One of the horror genre's "most widely read critics" (Rue Morgue # 68), "an accomplished film journalist" (Comic Buyer's Guide #1535), and the award-winning author of Horror Films of the 1980s (2007), The Rock and Roll Film Encyclopedia (2007) and Horror Films of the 1970s (2002), John Kenneth Muir, presents his blog on film, television and nostalgia, named one of the Top 100 Film Studies Blog on the Net.
In
this episode of the Filmation bicentennial era TV series Ark II, the moving “repository of scientific knowledge”—the Ark
II -- cruises Sector 18, Area 93 and finds an “old battleground” there.
Captain Jonah’s stated mission is to make sure that “nothing dangerous still exists” there.
Nearby,
scavengers attack and abduct a young woman named Jewel (Bonnie Van Dyke). She
was visiting the battleground with her friend Zachery (Christopher S. Nelson)
in defiance of their village’s laws.
There, Jewel’s dad -- the leader – has decreed that all machines are forbidden
because they are “evil.”
Jonah
visits the village to tell the village leader of Jewel’s abduction, and
responds that machines are “just tools”
and that “good and bad exist in the men”
who use them. This opinion doesn’t sway
the leader, but when he and Samuel and Adam are also captured by the
scavengers, Jonah and Ruth deploy a pre-apocalypse tank to help free the
captives from a mountainside jail.
After
the scavengers are successfully dispatched, the village changes its rules about
machines, and the tank – an ancient war
machine – is converted into a useful farming vehicle. It’s a literal reading of the notion of
turning swords into ploughshares, and a terrific final image for the episode. Jonah’s final log entry in the episode reminds
viewers that men can “seek out the good
or bad in anything.”
Like
all Ark
II episodes featured thus far, “The Tank” is heavily moralistic and
didactic in tone, but again the series was oriented towards children and these
social messages were part of the Filmation formula. What I appreciate so much about the program
is what Ruth notes explicitly in this episode: “We don’t carry weapons. We don’t
believe in them.” Instead, the Ark
II team again uses that defensive weapon I mentioned last week: a hand-held
light device which momentarily blinds enemies, a nice variation on the ideas of
phasers set to stun, you might say. It’s
nice to see, each week, that the Ark II crew lives up to its values and don’t
carry guns.
In
terms of visuals, the opening of “The Tank” is a little intense for kids. A group of male scavengers snatch a
protesting, wriggling, screaming woman, Jewel.
This abduction looks and plays like a moment more appropriate to The
Road Warrior (1982) than a children’s TV series. The implication, at least at this point, is
that Jewel is going to be physically assaulted. Like I said, tough stuff for a kid’s program
of the 1970s.
Once
more, the Adam character is a bit of a stumbling block for me. The talking ape is used often as comic
relief, and here he makes banana on bread sandwiches for the crew’s lunch. Again, I really wish they wouldn’t have the
monkey preparing the food for the humans.
I’ll be blunt: this series would be a heck of a lot better without the
talking chimp, especially since the series writers make no effort whatsoever to
explain him.
Finally,
there are some new sound effects featured in this week’s installment, and they
all sound like they are borrowed from the original Star Trek. Aside from that, “The Tank” features some
nice new footage of the Ark II activating its force field, and of the vehicle
roaming the battlefield of ruins.
Chris
Robert’s revolutionary space battle simulation video game Wing Commander took the
world by storm more than twenty years ago, in 1990.
At the time of its release, the game earned Computer Game World’s “Overall Game of
the Year” award and numerous other hosannas.
In
short, the Wing Commander game landed the intrepid player in the pilot’s seat of a
space fighter for a “World War II in outer space” scenario. Your mission: to
help the Terran Confederation defeat the villainous aliens, called
Kilrathi. Your base of operations: The
space carrier, Tiger’s Claw.
The
1999 movie -- directed by game designer Roberts himself -- adapted the world of
the popular video game to the silver screen, but didn’t fare nearly as well as
the acclaimed game had. In fact, critics
were downright savage.
In broad terms, this 1999 space battle film was
criticized on every point from lighting to acting to special effects and dialogue. The result was a soon-to-be notorious box
office bomb. Wing Commander ultimatelygrossed only eleven million dollars
or so against its budget of thirty million.
I’ve been reviewing 1990s space adventure films
here on the blog of late (Generations [1994], Stargate [1994], Lost in Space [1998])
so I was hoping to return to Wing Commander and find an
unexpected diamond-in-the rough, an under appreciated genre film that, in some
fashion, might be rehabilitated upon closer inspection.
Unfortunately, a second viewing reinforced my
negative memories about the film. Despite some interesting and unique visuals, Wing
Commander feels insular and confused, and some of the performances are authentically
terrible, made exponentially worse by the legitimately risible dialogue The New
York Times complained about. That established, some of the visuals (set in space) are skillfully vetted.
“If you want to play at being a fighter pilot I suggest you
find a virtual fun zone.”
