Dunkirk

 

mv5bmzuyntq3ndg0nv5bml5banbnxkftztgwnzcyndy4mji-_v1_sy1000_cr0013711000_al_German soldiers are conspicuously absent in Dunkirk. There’s a character in one of the three entwining, parable-like narratives who might or might not be German (playing a double-entendre with the title of the beach segments: “The Mole”), but full-uniform Nazis barely exist in physical form. Instead, Christopher Nolan treats their presence as an abstract: the roar of gunfire ripping through hulls and bodies; leaflets falling on the titular French city; the horrific, deafening whine of approaching Luftwaffe, bombing and gunning down shivering, panic-stricken Tommies. They aren’t an army, but an all-consuming specter, a chilling reminder from the past threatening to push people into the sea. Tellingly, one character intones to another, shell-shocked one, “There won’t be a home if we allow a slaughter across the channel.”

To that end, Nolan not only centers the retreating British, but hones in on their psychological state. The three stories–a private waiting rescue on the beach, a mariner who volunteers with his son and a hired hand to aid the evacuation, and one of the Spitfire pilots (Tom Hardy) sent to protect the ships and soldiers–are told in concurrent non-linearity. Action is not relayed spatially or tactically, but emotionally. Montage is used often to portray characters experiencing the same traumas of war (drowning in a sunken ship is a recurring one) simultaneously at different points in time. While Nolan and editor Lee Smith treat this as an effective tension-builder, particularly when paired with the booming sound design and Hans Zimmer’s Shepard tone score, the way characters and situations align also taps into the collective mindset of people fleeing violence and nationalism in search of a home.

Baby Driver

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Edgar Wright seems to have conceived Baby Driver as an exercise in editing and choreography. The film, a musical comedy about a doughy getaway driver named Baby (Ansel Elgort) trying to get out of the game, is cut with crackerjack timing. Gunshots, car crashes, even the sound of footsteps in a chase are set to the beat of a soundtrack heavily flavored with classic rock, golden oldies, and soul. Baby himself reflects this motif: suffering from tinnitus and vaguely traumatized by memories of his dead mother, he obsessive-compulsively collects music and ipods and makes mixes based on diegetic sound. This OCD extends to his approach on the job, rewinding his playlist or even tuning the radio to get an exact needle drop before burning rubber. Smartly, Wright constructs his action around Baby. The odd establishing shot or bird’s eye cutaway aside, his actions are always shown from the passenger seat or passing by some brief, stationary point–the frenetic, Michael Bay school of editing used to make us witnesses to something bizarre and amazing.

Unfortunately, Baby is little more than a vehicle for Wright’s technical skill and fanboy expulsions. Quirk aside, his traits and motivations are straight lifted from Walter Hill and Michael Mann: a singular-minded professional committed to some personal vision of his life (including a subplot where Baby courts a sing-song-voiced waitress, which carries shades of James Caan in Thief, seeking a wife to complete his American Dream). Unlike the characters Baby emulates, however, he is passive, loaded with motivations but no motor. The kind of gritty crime films Wright is harking back to were about weird loners driven to succeed, often at great personal cost. Dragged into one last job, Baby is given ample opportunity to upstage and subvert the colorful, aggressive personalities around him (Kevin Spacey, Jon Hamm, Sky Ferreira, and Jamie Foxx most memorably). Yet–even when flat-out presented with an option to walk away–Baby chooses to allow the plot to unfold, disappearing into so much background noise. He isn’t a character, but a prop–helpfully underlined by Elgort’s portrayal, leaning on an inconsistent Elvis drawl and inexpressive pucker-face. Action and motivation rarely align, based the need to ensure the film gets us to the next spin on another stock heist-movie situation. As loving mixtape to the kinds of films Wright loves, Baby Driver is excellent. As a film, it’s all hollow, incomplete notions from someone showing off how good they are without putting in the necessary work.

Life

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Astronauts on the ISS capture a probe returning from Mars, which contains an alien. Their delight soon turns to horror when “Calvin”–so named by adorable schoolchildren as part of a public relations stunt–reveals itself a rapidly-gestating amoeba with a slasher mentality. The resulting carnage sets off decaying systems and a frantic struggle for survival, where Life submits audiences to a procession of unsettling sights and sounds: a woman drowning in her EVA suit after a coolant tank ruptures; Jake Gyllenhaal, wide-eyed and anemic, mumbling out a suicide plan; Ryan Reynolds coughing blood in zero-g as he’s devoured from the inside out (fodder is a role especially suited to him); and, of course, the creature itself, always moving, morphing, and hungry. Its ultimate form resembles a cephalopod with a Komodo dragon snout.

