All of Christopher Nolan’s movies are about exploring what scares him most

All of Christopher Nolan’s movies are about exploring what scares him most

Originally published at Polygon.com.

From Memento to the Dark Knight movies to the new Oppenheimer, one running theme links his stories.

In 2018, an interview with Oppenheimer director Christopher Nolan went viral — possibly because it was the first time he’d ever appeared relatable. In that conversation, he said his children sometimes jokingly call him Reynolds Woodcock, after the aloof, reserved protagonist of Paul Thomas Anderson’s Phantom Thread. Though Nolan’s scripts often feature signature, repeated (and often mocked) tropes, including time manipulation, dead spouses, and protagonists who face complex moral decisions, he injects very little of his own personality into his movies. Characters like Leonardo DiCaprio’s troubled team leader in Inception and Robert Pattinson’s equally troubled handler in Tenet are clearly styled after Nolan himself. But viewers rarely come away from Nolan movies with a greater understanding of his worldview, at least compared to the way directors like Martin Scorsese or Quentin Tarantino put their personalities on screen in every movie they make.

One underappreciated idea does recur over and over in Nolan’s work, though, and it surfaces again in Oppenheimer. The protagonists of many Nolan films become obsessed with a specific fear and go to great lengths to better understand or control their terror. In Nolan’s first blockbuster, Batman Begins, gangster Carmine Falcone (Tom Wilkinson) tells Bruce Wayne (Christian Bale), “You always fear what you don’t understand.” The quote acts as something of a guiding light not just for Bruce, but for Nolan’s back shelf of protagonists who seek a deeper knowledge of their phobias for the sake of control. In Oppenheimer, Nolan imprints this narrative device on a historical figure for the first time, and it feels like he’s being more open than ever about revealing what keeps him up at night.

There is no evidence that J. Robert Oppenheimer, the father of the atomic bomb, struggled with frightening visions of high-energy subatomic particles. This doesn’t come through in any documents about Oppenheimer the man, and Nolan seems to have added the idea to dramatize the film, as Oppenheimer periodically pauses to register and recoil from flashes of light, particles, and fire, all representing wordless fears he can’t explain. Though the movie’s dialogue never explicitly references these mysterious events, Nolan’s evocative imagery asks the audience to fill in the gaps themselves — are we seeing what’s in his mind, his future, or something else entirely?

Nolan’s Oppenheimer presents as an awkward, unsociable student with something off about him. It isn’t hard to imagine that he’s troubled by something. And what does this frightful student do? He dives deep into particle physics, devoting his life to understanding and attempting to control his fear — until it reaches critical mass.

The origin story in Batman Begins is the clearest example of this phenomenon: Batman’s vigilante persona was inspired by a traumatic childhood experience with bats. That plot point hews closely to Frank Miller and David Mazzucchelli’s classic 1987 comic arc Batman: Year One, but the film dives far deeper into Bruce’s fervent need to understand and control his terror. In a number of sequences featuring fear gas used by the movie’s villain, Scarecrow (played by Cillian Murphy, who also plays Nolan’s Oppenheimer), the filmmaker dips his toes into horror-inflected imagery. The Gothic architecture of Gotham combines with nightmarish sequences where villains see the superhero as a demonic monster, literalizing the metaphor of Bruce becoming his fear.

Following Batman Begins, Nolan’s Batman movies continue to dwell on this theme. Nolan assaults his protagonist with a series of villains who take on the shape of new nightmares. It’s as if he’s trying to teach Batman how to overcome the things he most dreads.

In addition to Bruce Wayne, the two protagonists Oppenheimer most resembles in this way are Leonardo DiCaprio’s Dom Cobb in Inception and Guy Pearce’s Leonard Shelby in Memento. The latter, Nolan’s mainstream breakthrough, focuses on a man with short-term memory loss who is so afraid of forgetting his purpose that he has it tattooed on his body. A significant portion of Inception takes place within Cobb’s dreams, which, through a very thinly veiled metaphor, are haunted by his wife Mal, played by Marion Cotillard. Guilt-ridden by the circumstances of her death, he subconsciously creates a murderous avatar in the shape of the shame he’s too afraid to face. He wrestles for control within his memory, attempting to hide her in a symbolic (and literal) basement in his mind. It doesn’t exactly work out.

Throughout Oppenheimer’s three-hour run time, Cillian Murphy’s protagonist struggles with existential horrors that are much larger than his personal regrets. In addition to the frightening visual bursts of atomic space, the film focuses most of its second-act tensions on the threat that the first atomic bomb test might ignite the hydrogen in Earth’s atmosphere. In real life, that threat was discussed and dismissed by the physicists at Los Alamos. But Nolan lingers on it, sending Oppenheimer to get the opinion of Albert Einstein, who acts as a sort of patron saint of science in the film. But Einstein provides no comforting answers, which ratchets up the tension and fear felt by characters and audience alike.

The threat of humans bringing about their own extinction is no new ground for Nolan’s films. And that may answer why, exactly, he’s so obsessed with fear and the war for control. In Interstellar, climate change devastates crops with a futuristic, dystopian blight. In his 2020 movie Tenet, an unseen society in the future attempts to reverse the flow of time to stop climate change before it gets out of hand. Between those two movies lies the World War II film Dunkirk, about the struggle for survival against a faceless threat. Though the Nazi presence implicitly hangs over the movie, Dunkirk doesn’t linger on a potential apocalypse in quite the same way as other Nolan movies. But the pervasive dread remains.

The fearsome final minutes of Oppenheimer drive this point home, as Nolan gives his protagonist a vision of a future devastated by nuclear apocalypse. His visions of dancing particles and flames give way to a clear, unambiguous doomsday — an uncountable number of rockets fire from an unknown country, streaking across the globe and detonating. Fire consumes everything.

Nolan’s devotion to the theme of people wrestling with their fears ties him to his protagonists, and his more recent focus specifically on humanity causing its own doom ramps that fear up to a universal level. It’s a heavy, existential worry, but it’s an illuminating glimpse into the mind of an artist who rarely lets the audience in. In his films, when a character obsesses about a topic, it typically means that’s the fear that keeps them up at night and drives them toward obsession as a means of control. Both Nolan and his iteration of J. Robert Oppenheimer are exposing their fears that humanity has the power to devastate life on Earth. And as climate change and political tensions simultaneously rise across the planet, it’s hard to blame him. 