In the distant future, man is locked in a deadly
space war with a race of feline space predators called The Kilrathi. A Kilrathi fleet attacks a Terran Confederation
outpost in space and steals the installation’s precious Pegasus Navcom A.I.
computer. With this tool, the Kilrathi
can determine jump coordinates for the Sol System and Earth itself. With one attack, they can bring the space war to a terrible end.
Realizing the entire human race is jeopardized,
Admiral Towlyn (Warner) decides to get a message to the nearest ship in range of the damaged installation, Tiger
Claw, via a courier: the half-human/half Pilgrim pilot Christopher Blair (Prinze
Jr.). Blair is currently serving aboard
the Diligent, a ship under command of the enigmatic Captain “Paladin” Taggart
(Tcheky Karyo).
Blair and his co-pilot, “Maniac” Lt. Marshall
(Lillard) arrive on the Tiger Claw but Blair meets with prejudice from his
fellow pilots because of his Pilgrim heritage. Meanwhile, both men catch the eye
of their hard-as-nails new wing commander, Devereaux (Saffron Burrows). She wants to rein them in, but that's easier said than done.
While the Kilrathi near their jump point for Earth,
Devereaux’s squadron may be humanity’s last line of defense, and Chris must
summon his repressed Pilgrim attributes to deliver jump coordinates to Towlyn’s
waiting fleet, navigating a quasar in the process…
“Emotions are what separate us from the Pilgrims
and the Kilrathi.”
For being so widely reviled, Wing Commander certainly
strikes the right note as it begins. The
film commences with audio of an uplifting speech by President Kennedy,
discussing the goal of mastering space.
This opening is inspiring, certainly, and it’s refreshing to hear a
speech from an epoch when our politics weren’t so small. Back in Camelot, we believed we could work
together to accomplish great things, even land on the moon. Didn't matter if you were Republican or Democrat, liberal or conservative, the sky was the limit.
The same idea is expressed in the film's World War II-like aesthetic. Everyone is galvanized by the existential threat of the Kilrathi, working together to stop a grave threat to humanity. I appreciate how Wing Commander envisions a future where people of different ethnic backgrounds serve together for a cause. And yet, of course, if you scratch the surface, there's prejudice toward some less-favored people under the surface. That also seems true to the World War II era of the 1940s.
From starting out on the right note, however, this 1999 film quickly
becomes a superficial Top Gun (1986) in space, with
hotshot young pilots (replete with colorful “handles” like “Maniac”) competing
for attention in their high-tech cockpits.
The movie also throws in an unnecessary dash of Star Wars (1977)-styled mysticism
with the inclusion of the “Pilgrims,” a race who -- like Dune’s Guild Navigators -- can
travel space without benefit of instrumentation, or in the lingo of the film,
without “nav-coms.”
The whole Pilgrim sub-plot here-- not present in the original video game, to
my understanding -- is a bit under cooked.
The Pilgrims are actually humans who spent so much time in space that they thus developed a kind of “second sight” in navigating its ebb and flow. But Pilgrims in the film appear fully human,
and have a dark history with the human race, from which they broke off. This history is all spelled out in
the film, but unfortunately Blair’s Pilgrim nature never proves particularly dramatic
in practice.
Instead, to summon his buried heritage he must merely
concentrate and – whammo -- he can suddenly
navigate “jumps” without a computer.
Yet, importantly, Blair’s Pilgrim ability rests on an internal process
-- calculations or “instincts” he feels
in his head -- so it all comes across on screen as a weak echo of Star
Wars’ famous “feel the Force” moments.
Feel your inner Pilgrim, Chris!
Looking at a mid-20th century thematic overlay,
it’s possible indeed that the Pilgrim subplot is designed to reflect the (segregated) treatment
of African-American soldiers in wartime, before President Truman’s order to
integrate the Armed Forces.
But even
that real life metaphor doesn’t entirely fit, since African-Americans, though
discriminated against by society-at-large, were never classified as an enemy of
the United States. Not so, the Pilgrims. They actively fought against the Terran
Confederation, and were conquered, apparently.
The whole subplot transmits as trite, and contrived. The Earth fleet wins the day because one pilot happens to boast a quasi-magical power. Good thing the Kilrathi don't have any exceptional pilots like that, I suppose. And
as is so often the case in the science fiction genre, the Pilgrim “blood line”
seems vaguely fascist. Only
people who possess the right blood type (either Midi-chlorians in Star Wars or Pilgrims here…) can
achieve super feats and tap the mystical essence of the universe. Paladin even puts a fine point on it. “It isn’t
faith. It’s genetics.” No wonder humans hate these smug bastards,
right?
So much for striving to be all you can be. The Pilgrims are just born better than the rest of us.
After the umpteenth repetition in sci-fi
movies, this kind of people-of-superior-blood-line thinking is tiring. The original
appeal of the Force in Star Wars, by my estimation, was its universality. We could all tap into The Force if only we tried...if only we mastered ourselves. Once you add a genetic, biological component to such a concept -- as is also the case with the Pilgrims in Wing Commander -- the universality of
the concept is diminished.
