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Friday, March 07, 2008

R-Point

Release Year: 2004
Country: South Korea
Starring: Woo-seong Kam, Byung-ho Son, Tae-kyung Oh, Won-sang Park, Seon-gyun Lee, Jin-ho Song, Byeong-cheol Kim, Kyeong-ho Jeong, Yeong-dong Mun, Ju-bong Gi, Nae-sang Ahn.
Writer: Su-chang Kong
Director: Su-chang Kong
Cinematographer: Hyeong-jing Seok
Music: Pa-lan Dal
Producer: Kang-hyeok Choi
Availability: Buy it from Amazon


Among the many things that puzzle me in life is the question of why there aren't more horror films set amidst military conflicts and wars. Not that aren't any, but there aren't nearly as many as one might think, giving how easily wartime settings should lend themselves as backdrops to horror films, to say nothing of the fact that it was the landscape of World War I that informed the art and set design on many of the old Universal and German horror classics. That conflict in particular, with one foot in the horror of modern warfare and the other in...well, the horror of 19th century warfare, seems particularly well suited for horror films. The strange combination of Industrial Revolution weapons and vehicles with ornate imperial uniforms, peasants, kingdoms, horse-drawn artillery, and of course, No Man's Land, trench warfare, bombed out old European buildings and castles -- horror films set amongst this carnage seem to practically write themselves, and yet wartime horror films are all but non-existent.

Certainly, some exist, and perhaps I'm the only one who look sat the battlefields of past wars and sees potential for horror-themed entertainment. Chalk it up to my childhood obsession with Weird War Tales comic books, those oft-mentioned on this website stories about skeletal Nazis drifting across war-ravaged, mist-enshrouded landscapes while a terrified GI crouches in a trench. Or my personal favorite, the one with a cover where a centaur is attacking a Panzer. What the hell was going on with that one? I guess if I had my millions, I'd blow a lot of it on the usual stuff people blow easy millions -- top hats, monocles, stuff like that -- and the rest I'd devote to remastering and releasing on DVD obscure Eurospy films mostly for myself, and to producing a long series of horror films set during the two World Wars and featuring green fog and skeletal specters clad in tattered military uniforms. Heck, it's better than losing it all to some shyster investment banker.


Anyway, like I said, there aren't many horror films set amidst wars. There was one about two guys stuck in a trench in WWI, I think. And I'm not sure I count Manticore, even though I seem to have watched that movie like a dozen times. There are thousands of films in my "to watch" pile, including many incredible classics, and I never get around to viewing them. How is it, I ask myself, I continue to fail to watch these films but have seen Manticore and Zoolander like ten thousand times? But other than a precious few, and discounting movies that feature soldiers but are not set in actual wars, this weird little subgenre with which I'm obsessed remains curiously unpopulated. Maybe it's because most horror films are incredibly low budget affairs, and they simply can't afford the costuming, props, locations, and scenes of battle that would be required to properly set the stage. Maybe horror film screenwriters are just young, and they don't know enough about such conflicts to use them as a backdrop for a film -- not that not knowing much has ever stopped a screenwriter, especially a horror film screenwriter. Their offenses against even the most basic of police procedures are long-running and often astounding.

Perhaps war is simply a horrible subject in itself, and lending a supernatural air to it is seen as tasteless. Ha ha ha! Yeah, I know. The genre that gave us sub-genres like torture porn, slashers, and Rob Zombie is worried about offending the sensibilities of the world's remaining Great War veterans. Perhaps, then the problem is that the people who have ideas for World War horror films (One or Two, either would be effective), like me, are lazy, like me, and the scripts remain as little more than half-finished ideas inside their heads.


I also tend to wonder why there are so few movies about the American Revolution, what with it being kind of a big deal not just in American history, but in shaping the course of the world as a whole. I suppose the rest of the world isn't as excited about watching a cast of thousands in powdered wigs run at each other with matchlock rifles and bayonets. Maybe I'll do an American Revolution horror film.

Among the few battlefield horror films we find the Korean production R-Point, set during the Vietnam War and involving, among other things, spooky ghosts, cemeteries, swamps full of corpses, and a spooky old French Plantation mansion. Unknown to many of my generation and later -- and probably earlier than that -- South Korea had the second largest contingent of non-Vietnamese troops in the conflict, after the United States. For them, the conflict in Vietnam played out much like an extension of the Korean War, with the North Koreans playing a role on the side of the North Vietnamese. Over the course of the war, and starting in 1964, South Korea sent over 300,000 troops into Vietnam, where they developed a reputation for being highly skilled and effective combatants -- so much so that the Americans looked to Korean theaters for guaranteed safety while the North Vietnamese warned their troops to avoid engaging Korean battalions if at all possible.

Sadly, very little of that effectiveness seems to be on display in the troops that make up the special squadron of this film, unless we are measuring their effectiveness at screaming, flailing, falling down, and blubbering like little babies at even the slightest of inconveniences. R-Point centers around a group of soldiers who are assigned the task of traveling to a remote station -- Romeo Point -- to investigate the disappearance of a previous platoon of Korean soldiers. The previous group was presumed dead as a result of some sort of guerrilla attack until a distorted, bizarre distress message was radioed in by an unidentified member of the platoon.


The assembled task force includes pretty much all the war movie stereotypes: the stoic CO, the world weary veteran, the nerdy radio operator, the blowhard, so on and so forth. I don't know the Korean equivalent of a guy from Brooklyn who wears a New York Yankees baseball cap and is probably nicknamed Brooklyn, but I'm sure whatever it is, this movie had one. Stoic Lieutenant Choi (Kam Woo Sung) leads the bunch and is one of the only guys with any sort of stand-out personality -- that personality being "stoic guy." Things start of predictably enough, with the task force traveling up river to R-Point, only to be ambushed by a Vietcong commando. After an intense firefight, they discover the commando is a woman. Badly wounded, Choi orders her shot to finish the job, but no one can bring themselves to do it, instead leaving her to die a slow death -- which seems considerably worse, if you ask me.

Upon arrival at R-Point, they discover it to be a vast lakebed, now largely drained and overgrown, not to mention prone to severe bouts of ominous fog. After holing up in a decaying French mansion, they set about searching for some trace of their comrades. It isn't long, however, before things start to get really weird. Soldiers start catching glimpses of other people disappearing into the shadows or running through the treeline. A group of Americans chopper in one night and deliver further ominous warnings about R-Point, detailing the location's long history of slaughter and mass graves. And then one by one, members of Choi's detachment start vanishing, turning up dead, or going insane.


There is much that R-Point does incredibly well, and several things it does poorly. So as to end on a high note -- because I really did like this movie -- we'll tackle the negative first. And nothing stands out as a bigger negative than the behavior of the soldiers. They quickly degenerate into a state of shrieking and crying and falling over, becoming largely indistinguishable from one another, as well as becoming keenly irritating. I don't expect people not to be scared when they are being hunted by ghosts and staying in a creepy old bombed out mansion, but one expects at least some degree of discipline and training to be on display at some point. But almost from the very beginning, with the exception of Choi and grizzled vet, Sergeant Jin (Byung-ho Son), the entire group is crying, cowardly, and incompetent. A better balance between soldiers trying to get their heads around their increasingly macabre circumstances and soldiers who are overwhelmed by it would have made for a much better movie, and one that deals with the complexity of entering a warzone and coming face to face with literal ghosts in a much more intelligent fashion. Instead, the movie becomes a long succession of crying, scares staged around dudes squatting over the latrine, and guys going, "Wait! Where did Corporeal So-And-So go???"

The film also falls back on the now-tired old Asian horror film chestnut of a spooky girl with long hair, which is a shame after the film goes through so much trouble to set itself up as something wholly different from the usual piles of Ring-inspired spooky girl horror films from Japan and Korea (among others). What really makes this a crime is that she is so blatant and obvious a presence in a film that otherwise relies very heavily on the effective exploitation of half-seen shapes in the shadows and momentary glances of something that was maybe there, maybe not. Shoehorning the female ghost into things not only undercuts the basic mystery, but seems wildly out of place, as if a producer somewhere along the way panicked and insisted that they put a female ghost with long hair into the film at some point. Her scenes are weak not just because she is photographed with such solidity, but also because the film doesn't seem that committed to her presence, as if it is shrugging and saying to us, "Look, I didn't want her in, either, but that producer insisted. Stick with me, and we'll get to more scenes of creepy caves and ghostly soldiers pretty soon."


So those are the negatives -- provided one takes the appearance early in the film of an anachronistic DHL deliveryman in modern, bright yellow uniform to be amusing but ultimately harmless -- and each negative is acutely noticeable and undermines the film in a way that can't really be ignored. Because of these, I can understand people dismissing this film as an interesting failure. But it can be made up for if the movie exhibits strengths in other categories, and in that regard, R-Point succeeds admirably. First and foremost, this movie is creepy. Really creepy. The initial reveal of the French mansion that will become Choi's base of operations is incredibly effective, fading into view as the sun rises on a gray and foggy day, and looming over the soldiers like the embodiment of all the death and decay perpetrated by the war. As far as the "old dark house" trope of ghost films go, this place is one of the best.

But it's not left up to the mansion to shoulder all the creep factor. Drawing perhaps on the influence of Apocalypse Now in making the jungle seem surreal and eerie, R-Point works wonders with its surroundings, bringing out not just the fear of wartime attack in the jungle, but a very palpable sense of supernatural dread lurking behind every banana leaf and twisted root. The endless swaying fields and swamps of R-Point itself are equally as spooky, allowing any number of half-seen bugaboos to come and go in the corner of your eye. Among the most effective of these is a scene in which one of Choi's men becomes separated from his search team, only to catch up with what he thinks is them, silently moving forward through the weeds and ignoring his attempts to catch their attention. Slowly, each soldier crouches down to take cover, fading into the brush around them and disappearing. It's a damn good scene and really plays to this film's strengths far more than the gratuitous female ghost nonsense.