In Defense of the Modern Late Winter Horror Film

In Defense of the Modern Late Winter Horror Film

Originally published at Crooked Marquee on 03/20/2020.

It’s October. The first trailer for a movie drops, and a journalist whom the studio provided free travel, dinner, and set visits proclaims it ‘The scariest movie since last year.’ All other press is embargoed until release day, when the film breaks some sort of new record for poor reviews. Three weeks later, no one even remembers this movie.

The phenomenon of the Late Winter Horror Film is not a new one, but it’s certainly seen an uptick in recent years. From the social media-friendly antics of The Boy in 2016 to the one-two punch of ‘F’ Cinemascores in The Grudgeand The Turning earlier this year, the first quarter is now an annual window packed full of low-budget thrillers with a heavy dosage of schlock. This excludes  big-budget horror like John Krasinski’s A Quiet Place (2018) or Gore Verbinski’s A Cure for Wellness (2016) of course, as well as prestige horror that happens to launch in this season, like Robert Eggers’ tremendous The Witch in February 2016 or Jordan Peele’s duo of Get Out and Us in 2017 and 2019. I’m talking about the fun, dumb ride of something like the unfairly maligned The Turning or even Leigh Whannell’s new-to-VOD The Invisible Man, which uses the joys of Late Winter Horror to reflect cracks in modern society.

Sure, films of this ilk routinely turn a profit, but their reputations couldn’t be worse; audiences and critics frequently dismiss them as formulaic tripe, overly reliant on jump-scares. It puts these movies in an odd place: seemingly panned by everyone, but attracting an endless supply of moviegoers. Yet the very formula that puts so many off is what brings others in the door in the first place.

In The Spierig Brothers’ Winchester (2018), there’s a moment just a few minutes in when the film lays the premise bare—Jason Clarke, as a doctor who doesn’t believe in ghosts, is assigned to perform a psychological evaluation on one of the most famously haunted people in American history, in one of its most famously haunted locations. If you gave each audience member a moment to predict, beat-for-beat, how the rest of the story would unfold, most would probably land every major moment. But is that… a bad thing?

When audiences sit down for a mid-summer action blockbuster starring the most beautiful, muscular people on the planet, they know exactly what they’re getting, and are typically effusive with their praise when it delivers on that promise. Twitter may have thrashed Martin Scorsese when he compared superhero films’ formulaic construction to theme park rides, but most horror fans would probably admit that the most favorable comparison for movies like Winchester is that of a roller coaster. Each scene features the same up-and-down structure, beginning with a scary noise accompanied by tense music which leads to a journey down a creepy hall, SNEAK ATTACK, and then a calm moment of safety before it all starts again.

It should be no different when trashy, low-budget thrillers can satisfyingly provide audiences the cinematic comfort food they paid for than when the standard, lifeless costumed superhero saves the day to widespread praise. You know what you’re getting with movies like these. That’s part of their appeal.

Beyond predictability, Winchester may well be the perfect example of this archetype, packed to the brim with two-dimensional characters and jump scares that land about half the time. But enough effort is put into the creepy set design, quaint “let’s play dress-up” period costuming, and delightfully dark atmosphere that it all works anyway. The defining elements are all there, from the handful of D-list performers supporting one or two beloved actors to the laughable, left-field twist ending. It’s made with just enough craft (particularly an effective, intense long-take sequence at the midpoint) that it doesn’t need to be enjoyed with irony or alcohol— though the latter can certainly add to the experience.

Within the broader label of Late Winter Horror, there are a few specific divisions that stand out. The first is the ghost story, made up of haunted houses like Winchester, haunted children like The Turning, and haunted dolls like the two Boy movies. These films aren’t all necessarily actually about ghosts, but hinge on a central mystery of whether a ghost is actually present.

All four haunts have twist endings without any semblance of set-up, and their degrees of success vary wildly. The Boy (2016) ends with an admirably insane climax kicked off by pulling the rug out from under the audience as a grown man emerges from the walls, delightfully resolving the film’s mystery and taking the last act into slasher territory. On the other hand, its follow-up Brahms: The Boy 2 (2020), tries to one-up the first twist and unwittingly undermines everything that made the first film work. The Turning barely has an ending, instead opting for an attempted mind-F second only to 2012’s The Devil Inside in failing to wrap up its narrative.

Secondly, you have late entries into dead or slowly dying horror franchises like The Grudge (2020), Insidious: The Last Key (2018) and The Strangers: Prey at Night (2018). Typically, when major horror franchises shift from the typical October power month to late Winter, it’s not a good sign for the series. These films have their moments, and boast the trappings of the genre, but all feel slightly trapped by the series in which they’re set. None of them can truly embrace the grotesque quirks of the best Late Winter Horror films, and sort of feel like diet entries in both their franchise and the genre. Even The Grudge, which boasts an uncharacteristically impressive cast led by John Cho, fails to deliver anything memorable aside from a confidently bleak conclusion.

One of the more interesting of these specific archetypes is the single-location “real world” thriller, devoid of anything supernatural. In Escape Room (2019), The Belko Experiment (2016), and this month’s The Hunt, a small cast of characters are trapped in a dreadful situation as their numbers slowly dwindle. Borrowing narrative structure from video games, the heroes survive waves of obstacles until only one or two remain. These movies certainly bring the roller coaster element of Late Winter Horror Films, and the central mystery of “what is happening” keeps the stories engaging.

Of the realistic, single-location thrillers, only The Hunt tries to use the premise to actually say something, but it’s largely bungled by a confused tone. It functions decently as a fun, empty showcase of star Betty Gilpin’s talents and a handful of effective action sequences, but has no idea how to use the language of satire. Writers Damon Lindelof and Craig Zobel attempt to make a grand statement about the hypocrisy of well-off liberals, but can’t land on how to say it, instead coming off as gleefully cruel. Probably the bottom of the barrel in this genre, The Hunt is at the very least an ambitious effort with flashes of brilliance, which is more than one can say about the mindless glut of the most expensive blockbusters.