In terms of Wing Commander, one must also wonder about the line of dialogue
featured at the head of this sub-section. At a critical juncture in the story, Blair
states that possessing emotions is what separates humans from Pilgrims or
Kilrathi. Really? Isn’t that a kind of
prejudicial or racist remark? He’s part Pilgrim, after
all, and Blair certainly possesses feelings.
Paladin is a pilgrim, and he shows emotion on more than one occasion. And we don’t see enough of the Kilrathi to
assess whether they are emotional or not, I would wager. But the very argument suggests a kind or real-life racist
thinking that a national (or interplanetary) enemy is somehow sub-human. That’s not the kind of
thinking a hero – one who is fighting
discrimination, himself – should demonstrate, in my opinion..
The film’s biggest problems likely occur in the
casting department. Freddie Prinze
Jr. -- here channeling his inner Keanu Reeves -- and Matthew Lillard are
generally fine in the slasher films of the 1990s or other movies set in
the present, but their trademark brand of snarky, California emotionalism seems somehow jarring in the far-flung world of 2654. Judging by his work in this film, Prinze’s idea of a
dramatic line reading is to shout…each…word…really…slowly. “You…are…not…going…out…there!”
and so forth. He also spends an
inordinate amount of time with his mouth drooping open...a stance which somehow diminishes
the character's intelligence.
Some of the specific, practical details in the narrative
seem off too. Late in the film, while
aboard Towlyn’s ship, Blair learns that Devereaux has been rescued from her
cockpit by Paladin, and has been returned to the Tiger Claw. He hops in his fighter, flies back to his
carrier, lands, disembarks, meets up with Devereux and then orders a medic to the landing
bay. Shouldn’t someone – anyone, really – have ordered the medic a wee bit earlier than that? I mean, everyone knew
an injured officer was in-bound with Paladin because it was announced over communications channels, a speaker to be precise.
Why wasn’t a medic already standing by, especially since Blair himself had time for
ship-to-ship transit?
Looking back today, many of Wing Commander’s visuals
are indeed quite compelling, and the special effects remain colorful and dynamic. In other words, the Rapier fighters and their
opposite Kilrathi numbers look distinctive and unusual, move convincingly
through asteroid fields and other space hazards, and some of the stellar vistas
are downright gorgeous.
With the pilots housed in their cramped fighter cockpits
and trading barbs and zingers, this movie looks like a dry-run for the Battlestar Galactica TV
remake of 2004. In fact, the
re-designed Cylon fighter of that Ron Moore re-imagination looks an awful lot
like a Kilrathi fighter here. Frankly, I suspect that
if critics were too hard on any one aspect of Wing Commander in 1999, it was the
visuals. I found the look of the film,
overall, at least…interesting.
Finally, even though Wing Commander relies
excessively on all-too familiar World War II clichés and bromides for its narrative
thrust, there’s something simultaneously baffling and off-putting about it too. Watching David Warner (as Admiral Tomblyn)
bark high-tech orders on the command deck of his space carrier while officers
explain Pegasus nav-com A.I.and the like I
suddenly realized what it must be like to watch a Star Trek film without
having seen a single episode of the series. If I had played the Wing Commander game, would I have felt this way? I don't know...
Regardless, Wing Commander plays to me like the
jargon-heavy sequel to a series never made.
This approach creates great distance between film and general audiences, and
makes watching Wing Commander a passive rather than active viewing experience. The movie doesn't quite draw you in on an emotional level.
While watching the film, I did keep noting moments
of invention and ingenuity in terms of visualization, and kept thinking that if
this were actually a pilot for a TV series, I would have tuned in the following
week to see if the performances normalized, if the details grew clearer, and if
the narrative grew more interesting. In other words, I would have given it a second chance and hoped against hope the series would improve, because I love space combat movies and programs.
But standing alone, Wing Commander feels like
it was translated from the
original Kilrathi.
I don’t know why good old-fashioned space adventure
was so tough to vet during the 1990s, but Wing Commander does not represent
the genre’s finest hour.
"You spend so much time out here alone, you end up losing your humanity. When Pilgrims began to lose touch with their heritage, they saw themselves as superior to man. And in their arrogance, they chose to abandon all things human and follow what they called their destiny. Some say they believed they were gods..."
This
week I’m inaugurating a new blog post category here, one that I plan to return
to on a semi-regular basis. I’m calling
it: “Underrated but Great.” The category
is designed to examine the conventional wisdom that surrounds cult-television,
horror films, or popular movies in general.
Basically,
my premise is this: critical reputations form around movies, TV episodes, TV seasons,
and entire series over time….like shrouds.
Those reputations – even if not
entirely true – are difficult to shake.
Sometimes, the conventional wisdom about certain works of art lingers
for decades, even in the face of new evidence that that it might be wrong, or
at least not representative of the whole story.
I
want to start this category with a TV series that already boasts a reputation
as a classic. Across the decades, Rod
Serling’s The Twilight Zone has rightfully earned a vast number of
plaudits. The anthology is beloved by
generations, and seemingly exists as a permanent part of the American pop
culture firmament. The series been re-made on television twice
(once in 1985 and once in 2002), and a feature film premiered in 1983, with
another one slated for release in the years ahead.