Other effective scenes include the discovery of a downed helicopter, a swamp full of decaying bodies, and Jin's exploration of a cave. In each of these scenes, as with the one above, the film draws its strength from the feeling that something might be there. The juxtaposing of very familiar wartime iconography -- the HUEY helicopter, the fact that the soldiers moving through the weeds look almost exactly like the statues in Washington DC's Korean War Memorial -- with things that are otherworldly and not quite right. It infuses the entire film with a sense of creeping unease, that odd feeling one gets when one realizes that something they thought was familiar has been transformed into something recognizable buy also wholly alien in nature. Had R-Point stuck to that, instead of falling back onto the now unwelcome female ghost cliche, it would have been a great movie. Even with these missteps, though, it manages to be a good movie, if somewhat disappointing because it's obvious how much better it almost was. If nothing else, it proves that the combination of war with supernatural horror makes for some striking, effective imagery.

Director-screenwriter Su-Chang Kong, who also wrote the thriller Tell Me Something, wasn't terribly experienced when he penned this script, and that perhaps goes a long way to explain the failure of the film to avoid the ghostly girl cliche and do something more with the soldiers than make them cry and complain and whine about going home because they are scared. Man, the more I think about that, the more it irks me. Still, when his script is strong, it's really strong, and for the most part, he keeps the horror oblique and never fully explained. At times, it seems like Choi, and then Jin, might know more than they are letting on. At no time is the exact nature of what is haunting, possessing, and killing them fully explained. This makes the horror much scarier. Attempts to lend some explanation through the appearance of the female ghost collapse, and R-Point would have been better off never offering any clear explanation at all.


As a director, Kong fares much better, even though this was his first film. Working with cinematographer Hyeong-jing Seok (Kilimanjaro), Kong creates a thoroughly eerie atmosphere without resorting to lots of CGI. He allows the camera to linger just as often as he employs fast editing to imply ghostly appearances. Kong is also successful at turning everything into something spooky looking, including the jungle, the decrepit mansion, an old cobweb-covered radio unit, and a crumbling temple choked by vines. He also keeps the film well-paced for the most part -- though even solid direction and art design has a hard time interesting me in yet another scene of two guys getting scared while squatting over the latrine. For the most part, though, R-Point moves at a slow pace punctuated by moments of surprising wartime violence or chilling horror film imagery. It's too bad that Kong the screenwriter lets down Kong the director from time to time.

There's little point in analyzing the acting, as most of it is comprised of guys crying, falling down, and begging to go home. I mean, you certainly believe these guys are scared, but it gets annoying. It also makes it hard to tell who is who -- which actually works to the film's advantage when the soldiers have their revelation about the first soldier to die. The non-blubbering, non-hysterical acting is largely left up to Woo-seong Kam as Choi and Byung-ho Son as Jin. I'd never seen Kam in anything before, or since for that matter, and he has few films to his credit despite being quite good in his role here as a man attempting to hold onto his sanity and decipher the weirdness occurring around him. Byung-ho Son I'd seen once before, in 1999's Yuryeong (aka Phantom Submarine). He's also quite good here as the older, more experienced soldier trying to hold the force together while they all go to pieces and Choi becomes obsessed with figuring out what the hell is going on.


R-Point is a decent entry in the war-horror film, creating many incredibly effective scenes but ultimately proving to be a bit of a disappointment because it's almost a great film, which is often worse than just being a bad film. This is one of those movies that just needed one more revision of the script to really make it something special. Still, if you can get over how great the film could have been, you can still enjoy how good it is. Not without noticeably flaws, many of which are large enough to make not liking the film perfectly understandable, R-Point still manages to be creepy as hell in many places and an interesting film to think about. It also seems to know when it's doing something right, and when it's doing something wrong. Less female ghost with long hair, more war-horror would have been a vast improvement. R-Point still succeeds at being scary, and at having a little more going on upstairs than the usual horror film -- especially when it comes to transposing supernatural horror on top of real world war horror, and letting the decay and spookiness of one frequently stand in for the other. It's just too bad that, like the soldiers in the film, it couldn't prevent itself from taking those missteps it so obviously recognizes as such.

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posted by Keith at | 7 Comments


Friday, November 03, 2006

Hide and Creep

2004, United States. Starring Melissa Bush, Chris Hartsell, Chuck Hartsell, Kyle Holman, Barry Austin, Mia Frost, Chris Garrison, Kenn McCracken, Eric McGinty, Michael Shelton, John Walker. Directed by Chuck Hartsell, Chance Shirley. Written by Chance Shirley. Buy it now from Amazon.com.

I'm getting pretty tired of "wink wink" horror films that cloak themselves in what they assume to be the criticism-proof armor of "it's supposed to be bad!" I'm equally tired of the would-be critics who swallow that defense time and time again, and I assume most of them are relatively young and thus haven't spent the last three decades watching these types of films -- otherwise they would realize that, 1) a movie can be self-referential and satirical and still be a good genre entry (witness Shaun of the Dead and Return of the Living Dead), 2) movies that are intentionally campy or spoofy are not anything new, and 3) there should be a moratorium on people who review such movies and employ phrases like, "People who don't like it just don't get it," or "what people don't get is that it's supposed to be bad!" or any other variation of those tired old excuses for bad movies.

The no-budget zombie comedy Hide and Creep has been the frequent benefactor of these types of comments and reviews, the likes of which are usually reserved for the collective works of Troma. I almost always tote a grudge against a film that relies on the "it's bad on purpose" excuse for shoddy filmmaking, so it's lucky for Hide and Creep (yeah, I'm sure they were worried about what I thought) that I knew absolutely nothing about the movie other than it was about zombies and the Southern dude on the cover looked like one of my relatives. I ended up watching Hide and Creep simply because I decided one day to search for and add every micro-budget zombie film I could find to my Netflix queue, and this one happened to pop up. I didn't read any of the comments and reviews until after I'd watched the movie, and that turned out to work pretty well in the movie's favor.

Because Hide and Creep isn't a great film. It's not an accomplished entry into the zombie canon. And it does play the "wink wink" card, but the difference is that it does so in a way that seems so good-natured, so innocent, and so amicable, rather than condescending or smarmy, that although the film stumbles, I found its friendly attitude enough to make it an all right viewing experienced. It also helps that it's one of the few low-budget horror-comedies where some of the jokes are actually funny and don't have to do with poop and farts.

The set-up is nothing original: a small town in Alabama suddenly finds itself infested with the living dead, who eat the living and can only be killed by a shot to the head, and a ragtag band of the living must fight for survival. As I've mentioned both in the old review of the Korean action film Shiri and the more recent review of the micro horror film Death Factory, there's nothing wrong with dealing in cliche as long as you either deal the hand well or make up for it in some other way. Hide and Creep is a good example of this, because while the scenario is well-worn and tired, the movie doesn't rely on the scenario. Instead, it relies on a cast of characters who are at times funny and engaging and manage to work in some gags that got a chuckle out of me.

Hide and Creep is built around three different groups. The least interesting and least funny is that of the small-town reverend who gets bitten by a zombie, and uses his final minute son earth to berate the people who are only coming to church now that there's something sinister happening. The second group is a trio of gun enthusiasts (the leader of which is named Keith). The final group is a random assembly consisting of cynical video store clerk Chuck, harried police secretary Barbara, her ex-boyfriend Chris, and a naked guy named Michael who apparently had his pants stolen by aliens. I will warn you now, though the film does feature a couple gratuitous nude shots of women, carrying the bulk of the nudity rests on the beefy shoulders of Michael -- and he isn't shy.

Plenty about the film doesn't work. It's poorly paced, for one, with some slow spots. The zombies are a minimal presence, and there's only a couple gore effects, so if that's your bag, then you are going to be disappointed. The zombie make-up is awful and looks like very little effort was put into it. The story doesn't seem to have a whole lot of focus, and the ending is less of an ending than it is the point at which they simply had to wrap things up for the sake of running time and money. Some of the jokes are tired, such as the video store clerk talking on the phone about zombie movies -- we get it, already. You've seen zombie movies, and you know what letterboxing is. I didn't need to see these jokes again.

On the other hand, certain things work to the movie's advantage. The acting is bad, but it's bad in such a way that it actually becomes pretty entertaining. It's not that flat, listless sort of bad acting one expects from such films. It's more -- I don't know. Not so much bad as it is confused, like everyone involved didn't quite know what was going on with the whole making of the movie. For some characters -- burn-out Chuck and poor, confused, naked Michael, it makes the performances pretty good in a very off-kilter way. And Kyle Holman, who plays gun enthusiast Keith, turns in what is actually a pretty endearing performance, if for no other reason that I know so many guys who look, act, and speak exactly like him. He also has one of the two funniest scenes in the movie. After arming his teenage daughter and little girl, he goes out for some zombie stomping. The girls are of course attacked and dispatch the zombies. When Keith returns, his youngest daughter runs up to him and says, "Daddy! I've been killing zombies all day!" to which he replies, in that fawning tone parents have, "You sure have, haven't you!" I don't know. It was funny to me, as was the throwaway line from one of Keith's friends upon their initial discovery of the zombies out in the woods: "Zombies! I knew it, just like they said on Coast to Coast A.M.!" Which is probably only funny if you are a trucker or someone else who drives during the wee small hours of the morning.