And finally, in 2020 a new type of Late Winter Horror Film has arrived, and it could very well be the one that actually changes the (undeserved) reputation of the genre. The Lodge and Leigh Whannell’s Invisible Man operate in the same realm as Jennifer Kent’s The Babadook (2014), utilizing a rich subtext to give their films a larger meeting. And much like Hereditary (2018), The Lodge uses long, static takes that immerse the viewer in a deeply unsettling house, creating an ever-present sense of dread even before the story ramps up into outright terror. On top of this appeal to arthouse audiences, they stay true to their roots, imbuing “prestige horror” with the unsettling absurdity of the traditional, schlocky late winter horror film.

Late in The Invisible Man, when the film’s statement about the way society treats women who speak out is clear, it still pauses for an action sequence reminiscent of Scooby Doo. The scene is visually arresting, and Whannell shows off the same action chops he flexed throughout Upgrade (2018), but it’s tonally jarring to jump from addressing a grave matter to a full-on fight with a character that the camera doesn’t show. Characters are flung around a hallway, pulled by the hair and shot, and it’s just a little goofier than one might expect. But where this would feel out of place in a drama that plays everything straight, this adds to its potency, playing on expectations of the genre itself. As it nears the conclusion, The Invisible Man lands precisely because of the way it interacts with the genre’s trappings—inverting the twist ending by affirming the protagonist’s fears.

Outside of the horror genre, the first quarter of the year, once seen exclusively as a dumping ground for all bottom-of-the-barrel projects, has actually become quite a destination. Superhero blockbusters like Captain Marvel in 2019, family friendly fare like Paddington 2 in 2018, and arthouse horror like Get Out and The Witch have helped to kill the myth of the post-Oscars drought. And now, we may just well be witnessing the start of a critical reassessment of the so-called trashy entries that are so intertwined with the release window itself.

Onward is Pixar’s True Successor to The Incredibles

Onward is Pixar’s True Successor to The Incredibles

Originally published at CBR on 03/15/2020.

Mountains and rolling fields. Fantastical creatures. Magical spells. Staffs and quests.

At this point the conventions of high fantasy, largely established by J. R. R. Tolkien, have been so well-trodden, replicated, parodied and criticized that there’s almost no way to make them feel fresh anymore. But much as it did with the equally overdone tropes of the superhero genre with The Incredibles, Pixar has done the impossible and breathed new life into fantasy with its latest film Onward.

In The Incredibles, director Brad Bird makes his intentions clear from the very start — sure, this is a send up and deconstruction of the superhero genre, but it’s also a celebration of what makes the genre work in the first place. Likewise, Onward makes its intentions very clear early on, asking the viewer to make connections to Dungeons and Dragons and Lord of the Rings. But in the end, both films know why they exist in the first place, and function, above all else, as effective, humanistic stories with everything else grafted on top of that.

Through specific, intentional echoes of famous superhero and spy stories, The Incredibleshas a lot of fun with its premise. To start with, the main family of heroes each correspond almost directly to a member of the Fantastic Four, from their personalities all the way down to their superpowers. On top of that, many of the tools and gadgets are ripped straight from the Mission: Impossible films, and composer Michael Giacchino’s theme is clearly riffing on music from the James Bond franchise. In specific moments, characters reference a villain who “monologues,” or the dangers of capes. Even the general premise, a world where superheroes once had a heyday but are now illegal, calls Watchmen to mind.

However, what really makes The Incredibles tick as a send-up of classic superhero tales is its villain, Syndrome. A stand-in for the entitlement of fan culture, Syndrome forces Mr. Incredible to face the mistakes of his past and the arrogance of his present. Bird attacks the hypocrisy of superheroes and fandom head-on, but in the end allows his heroes to grow, improve, and save the day. Ultimately, though it takes a postmodern, deconstructionist approach, The Incredibles is a celebration of the joys, the awe and the wonder of our modern superhuman myths.

In that same vein, Onward pokes small, fun jabs at fantasy properties, but it’s all in the service of a larger point. The most obvious comparison is not in any tales of Middle Earth, but in Faerûn. Of course, the “historical” role playing game that Barley (Chris Pratt) plays is an almost exact recreation of Dungeons and Dragons, but it bleeds into the structure of the story as well. Much like a group of friends gathered around a table in the middle of the night with nothing but character sheets and a handful of dice, each obstacle Barley and his little brother, Ian (Tom Holland), face is solved in increasingly absurd ways. Rather than handle their troubles the way Frodo, Aragorn and Gandalf would, the pair always rely on their luck and ingenuity rather than any sort of skill in battle.

Onward

Though not quite as sophisticated as The Incredibles’ approach of using genre to confront its fans, Onward uses this fun, familiar adventure to draw in the audience, disguising an achingly human story of growth under the surface. Ian and Barley have spent most of their lives without their father, who died when they were young. Of course, they love each other and their mother (Julia Louis-Dreyfus), but the two have often yearned for the father they barely even knew. In a fantastical world that has lost its magic, they go on an epic adventure for the chance to speak to him one last time. Along the way, the two grow closer and make the world a little brighter. The characters’ growth mirrors the way a D&D hero’s stats level-up, but they’re instead developing as people, or in this case elves.

Ian’s growth as a wizard becomes clear around the film’s midway point in an action-packed moment when he is forced to use magic to save someone’s life, and reflexively casts a successful spell at the last moment. The moment lands perfectly, earned through time spent struggling with magic, much in the way a D&D character grinds before leveling up. But as he gains magical prowess, Ian is also learning more about himself, who he is and how much his brother Barley really means to him. This all comes to a head in the emotional climax, one of the most powerful moments in the history of a studio known for emotional resonance.

Onward

This focus on telling a powerful, human story in the context of a genre send-up is what makes Onward click together so perfectly as The Incredibles’ spiritual successor, and it’s also the arena in which The Incredibles 2 falters. The sequel, also directed by Bird, puts too great a focus on living up to the fun and style of the original, but fails to capture the thematic richness. The reveals of the villains, full of twists and turns, is seemingly for the sake of the spectacle, but does very little to build out what the story is actually trying to say or how it impacts and develops the Parr family. Though certainly action-packed and imbued with the same spirit of superheroic fun, The Incredibles 2 is too concerned with living up to its predecessor to earn its place as a genuine successor.