And
yet to listen to the accepted narrative about it, The Twilight Zone’s
quality degenerated as it reached its final year. The fourth season experiment of making the
series episodes an hour in length was hard to recover from, the legend goes. Creator Rod Serling was burned-out after
writing something like eighty episodes and long-standing writers apparently had
copious complaints with the new producer, William Froug.
While
all of this background material may indeed be one-hundred percent true, an
unbiased look at the final batch of Twilight Zone episodes reveals that
the series was actually still in its creative prime.
The proof of the pudding is in the eating, so take a moment and just gaze across the episode
catalog and you’ll see that the final tally of episodes feature some of the
most well-remembered and often-talked about installments, including “Nightmare
at 20,000 Feet,” about the gremlin on the wing of the plane, and “Living Doll,”
the episode that introduced the fearsome toy, Talky Tina.
Other
episodes, like “The Bewitching Pool” and “Come Wander with Me” have also grown
in critical esteem since they were produced, and become part of the Twilight
Zone mystique, a discussion which always begins with the words “Do you remember the one where…”
Incidentally,
Season Five also aired the award-winning short-film “An Occurrence at Owl Creek
Bridge,” simultaneously a budget-saving expedient and a great Twilight
Zone installment. And one fifth season episode "Steel," by Richard Matheson was remade recently as the film Real Steel.
Here are
five highlights from the underrated Twilight Zone, Season Five
5. “Number Twelve
Looks Just Like You.” In this episode penned by Charles Beaumont,
set in the year 2000, all eighteen year-olds in America must undergo a “transformation,”
a physical re-shaping into a perfect specimen.
The problem is that there are only a handful of available models, so
by-and-large, everyone in this future society looks like everyone else.
One girl, Marilyn (Collin Wilcox) doesn’t
wish to conform to society’s standard of beauty, especially because all those
who do, including her mother (Suzy Parker) seem vapid and obsessed with
appearances. Society eventually forces
Marilyn to comply, and after her plastic surgery she immediately proves just as shallow
and superficial as everyone else.
Produced
in 1964, this episode gazes at both excessive political correctness (it’s
unfair for some people to be beautiful when others are not!), and America’s
always-growing obsession with youth and unnecessary plastic surgery. In the age of Paris Hilton and the
Kardashians -- when appearance not substance matters -- “Number Twelve Looks Just
Like You” is more timely than over.
4. “Living Doll.” I don’t really have to write anything about the values of this episode here except: “I’m Talky Tina, and I’m going to kill you.” This episode is so intriguing because the terrifying living doll is actually, in a weird way, a force of good.
Here, the doll grapples with a nasty
stepfather (Telly Savalas) who emotionally brutalizes his new family. Tina is murderous all right, but the stepfather
certainly has it coming, and a little girl needs to be protected.
Justice is a concept the series often dealt with here, and here a talking doll is the one to mete it.
3. “The Masks” Directed by Ida Lupino, this
Zone tells the story of an old man on the verge of death, Jason Foster (Robert
Keith). During Mardi Gras he holds a
family gathering for the ungrateful relatives who seek to control and inherit
his fortune. He requires each of his ungrateful relatives to adorn a hideous
mask until midnight.
The masks are
grotesque, and carved by an old Cajun. Each of the masks expresses a quality of
its wearer, showing, respectively, vanity, avarice, sadism and the like. When midnight strikes and the masks are taken
off, the wearers are permanently changed, their real faces now reflecting those inner qualities...for
the whole world to recognize on sight.
This
ghoulish episode, which also reveals to audiences the face of death, corrects a flaw in
everyday human existence: You can’t always tell
what’s in a person’s heart by looking at them, can you? With these masks, you can see – straight up –
the ugliness that might be found inside.
It’s a macabre segment, and though the victims wholly deserve their fate,
one also feels a sympathetic sense of horror at the thought of having to go through life with a
face twisted by those masks.
2. “Come Wander with Me.” I’ve made no secret of my absolute love for
this episode of The Twilight Zone. It’s one of my all-time favorites. Here, the
Rock-a-Billy Kid, Floyd Burney (Gary Crosby) goes to backwoods Appalachia in
hopes of exploiting the local music scene (and musicians), but instead comes
across his own unpleasant fate, and a song that expresses his story.
That particular song, “Come Wander with Me,” is one of
the most haunting things you’ll ever hear, and as it is replayed in the
episode, again and again, it grows increasingly menacing, changed with new and upsetting lyrics. The song was resurrected by
director Vincent Gallo for his 2003 film, Brown Bunny.
1. “Nightmare at
20,000 Feet.”Written by Richard Matheson and directed by Richard Donner,
this episode aired originally on October 11, 1963, and is one of the show's
most legendary efforts. In fact it's one of those stories that has become part of the
American pop culture lexicon, and seems to have effortlessly survived the test
and passage of time (and was remade, in 1983'sTwilight Zone: the
Movie).