Daniel Espinosa’s film might charitably be considered paying homage to Alien (and borrows music cues from Prometheus), but its flourishes are less gothic than they are sadistic. For all the grace in Calvin’s forms, the emphasis isn’t on this inhuman entity, but the damage it can inflict, particularly to the flesh. There’s even a poor mouse, strapped in like a submissive in the same lab housing Calvin, its purpose seemingly a light snack when the creature inevitably busts loose. If anything, Life has more commonality with the kind of video nasties which lined the shelves back when Blockbuster was ubiquitous. Immediately springing to mind are titles like Xtro or Charles Band’s Parasite–which Espinosa lifts a shot from, when the crew discover something writhing within the pant leg of one of their own. Films which appropriated Alien‘s visual ideas about penetration and birth for the singular purpose of pushing the boundaries of makeup effects and good taste.

Here, that sort of nihilism gets a Hollywood sheen, complete with some accomplished effects work. Actors appear, effortlessly, to float through the confines of the set, while the creature is oily and tactile. Espinosa also hones in on the theme of containment. Key moments are framed from the viewpoint of characters watching from behind a pane of glass, a sleep pod’s door, or a hatch’s porthole. Calvin is locked inside a glass box within a sealed room for observation. Every action the crew takes, often at the recommendation of a CDC officer (Rebecca Ferguson, who starts as another Ellen Ripley, only to be reduced to a shrieking nonentity) is to ensure this wall of separation remains as the creature attempts to break free. When those walls go down is precisely when the tension ramps up, as the humans attempt to kill or outmaneuver the seemingly unstoppable Calvin. Over and over, Life arrives at chaos and death, presenting situations where our attempts at control invariably fail. While its beats are overly familiar and telegraphed (Gyllenhaal practically spells out the film’s twist ending), there’s something refreshing to a film this committed to human folly.

Transformers: The Last Knight

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The Last Knight, Michael Bay’s fifth installment in the Transformers movies, represents a baffling step backward. Age of Extinction was an exhausting, punishing affair, but was grounded in a single group of people thrust into insane circumstances. The Spielbergian conceit punched up by Bay’s vulgar expulsions, humanity represented through the lens of possessive father Cade Yeager (Mark Wahlberg), drafted into a conflict between the Autobots and (primarily) an unholy alliance between corporate America, CIA assassins, and a cosmic bounty hunter. The Transformers themselves were no longer background fixtures but active participants: psychotically broken zealots in an eternal war, defending and/or being disgusted by the sweaty, seething meat vessels that populate the front line. Bay communicated a fundamentally nihilistic world, where Yeager’s family and Optimus Prime’s Autobots were, at least, able to find a sense of belonging with one another. It, along with Pain & Gain, formed a diptych which could be considered the closest Bay has gotten to self-reflection in his films.

For the follow-up, Bay and his writers concoct a scenario where Prime confronts/communes/gets corrupt by his creator, an alien robot broadly resembling a gorgon crossed with Maleficent. Prime is redirected towards destroying the Earth he had fought for so hard, so long. The idea’s a good one. As Chris Ready pointed out in his Age of Extinction review, Prime is confronted with the military-industrial complex and plutocrats (literally) profiting off the bodies of his comrades. His disgust palpable, he vowed to kill the humans responsible. Here, his swayed allegiance is a visual representation of those feelings taking hold, casting off any held ideals.

 

Unfortunately, The Last Knight shreds any sense of perspective, roping in bit players from the previous trilogy, while piling on more new ones than audiences can keep track of, let alone care about. Mostly, the film seems to operate as a vehicle for Michael Bay to have Anthony Hopkins deliver grandiose exposition and spit venom at anyone who mildly annoys him (the scenes between Hopkins and a self-described “sociopath” robot butler, including a car chase where the pair deliberately endanger human lives to escape pursuit, are among the film’s best). Prime’s heel turn–which ate up a significant chunk of the marketing–is given only a setup, which isn’t discovered until moments before its resolution: the middle is papered over by another global chase for another calamitous MacGuffin between warring groups of dysfunctional oddballs.