On the whole, Onward, director Dan Scanlon’s follow-up to Monsters University, is a sharp step forward for the storyteller, and could be a portent of a brighter future for Pixar itself. In recent years, only Inside Out and Coco were able to leave a strong impression, with a heap of sequels like Cars 3 and Toy Story 4 and misguided, generic experiments like The Good Dinosaur unable land the way the studio’s films once did. Instead of a direct sequel, Onwardsuccessfully recaptured the magic of The Incredibles by doing what that film did back in 2004 — telling a unique story. With Soul, another original film, just months away, perhaps this is a sign of what’s to come.

Written and directed by Dan Scanlon, Pixar’s Onward stars Chris Pratt, Tom Holland, Julia Louis-Dreyfus, and Octavia Spencer. The film is now in theaters.

A New Hope: Clone Wars & The Mandalorian Show Star Wars’ Bright Future

A New Hope: Clone Wars & The Mandalorian Show Star Wars’ Bright Future

Originally published at CBR on 02/17/2020.

With Season 1 of The Mandalorian satisfyingly wrapped-up, Season 2 on the horizon, and the last season of The Clone Wars just around the corner, it’s a good time to be a Star Wars fan. Just two months removed from The Rise of Skywalker capping off a wildly divisive run of cinematic releases from a galaxy far, far away, what’s changed? It goes back to one man: Dave Filoni.

In 2008, Filoni was a little-known animator, fresh off experience on the first season of Avatar: The Last Airbender. George Lucas surprised many by choosing Filoni to help shape Star Wars’ on-screen future after the conclusion of the prequels, as the director of the Clone Wars animated movie and creative force behind the proceeding Cartoon Network series. The existence of the film itself was bewildering — do we need more prequel era stories about Anakin and Obi-Wan? And its about Anakin’s padawan, who is just never discussed again? And after all, the prequels are bad! Though the theatrically released film was universally panned, it proved successful enough for the series to continue, and what a miracle it was.

After the boring, seemingly pointless Clone Wars movie, who would’ve thought that the series it spawned, on Cartoon Network no less, would be one of the best-told stories in the Star Wars Universe. The first on-screen story to truly feel removed from Lucas’ own sensibilities, the larger narrative was aimed under the guidance of the world’s creator but was first and foremost a Dave Filoni story. Interestingly enough, you can see how Filoni matured as a storyteller along with the show in the first few seasons, growing from an imitation of the live-action films to embracing its own little corner of the universe.

Over time, fans began to embrace what made The Clone Wars so special, cheering on the recurring appearances of characters created for the show like Hondo Ohnaka and the handful of clone troopers with personality, rather than just crossover appearances from established characters like Yoda and Darth Maul. Just as the show was really hitting its groove, telling some of the boldest stories in the Star Wars universe and addressing the gray-area morality of the Jedi acting as a militarized group, Disney pulled the plug.

Though Clone Wars wrapped its story up quicker than the fans and creators had hoped, it still provided a satisfying conclusion, fully overcoming the bad rap of the film and the early episodes. When you look back on those first five televised seasons as a whole, the show did a few things many would consider unthinkable — it offered actual depth to the prequel films while creating something entirely new in the process.

Star Wars Rebels, Filoni’s follow-up to The Clone Wars, had a far less steep hill to climb. Unburdened from the constraints of a brief timeline between two films and without the need to work around the canon of major characters, Filoni, along with new collaborators, Simon Kinberg, Carrie Beck and Greg Weisman, learned from his mistakes and delivered something interesting right out of the gate.

The premise was far simple and offered a more compelling hook, as the show followed a team of rebels, pre-Original trilogy, led by one of the few surviving Jedi and his new Force-sensitive padawan. Eventually, Filoni pulled out the rug from everyone and the show dove headfirst back into the same corner of the universe as The Clone Wars, bringing back many of the characters and themes from his earlier show. Longtime fans of the previous series found it to be incredibly rewarding, but this was a bold risk considering the many new viewers of Rebels, itself more appealing to younger audiences on the new home of Disney XD.

Nevertheless, Filoni was clearly staking his claim, promising that his pieces of the Star Warsuniverse would work together, building upon one another to tell a larger, more epic story.

But since the premiere of Rebels, much has changed in the Star Wars universe. In theaters, Disney’s Star Wars films have sort of led to the fandom tearing itself apart. In 2015 and 2016, Episode VII: The Force Awakens and Rogue One: A Star Wars Story seemed to hint at a future of fun, passable films that couldn’t quite replicate Lucas’ original magic. But then Episode VIII: The Last Jedi came out, and for the last two and a half years arguing about Star Wars has become one of our most beloved pastimes. Much like Filoni’s many stories, Rian Johnson’s film took huge risks with the property.

The Last Jedi is easily the boldest and most unique story in the canon and a massive step forward on every level. It forced the characters that so many grew up admiring to actually look at themselves and question who they are. The film humanized these larger-than-life figures in a way audiences had never seen before, including addressing the gray morality of the Jedi, who once considered themselves the ultimate arbiters of Justice. Many didn’t see the film this way, and were largely put off by Johnson’s boldness. Rather than view the story as a whole, and analyze what it means, many viewers instead felt it betrayed what they loved about Star Wars in the first place, and couldn’t get behind the new risks it took. Just months later, this was followed-up with Solo: A Star Wars Story, a lifeless, gray Han Solo origin that lost its filmmakers halfway through shooting.

Now, here we are, just months after Episode IX: The Rise of Skywalker, the most divisive film in the series in a whole two years. Though certainly not bad, JJ Abrams’ Skywalkerseemed to focus far more on delivering what fans said they wanted than achieving a more unique vision, and almost feels more like a 150-minute highlight reel than a conclusion to the 42-year saga. With no more announced films in the franchise, rapidly declining box officereturns and the worst reviews of any live-action movie in the series, one would expect fans of the series to be pessimistic. Thankfully, the last few years of Star Wars television have been very kind, and promise to only improve.

On smaller screens, Rebels offered another satisfying conclusion from the Cowboy Hat-wearing animator in early 2018. The finale comes full-circle, building upon The Clone Warsand potentially setting up a third story in that vein, though there’s been little movement on that front. He also helped create Star Wars Resistance for Disney XD, and though Filoni took a less hands-on role in its storytelling, it still found universally positive reception. And last year, Jon Favreau recruited Filoni to help create The Mandalorian for Disney+.