You all know the plot of this episode by heart: a man named Robert Wilson
(age 37), played by William Shatner has recently recovered from a nervous
breakdown caused by"over-stress"and"under confidence." The
incident that spurred his six months in a sanitarium occurred on a plane in
flight. Now Bob and his wife, Ruth
(Christine White) fly home, and Robert spies a gremlin walking on the plane
during flight..
I'll be blunt: if
there is a more pitch-perfect half-hour of horror television in the medium's
history, I haven't seen it. "Nightmare at 20,000 Feet” loses none of its
power (or terror...) on repeat viewing. The story draws you in, and the
universal fear of flying renders the story riveting. William Shatner’s twitchy performance is great, too. He
plays a man trying to hold on to his sanity, but a man who is likable and good.
We relate to his predicament and his fear on a very deep, very basic level. How good is “Nightmare at 20,000 Feet?” So good that you don’t care that the monster
looks like a cuddly, over-fed teddy bear.
Runner-ups on this list of great Season 5 episodes would include "Uncle Simon," about an old man's ultimate revenge upon his greedy niece, "Spur of the Moment" about a woman trying to correct her past and destroying her future, and "The Long Morrow" a tragic story about star-crossed, time-crossed lovers.
Next
time on Underrated but Great: The X-Files, Season 8.
And now I’ll
leave you -- just for chills -- with “Come Wander with Me:”
As
a child growing up in suburban New Jersey of the mid-1970s, there was probably nothing
more exciting than a (long…) family day at the amusement park called Great
Adventure. The park yet endures -- in Jackson, New Jersey -- and for many years it has existed under the corporate umbrella of Six Flags.
But the
Great Adventure I remember so well – from
my first visit, as a kid of seven or so -- came before that particular era
began.
The
original Great Adventure park was imagined, designed and built by businessman and show-man
extraordinaire, Warner Le Roy (1935 – 2001), whom The New York Times once
termed the city’s “mad genius.”
Mr. Le
Roy was a successful restaurant-owner and son of an early generation of
Hollywood moguls. With Great Adventure
-- which opened its doors on July 1, 1974 -- this entrepreneur imagined a colossal,
one-stop entertainment facility for all tastes.
His park – carved out of beautiful
forest land, but not obtrusively so – would feature a safari, stage shows
of all types, roller-coasters, and even a campground. The park was nicknamed "the Enchanted Forest."
The
first time I visited Great Adventure with my Mom and Dad and sister, it must have
been circa 1976 or 1977. I’m not
certain of the exact date. But I was a little kid, it was
summer, and I remember we got up when it
was still dark, probably before 5:00 am, packed a picnic lunch, and then drove
for what seemed like an eternity to reach the park. At this point in my life, I hadn’t yet visited
Disney World (that happened in 1979...during a hurricane), so I had never seen
anything like the Great Adventure amusement park.
We
drove our car through the safari first, and it was a crazy experience. Animals would walk up freely to the cars and
get very…friendly. I remember monkeys jumped on the roof of our
car and stayed there for a while, and an ostrich stuck its beak in my mother’s
window, scaring the living daylights out of her. It was great fun. But this safari was just prologue. The amusement park was the main event.
As
I recall, you entered Great Adventure through a big gate, and walked an
old-fashioned main street shopping venue where you could buy overpriced
souvenirs. And – on all sides – were attractions
of unbelievable size, color and scale.
There
was the great Ferris Wheel for instance, and from atop it, you could spy the
vast expanse of the park.
There
was the famous Carousel, built in 1881 but then (and now) occupying land at
GA.
There
was the Runaway Mine Train, a great roller coaster (above a small pond if memory serves…) in the Old West portion of the park.
And
then there was my personal favorite: the
Enterprise.The Enterprise was not a
traditional roller coaster, but a great wheel of cars that circled vertically,
over and over again, at what seemed like high warp speeds. I think this was also my father’s favorite
ride.
Another unforgettable attraction at Great Adventure was the Moon Flume, or Hydro Flume, a log
flume with space age trappings, and which always had long, long lines. Even at that age, I preferred the future to the past, and always
preferred the Moon Flume, with its futuristic look, to the Old West’s log
flume, at the other end of the park.
Over
the years, my family returned to Great Adventure probably five or six times, as
new attractions were developed and added.
Soon
came Lightning Loops, a ride where you traveled a loop heading forward, and
then reversed course and went through it backwards…very fast.
Not
long after, the park also introduced Rolling Thunder, which at that time was
the largest, most frightening roller-coaster I had ever seen. It was an absolute Goliath.
As
the eighties came and went, Great Adventure added attractions like “Free Fall,”
which I thought would stop my heart the one time I rode it, but the park also
faced some bad publicity involving a fire in a haunted house attraction, and a
tragic death on Lightning Loops.
My
last visit to the park was early in the summer of 1990, when I went to the park with
my then-girlfriend, now-wife, Kathryn. She
got sick on one of the rides, and didn’t have a great day. The magic was gone, in part because I had now
grown up, and it was time to move on. We would soon be moving to North Carolina and beginning a life together.