In some ways, the gaping lack of Optimus is intended to be the point. Their leader having blasted off into space on a suicide mission, the Autobots are stuck being bored in a Montana junkyard between scavenging excursions. They pass time bickering and smashing cars, menacing the humans who have taken them in. Yeager is able to keep them from going too far, but without Optimus there isn’t any discipline. This excessive nastiness can be (and is, mostly) fun, yet the lack of confrontation can’t help but underwhelm. The similarly-themed Fate of the Furious was able to mine a similar ‘franchise patriarch vs. extended family’ premise for the kind of delirious pileups one typically associates with Bay (i.e. hacked cars self-driving themselves off a rooftop). Given his own opportunity, it’s odd the director passed up the opportunity to stage his own version.

Prey

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Arkane Studios’ Prey reboot operates, like a great many first-person games do these days, in the visual and mechanical shorthand of Bioshock. An insular, seemingly idyllic, Art Deco society crumbling under an internal assault. A hero(ine) lead around by voices speaking in their ear. System Shock-derived gameplay centered on mind/body altering technology that can be crafted to a player’s style. Audio logs. Alternate histories. Tough to kill enemies. Ethical and philosophical quandaries (at least, an attempt at them). There’s some nifty zero-G sequences, a discordant electro-synth soundtrack and even some sidequest flavoring from Chris Avellone, but the frame is all over the production.

For its part, Prey offers up what it calls an “ecosystem” of alien creatures for your amnesiac researcher/test subject to fight or flight from. Wispy and covered in what looks like oil, the Typhon aren’t so much an ecosystem, though, as they are an invading force broken down into specialists. Some patrol, others stalk prey or infest an area, while some varieties focus on turning the environment or other people against you. So far, so usual. One in particular seems to exist to float around gracefully, ejaculating gold ether all over the place, and now we’re getting somewhere. Then, elemental variants of the former types crop up, and we’re back to familiar territory. The plot expects us to find these creatures mysterious and elegant–we’re told how amazing they are–yet their rote abilities, behavior, and appearances suggest otherwise.

Alien: Covenant

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Alien 6 is a film stuck between Ridley Scott’s fascinations and a flabby, puzzle-box script which doesn’t know what to do with them. Covenant‘s most inspired moments are built around a pioneering crew of space colonists being prepared for every eventuality, but ironically having no expectation of ever encountering them because of this. The titular ship is hit by a neutrino burst early on, a random disaster which incinerates the captain in his sleep. The second in command overcompensates at the panic of suddenly being in charge, badgering his subordinates into compliance while reciting clearly rehearsed pitch-speak. Naturally, they resent him. Later, after one of the group is infected by sentient spores (which operate like the airborne xenomorph strain from William Gibson’s unused Alien 3 draft), another member panics, quarantining a distressed medic in an operating room as her patient convulses and vomits blood. One tries to remain calm, as another group attempts to return, while the other wants to bicker and scream her way out. Then, something begins bursting open the sick man’s spinal column, and the pair go silent. For a few, blissfully horrific minutes, we are treated to snapping, clawing beasts as a catch-all for the chaos which meets the hubris of settling unknown lands.

Problem is, Covenant never allows this uncertainty to overtake the film. Its other big idea, concerning Prometheus‘ David (Michael Fassbender), is the clear drive here. Here, we see the seeds of his duplicity in a prologue where he realizes the paradox in being made both “perfect” and intended to serve weaker, inferior humans. His intersection with the Covenant settlers is disconcerting: seemingly rescuing them, David takes the devastated survivors back to a citadel in the midst of Engineer corpses frozen in place like Mt. Vesuvius victims. The years between films have seen him obsess with the same kind of creation that drove mankind’s creators, resulting in a tiny, candlelit laboratory where the android practices vivisection and sketches out the results. He admits a certain disdain for his own creators in the presence of Walter–a replica model, deliberately subverted to be less than those he serves. For David, as with his quasi-ancestors, humans are nothing but resources to recycle and produce (Fassbender emphasizes “meat” when describing how the black goo infects and changes lifeforms). The result of this tinkering positions David as somewhere between Christopher Lee’s Dracula and Dr. Morbius from Forbidden Planet; a craven fiend who uses flesh to power offspring that act as his id. He is, further, intent on seizing a destiny among the stars from the squabbling, feeble flesh sacs that spawned him.

Intriguing as the idea is, harking back to Ash’s obsession with the alien‘s perfection, its introduction destroys the film. Scott, and writers John Logan and Dante Harper, burn screentime with David explaining his motivations and desires to characters who gawp and listen (despite all the clear warning he means them harm), waiting until the next alien kill gets checkmarked. Scott’s usual visual depth and elaborate set design cast off for franchise-minded exposition. If the goal here is to make David some kind of Satanic figure (there are allusions to Paradise Lost in both the film and its marketing), why make him a tour guide? Why not a background figure, allowing his victims to explore his workshop, stumbling upon traps designed to breed more horror? This approach would have at least connected the Gothic horror premise more tightly to the struggles of explorers facing the unknown, while treating the alien as a centerpiece (rather than an obligation) and maintaining tension. Instead, Covenant devolves into a stock dynastic struggle with a Giger fetish.