The show, along with the now inescapable Baby Yoda, became Disney’s first entry in the Star Wars universe to have a large-scale cultural impact and inspire widespread, deep admiration. In The Mandalorian’s final moments, it mirrored what he did in the finale of Season 1 of Rebels, once again delivering a final twist that this story also occupies that same, Dave Filoni corner of the Star Wars universe. On top of all of this, next week the creator’s beloved Clone Wars returns to tie up all of those loose threads.

Whether you love or hate Disney’s wildly divisive live-action Star Wars entries, odds are you have seen (and enjoyed) something with Dave Filoni’s fingerprints. Now, with the future of the galaxy far, far away largely obscured, there’s reason for optimism, because it lies in good hands.

Premiering Friday, Feb. 21, on Disney+, the final season of Star Wars: The Clone Wars stars Matt Lanter as Anakin Skywalker, Ashley Eckstein as Ahsoka Tano, Dee Bradley Baker as Captain Rex and the clone troopers, James Arnold Taylor as Obi-Wan Kenobi, Katee Sackhoff as Bo-Katan, and Sam Witwer as Maul.

Comic Book Movies Don’t Need the Academy’s Approval – Especially Not Joker

Comic Book Movies Don’t Need the Academy’s Approval – Especially Not Joker

Originally published at CBR on 1/18/2020.

In February 2009, Heath Ledger won a posthumous Academy Award for Best Performance by an Actor in a Supporting Role. Ledger’s win, awarded for a genre-redefining take on The Joker, marked the first time a blockbuster superhero film had broken into a major category. A decade later, Todd Phillips’ Joker led all 2019 films with 11 Oscar nominations and is a favorite for many. It completes this cycle of superhero films, closing the loop on a decade that birthed the idea of a Cinematic Universe as we know it and saw superheroes rise to the top.

In many ways, this growth is exciting. Those who were raised on comic books and niche science fiction might see this as the public finally embracing something they once derided, but the question needs to be asked—why does it matter if these films are “embraced?” And is Joker really the best we can do?

The Dark Knight, released in 2008 by writer/director Christopher Nolan, was unlike many other comic book films at the time. While films like Raimi’s Spider-Man were bright and vibrant, The Dark Knight operated with a muted color palette, an atmosphere more reminiscent of crime thrillers. The film’s more prestigious tone, along with Ledger’s powerhouse performance, allowed the movie to finally get taken seriously by audiences and the film industry as a whole. Though previous movies had established that capes and cowls can draw audiences, this was a new breed, earning rave reviews and even convincing the Oscars to expand the field of Best Picture.

But as Marvel’s Cinematic Universe grew beyond its humble origins in the following decade and allowed comic book movies to “go weird,” the broader resistance to take movies of their kind seriously returned. The massively budgeted films could gain nominations in categories like Best Visual Effects and Best Sound Editing but always fell short to “prestige” films and smaller, quieter material. But, while all of this happened, the MCU passed Harry Potter as the highest-grossing franchise of all time in just seven years of existence. The Avengers had the highest opening weekend of all time in 2012. DC got in on the Cinematic Universe game, and though it took a while, finally found their footing with Wonder Woman. Countless franchises attempted to ape what superheroes had, and the genre became ubiquitous, dominating theaters with even more films each year that continued to succeed. Despite what can frequently be a harsh reputation, film critics embraced many of these films, and the MCU collectively averages just over 83% positive reviews on Rotten Tomatoes. And last year, to put a final exclamation point on everything, Avengers: Endgame became the highest-grossing film of all time worldwide.

Yet, after all of this, fans still clamored to be taken seriously by critics groups and award voters. As time goes on, the fandom has grown more impatient with those who do not ascribe to their way of thinking. Any time a public figure has something negative to say about the genre, just take a look at any comments section—fans are bewildered that anyone could hate their precious (billion-dollar) films.

It wasn’t until 2019 that Marvel Studios broke out of the technical categories and won a Best Picture nomination for Ryan Coogler’s Black Panther. A clear representation of everything superhero films should be, Black Panther broke the mold by taking massive steps forward in terms of representation for black artists, both in front of and behind the camera. The film takes the standard superhero template (hero, villain, fight scenes, car chases), and uses it to tell a moving story about personal responsibility and flawed governments, bathed in subtext as a response to the racism that has enveloped modern society and kept movies like this from ever coming before.

If ever there was a film that should represent what superheroes can do when they deserve to be taken seriously, it’s Black Panther. With its seven nominations and three victories, the film certainly earned a place in the conversation, but didn’t earn a nomination in any acting, writing, or directing categories, and was never considered a real competitor for the Oscar for best picture. Unfortunately, the first blockbuster comic book superhero film to actually make that step is Todd Phillips’ Joker, a film that shares many similarities with Black Panther, but many stark differences.

Though not quite a bad film, Joker’s greatest mistake is failing to make a compelling argument for its own existence. Were it simply an intimate, cynical thriller about the consequences of a broken, selfish society, Phillips’ film would work. Instead, it becomes this weird meeting place of decades-old comic book lore, a cinematic love letter to the ‘70s crime films of Martin Scorsese and a tone-deaf screed against a nonspecific idea of “society,” muddling the actually effective story that lies beneath the surface. That’s not to take away the craft with which Phillips makes the film, expertly evoking Scorsese’s style with a few of his own flourishes, as well as Joaquin Phoenix’s in-your-face performance and Hildur Guðnadóttir evocative score, which all form a perfectly well-created movie. But underneath this surface-level technical skill, there just isn’t anything there.

Aside from the fact that it mostly feels like a story that has already been told in a style that has been done to death, Joker also marks a troubling landmark for Hollywood as a whole. As first brought up in critic David Ehrlich’s review of the film, the success of Joker could very well make the film a precursor to a new wave of cinema that is bold but wouldn’t exist without an existing IP grafted on top of it. Though it certainly pushes boundaries in terms of content and what’s allowable in a big-budget mainstream studio movie, there’s no way the movie exists without the presence of Bruce Wayne, negating any actual bravery the movie would otherwise possess.

When it comes to the Awards, the Motion Picture Academy of Arts and Sciences has made its purpose clear—to honor the best and boldest movies of each year. They’ve certainly strayed from that by nominating and awarding safe, less-than-stellar choices in recent years like Bohemian Rhapsody and Green Book, and choosing to honor Joker only continues down that path. For years, comic book fans have gleefully watched as their favorite genre became a titan in modern culture and dominant at the box office, but it wasn’t enough. And now, they’re just another mistake in a pattern of mistakes at the Oscars, validating nothing but the audience’s vanity.