Still,
I’ll always cherish the memories of that first, spectacular, magical summer day in the age of Jimmy Carter, disco and the
bicentennial. I can still feel the excitement
and anticipation during the car ride to the park and during a marathon day spent
on the rides. We rode one ride after the other
after the other, stopping only to see shows and eat our packed lunch of
submarine sandwiches, Coke, and potato chips.
The day lasted till well-after dark, till the thick of the night.
I
recollect, too, riding Great Adventure’s Sky Ride, and looking out across the lighted
entertainment metropolis: a vast land of attractions interspersed with lakes and beautiful
trees. I remember feeling dog tired,
and still not wanting the day to end, hoping against hope that the “great
adventure” would never end. When I finally returned to the car, I fell instantly into a deep slumber...and the whole day felt like a dream
Could
such a magical place really have existed?
To a child, the 1970s Great Adventure was indeed a
dream come true. I suspect that if I
went back to the same park today, I wouldn’t recognize many of the rides or shows or
attractions. Besides, if I really had the urge to visit a modern amusement park, there’s one nearby me called Carowinds. I could just go to that one. But in neither case, would it be the same. I'm reminded of Rod Serling dialogue from The Twilight Zone episode "Walking Distance" -- "Maybe there's only one summer to every customer." If that's the case, I'm fortunate that mine, at GA, was so very, very happy.
In
a few years if not sooner, my five year-old son Joel will be ready for his
first amusement park. It'll be his summer, and I can't wait for it to start. I trust I won't be too old to ride the roller coasters and feel, at least a little,
like a kid at Great Adventure again. All aboard the Log Flume!
You can read more about Great Adventure and its long history here.
My five year old son absolutely loves transforming robots. Joel passionately collects Beast Wars, Gobots, Transformers, Megazords, Brave of the Sun Fighbird...you name it. Throughout our many travels in search of robots of all sizes and shapes, we often come across toys that we don't entirely recognize. This week's collectible is one of them.
I must confess, I don't know if this particular toy came from a popular Anime franchise or not. I'm not highly conversant in Anime, at least not yet. I'm learning. However, I believe this cool transforming robot set may have originated from something called "Video Senshi Laserion" in the 1980s, or "Super Laser" here in the States.
Regardless, this "Assembling 2-in-1 Change Bot" with "double joint power up" transformation is a pretty awesome mechanical life form. The toy was made in Taiwan, and three separate robots are included.
Individually, the robot consists of "Ex-Caesar" (a car), "Atlas Carbot," and "Atlas-Jetbot." Together, however, the machines make "Super Atlas-Bot," and the back of the box provides detailed, step-by-step instructions for transforming the robots into cars and planes, and vice-versa. Not that Joel needs them. He's far more coordinated at five than I was at that age, and he loves the thrill of discovering how to transform and combine robots. Just between you and me, he's either going to be an engineer, or the world's biggest fanboy. Or both.
As much as Joel wants to get his hands on toys like the Super Laser Assembling 2-in-1 Change Bot and start playing, I'm a devoted fan of box art. Joel and I have an understanding: he gets the toys, and I get the boxes. It's a good compromise, and when he's done playing for the day, the toys go back in the box. Sure, they aren't mint in box anymore -- a phrase Joel has learned -- but I realized a few years back that it's more fun to play with these toys with my son than to keep them in boxes, on display.
I just gave Joel this toy on the weekend, and he loves it...
I have been watching with great interest over the last week or so the ascendant campaign to resurrect Frank Black, the lead character of Chris Carter’s
Millennium (1996 – 1999). The Back to Frank Black Campaign with Fourth Horseman Press will soon be launching a book dedicated to the beloved character,
as reported by TV Wise. And series star Lance Henriksen himself spoke recently at a
convention about his belief that the character will indeed return.
Twentieth
Century Fox should be listening to the emerging groundswell, because this is
the perfect time to produce a Millennium movie or TV-movie. Forget the tiresome and inaccurate argument
that since the millennium actually turned in 1999 – 2000 the series is somehow out-of-date
or past-its-prime. The contrary is actually
true.
Stylistically
and context-wise, Millennium was actually so far ahead of its time, I would argue,
that the world is only now catching up with the concepts Chris Carter, Frank
Spotnitz, and the other writers conceived during the three-year span of the
series.
In
terms of story-telling style or approach, consider just for a moment how often Millennium’s
complex formula has been tossed into a blender, ground down to its component
parts, and then presented in pieces, to great ratings success.
For example, the
CSI
formula of the last decade resuscitates the “forensic investigation”
aspects of the Carter series. Programs
such as Criminal Minds ask audiences to travel inside the twisted minds
of the most monstrous human criminals, just as Frank Black did on a regular
basis. And series such as Medium
focused, to a large extent, on the value of unconventional insight in solving
crimes. Millennium brilliantly
combined all these threads, plus Frank’s home life, plus the symbolism of the “yellow
house.”
Outside
of this style, Millennium obsessed on what I call in my book, Terror
Television“those shadowy,
half-understood fears which affect the human heart and soul.” The monsters in the series, though sometimes originating from religious mythology, were also, often, human in nature. Frank faced these human “monsters from the Id” on a
weekly basis in the 1990s, but many of the aspects of life that vexed him in
the Clinton Era have only grown more pronounced today.