There are some other gags that worked OK for me to. When he visits a friend at the local strip club only to find it full of zombies, Keith raises his gun to dispatch them, but keeps getting distracted from the task at hand as he watching a couple of topless stripper zombies writhe about with one another. The "you have an RC problem - No, we had a Pepsi problem earlier" bit was good for a larf, as is Chuck's accidental debut on the news as a zombie expert when all he wanted to do was to tell them to quit pre-empting the Alabama-Auburn football game for emergency bulletins. All comedies are hit or miss, and that goes doubly so for micro-budget horror comedies, which tend to rely too heavily on the Troma style of throwing out the most mundane, predictable, and humorless jokes and hoping that the audience is too stupid or too new to the scene to realize how lame it all is. So it's a pleasant surprise when a movie the likes of Hide and Creep manages to squeeze in a lot of lines that got an honest laugh out of me. And most of those jokes are topical or cultural, rather than the usual toilet humor on which so many micro-budget films rely. Even the visual gag revolving around Michael's spending half the movie wandering around naked is pretty funny, especially since actor Michael Shelton delivers his line with such confused earnestness. You will believe he is a guy who honestly has no idea where his pants are.

I think what warms me most to the characters in this film is that they are Southern, sort of goofy, but not in any mean-spirited sort of way. After decades of films that revel in trashing Southerners, I'm happy when a film like Hide and Creep plays things a little friendlier. There are plenty of stupid characters, but they're not stupid because they're Southern; they're just stupid because they are characters in a horror film. And they are Southerners not because the filmmakers thought it would be funny to make them Southern. They are Southern because the film was made in the South, by people from the South, who probably mostly knew other people from the South and got them to be in the movie.

The direction is competent but unspectacular, working as most micro-budget films do around actual locations with limitations on what you can do with camera angles and lighting. It was co-directed by Chuck Hartsell (who also appears as Chuck the video store clerk in the movie) and Chance Shirley. Although I've savaged a number of micro-budget horror films in the past, I am impressed by the level of technical prowess possessed by many of the directors. There plenty of micro-budget horror films during the 80s and 90s, and almost all of them were wretchedly directed and recorded. Not all of this is attributable to the archaic nature of the equipment when compared to what the modern-day would-be director has at their disposal, though equipment plays a part. The big difference seems to be that we've moved from the realm of teenagers with no idea what they are doing to slightly older directors who are making earnest efforts to learn their craft. The dedication shows -- it's just too bad that similar dedication doesn't seem to get applied to acting and writing.

Speaking of which, Hide and Creep was written by the directors, and their skill at penning a script seems about on par with their direction in that it's just about getting good. They do, as I said, deliver a lot of solid bits. The task now is to simply weave them all together into a more consistent whole. Still, when you've suffered through multiple Brad Sykes films (yes, I kick him every chance I get -- but just so he doesn't feel bad, I still watch all of his movies) where neither the writing, acting, or directing ever seems to get better no matter how many movies he makes, it's nice to see a couple of guys who look like they are at a good starting point and will improve with each subsequent effort.

So while I may have said that plenty about the film doesn't quite work, and even that as a movie, it doesn't quite work, that doesn't mean it didn't work for me. I had a blast watching this movie, and the bad is definitely outweighed considerably by the good. Hide and Creep joins the ranks of films like The Stink of Flesh and Enter...Zombie King in that it makes me think that there might be hope yet for micro-budget horror film makers. Hide and Creep doesn't do everything right, but it shouldn't do everything right. What it should do, and what it does, is showcase some writing and talent that is just this close to getting it right. It's a movie with a lot of good and funny ideas and the ability to pull most of them off. Its missteps are forgivable, and though this is obviously a movie made by people who were having fun making a movie, it doesn't have to rely on, "they sure had fun making this movie" to be its only redeeming feature. It shows promise. And it made me laugh. Not at how bad the movie was, but at how funny some of the gags were.

Hide and Creep is the sort of movie I really wish was better than it is, because there are plenty of individual pieces worth watching. They just fail to come together into a cohesive film of the same quality. The subplot with the reverend could be trimmed entirely from the movie, and I don't think anyone would miss it. It contributes very little and seems ultimately to little more than padding. The characters in that story just aren't interesting or funny, and there the bad acting is just bad acting. It's the Tom Bombadil chapter of Hide and Creep. And yes, I know some people swear up and down that the Tom Bombadil chapter is their favorite part of The Lord of the Rings. Whenever someone says this, they are almost always just trying to be smart-ass and contrary. So look them square in the eye and ask them if Tom Bombadil is really their favorite part of The Lord of the Rings, then ask them to explain why. Then just haul off and let 'em have it with a good one to the jaw, because Tom Bombadil sucks.

Still, my feelings regarding Tom Bombadil aside, and the missteps of this film taken in consideration, I would heartily thrust thumb into the air and say, "Hell yeah!" Hide and Creep may not be a perfect endeavor, but it's solid never the less, and a worthy way to waste a bit of time.

Seriously, though. Fuck Tom Bombadil.

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posted by Keith at | 3 Comments


Thursday, October 19, 2006

Night Watch & Day Watch

NIGHT WATCH -- 2004, Russia. Starring Konstantin Khabensky, Vladimir Menshov, Valeri Zolotukhin, Mariya Poroshina, Galina Tyunina , Yuri Kutsenko, Aleksei Chadov, Zhanna Friske, Ilya Lagutenko, Viktor Verzhbitsky , Rimma Markova, Mariya Mironova, Aleksei Maklakov, Aleksandr Samojlenko, Dmitry Martynov. Directed by Timur Bekmambetov. Written by Timur Bekmambetov, Sergei Lukyanenko, and Vladimir Vasiliev. Buy it Now from Amazon.com.

DAY WATCH -- 2006, Russia. Starring Konstantin Khabensky, Vladimir Menshov, Valeri Zolotukhin, Mariya Poroshina, Galina Tyunina, Yuri Kutsenko, Aleksei Chadov, Zhanna Friske, Ilya Lagutenko, Viktor Verzhbitsky, Rimma Markova, Mariya Mironova, Aleksei Maklakov, Aleksandr Samojlenko, Dmitry Martynov. Directed by Timur Bekmambetov. Written by Timur Bekmambetov, Sergei Lukyanenko, and Vladimir Vasiliev.


After I finished watching the Russian fantasy-horror film (though there is very little that is scary about it, unless you are scared of vampires in velour track suits, which, come to think of it, I am) Night Watch, I had to sit and ponder what I'd just seen for a few minutes before deciding that I needed to watch it again. I usually only do this if a movie is excessively enjoyable or excessively incomprehensible. In the case of the latter, I usually rewatch it for two main reasons: 1) to see if the movie really is that convoluted and disjointed, or was I just not paying attention, and 2) I have a massive intellectual ego and utterly refuse to accept that any film, no matter how opaque, could possibly escape my vast and nigh supernatural capacity for comprehension. Or, you know, something like that (my grades from assorted physics classes I've taken over the decades will attest to the true might of my powers of comprehension).

In the case of Night Watch, I was definitely watching again because I was confused. A second viewing and some quick readings of assorted summaries cleared things up for me pretty well, but at the end of it all, the experience of watching Night Watch was very close to the experience I had watching Kenji Fukasaku's Battles without Honor and Humanity for the first time. There is simply so much mythology, such a lengthy back story, and so many characters that trying to keep track of everything without a tally sheet can make your head spin. Beneath all the confusion and blurred vision it induces, however, is a fairly easy-to-follow core that is worth burrowing toward. Night Watch isn't a masterpiece, and it isn't the grand fantasy epic much of the marketing material made it out to be. It is crammed with too many camera tricks and it is indeed hard work to keep tabs on what the hell is going on. Despite all that, Night Watch, like Battles without Honor and Humanity, is worth the effort -- though you may not even realize this until you've watched the sequel, Day Watch, which is a much more coherent film than manages to make the first film a lot more comprehensible. I'm reviewing them both here as a single film, because that's pretty much what they are.

I'm late on the wagon of discussing these films, so forgive me if the history behind them is old hat to you. For those of you out there, however, who are like me and lag behind trends and what's hot by a year or two, here's the superficial lay of the land. Night Watch (aka Nochnoy Dozor) is the first part of a trilogy, followed by Day Watch (Dnevnoy Dozor) and whatever the heck the third film is going to be called. Dusk Watch or something. I think people were guessing that, but then, they were also insisting that George Romero's fourth zombie film was going to be called Dusk of the Dead, and look how that turned out for them. But I guess it makes more sense than most other times of the day. No one is really going to flock to see George Romero's Afternoon of the Dead or Timur Bekmambatov's Lunch Hour Watch.

The movies were pre-ordained, in a way, as massive cult hits, and a campaign touting them as such seemed to hit the streets before the first film had even been released. Whatever they did worked, I reckon, because Night Watch became the highest grossing movie in Russian cinema history -- though I would preface that claim by freely stating that I have no idea what it takes to become the highest grossing film in Russian cinema history, and I'm not well-versed enough in modern Russian cinema to say whether Night Watch has much competition. Besides, it's not like "highest-grossing" translates to "good," even in Russia (the Russian word for "good" is pronounced "vodka"). After all, aren't those crappy Star Wars prequels some of the highest grossing films in America? And I'm pretty sure that if you discount the films of Miyazaki, the highest grossing film in Japanese history is Streets of Fire. Actually, that last one is OK. Any movie that gives us Northern Soul, Diane Lane, and Willem Dafoe in trash bag overalls is all right in my book.

All I've seen of Russian movies are those crazy fantasy films from the 1960s where big guys beat up wind demons or dudes tear around undersea kingdoms atop giant seahorses, which were pretty fun but probably not enduring blockbusters in the minds of modern Russian youths. Night Watch, on the other hand, is crammed full of visual gimmicks, grungy location work, and blaring Russian techno and metal music. So the kids can dig it.