Apple Arcade’s Must-Play Mobile Games

Apple Arcade’s Must-Play Mobile Games

Originally published at CBR on January 20, 2020.

In September, Apple launched Apple Arcade, a $5-per-month subscription service that provides unlimited access to a massive library of video games, exclusively on Apple devices. Joining the heavy-hitting likes of the PlayStation Now and Xbox Game Pass subscription services was never going to be easy for other companies, but Apple had a particularly massive hill to climb. The company has spent the past decade earning a bad reputation for its deep catalog of largely terrible iPhone games, with only a handful of truly great titles. Apple combated that by restricting who was allowed to make games for the service.

Arcade is a curated selection of games specifically commissioned for the service. Some games are simply available on Apple Arcade, but for others, the tech giants shelled out the big bucks, purchasing the mobile rights for indie games from popular companies like Simogo and Capy.

At launch, Apple Arcade provided members with about 60 games, but that number has quickly elevated to well more than 100, consistently offering more and more reason to come back to the service. Many of these games, like Oceanhorn 2Marble it Up: Mayhem and Shinsekai: Into the Depths offer fully-fledged gaming experiences that are best with a controller, showcasing the service’s versatility. But on the other hand, most of the games finally deliver on the promise of the App Store in 2008: fun, delightful, bite-sized experiences optimized for a small touch screen, making any commute pass by in no time. These are just some of Apple Arcade’s can’t miss entries as of January 2020.

GRINDSTONE

Grindstone is, quite easily, the perfect encapsulation of Apple Arcade. Featuring all of the fun, addicting trappings of any great mobile game, but unburdened by ads or microtransactions, it represents the massive promise of the service. And on top of that, it’s an absolute blast.

The core of Grindstone is very simple and will be very familiar to most players. It is a color-matching puzzle game, similar to Candy Crush or Bejeweled, but with plenty of its own flourishes. To start, it has some of the best 2D hand-drawn art in any video game from last year, focusing on a heavily muscled brawler (you, the player) as he slashes his way through a dungeon of monsters (which are, of course, the color-coded pieces of the puzzle). Each level asks the player to destroy the monsters and make their way out of the dungeon, with optional collectibles along the way. And just when it feels like Grindstone will ask the player to wait to recharge before they can continue, or buy a pass, or watch an ad, or do some other menial task to monetize the game…it doesn’t. The 150 levels fly by in a flash, thanks to a Nintendo-level commitment to keep introducing new elements to keep gameplay fresh.

WHAT THE GOLF

There are very few games that understand humor on the level of What the Golf. Rather than relying on text-based humor like Donut County or the situational humor of Untitled Goose GameWhat the Golf uses the language of video games to continuously surprise and delight players.

Ostensibly, the game is about golf. For the first few levels, it’s a 3D golfing game. And then, at the drop of a pin, it’s something much more. The wildly subversive game offers surprise after surprise, using the basic premise of being a golf game to deliver minigames that include hockey, platforming and, uh, driving? I won’t spoil anything else from the game, but trust that it’s a touch-screen wonder, bringing hours of fun, surprise, and laughter to your iPhone.

LEGO BUILDERS JOURNEY

On paper, LEGO Builder’s Journey doesn’t make a ton of sense. The popular toy brand has already planted its flag in the games industry by making a brand out of fun, quick-paced, child-friendly brawlers based on a popular IP. From the early days of LEGO Star Wars to the most-recent LEGO DC Super-Villains, there is already a clear template for LEGO games. LEGO Brawls, which was available at Apple Arcade’s launch, shirked those expectations slightly, but still featured that same fun, funny LEGO atmosphere.

LEGO Builders Journey completely bucks this trend and goes all the way in the other direction. Much closer to a meditative, quiet mobile puzzle game like Monument ValleyBuilder’s Journey is tremendous. It follows a father and son, made out of abstract legos rather than the usual minifigs, as they go on an adventure. The slow, haunting music perfectly accompanies their story, as the player uses their knowledge of the decades-old toy to build the environments and help the pair along their way.

SAYONARA WILD HEARTS

Sayonara Wild Hearts is one of the best albums of 2019. Full of fun, poppy earworms, the game’s soundtrack absolutely must be heard. On its own, the game sort of defies description. Partly a level-based runner game, party a rhythm game and party a story-based drama, it’s something new entirely. Though some of the touchscreen controls can be sort of unresponsive, the game’s beautiful, colorful visuals and absolute banging soundtrack easily make up for that.

On top of this, it’s also a very beautiful love story between two women, which unfortunately is a type of love story that doesn’t get told often enough. This subtext isn’t new to gaming but Sayonara Wild Hearst finds brilliant ways to use gaming to tell a story that otherwise might not have found an audience.

CRICKET THROUGH THE AGES

Much like What the GolfCricket Through the Ages uses a very basic gaming premise as the set up for surprise, delight and plenty of laughs. The central conceit is that you, the player, are playing cricket in ages since the dawn of man. A posh British narrator explains how cricket has impacted the course of human history, which is all, of course, fictional.

It’s a short, fun journey from dinosaurs to cowboys and everything in between, and though it doesn’t live up to the true inventiveness of What the Golf, it’s still a small delight.

SUPER IMPOSSIBLE ROAD

Super Impossible Road, like Grindstone, has the basic structure of a dreadful mobile game. The player controls a ball on a track, with neon visuals and an annoying EDM soundtrack. But there is a basic reason why “ball on a track” games have been successful on flash sites and app stores for so long, in spite of bad design and obtrusive ads—they are simple and fun. Super Impossible Road is no different, in spite of that dreadful name.

Players can upgrade and modify their ball, but the progression system is slightly tacked-on. The real meat of the gameplay is driving on the road, or rather, off of it. The hook here is that you will never win a race if you simply stay on the track, so you have to jump off and let gravity be your shortcut, reading the track and landing back on it before falling into an abyss. The game really isn’t all that different from previous games of its kind, but it has a few very important things going for it: no microtransactions, no ads and plenty of content to keep you busy.

Square Enix’s Avengers Game Hands-On: Wow, This Thing Just Might Work

Square Enix’s Avengers Game Hands-On: Wow, This Thing Just Might Work

Originally Published at CBR.com on October 4, 2019.