Prometheus

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Ridley Scott’s return to Alien obsesses over dichotomies. Creation and destruction. The divine and the profane. Fascination and revulsion, especially. Prometheus offers a scenario where a bunch of scientists are bankrolled by a wizened, terminally-ill billionaire to blast off into the stars for answers to humanity’s most existential questions, only to find a tomb of horrors. The Engineers–the eight foot tall, paste-white men sought out by the explorers–are found to be endless, tinkering monsters; their entire culture built out of mechanizing and weaponizing organic matter. Their crowning achievement: a black goo which breaks down and reconstructs tissue for maximum predation. A grand, temple-like room with a sculpted head (presumably, their leader) is devoted to housing the stuff. The human children who have come seeking them, however, are superfluous, placeholders for raw genetic material to be harvested and disposed.

Though the script stubbornly insists on Noomi Rapace’s Shaw as the lead, she is stock and uninteresting compared to duplicitous robotic servant David (Michael Fassbender). Shaw never rises above assigned traits: her Christianity, rather than complementing the quest, exists only in her cross necklace and the throwaway line “It’s what I choose to believe” (referencing the Engineers); a revelation about her infertility is handled with clumsy melodrama. At least the latter pays off in a sequence where Shaw discovers she was impregnated with an alien squid and has to abort the fetus, but it’s a moment squeezed between a separate mutant attack and a nonsensical plot twist.

David, meanwhile, exhibits the polarizing duality Prometheus aims for. His attempts to be more like (and closer to, as shown in his obsession with Shaw) his human creators are countered with the passive-aggressive contempt he displays for how they belittle him (most pointedly when Shaw’s husband Holloway says he’s “not a real boy”). These fixations drive David and, in turn, the plot while the humans dither: the robot introduces the black goo into the crew and, later, seeks out a lifeform reading everyone else casually dismisses. There, he finds a massive navigation room, activating a holographic star map in a sequence as big and bold as anything in Close Encounters of the Third Kind or 2001: A Space Odyssey. Scott seems to cherish these little asides, hinting at a generational conflict having exploded into cosmic scale. The overall shape of the film crumbles, moving too fast with too many moving parts, but there’s an admirable earnestness in trying to drag audiences back to the moment in Alien when the camera zoomed on the fossilized skull of a long-dead alien giant.

Alien: Resurrection

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The 200 year jump in the Alien timeline is, unfortunately, the only promising thing in Alien: Resurrection. And half-hearted, at that. Ridley Scott’s classic brought us a corporate nightmare brutalized by a venereal apex predator. James Cameron’s sequel introduced military fetishism which was met by an overwhelming hive-mind, and the massive Queen at the center of it. David Fincher and some labyrinthine studio notes gave us prisoner monks forgotten on the edge of space, caught up in a battle between an unwavering warrior mother and a murderous demon. Despite some decent effects and set work by director Jean-Pierre Jeunet’s team, Resurrection is very by the numbers–blandly uniformed military goons and scientists in polyester hazmat/rave-wear outfits walking through lightly industrial-looking environments, all cribbed from the million Alien knockoffs which have sprung up since the xenomorph’s first appearance. The only tech advances made in this far-flung future appear to be plot-device cloning and a (rather useless) security system operated via breathalyzer. The aliens fare slightly better, now appearing to sweat KY Jelly as well as drool it; while a (further) hybridized xenomorph/human Newborn saunters around the third act like a Ray Harryhausen cast-off. The creature has a near-constant frown and whines like a puppy, pitiable if not for its slasher mentality and a quasi-Oedipal complex.

In case that last sentence piqued your interest even slightly, don’t worry: the script is all setup and no follow-through. Ideas are dangled and forgotten instantly. Bringing back Ripley as a hybrid clone, for instance, offers philosophical issues regarding the self (Sigourney Weaver is game, dialing up the glibness to psychotic levels of indifference), but Joss Whedon fails to muster up a story worthy of his star. Ripley-8 acts in fits and starts: she’s first teased as our point of view into this new future, only to be shoved to the background once Winona Ryder’s robot radical and the jokey, proto-Firefly mercenaries/ciphers she joins up with enter the picture. When the aliens break out and force them to work with Ripley, there’s lip service paid to the idea this clone’s alien side will win out, but nothing comes of it. Even a big, revelatory moment involving prior attempts at reviving Ripley/the aliens is dropped in with no buildup or real development; its purpose merely to set up a punchline about women being too emotional.