And so can I, though like I said, it took me a while, even with my tolerance for blaring Russian techno and metal music, which I have acquired courtesy of living in a largely Russian neighborhood for the past few years. I mean, I can't exactly complain. My people gave the world haggis and bagpipe music.

Night Watch begins with an epic battle between the medieval forces of light and dark (which, as we'll learn through this film, don't necessarily correlate with good and evil), during which the two forces emerge as evenly matched. Faced either with mutual extinction or sorting the whole thing out, the general of light, Lord Geser (Vladimir Menshov), and the general of darkness, Zavulon (Viktor Verzhibitsky), momentarily halt time and work out the details of a truce that ends up looking a lot like your typical Russian (or any other country, for that matter) bureaucracy. The war will stop. Light and dark will not prey upon one another, and the forces of darkness -- who are somewhat vampiric in nature (though they don't necessarily follow all those rules about sunlight and whatnot) -- have to be licensed and can only feed on humans during certain previously agreed-upon periods of time. Exactly what the limitations the forces of light have placed upon them is never really made clear (at least to me), nor is the exact supernatural nature of the Light Others.

To keep track of each other, two regulatory watchdog groups are formed: the Night Watch is comprised of Light Others ("Others" being the generic term for these supernatural beings who walk among us dopey, oblivious mortals) and polices the Dark Others. Conversely, the Day Watch is made up of Dark Others and keeps an eye on the Light Others, though once again, exactly what it is the Day Watch does isn't really explained. The duties of the Night Watch are pretty easy to understand: if a Dark Other gets out of line, starts killing humans during non-approved times, stuff like that, the Night Watch deals out the justice.

Both sides, however, are waiting around for a prophesized (yeah, one of those again) Other who will be more powerful even than the two immortal generals. Unlike most prophecies, however, this one isn't really all that specific. They know this uber-Other is coming, but they don't know when, and it would seem that whether he tips the scales in favor of light or dark is subject purely to his freedom of choice.

Night Watch is split into two distinct plots that mingle together for the finale but don't make clear sense as being parts of the same story until Day Watch. The first plot is about a member of the Night Watch named Anton (Konstantin Khabensky), who is still something of a novice at his job and who may also be the father of the --and I shudder to use this phrase -- chosen one. We first meet Anton when he approaches a witch and asks her to cast a spell that will return his ex-wife to him (an act that will have severe consequences later on). He gets caught in the middle of things when the Night Watch show sup to bust the woman for illegally practicing magic, and not knowing what else to do with the poor guy, they induct Anton into the Night Watch.

The second plot is about a young woman named Svetlana (Mariya Poroshina) who seems to be the focal point of a nexus of bad luck that manifests itself as a swirling funnel cloud of black birds and dust and threatens to destroy, at the very least, a good portion of Moscow. Neither of these ideas are particularly ground-breaking, and I didn't expect to like Night Watch that much since I have had my fill of stories about chosen ones and the eternal struggle between light and dark. However, Night Watch doesn't seem overly concerned with fulfilling all the hoary old clichés of these types of films, just as it seems uninterested in playing to what has become the modern image of the vampire as a sort of moping, soul-searching goth rocker with a silly made-up medieval sounding name.

Instead, these vampires, shapeshifters, seers, witches, psychics, and whatever the Day watch people are, are strictly working class slobs. Rather than flashy cars, they drive utility trucks They pound vodka, wear sweatpants, and go about their supernatural wonderworld with a surly workmanlike weariness. I'm reminded in many ways of the similar approach to the fantastic that was taken by Hellboy. For humans, this is an incredible world of immortals, vampires, magic, space warping, and other mind-blowing stuff. For the people engaged with it on a daily basis, it's just the usual grind.

The entire cast plays the film perfectly, and they actually act rather than taking the standard American approach, which is to mumble and furrow your brow. Despite the convoluted nature of the film and the tendency it has to lose track of itself and, as a result, lose the viewer, it's still very easy to believe that each of these characters is an actual person. Working on the script, Timur Bekmambetov may fail to connect the dots of the plot itself, but he does manage to create some really likeable and believable characters, which alone makes Night Watch better than most contemporary horror, science fiction, and fantasy films. Viewers can sympathize with Anton in much the same way they might sympathize with Bunta Sugawara's character in Battles without Honor and Humanity. Like him, we're sort of thrown into the middle of a very long, complicated story, and we don't always have a clear idea of what the hell is going on. Like them, we are everyday Joes thrust into a situation that is way over our heads.

Equally effective is the characterization of Zavulon, the leader of the Darks, who at this point we can't even peg as a villain. He's just on the other side, but there's not much he does that is evil. He wants to control the chosen one, but so do the Lights. Oddly, he looks a lot to me like Peter Stormare, the guy who played Satan in the much maligned Constantine film (which I actually rather liked), and his character is very similar to Stormare's portrayal of big sugardaddy Lucifer. I'd also compare him to Sam Hans, the flamboyant and completely likeable villain in the otherwise hilariously awful Indian film, Asambav -- but that may be as much for characterization as it is for the simple reason that both he and Zavulon seem to have a preference for gaudy, silk shirts.

Where the script falls apart, but not in a way that ruins the film for me, is in the plot itself, which as I think I've already communicated is rather on the convoluted side. based on a novel by the same name, Bekmambetov tried to cram an entire mythology into his film, and in an attempt to keep it packed to the gills with weird stuff, we never get a full handle on just what the heck is happening. Supernatural powers come out of the blue and don't conform to any previously established "rules" or roles. some characters are sort of vampires, but they don't have the same weaknesses of vampires, just as they have a lot of powers one doesn't normally attribute to vampires. The author of the novels also had a hand in adapting his own work for the screen, which almost never goes well. Fiction authors tend to either be too familiar with their own characters, and thus leave out huge chunks of information that may be known to them or to readers but not to filmgoers, or they are so in love with their own creation (writing a novel is difficult work, after all), that they can't bear to cut anything out, resulting in piles of exposition and things thats imply don't work in a movie. Night Watch, curiously, seems to suffer from both of these afflictions.

And even after finishing Day Watch (also based on a novel, I still have no idea what the Lights are or why Anton is sometimes a vampire. There's a whole subplot spent on an airliner that is threatened with disaster as a result of Svetlana's bad mojo tornado, but that never ends up having much to do with anything and is ultimately resolved with very little more than a throwaway line to the effect of, "Oh, that airplane ended up being OK." Luckily, decent characters and a heady sense of delirium make it easy to surrender to the peculiarities of the story and just roll with it.

What Night Watch gets the most attention for is its visual style, which is derived from just about every flashy movie of the past ten years. Bekmambetov has never seen a weird editing, camera, or CGI trick he didn't like, and he tried to cram as many of them as possible into the film. Sometimes it works well, other times less so, and if the overall style of the film contributes to the lack of cohesion in the narrative, it also serves to keep you interested even when you've lost track of what is going on. Normally, I am put off by over-directed, hyper-stylized films that use visuals and computer animation tricks to compensate for being lousy in every other way. Looking good is no longer enough, because any movie these days can achieve similar results, and many have but have also not forgotten to include a compelling narrative. Night Watch is odd in that it wallows in gratuitous stylization, yet it never got irritating for me. I have no real explanation for why that is the case. It may be that the strength of the characters and the overall weirdness of what was going on was enough to make me overlook the visual overkill. Instead of being tedious and self-indulgent, Night Watch ends up being fun and self-indulgent.

Some of the effects are better realized than others, but I don't think there was ever a concerted effort to make all the effects completely believable. The cruder ones add rather than detract to the overall otherworldly feel of the movie, and even though they are layered on thicker than the sugary icing of a supermarket birthday cake, the effects all work together to warp reality rather than create an entirely new universe. The Moscow of Night Watch is recognizable as the real world. A grubby, dreary, post-Communist real world full of cinderblock tenements, but reality never the less. By plopping his effects smack down in the middle of this very real looking world, Bekmambetov succeeds in making his movie even more effective. This is our world -- but with something not quite right about it.

Day Watch picks up almost immediately where Night Watch ends, and manages to retain the first films strengths while noticeably improving upon the weaknesses. Day Watch has much more focused, easy to follow narrative: the chosen one has been found, and he's made his choice. Now it's up to one side to retain him and the other side to convince him to jump ship. Meanwhile, it turns out that there might be more to Svetlana and her powers (she is a junior Night Watch member by this second film) that make her a potential rival for the chosen one -- or perhaps everyone is wrong, and she is the chosen one. I don't know if that was the impression I was supposed to get, but I did. Day Watch also introduces us to the Chalk of Fate, easily one of the least impressive all-powerful relics of all time.

Although I ended up quite liking Night Watch, everything about Day Watch is even better. Anton is further developed as a character, and even gets to swap bodies with his female partner when he is set up for the murder of one of the Darks. This act ends up serving as the impetus for Zavulon attempting to goad the Night Watch into breaking the long-standing truce, so that he can finally start the war up again. But the real stand-out character for me this time around was Alisa, played by Russian pop star and all around scantily-clad media icon Zhanna Friske. From what I hear, she had a twenty-minute long sex scene (there is very little -- if any -- nudity in either film, by the way) that was cut from the final product, which upset both her and me. Shame on you, Timur Bekmambetov. You could have at least included it as an extra on the DVD. Not that I would have watched it or anything.