If
the 1990s represented the first significant decade of conspiracies run rampant
(George Bush I’s “New World Order,” or The Clinton Body Count), then in 2012
the conspiracy mentality is, in fact, on steroids. Today, we have Birthers, Truthers, Deathers -- you name it -- and they are all tearing
at the fabric of our shared national reality and identity. Wouldn’t it be nice, once more, to have a man
like Frank navigate this shadowy, mysterious world and separate truth from fiction, fact from
propaganda?
The TV program's fictional Millennium Group was the prime mover of a secret history in the
series, but just because the year 2000 came and went without dramatic incident,
that doesn't mean the conspirators would stop attempting to shape
the future. In fact, one sect of the
Millennium Group, the Owls, believed the apocalypse will occur in 2020…just eight
years distant. Imagine the plans they
must be making, right now, right?
On
a connected note, we need gravelly-voiced, insightful Frank Black to pick up his adventures again because of who we have become since Millennium left the airwaves. We seem more divided in 2012 than we have
been, certainly, in my lifetime.
Political enemies don’t merely have disagreements anymore, they try to destroy one another.
The person with the loudest voice wins the cable TV sweepstakes and facts
become lost in “gotcha” point-scoring. It’s not so much “The Truth is Out There” -- as was the mantra of Carter’sThe X-Files -- but “The Truth is
Buried Over There, But Let us Distract You From Finding It.”
The
quality I admired so much about Frank Black, and one abundantly evident in Henriksen’s brilliant,
layered portrayal, was his utter lack of susceptibility to such
bullshit.
Even when provoked, Frank
didn't take the bait or grow angry or irrational (unless, of course, his
family was actively threatened). Instead,
he was reasonable and stable, and that is, perhaps, a strange thing to write about
a character who has suffered a nervous breakdown or two (but who’s counting?).
But
perhaps because Frank had seen and understood madness up-close, he had inoculated himself from it on a daily basis. One of the continuing delights of Millennium,
even today, is how Frank fails to give his competitors or nemeses the satisfaction
of getting a rise out of him.
To
put the matter another way: Frank isn’t worried about how popular he is. He isn’t worried about pleasing the
boss. He doesn’t concern himself with
partisanship or ideology, but instead tries to solve a problem the best he can,
in the most reasonable way he can. Importantly, he isn't selling anything. Now it's not like he's Mr. Spock or Dexter – Frank clearly
possesses strong emotions – but yet he possesses this equanimity;
this sense of wisdom and fairness. He would defend the weak, the voiceless, those assumed guilty.
He is The
Calm. And the rest of the world is The
Storm swirling around him.
Mr.
Henriksen has spoken eloquently about Frank Black in the War on Terror Age, but
I also believe that Frank Black is the perfect hero for America at home, right
now, because he possesses these qualities of stability and reason that often seem missing in action.
In
other words -- perhaps more than ever - we need Frank Black. The Time is past near. It's now.
If you agree with that sentiment, write a letter and support Back to Frank Black's campaign:
Michael Thorn Senior Vice President for Drama Development 20th Century Fox Television Twentieth Century Fox Television 10201 West Pico Blvd Building 103, Room 5286 Los Angeles, CA 90035
If
you recall (the criminally underrated) Back to the Future II (1990), you
may remember a “future” scene set in 2015, wherein hero Marty McFly (Michael J.
Fox) sees the holographic shark for Jaws 19 and declares that it the
creature still “looks fake.”
Well,
here we are in 2012, and the sharks of Shark Night (2011) still look fake.
The
mechanical shark called “Bruce” who starred in Steven Spielberg’s Jaws
way back in 1975 may not have been wholly convincing – which is why the director often kept it hidden or cut to P.O.V. shots
– but when viewers did see the great
white beast, he at least operated by the same laws of physics as we do. When Bruce broke the surface, water would run
off his back. When Bruce bit a victim,
blood would run down between his very sharp teeth. We might not have always believed Bruce was
100% real, but we believed that he showed up for work, at least.
In
Shark
Night, the sharks phone it in.
They
exist in abundant special effects shots that diminish their size and sense of
scale. Seen in the clear light of day, these
“animals” look like under-detailed cartoons.
They can’t scare anyone because they actually bear no connection to the environment
forces which purportedly work upon them; forces
such as gravity.
In
fact, the sharks of Shark Night not only look incredibly fake – just a step or two up from Jabber Jaw --
they also act in most un-shark-like fashion throughout much of the film, often
leaping high out of the water (like…twenty
feet out of the water…) to swallow their cowering human prey. In one of the movie’s least effective kill
scenes, a shark intercepts a racing jet-ski …from the front, no less…and leaps
several feet out of the water to do so. On
this occasion and several others, director David Ellis lets the shark hold
center frame as it leaps towards the screen (for 3-D impact), thereby offering extreme
evidence of the animal’s incredible phoniness.