Alien 3

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A flurry of images greet us as Alien3 opens, telling a story. The Sulaco traveling through space, an open xenomorph egg, Ripley in her cryo-tube, a facehugger extending its fingers, acid and fire, computers flashing warning signs. Finally, the cryo-tubes are ejected, crash-landing on Fury 161 like brimstone. The planet’s residents, prisoners who have converted to a form of fundamentalist Christianity, discover Ripley, slick with grime and sweat as if she crawled from a pit. Her arrival, and the horror she inadvertently brings, coincides with a sunset that seemingly lasts to the film’s closing moments. While far from the Earth-bound showdown 20th Century Fox promised in the earliest teasers, David Fincher’s installment in the Alien saga is easily the most apocalyptic.

Fittingly, the new xenomorph–a hyper-aggressive queen guard occasionally referred to as a “dragon”–takes on a more satanic role. It stalks in the tetanus-infested holes and the hellish-orange tunnels beneath the prison facility, eager to shred and mangle. Rather than the swarming insects of Aliens, it is a figure of death, implacable. Ripley, then, is the flip side of the coin: life, struggling in the face of annihilation. Her fellow survivors Newt, Hicks, and Bishop are dispatched in the opening credits, leaving her to grieve and carry the weight of the alien’s existence. Their fates are intertwined. The inmate-monks who have taken Ripley in become equally fascinated and terrified, blaming her presence for both the alien and their own rapist impulses stirring again. Their leader, Dillon (Charles S. Dutton), is at best tepid towards her, more concerned with his shrinking flock.

Alien3 becomes as much Dillon’s (and his followers’) film as it does Ripley’s. Shaven-headed, largely British and indistinguishable, their brotherhood is uneasy, bound in their shared isolation and distrust of outsiders. They’re prone to violent fits and regression. After thwarting a gang-rape, Dillon talks of “re-educat[ing] the brothers” with a pipe. By contrast to this shaky order, Fincher and Sigourney Weaver portray Ripley as mythic, a destroyer of monsters looking for an end to her seemingly eternal struggle. Even when she discovers a Queen gestating inside her, she never wavers, never chooses to save her own skin. Her values are etched in stone. It’s on Fury 161’s populace to grow, casting off isolationism and throwing down their lives to stop the demon coming for them.

Persona 5

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The PS2 cycle of Persona games, for all their angst and psychosexuality, tend to have a clear-cut morality to them. The authorities in those tales (schools, the police, adults in general) could be clueless, inept, even staffed with the odd turncoat, but the values they espoused still had legitimacy. Good was good, bad was bad, and the teen heroes had to defeat the bad as it intruded upon society. Persona 5, however, presents the world itself as having gone insane: administrators overlook student-diddling psychopaths to maintain prestige and the cops and prosecutors exist to shield elitist cabals jockeying for power. The ordinary people these arcane conspiracies gobble up don’t even merit a first thought. Apathy is the order of the day, served up by a media keen to avoid any uncomfortable questions. Dropped into the center of this madness is another quiet misfit, saddled with a juvie record for pissing off the wrong plutocrat. Despised and labelled a crook by the Tokyo prep school he’s shipped to, there’s a sense at the beginning his prospects are zero. Naturally, when he and some other teen outcasts gain the series-standard Persona abilities and access to human desires made manifest, they jump at the chance to lash out as self-styled “Phantom Thieves.”

This twist on formula pervades everything. Dungeons are constructed around infiltration, maneuvering around obstacles, and lying in wait to ambush a patrolling Shadow. Persona are no longer the friendly spoils of war, but the (willing?) subjects of your enemies. You have to batter and coerce them into seeing the error of their ways. Train up enough, and you get the option to talk them down with a silver tongue or fire a warning shot near their heads. The relationship sim aspect of the game remains primarily shonen-flavored visual novel, but spikier personalities have found room among the dorky children, troubled teachers and quirky enthusiasts. Wrack up good enough stats, and you’ll find yourself befriending an ex-yakuza who needs you to get around the cops. Interact often with the bullied dork running your fan page, and you get an alarming window into how the slightest (imaginary) amount of power can warp someone towards spite and cruelty. There’s a real sense you’re fighting, impossibly, from the brink.