Alisa emerges as the strongest character in the second film, though that could be mostly because she dresses fabulous, has a cool spiky haircut with devil horns, and drives a sports car up the side of a building. In a fantasy world inhabited by vampires in their boxers and old man tank top undershirts, she's the flashy one. She's also a great character: Zavulon's right-hand, so to speak, committed to the Dark cause, but beginning to think that maybe Zavulon is getting a little out of control in his efforts to frame Anton and spark the breaking of the peace treaty. I have no idea what her reputation is like in Mother Russia, but she's wonderful in this movie. Plus, you know, she looks damn good in that slinky cocktail dress she puts on for the finale.

Speaking of which, if there's one place where Night Watch trumps Day Watch, it's in the finale. Night Watch wraps up with a showdown atop a high rise apartment building surrounded by swirling tornadoes of birds and is highlighted by Zavulon ripping out his own spine to use as a sword. By contrast, Day Watch has a more subdued finale, but remember -- that's only in comparison to a guy ripping out his own spine to use as a sword. Only on that scale could a yo-yo that destroys half of Moscow be considered "subdued."

Both films are well worth watching, and if the herky-jerky storytelling of night watch puts you off, I would still urge you to give Day Watch a try. It makes things much easier to understand. I have absolutely no idea where the series goes from day Watch, which ends in a way that would seem to wrap the story up. Having not read the books by Sergei Lukyanenko and Vladimir Vasiliev, I don't know where the story goes from here (nor do I know how closely the films resemble the books, or if everything would make perfect sense if only I'd read the novels), but I'm excited to find out. Although I was puzzled, perhaps even frustrated at first, while watching Night Watch, by the end of Day Watch I was feeling pretty damn good about Bekmambetov's series. It's imaginative, unconventional, and despite the fact that the dazzle and flash may overshadow things, it's as ambitious storywise as it is visually. Given the sordid state of modern horror, fantasy, and science fiction films, it's great to see a film that combines all three into such a dizzying but enjoyable celebration of filmmaking.

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Wednesday, March 29, 2006

Ghost in the Shell II/Patlabor III

Ghost in the Shell: Innocence -- 2004, Japan. Starring Akio Otsuka, Atsuko Tanaka, Koichi Yamadera, Tamio Oki, Yutaka Nakano, Naoto Takenaka. Directed by Mamoru Oshii. Written by Masamune Shirow, Mamoru Oshii. Purchase from Amazon.com

Patlabor: WXIII -- 2002, Japan. Starring Katsuhiko Watabiki, Hiroaki Hirata, Atsuko Tanaka, Ryunosuke Obayashi, Mina Tominaga, Toshio Furukawa. Directed by Takuji Endo, Fumihiko Takayama. Written by Tori Miki. Purchase from Amazon.com


Sorry if this review is a little dense on technical info, as opposed to being dense int he way my reviews usually are.

There isn't a lot of anime reviewed at Teleport City, and I'm not entirely certain why. The dearth of anime reviews is certainly not an accurate reflection of my viewing habits. I'm not hardcore student of the game, but it's not as if there's never been an anime title flitting across my television screen. I guess I just always figured that so many more knowledgeable people were already writing about the stuff that there was no real point to adding my voice to the chorus. There was, for the most part, very little of significance I would have to add to the discourse.

But then, it's rare that I have anything significant to add to any sort of discourse, and since I tend to watch a lot of titles that have fallen out of favor or been all but forgotten as the eternal sands of time shift ever forward and bury everything under the advancing mountain of Naruto episodes, I figured there was no real point to avoiding such reviews. It's important, after all, that crusty old dudes like me dedicate ourselves to reminding the younger generations about Golgo 13, Wicked City, and of course, Odin (you will bow to Odin). There have been a couple anime reviews on Teleport City in the past -- both of Leiji Masumoto creations -- but those reviews were written a long time ago, when the world was young and the site was still in its infancy, and both are of particularly poor quality and thus not entirely worth the time it would take you to find them in the archives. So just as 2006 is the year for increasing the amount of Bollywood representation on Teleport City, so too shall it be the glorious year that I review a couple more anime titles.


Having prefaced this entire piece with the proclamation that I watch mostly old stuff that the bulk of anime fandom has no interest in exploring, thus leaving it relegated to the ranks of a few aging bums who can't figure out what the hell thing it is people at conventions have with cat ears, I now intend to undercut that entirely by reviewing one of the higher profile anime feature films to make the rounds in the United States. Trust me, though, in the next week or so I'll review both Golgo 13 and Odin, and the elation you will feel shall cause you to run triumphantly up and down boarding ramps, high-fiving your fellow travelers as soaring glam metal plays in the background. It just so happens, however, that the wheel of fate that controls my Netflix queue served up two of the more well-known titles before the onslaught of nostalgic classics lined up behind them.

Normally, I would hesitate to link two reviews together so closely, as it short-circuits their stand-alone long-term lifespan once they're filed away in the archives. But Ghost in the Shell II: Innocence and Patlabor: WXIII not only showed up at the same time, but also share a number of traits that makes combining the two titles into a single review logical, at least from the viewpoint looking out from the twisted sinews of my brain, soaked as it is in rum and whatever addictive pixie dust they sprinkle on Girl Scout Cookie Thin Mints.

Ghost in the Shell II: Innocence and Patlabor: WXIII made the arthouse circuits around the United States at more or less the same time, give or take a year. Close enough for atom bombs, anyway. Both were received well by critics. Innocence was received well by fans. Patlabor somewhat less so, for a number of reasons. Chief among those reasons would be that Ghost in the Shell enjoys a much higher profile in the United States, either because the darker cyberpunk edge is more appealing to American fans, or because it features a hot, nearly-naked cyborg chick with a huge rack (of guns, I mean), while Patlabor has the merely cute, fully-clothed Noa Izumi. Both films took the bold step of eschewing the characters with which the series is most strongly identified in favor of focusing on previously supporting or entirely new characters. And both films are essentially detective stories that apply an old-fashioned approach to science fiction in which the technology and gee-whiz futurism is scaled back in favor of a plot centered primarily on characters -- which is nt entirely unexpected given the tendencies displayed in the overall body of work associated with both franchises.

We'll delve into the thematic similarities in greater detail shortly, but I also want to mention, for those who don't know (and even for those who do, since you've already read this far into the sentence, and there's no point in turning back now), that Ghost in the Shell and Patlabor share several common links behind the camera as well. To bring up to speed anyone who may not follow the ins and outs of the Japanese animation and comic book world, here's the gist of things. Ghost in the Shell, like pretty much most Japanese cartoons, started life as manga (Japanese comic book) written by a cat named Masamune Shirow. Shirow wrote all sorts of stuff that got plenty popular during the eighties and nineties, including Black Magic M-66, Appleseed, and Dominion: Tank Police. When it came time to turn Shirow's Ghost in the Shell comic into a feature film, director Mamoru Oshii was tapped to sit in the seat. Oshii was best known at the time as the director of the Patlabor series, based on comics written by Yuki Masami. Oshii also directed the first two Patlabor feature films, as well as a host of other projects with substantial followings, including Jin Roh, some of the Urusei Yatsura (Lum) movies, and the live action/computer animation hybrid Avalon. If you ask the average casual fan of anime to name a few directors, there's pretty much a 95% chance that if they can name anyone, they're going to say Mamoru Oshii and Haiyao Miyazaki. If you are lucky, they may be able to trot out Katsuhiro Otomo, but more likely they'll just say, "Oh, and that guy who made Akira."


Because, presumably, Oshii was occupied with Innocence, he was unable to serve as director for the third Patlabor film, which was instead directed by the team of Takayama Fumihiko (who has previously directed Gundam: War in a Pocket and the original Bubblegum Crisis OAV) and Takuji Endo (a first-time director whose only previous experience was as a second unit director for the TV series X -- it never even occurred to me that an animated film would have a second unit, but I guess it makes sense, even if you're just sending them across the room to shoot the animated establishing shots and landscapes). Not being able to rely on Oshii to direct the third film might have seemed a hindrance to carrying over the tone of the first two films, which were fairly dark and serious, in contrast to the series which had relied as much on comedy as it did action and tension to create and hold onto the huge fanbase that followed Patlabor throughout its entire television and OAV run. But Fumihiko seemed a decent fit even if he wasn't the superstar Oshii was, and he did come from an eighties background that suits the feel and fans of Patlabor.

Of the two titles, Patlabor definitely came with more baggage than Ghost in the Shell. Besides the manga, there was the much-beloved television run and two OAV series, not to mention the two previous films. Patlabor has never enjoyed the soaring popularity in the United States that I thought it deserved, but even so, there were more than enough fans to put the pressure on the third film, especially since the original two had been so good. Ghost in the Shell, conversely, had the manga and only one other movie. Since the average -- and I'm referring to this proverbial person a lot -- anime fan doesn't read very much manga, we can almost discount its influence in both instances. Ghost in the Shell also had a television run in the form of Stand Alone Complex, but at the time of Innocence's release in the United States, very few people had seen the television series, and even so it was only in its first season.

You could argue, of course, that Patlabor never aired on American television, nor did it get a VHS release. Therefore, that body of material is as viably dismissed as the manga. On the one hand, I'd say you have a point. On the other, I'd say that it's because none of it aired that it becomes that much more valuable. The only people who had seen Patlabor, for the most part, were hardcore fans, people who had taken the time to seek out fansubs when no other alternative existed. Their affection for the show was pretty intense. So the people who would be seeing a Patlabor movie would be, presumably, well versed in and dedicated to the series history, where as Ghost in the Shell, with its higher profile name and less back material, would tend to attract a more casual viewer.