Following a questionable debut in July at Comic-Con International, Square Enix’s upcoming Marvel’s Avengers video game had a bit of a hill to climb in the public eye before its May 2020 release. Thankfully, it’s taking some massive steps forward this week at New York Comic Con, and CBR got some encouraging hands-on time with the game itself.

However, that’s not all, as the studio also revealed one of the game’s most important (and most promising) details of all: the addition of Kamala Khan as the story’s main character.

The announcement of Marvel’s Avengers met with a … less-than-positive reception. Formerly known as The Avengers Projectit landed with a thud, drawing complaints of ugliness, and questions about the confusing release schedule. Some positivity followed the reveal that Square Enix developer Crystal Dynamics would take lead in the game’s creation, but then came the announcement that the lineup of heroes just appeared to be a diet version of the Marvel Cinematic Universe’s original Avengers, minus Hawkeye.

The first glimpses of gameplay suggested a linear path through the story, with combat reminiscent of a mobile brawler. On top of all of that, Square Enix teasedthe game would undergo consistent content updates, potentially suggesting the it would feature an unfinished story at launch. The heroes themselves didn’t look great, even earning comparisons to the scene in Spaceballs in which they accidentally get the characters’ stunt doubles. Perhaps, many wondered, some of these issues are just limited to the opening portion, and it begins to open up later on?

It seemed slightly unfortunate, then, that CBR’s hands-on demo was also largely restricted to the same opening segment from that first trailer. Yet, it miraculously took only a few minutes for many of those issues to melt away. Once the player actually takes hold of a controller and gets into the game, it immediately feels perfect, like slipping into a favorite pair of shoes. The combat is clearly building on the Arkham/Spider-Man school of fighting, with light attacks, heavy attacks, a dodge and combos, but allows each hero his or her own style, skillset and specialty moves. The demo takes place in San Francisco, as the team of five Avengers (seriously, where is Hawkeye?) works to stop Taskmaster and his endless waves of goons from destroying the city.

It opened with Thor, who similar to Kratos in 2018’s God of War, has the ability to aim and call back Mjolnir with the press of a button. The enchanted hammer blends perfectly into the typical superhero combat system, fluidly allowing the player to continue combos, even when at a distance from the nearest enemy. The god of thunder also has the ability to fly, which gives the hero his own quirk, but it feels familiar.

A segment as Iron Man was next, and controlling Tony Stark felt similar to Thor in terms of power and flight controls, but his ranged attacks are much different. Marvel’s Avengers allows a massive amount of customization in terms of how the player wants to play, which extends to Iron Man’s ranged attacks, giving the player the ability to swap between lasers, repulsers and rockets on the fly, depending on the threat. There was also an on-rails flying sequence as Iron Man, but it only lasted about 30 seconds and offered very little depth, not even allowing dual-stick controls.

Marvel's Avengers

Playing as Hulk was probably the most satisfying part of the demo, swapping out flight and ranged attacks for an unstoppable, rampaging monster. Taking out the enemies was quite easy, even for a demo, but it felt so natural smashing around, picking up enemies and pieces of concrete, then smashing them into each other that the difficulty wasn’t really an issue. In terms of level traversal, Hulk leaps from bright red launchpads, there to help the player follow the critical path in a Naughty Dog-like manner.

Captain America received one of the briefest stretches in the demo, but the Avengers’ leader had a fully developed skillset and playstyle, even if he does meet his doom in the first act. Throwing the shield, fighting enemies while waiting for it to return, then delivering a finishing blow upon its return was an intuitive flow, and it’s sad to see it go to waste (or will it?).

The last stretch of the tutorial followed Black Widow in a boss battle as she faces off against Taskmaster. It was a bit clunkier than the first parts of the demo, and because it was a boss fight it’s difficult to get a grasp on how Natasha will actually control during battle. It’s still the early stages of the game, but the boss fight was quite repetitive, featuring three phases of “solve-and-repeat” action to eventually bring down the villain.

When the tutorial’s gameplay draws to a close, footage from the first trailer plays, as we see Captain America go down with a Helicarrier, the Avengers disband, and AIM replaces heroes as the law-keeping regime.

Narratively, outlawing heroes and replacing them with a more automated system resembles classic deconstructionist stories like Watchmen and The Incredibles, but it’s never really been done to this degree with the Marvel heroes. It’s intriguing, and the heroes are all left in duress, with Thor leaving Mjolnir out of fear of unworthiness and Banner trapped in a permanent Hulk state. The story properly kicks into gear when Kamala Khan, the stretchy Inhuman and future Ms. Marvel, comes to the team with proof that AIM has sinister motives.

The final hands-on activity CBR was granted with Marvel’s Avengers was in the HARM Room, basically a training facility for the Avengers, and control over Kamala herself. The character is easily the best-feeling in the game, with smooth animations that flow quickly into the next. Her expressive, powerful fists and feet grow when she makes contact, but she also moves quickly, dodging blasts more easily than some of the chunkier characters.

All in all, if gameplay is king, Marvel’s Avengers will turn out just fine, with a bountiful selection of gameplay styles that are each rewarding in their own way. And that isn’t to speak of many additional systems, like upgradable power moves, gear and unlockable costumes.

As for the questionable release schedule, Crystal Dynamics head Scot Amos helped clear that up as well. The game will feature two types of missions, one titled HERO Missions, which are solo levels that progress the story, and another titled WARZONE Missions, which allow for up to four-player online co-op, and add additional story content. From launch day, Amos confirmed that the entire story of Kamala and AIM will be available to play from start to conclusion without waiting for any updates, but that there will be free updates that add missions, heroes, and locales.

After learning a bit more about the game and spending some time in the tutorial and training modes, it’s safe to say many of the initial concerns about Marvel’s Avengers are unfounded. Generally, the combat is fluid, with enough distinct differences between characters to justify the full roster of heroes, but similar enough to feel a cohesive unit. With Amos’ guarantee that the game, at launch, will feature a start all the way through the conclusion to a satisfying story arc, it’s safe to say that in the end, the only issue that remains is the muted, gray color palette, and hey—maybe they’re just trying to carry on the tradition of the Marvel Cinematic Universe.