Shark
Night earned
pretty terrible reviews, and studying these special effects sharks, one can
detect why. That established, I must reluctantly
admit I didn’t hate this nearly as much as I thought I might, and that’s
because the film unexpectedly plays around in the terrain one of my favorite sub-genres:
the savage cinema. In keeping with that form, the film
acknowledges human ugliness as the overriding source of real evil in the world. In other words, we might escape sharks, but
we can’t escape human nature.
In
Shark
Night, Sara (Sara Paxton) returns to her home on Lake Crosby in
Louisiana for the first time in three years along with a group of co-ed
friends, including shy Nick (Dustin Milligan), a med-student. Sara has been away so long because of an
accident involving her former boyfriend, local diving expert Dennis (Chris
Carmack).
Back
when they were going steady, Sara began to drown on a dive and Dennis wouldn’t
share his air with her. Panicky, she
made it back to the surface alive, but when she piloted the boat for home, she
accidentally struck Dennis’s face with the boat propeller, permanently scarring
him.
Dennis
– who looks no less handsome or buff with
that facial scar, by the way -- has never forgotten this traumatic
incident, and with the help of a dumb redneck, Red (Joshua Leonard) and the
town’s heavy-metal loving sheriff, Sabin (Donal Logue), plans to release
several captured sharks upon Sara and her buddies while they frolic on the lake…
You
can just tell from the first attack in Shark Night that you’re in a
different league here than in Jaws. Remember that film’s classic prologue, and
how a beautiful blonde went for a tranquil midnight swim only to be attacked
and killed by a shark? This introduction to the film remains creepy,
unsettling and highly effective, even today.
By point of comparison, Shark Night opens with a blond in a
white bikini swimming in the lake and getting attacked almost instantly by a
shark. It’s all thrashing and splashing,
and there’s no sense of suspense or even surprise during the attack. People inclined to use the phrase “they don’t make ‘em like they used to”
regarding Hollywood will be sorely tempted to employ it here.
Lacking
suspense, Shark Night is abundantly predictable. If you’ve ever seen a horror movie, you can
predict -- down to the last person (and
animal) -- the characters destined to survive the film’s bloody events.
Also, Joshua Leonard’s character Red is a walking talking cliche, right down to
his bad teeth and bad Southern accent.
He’s supposed to be the movie’s comic relief, but again, we’re in
cartoon territory here.
And
yet, as I wrote above, I didn’t entirely hate Shark Night. I don’t generally prefer horror movies this dumb and
vapid, but they can occasionally be fun if you’re in the mood for something
trashy and light. Plus, Sara Paxton is the star here. She was terrific in The Innkeepers (2012) and is very good here too, despite the thinness of her character.
And
Shark
Night boasts at least one legitimate inspiration. It turns
men into the film’s villains, and gets at the notion that the sharks – while obviously the tools of mass
destruction here – aren’t really the ones with the evil intent. Instead, Dennis and his mates are the ones to
blame. Interestingly, they view
themselves as victims. They’re victims
of women (Sara), victims of a bad economy, and victims of class warfare. Their plan is to make it rich by creating a
shark snuff film for fans of cable television’s “Shark Week.” In other words, they have something to sell,
and they’ve had to put their humanity aside to sell it.
When
one of the would-be victims notes that such a money-making enterprise is sick,
the evil conspirator notes, importantly “There’s
no such thing as sick anymore. There’s
only moral relativism.” It’s a
biting, caustic commentary on our culture, but one entirely of the times. If you remember Governor Rick Perry’s comment
about “vulture capitalists” who go in and eat up companies for profit, you might
also see how the metaphor works with sharks.
These animals (like some capitalists) must keep moving forward -- devouring things, resources and people to
live -- and the rest of us are, well…merely chum.
I
don’t mean any of this commentary to suggest that Shark Night is deep or
especially thoughtful, only that it is “of the moment.” It’s unique that unlike Jaws (1975), the film
portrays man as the real terror in the water, one eager to destroy his fellow
man for a leg up the economic ladder of success.
The
special effects in Shark Night are bad, the characters are mostly barely
two-dimensional appetizers, and there’s precious little in terms of interesting
narrative. Yet to his credit, director Ellis
seems to know all this is the case, and at times (like during the road trip to Lake
Crosby), literally fast-forwards the film
so he can get to the meat of the drama – the
shark attacks – quicker.
Some may see this photographic trick as an
admission of creative bankruptcy. But
contrarily, it may just be an example of efficiently cutting to the chase. Who wants to see shallow characters talking
and relating to one another when we can watch them getting chewed up and spit
out instead?
Shark
Night isn’t
a good film and it isn’t a scary horror movie.
But it is amusingly trashy and lowbrow.
It features moments of interest, especially whenever Donal Logue is
on-screen playing-up the resentment angle of his blue-collar economic
climber. I didn’t hate the movie that
much, in part because Shark Night was clearly made in a
spirit of dumb fun.
However,
if I had been the maker of Shark Night I would have gone one
step further with the movie, and offered up as its ad-line the very joke from Jaws
19 in Back to the Future 2.