Thus, parting ways with the main character from the first Ghost in the Shell film was less of a gamble than parting ways with the entire core of characters established in the Patlabor titles, at least as I see it. But both films are notable for their willingness to shift attention to other characters. In the case of Ghost in the Shell, Innocence concentrates on cyborg cops Batou (voiced by Akio Otsuka) and Togusa (Koichi Yamedera, who has a tendency to show up in bit parts in Godzilla movies but is probably best known as the voice of Spike Spiegel on Cowboy Bebop or as Captain Harlock on all the more recent Matsumoto titles).


Batou is pretty familiar as he plays a pretty big role in the first film as Major Kusanagi's partner. Togusa gets a fair amount of attention in the Stand Alone Complex series, but fans who saw Innocence before Stand Alone Complex will be fairly unfamiliar with him, though because of the TV show he became my favorite character and emerges as an obvious counterweight to Kusanagi, who shows up in Innocence only at the very end, and then only as a disembodied consciousness downloaded temporarily into a body. Incidentally, Kusanagi is voiced by actress Atsuko Tanaka, who among other credits, appears as Saeko Misaki, one of the main characters in Patlabor: WXIII.

Where Kusanagi is so dedicated to technical modification of the human that, by this film, she has ceased having a body at all and exists only as a "ghost" in cyberspace, Togusa is the least cybernetically enhanced member of Section 9, the special police force to which he, Batou, and formerly Kusanagi belong. Togusa has cybernetic implants in his brain, as all police do, but that's it, and even that he seems to have solely because it's a requirement of the job. Somewhere between the two extremes stand Batou, heavily modified but also perfectly happy maintaining his existence as a physical human being.

Similarly, Patlabor: WXIII does not focus on the ensemble cast that makes up Special Vehicles Unit 2, the focus of all the previous entries in the series (though the second movie focuses less on the unit as a whole and more on a single character, their captain Goto), and instead concentrates on two police officers, the aging Detective Kusumi (who I assumed was the same character as aging Detective Matsui from the first Patlabor film, but I'm pretty sure I was wrong about that, though they might as well be the same) and the younger Detective Hata. Kusumi is voiced by Katsuhiko Watabiki, who has surprisingly few credits to his name but did appear in Junya Sato's 1988 historical epic The Silk Road, which I haven't seen in a good dozen years or so. Hata is voiced by Hiroaki Hirata, who has done some work in the new Galaxy Express but seems to spend most his time doing work on Digimon. He also did the voice of Koga in Innocence. See, these two ventures really ought to just do a cross-over at some point. You wouldn't even have to hire much additional cast.

The plots of the two movies are neither entirely similar or dissimilar, and what they do share is as much a product of ongoing thematic links between the two titles as it is the simple result of there being a few pervading themes that run through the greater bulk of Japanese science fiction anime. Let's begin with Innocence, which kicks the action off by informing us that Major Kusanagi has more or less disappeared entirely into the net, leaving her former partner, Batou, to team up with Togusa on a case involving the tendency of a particular model of "doll" -- basically a life-size, computerized humanoid robot that can be employed for a variety of purposes (you can guess some of them) -- to go on the fritz and murder their owners before self-destructing. As with the first film, and as with much of Shirow's writing, the film dwells heavily on popular anime themes such as the merging of man and machine and the difference in human versus machine intelligence, and when does the latter start to become the former -- or in the case of increasingly cybernetically enhanced humans, vice versa. Batou and Togusa follow the trail of clues through the yakuza underworld and finally to the doll manufacturing plant itself for the final revelation as to why these robots are killing their masters.

Innocence is served well by a thoughtful, expertly paced story that relies heavily on identification with the two main characters, which it pulls off remarkably well. Sad, in a way, that animated cartoon characters are often more fleshed out and better written these days than their live-action film counterparts, who rely increasingly on flashy visuals and computer animation to carry flat scripts and thin characterization. There's a Masamune Shirow penned story in there somewhere. Although Innocence isn't exactly lacking for action (anyone who has seen the previous film or episodes of Stand Alone Complex knows that it's rarely an action-oriented show anyway), the sublime moments come in the down time between shoot-outs. Batou's interaction with his dog is particularly strong, albeit it simple, at making you warm to his character. I think it was a wise decision to place the weight of the story on his solid shoulders. As a man who is equal parts futuristic cyborg and old fashioned flesh and bone lug, he proves to be the most compelling of the Ghost in the Shell characters. Even though Togusa may be my favorite, he's too far to one end of the spectrum to effectively embody the push-pull between technology and biology that sits at the core of Shirow's entire Ghost in the Shell universe. Batou, on the other hand, is perfect for this.

When the film does shift to action, it's executed remarkably well. A mix-up in a yakuza bar and a hallucinogenic freak out in a supermarket are warm-ups for the finale though, which is both exciting, sad, and hypnotic as Batou and Kusanagi (or at least, her consciousness downloaded into one of the doll bodies) fight their way through a labyrinthine factory en route to uncovering the truth at the core of the case. The interaction of image and music is, as with the first film, dramatic, and Kenji Kawaii provides another stellar score for this film, same as the first and with obvious common elements to tie them closely together.

Even though it isn't an action scene per se, there's one scene in particular that is almost overwhelming in how well it's pulled off, and although the rich texture and detail of the animation (which is, as is often the case these days, a mix of perfectly realized cel animation and so-so computer animation) can't be denied, it's really the use of Kawaii's music that makes it so effective. This would be the surreal parade sequence that occurs as Togusa and Batou hunt down a potential informant. Absolutely stunning sequence, though I don't know if I could really explain why. It's one of those scenes that just really sticks with me because it works so hard at creating a completely unreal world that is also completely real and recognizable as something not all that far off base.

I've always thought, though it wasn't my original thought, that both horror and science fiction are at their most effective when they take realty and tweak it just enough to make it feel at once comfortably familiar and unnervingly alien. Blade Runner excelled in this capacity, and its no surprise that a film like Blade Runner became the inspiration for so much Japanese animation -- especially Ghost in the Shell, which seems to understand how to be influenced by Blade Runner more than most movies do. Meaning, that is, that Ghost in the Shell takes pointers from Blade Runner's art design, which many movies do, but also knows how to tie it in with similar but not identical questions about the future.

Anyway, it's a great scene. The first tour we get of Neo Tokyo in Akira is another such scene that sticks with me even though it's almost a throwaway establishing shot. But it's another hyper colorful blend of intensely detailed art and expertly conducted music that lets you glimpse a world both completely outrageous yet imminently believable.

The finale of Innocence is similarly haunting, both in the action sequences involving the battle with wave after wave of unblinking, flailing dolls and in the final revelation, which unlike many revelations, makes perfect sense placed within the overall theme of Ghost in the Shell. The movie at this point is transfixing through and through, but it obtains an even higher level here, one that is really flat-out mind-blowing. Suddenly, the horror and beauty of everything you've seen -- from garish Chinatown parades to twisted laboratories, twitching half-dead gynoids, Batou's apartment -- comes crashing you’re your head, and you, or rather I, realized just how gorgeous and powerful Innocence was. It's almost a Stendahl Syndrome sort of experience -- there is so much to absorb, everything is so detailed, so rife with meaning and theology and philosophy, that at some point you simply can't take it all in. I watched Innocence spread out over two nights, then watched it again in its entirety a night later. Still, even as I'm writing this epically long-winded review, the main thought in my mind is, "I want to watch it again right now." It's like heroin, or maybe Girl Scout cookies, which are even more addictive (and delicious) than heroin.

Its central questions remain vital as we advance toward a future that may not be exactly like Ghost in the Shell in the details, but certainly bears some considerable likenesses. We may not be downloading our consciousness William Gibson style into the internet, but we're certainly uploading more and more of our personal lives and social interactions. Our party invitations, friend networks, personal diaries -- these things have all become part of a colossally confused and often nigh unintelligible jumble, but this is really only a decade or so into this new medium we call the Web. The potential for it to play an ever-increasing role in our lives exists, even if it still seems like the stuff of Ghost in the Shell and Neuromancer at this point.

If we've proven anything as a race it's that we're absolutely wretched at accurately predicting the way technological advancement will shape our future. There are simply too many variables and unexpecteds that come form left field. I mean, who, when Henry Ford hopped atop his first automobile, could see that the invention of the car would not only change the face of transportation, but would be a direct cause of the rise in the importance of Middle Eastern nations, which in turn means we take an active interest in places that were previously nothing but backwaters visited by religious pilgrims and pipe-smoking British archaeologists who needed some more mummies. Look at how network technology has transformed society in just a few short years, and then try to imagine what it could do with another fifty. This isn't to imply that the change is either good or bad, simply that it has happened and will continue to happen, and that impossibly far-fetched things have a nasty habit of becoming run-of-the-mill realities if you give them a few years.


Likewise, Ghost in the Shell pokes at the question of what becomes of us, morally and spiritually, as the convergence of technology and biology advances. The Gynoid (all female in form, obviously fromt he name) dolls that are going berserk are regarded as malfunctioning machines, but at what point do increasingly human machines become the moral equivalent of increasingly mechanized humans? Where is the line that divides a gynoid from Batou, or from Kusanagi, who is still considered human even though she has forsaken her body and become a completely digital lifeform. Is it the heritage of having once been human? In that case, then what of machines that are infused in some way with human consciousness? Or human babies that are given cybernetic modifications shortly after birth?

This may seem like waxing philosophic on hypothetical questions invented purely so we could wax philosophic about them, but science fiction usually adds a layer of the fantastic on top of something otherwise real. Think of online crime, something with which we're still attempting to learn how to grapple. Not credit card fraud, mind you, but something like online stalking. At what point does an act committed in a virtual, digital environment deserve to carry the same weight as a similar crime in the real world? And the more time we spend online, doesn't that legitimize it as an equally real world as the physical world? Can you cheat on a spouse online, and how is it the same and different from doing it in person? We may not have implants and cybernetic eyes and arms, but we're an increasingly mech/tech oriented society. As machines continue to become increasingly commonplace as the conduit for our communication and interaction, at what point does our online presence become as liable for our deeds as our physical body?

