoots a slew of targets (mostly faceless baddies not even worthy of his glance) one at a time, never missing. That aspect hasn’t changed much (despite 47 been switched out for a second bald-headed actor for unexplained reasons between films), but it has been enhanced by an even sillier set of action movie stunts. Characters bounce off the top of a speeding train without wincing, then duck under the next one as it passes, safely nestled between the tracks. The Agent-in-training Scientist’s Daughter is tested for her survival skills by being tied up in front of a running jet engine to see how quickly she can Houdini herself to safety. Later, a few faceless goons are thrown into the engine just for a sense of completion. 47 also beats down some goons with a hotel Bible & crashes a helicopter into an office building without starting a fire, the blades still spinning long after they’ve collided with desks, walls, and ceilings. Each action set piece is more laughably preposterous than the last, like something you’d expect in, say, a video game. By the time Agent 47 & Scientist’s Daughter are killing in unison to a surf rock soundtrack in a moment of borrowed Tarantino cool, the film has pretty much exhausted every possible way it could acheive a cheap action movie dreck aesthetic (complete with the CGI-aided POV of a flying bullet straight out of that one KoRn video). Enjoying the film for the trashy fluff that it is will depend on your personal mileage for those kinds of shenanigans. I found myself a little dumbstruck, but thoroughly amused.

Bonus points: As I mentioned with the first film, I think one of the more unique aspects of this franchise is that it sticks to the lead’s asexuality as a central character trait. Lesser action movie fare certainly would’ve abandoned that peculiarity in favor of a romance plot. It was a detail tested a lot more strongly in the first film considering that 47’s female sidekick was a runaway sex worker instead of the sequel’s choice to negate the issue by giving its central pair a familial tie (Her Scientist Dad is basically his dad too? In a weird way?), but it’s still a striking choice for a franchise so generic & so silly in almost every other way.

-Brandon Ledet