Developed by Crystal Dynamics and Square Enix, Marvel’s Avengers features Nolan North as Iron Man, Troy Baker as Bruce Banner, Laura Bailey as Black Widow, Jeff Schine as Captain America and Travis Willingham as Thor. The game is scheduled to be released on May 15, 2020, for PlayStation 4, Xbox One, PC and Google Stadia.

The Walking Dead: Saints and Sinners Revives a Tired Gaming Genre

The Walking Dead: Saints and Sinners Revives a Tired Gaming Genre

Originally published at CBR.com on October 10, 2019.

The Walking Dead: Saints and Sinners is the latest in a long line of video games based on Robert Kirkman’s The Walking Dead. The most prominent among them is Telltale’s story-focused adventure games, but at New York Comic-Con 2019, CBR got some hands-on time with the upcoming VR game Saints and Sinners, and it looks to be the series’ high point in terms of gameplay.

The game’s first trailer didn’t give an in-depth view of the gameplay, though it showcases the story’s morally murky atmosphere. The developers estimate the larger story, which we still have few details on, will take about 15 hours to play through. If it’s anything like that trailer, it’s sure to be gripping, but what about the gameplay?

Odds are players are familiar with Saints and Sinners‘ style of gameplay. Anyone with a passing familiarity with the genre will feel at home in seconds. That sense of comfort is important, as players see this type of world through an entirely new lens. Like The Last of USZombiU and many other undead thrillers, it’s a survival action game with low supplies of weapons, a stressful item management system and, of course, hordes upon hordes of undead. But where many of zombie games have started to become overly familiar, Saints and Sinners immediately feels fresh and fun due to depth added through the immersive VR headset and controls.

Where many virtual reality games tend to fine-tune the entire experience around a specific gameplay mechanic, like the way Superheat VR plays with the passage of time, Saints and Sinners takes a much more ambitious route. In a decision that may eventually come back to haunt the developers, it is a fully fledged single-player campaign, complete with a larger story and sandbox-like environments to explore.

In CBR’s hands-on session with an early level of the game, the player was tasked with traversing a single location and navigating complex scenarios through speech and/or action. Set in a fairly unremarkable neighborhood in New Orleans after the zombie apocalypse, the player had to attempt to talk down two rival groups and resolve the situation before zombies began plaguing the neighborhood. There were plenty of ways to go about resolving the disagreement, but it seems they all eventually lead to violence against one of the groups.

Thankfully, the actual combat in the game is some of the most satisfying in a virtual reality game. With multiple different weapon and enemy types to balance, there’s tons of depth (and a steep learning curve), but a clear John Wick-like quality once you actually get the hang of it. For example, the player can hold two small weapons and a large weapon, with extras in a backpack.

To grab the large weapon, like an assault rifle or baseball bat, players reach behind their back right shoulder and hold down one of the triggers. To grab either of the smaller weapons, like a handgun or a knife, they reach down to their left or right hip. If a zombie is nearby, it’s less of an immediate threat and won’t require a bullet, but they can be difficult to stab perfectly. The fastest way to dispatch a walker is to move close, grab it with one hand using the controller’s trigger, then grab the knife with the other hand, flip it in that hand using one of the controller’s buttons and thrust the weapon into the zombie’s skull. It takes some getting used to, but after about half an hour we were doing it with ease.

On the other hand, actions like this open the player up to enemy fire, so the player has to keep an eye out for humans and use one of the guns to keep them away. Even the guns have a complex, mini game-like reloading system, requiring emptying out the magazine, replacing it and cocking the weapon. Because of this, enemy encounter is a time-management problem as well, because running out of bullets when surrounded by a horde of zombies is the last place you’ll want to be.

In the admittedly short playtime we had with The Walking Dead: Saints and Sinners, the game showed mountains of depth in terms of understanding the combat systems at play. It wasn’t quite as polished as some of the VR games focused around a particular gimmick, sometimes leading to a stab that glances off a villain’s head. What it lacks in polish, it makes up for in ambition, and though it may eventually run dry around the 10th hour or so. When Sinners and Saints works, it works, delivering some of the most rewarding combat in any game over the past few years.

The Walking Dead: Saints & Sinners releases January 23, 2020.

Brad Pitt: Once Upon a Time in Hollywood Show Could Outperform the Film

Brad Pitt: Once Upon a Time in Hollywood Show Could Outperform the Film

Originally published at CBR.

The many rumors about Once Upon a Time in Hollywood’s extended edition miniseries may have some weight to them, according to comments made by star Brad Pitt earlier this week.

In an interview with journalist Kyle Buchanan, Pitt addressed the rumor and confirmed that director Quentin Tarantino has discussed it and called it an “arousing idea.”

RELATED:How Once Upon A Time In Hollywood Plays In A Post-Weinstein World

With Hollywood on its way out of theaters and Ad Astra just weeks away, Buchanan profiled Pitt for The New York Times. The profile provides plenty of insight into Pitt himself, but additional information was included in a follow-up tweet with cut pieces from the interview.

Kyle Buchanan

@kylebuchanan

Some Brad Pitt outtakes for ya…

Kyle Buchanan

@kylebuchanan

Brad Pitt confirmed that Tarantino’s discussed a streaming version of ONCE UPON A TIME IN HOLLYWOOD that would expand the film into several episodes and add cut footage. “It’s a pretty arousing idea,” Pitt told me.

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In the first part of these outtakes from the interview, Pitt voices his concerns about the fragility of the cinematic experience. He voices his worry that people will prefer a television series or that a movie may get lost in the packed market of content, and references The Hateful Eight: Extended Version as a way to move cinema forward.

RELATED:Once Upon A Time In Hollywood’s Ending, Explained

The Hateful Eight: Extended Version was Tarantino’s first attempt at repurposing a film into a TV show. The three-hour, seven-minute movie was cut into four nearly hour-long TV episodes exclusive to Netflix. It came as a shock to die-hard fans of the director, who famously fights to preserve the movie theater experience.

The studio has not announced any official news regarding a miniseries for the film, but it will probably be a while, as it took nearly four years for The Hateful Eight’s extended series to arrive on Netflix.

Written, directed and produced by Quentin Tarantino, Once Upon a Time in Hollywood stars Brad Pitt, Leonardo DiCaprio, Margot Robbie, Burt Reynolds, Al Pacino, Tim Roth, Zoe Bell, Michael Madsen, Timothy Olyphant, Damian Lewis, Luke Perry, Emile Hirsch and Dakota Fanning.