Exploring these questions in general, and in particular the ever-evolving relationship between humans and the machines we build, is certainly nothing unique to Ghost in the Shell. It is, I would say, the prevailing theme in most science fiction anime from the 1980s on. Masamune Shirow's stories just happen to be the most literate in ruminating on these topics, though he stops short of ever really making a definite proclamation about the future, which is wise. Speculative fiction's job is to pose questions, not provide answers. This isn't just an excuse for vagueness, however. The world is stuffed with sci-fi that tries to pass its ill-conceived and half-baked plots off as speculative or "open ended" when in fact they're just bad. Innocence asks the questions, but it remembers to ask the questions in a way that makes you actually want to ruminate on them a spell after the film is finished.

Patlabor: WXIII does the same thing differently, or maybe it's something different the same way. I'm not sure. Patlabor has always been somewhat less fanciful in its vision of the future (which was, at the time, 1999). The basic science fiction premise is that a variety of large robots are commonly employed in a variety of heavy lifting tasks such as construction. But these aren't Gundam type super robots. For the most part, they're ugly, functionally designed, pieces of construction equipment. Only within the realm of police and military work to these robots -- labors -- take on a more anthropomorphic appearance. With the rise of labors, there was also a rise in labor-related crimes, most of which consists of crackpots in bulky construction labors smashing things up. Sort of like joyriding through Manhattan on a backhoe. To combat this new type of crime, the police began using the patrol labor - patlabor, for short.

But other than that, the future of Patlabor looks pretty much like the present, even more so than Ghost in the Shell, which also stays close to reality, or at least presents its fancier elements in such a way as to make them seem perfectly integrated in a world that is still full of convenience stores, apartments, and droopy faced dogs. But Patlabor really is just the present, but with fancier construction equipment.

So now you have the basics, and you can pretty much forget them because labors, patrol or otherwise, play an exceptionally tiny role in the plot of WXIII, which seems to ask many of the same questions as Innocence, but as relates to the continuing evolution of artificial biological life forms rather than electronic ones. Strange things are afoot in Tokyo Bay. Fish populations have plummeted, and construction labors working around the bay keep turning up smashed, with the drivers either missing or gorily splashed across the scene of the crime. Detectives Kusumi and Hata are called in to investigate the murders and presumable acts of sabotage, which may or may not be related to a controversial artificial land mass being developed in Tokyo Bay, which has been the source of much protest and trouble for much of the Patlabor series, film and television. The two cops quickly discover that all the labors were manufactured by Schaft Enterprises, or at the very least were running on Schaft motors.

Eventually, however, they discover that the crimes have nothing to do with the labors, and that there is, in fact, a monster in the Bay. It may seem a bit weird if all you've seen is the Patlabor movies, but the television series never shied away from paying homage to old giant monster movies. Kusumi and Hata then begin to trace the origin of the monster in hopes that discovering where it came from will help them figure out how the heck to deal with it, especially since it seems to boast incredibly regenerative powers.


The story that serves as the basis for WXIII was, some have said, not written to be a Patlabor story. However, it's not hard to retrofit it for the Patlabor universe, even if it isn't about the familiar Patlabor characters. Series regulars Noa and Shinohara make a brief cameo, and SV2 captain Goto has a couple brief scenes, but for the most part, no one from the previous Patlabor titles shows up until the very end, when the nature of the monster has been revealed and SV2 is called out to deal with subduing the thing. Fans were pretty evenly split on this approach to the movie, but it seems to me to be a natural progression based on the previous two films. The first one deals pretty normally with the SV2 crew. The second film, however, relegates every character but Goto to cameos and centers almost entirely on the enigmatic captain who seems to be a lazy bum but has far more going on in his head and his past than anyone would guess. In the third film, then, it doesn't seem that far-fetched that Goto himself becomes a cameo appearance and the story focuses on characters even further removed from SV2. As with Patlabor II, the story itself is very compelling, so that once you get over the absence of your favorite characters, you are quickly drawn in. Then, when the familiar faces of SV2 do show up at the end, it's like a reunion with old friends you're much more excited to see because of their absence up to that point.

I don't think WXIII realizes Kusumi, Hata, or Professor Saeko Misaki quite as well as Innocence does Batou and Kogusa, but both are still interesting. They just don't come with as much philosophical baggage. Kusumi is old and Hata is young, but that's not really something that plays a large role in their dynamic. It's not as if Kusumi is some old dude who can't deal with all this crazy new stuff. He's pretty competent, though hindered by a bum leg. And Hata isn't some hothead who chafes the old man. He just a good understudy. Where the philosophy of WXIII comes into play is with Professor Misaki and the creature lurking in Tokyo Bay. It's asks the same questions, in many ways, as Innocence. At what point do our biological experiments become living creatures entitled to the rights of other animals? When does something stop becoming an experiment? It never really meanders into the "tampering in God's domain" admonishment, and seems to basically say that, one way or the other, biological advances are coming. They may hit stumbling blocks, like moral opposition to stem cell research, but that doesn't mean they aren't coming. And when they do, when we start making breakthroughs, are we going to be ready to deal with the results? The safe answer, based on our track record, would be, "probably not." And while these things may not manifest as a giant creature grown from cancer cells, their impact on society could be no less dramatic.

WXIII is a slow film. There is very little action, and most of what we get is a police procedural. Fans of the Patlabor series probably won't be surprised by this though. The series was already well-known for being a giant robot anime that often had nothing to do with giant robots. The labors could disappear for several episodes as the series explored characters or simply took time out for a ghost story. In fact, some of the best episodes of both the television series and OAVs were the ones that didn't feature the labors (I'm thinking, Goto and SV1's Captain Nagumo have to spend the night in a love motel, or the Kanuka vs. Kumagami drinking contest episode), so the absence of labors until the very end is no big surprise. In pacing and tone, WXIII plays out much less like sci-fi action anime and compares more favorably to features like Tokyo Godfathers or Millennium Actress, only with a giant monster lurking in the bay. Slow doesn't mean boring though, at least not to me, and while some fans thought the double whammy of no SV2 characters and so little action was enough to sink the film, I still found it entirely compelling and quite thoughtful, not to mention tense and exciting when the action does make an appearance (as with the wonderfully done first meeting between Hata, Kusumi, and the monster).

Artistically, WXIII represents a perfect example of the quantum leap in quality that Japanese animation is capable of. As with Ghost in the Shell and some of the other mentioned titles, this is a realist approach to animation. There are no wacky faces or other familiar tropes of popular anime (although some of those did appear frequently in the Patlabor television series, but not in the Stand Alone Complex series). As with Innocence, backgrounds are richly detailed and character designs are true to real life. It may not be Oshii directing the action, but his protoges certainly don't let the master down. And once again, Kenji Kawaii supplies an evocative and effective score to accompany the stunning art and thoughtful script.

I don't think, in the end, that WXIII is quite as good a movie as Innocence, but it's still a damn fine example of just how good Japanese animated films can be. If it had spent a little more time in getting us to warm up to Hata and Kusumi the way we warm to Batou, it would have been flawless. The two films work very well together, and though viewing them side by side certainly isn't a requirement, it was a fulfilling experience for me. I don't think you need to be overly familiar with the mythology of either franchise, though it wouldn't hurt to bone up on the basics, especially since the Patlabor and Ghost in the Shell material represents, for me anyway, some the absolute best material film and television has to offer (and possibly comics, but I've never really read any of them), regardless of country or whether or not it happens to be live action or animated. Along with a few other choice selections, Ghost in the Shell: Innocence and Patlabor: WXIII stand up as sublime triumphs of anime features.

And then there's Odin...

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Monday, February 20, 2006

Asambhav

2004, India. Starring Arjun Rampal, Priyanka Chopra, Naseeruddin Shah, Sharat Saxena, Milind Gunaji, Mohan Agashe, Mukesh Rishi, Tej Sapru, Chetan Hansraj, Tom Alter, Arif Zakaria. Directed by Rajiv Rai.

Here at Teleport City, we are not exactly what you would call experts on Bollywood. In fact, with only a few recent films, a passle of actioners from the seventies starring Amitabh Bachchan, and a couple insane Ramsay Brothers horror films from the eighties under our cinematic belts, we're still more or less neophytes lost amid the swirling colors and opulent song and dance numbers. But that doesn't mean we haven't done our theoretical research, read up on the subject, marveled at the number of academic books that have been written in English on the Indian film industry, and gasped at how few non-academic, popular entertainment books have been written about a cinema that considers popular appeal so vastly important. In short, we've done some homework, but we're not yet at the stage where we cease to be dazzled by the simple display of vibrant color, overblown spectacle, and writhing, scantily clad Bollywood beauties.

Originally, the term Bollywood referred to a very specific, albeit large, category of film, that being commercial pop movies made in Bombay (Mumbai if you're nasty) and filmed in the Hindi language. The term has lost much of it's original selectiveness, however, and is now often applied to any film from India, be it arthouse or popular, be it filmed in Hindi, Tamil, Bengalese, or what have you. In a weird way, this is almost appropriate. Though India is a vastly diverse country with equally diverse cultures reflected in regional cinema, the overarching goal of the original Bollywood films was to create sort of an "uber-India," where the various cultures and people came together and existed in a quasi-real or completely fantastic India. So it is no big surprise that the term now refers to pretty much anything that comes from the Indian sub-continent.

While we may not be seasoned veterans of the Bollywood scene the way we are with old Hong Kong films or the collected works of Bruno Mattei (my goal is to make a Bruno Mattei joke in every single thing I ever write, from this moment on), and while I myself may at least still be swayed toward enjoyment by the bright colors and pageantry of a Bollywood production, that doesn't mean I'm completely blind to a film that takes missteps. Case in point: Rajiv Rai's high-tech terrorist thriller, Asambhav. It's been said that in an effort to appeal to as massive a population as possible, the average Hindi film tries to cram every film genre into a single movie. Asambhav is the rare entry that maintains a relatively narrow thematic focus -- this is an action film, stripped of the romantic comedy and estranged mother that appear in almost every other film, be they action or horror or whatever -- but it makes up for its lack of schizophrenic genre-hopping by trying to cram every single editing and camera trick from the last ten years into one film, and often into one scene, and occasionally into a single shot. The result is a dizzying nightmare of over-direction that turns an otherwise average action film into a complete wreck that could almost amuse you if it wasn't so busy inducing seizures.

Arjun Rampal plays Aadit Arya, super-duper Army commando and part-time international spy. When evil Kashmiri Muslims hatch a scheme to kidnap the President of India while he is in Switzerland, it's up to Arya, and for some reason only Arya, to foil the dastardly scheme. You might think that the kidnapping of a country's president would inspire a slightly more forceful reaction and better security, but I guess the security here is orchestrated by the same people who arranged the security for the transport of weapons-grade plutonium in James Glickenhaus' The Soldier. And I also thought the whole evil Pakistani/Kashmiri Muslim thing was played out in Indian cinema a few years ago. Didn't Sonny Deol single-handedly defeat the entire Pakistani army and all radical Muslim terrorists groups simply by staring at them in an intense fashion with a flag waving behind him in slow motion? Years after the fact, however, Rai returns to that seemingly eternal well, though frankly, the whole Kashmiri/Pakistani thing is really little more than window dressing by this point. It doesn't feel like the movie's heart is really into it, not like it was in Border or Maa Tuj Salaam, which if I'm not mistaken, actually had evil Pakistanis twirling their moustaches and relishing the thought of blowing up Indian women and children. Now there was some jingoistic idiocy you could really get behind. Trotting out the evil Pakistanis again, especially during a ceasefire, is sort of like if John Milius had just gotten around to making Red Dawn this year. I mean, it's not like tensions have dissipated, but the timing just seems way off.

But it doesn't really matter, because this film really has nothing to do with politics. It is even less informative about Indian-Pakistani-Kashmiri conflicts than the glut of "dastardly Pakistani" films that came out in the late nineties and early part of this decade. I reckon they assume you pretty much got the gist of things at this point, so they throw the Kashmiri terrorists in as a way to get the ball rolling without having to explain motivation.

In Switzerland, Arya poses as a reporter and meets the obligatory hot female pop star, Alisha (Priyanka Chopra). Since this is a Bollywood film, we can't have just one plot. So Alisha is the unwitting drug mule for slick Switzerland-based Indian criminal Sam Hans (Naseeruddin Shah, who steals the film, though that's no big feat considering the rest of the cast), who works with her handlers to hide the drugs inside musical instruments. Having Alisha in the movie means that we now have our excuse for gratuitous musical numbers, though in all honesty, they're pretty tame by comparison to many musical numbers. Most of them are just passed off as club performances or video shoots, which is kind of weak even if it is more "realistic." None of the songs are all that catchy, and the choreography is pretty listless. In an effort to add to the realism, we frequently cut from people who do look hot and are able to dance to people who don't and can't. Seeing big hulking gangster henchmen beaming big, goofy smiles and doing that "I can't really dance" dance is pretty funny, though.

Eventually, we learn that Sam is involved with the terrorists who kidnap the president, but he's hardly in the scheme for political reasons. And since he's the coolest character in the film, you can also figure that he'll be the one with ulterior motives and depth of character that allow for the obligatory "moment of redemption." There's another subplot that unveils the fact that someone in the Indian Embassy has betrayed their country as well and is in league with the terrorists. Incidentally, the Indian Embassy in Switzerland is apparently staffed by a number of incredibly leggy bombshells in micro-skirts and cleavage-revealing tops. Let's pray they never discover the boxy, ill-fitting pantsuit.

Will Arya be able to uncover the truth of this conspiracy? Can Alisha team up with him to escape the grips of her drug-meddling, murderous captors? Will Arya be able to kungfu so many different villains?

Naseeruddin Shah seems to be channeling a bit of Gary Oldman crossed with Graham Norton's wardrobe in his portrayal of Sam Hans. He's almost flamboyant, but stops just short of scene-chewing or going needlessly over-the-top, though he does wear lots of lavender silk suits and whatnot. Whatever the case, he turns in a good performance made better by the fact that everyone else is pretty bad. The hitman in the long shiny blue trenchcoat is just silly, and he looks sort of like Benny Urquidez mixed with Christian Slater, but with none of the menace such an abomination would actually exude. Our hero Arya is pretty much a non-entity through most of the film. He shows up from time to time to kungfu the crap out of people, but Arjun Rampal really isn't much of an actor at this point in his career. He looks good, he handles action believably, but his character is thoroughly uninteresting. Villains are always the better and more complex characters, and it takes an actor of tremendous talent or a very good (for the hero) or bad (for the villain) screenwriter to make the hero more interesting than the villain. Compared to Sam Hans, Arya barely even registers. For long stretches of film, you'll forget that he's even in it.

As if often the case in an action film from any country, Priyanka Chopra has little more to do besides tag along, get captured, and look hot. She does all these things well, and also handles most of the movie's musical numbers. The one that doesn't involve her is also the only one that isn't set in a club and grounded in some daft semblance of reality. Upon successfully kidnapping the president, the vile terrorist organization retires to their lair of villainy to celebrate with a musical number that involves a very hot, very scantily clad woman singing and dancing with a whole cast of bald gay guys in short shorts, combat boots, and chain mail. It's like these terrorists pack an entire dance troupe of Right Said Fred clones with them. Maybe they should have just unleashed their nightmarish Right Said Fred army on the world. No one would be expecting some Islamic Fundamentalist to stand in front of a camera and broadcast through Al Jazeera that he's "too sexy for this Jihad!"

But then, this terrorist organization does have a martial arts hitman in a shiny blue trenchcoat, and a squad that drives around Switzerland in generic "mercenary" fatigues, including a woman in camo booty shorts and a halter top. And you thought the revolution was all chadors and guys with scraggly beards. This is by far the battiest musical number, and as such, the best. Alisha's first and third numbers are OK, but her duet with Arya (again, in a club where they have been urged to sing together) is completely lackluster. To his credit, Arya looks like he can't wait to get the musical number over with so he can go kick someone's ass.

There are a couple things this film does differently than the average Bollywood film, and even the average Bollywood action film. Most noticeable is the more or less complete absence of a romantic subplot. Oh sure Alisha and Arya are going to fall in love, but the film spends hardly any time at all on this. There's not even a musical montage of them set against the various famous landmarks of the world. No, they simply meet, and then we assume they're in love because this is a movie and they're the male and female leads. Some Bollywood films would spend a good hour on a romantic comedy subplot, but Asambhav is content to simply take the well-worn path all action films take, and just say, "Look, they fall in love, OK?" Then it's on to some kungfu.

There's also precious little comic relief. Arya gets saddled with a comic relief sidekick agent in Switzerland, but his mugging is graciously limited. I mean, it's still never funny when he does get to do his comic relief shtick, but that's the same for action films the world over, and at least this one is quick to shut the guy up.

Even with all that, the director must have thought that the real star of the film was the director, because he crams every cheap trick and technique he can into the film. It's like watching distilled essence of 24 mixed with Mission: Impossible, which seems to be this film's main inspiration, especially since "mission asambhav" translates more or less to "mission impossible." Or if that's too good for you, then Mission: Impossible 2.

For starters, this film can't go ten seconds without a split screen. Sometimes, it's five or six different frames in one shot. And it's not just in scenes where split screen might heighten the tension or give us an alternate point of view. No, much of the time, it happens when something as mundane as a guy reaching for a tissue is all that's going on. Need to pick up a pencil? Show three different angles, and make sure one of them is in slow motion with thumping techno music in the background. This movie also loves that thing where you start in slow motion, then the action speeds up to super-hyper fast motion for a second, then goes back to slow motion. Once again, this is used at the drop of a hat, often with no meaning at all. Walking down the street? Why not shoot it slow-hyper-slow? And it's not like anyone is walking to a fight or anything. They're just walking down to the mailbox to see if their new issue of India Times has arrived.

There's also the tendency to have "ghost images" of a person appear, again for no real reason. Rather than augmenting or working with the action in the movie, all these goofy tricks simply distract you. They muddy the waters. They stink of a first-time music video director getting final edit on a feature film, though Rai is not a first-time director. He's just a bad director, apparently. The one thing I will say in his defense, however, is that as far as I remember, there was not a single instance of "bullet time." And let that be a lesson to all other directors: if bullet time is too tired even for Rajid Rai, who has never seen a stupid editing trick he didn't like, then it's really past its prime. So let bullet time go, people. Let it go. Rajit Rai did, and he replaced it with doing four-thousand split screens in one shot. Or roughly around that number.

It's amazing just how crippling over-direction can be. The Bourne Supremacy was an excellent thriller made nearly unwatchable by an awful director who couldn't stop quick-editing and shaking the camera around. Asambhav would not be an especially good film even if it had a good director, but Rajid Rai's relentless over-indulgence really pulls the carpet out from under what was otherwise an unimpressive-but-enjoyable action film. At the same time, I might have been bored if this movie had