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I caught this today in a relatively-hard-to-find UK showing. And it was irritating. Essentially: it's quite an interesting idea, but with a far too specialist audience (those who have ever experienced any form of online gaming).
Basically, it's a good idea. But it requires two caption cards to explain the idea of what is basically a fusion of Everquest and Counterstrike, or maybe Operation Flashpoint, to a lay audience. It also needs to explain its terminology. This is not a good start, and not an excuse for the rest of the film to be confusing. It's also simply weak, at times; a lot of stuff isn't clear enough, and some what is left unexplained doesn't help create mystery at all - it just makes a mess.
Good things: the visuals. Oh, the visuals. And in fact the production design. The washed-out brownish tones (either computerised or bleach-bypass taken to new levels) are lovely, and I really enjoyed the design of the archaic/futuristic computer terminal and especially its OS in Ash's house. Similarly, the visual effects are pretty good, especially considering the overal $6m budget. Some of the CG vehicles might be a bit weak, but the compositing is made easier because of the lack of colour; the helicopter, for instance, fuses that bulbous design Oshii loves so much (cf: the Fuchikoma in Ghost in the Shell) with recognisable bits of hardware - the four cockpits are all Hind cockpits, identical to that on the Hind later in the film. The Citadel is a bit less realistic, but still suitably imposing, and again, hard to notice the joins.
The best effect though is the shattering - very effective, slickly done. Oh, and those flat explosions at the start.
But style isn't everything. One of the problems of the movie is Oshii's experience in Anime. He uses a lot of anime techniques, especially in the sepia segments. For instance: lack of detail in the backgrounds. Anime is very formulaic in its level of detail. Main characters are very cartoony; supporting characters, mooks and the like, are usually drawn quite realistically - and look more like Westerners. And the backgrounds are usually simple, unanimated, and monochrome (cf: the classrooms in Lain). Oshii copies this in the tram ride: note all the other passengers; they're always the same, in the same positions. Might even be the same bit of film. Similarly, the man in the window above the entrance to Ash's apartment block. Ash seems quite surprised when the supporting cast in the real world are all... real (the tube ride). On a similar vein: stock footage, repeated, to convey repetition.
Also, the pacing of the scenes - when the cuts come, often late and after a period of nothing happening - is very much like a piece of anime. And sometimes the actors look like they've been left nothing to do but fumble around, try and look "natural". That's a weakness.
I could go on, but it left me a bit unsatisfied: irritating ending (why is the only interaction in this game shooting things? Why not talk to the ghost?), despite the whole is-it-or-isn't-it-real thing. And Murphy was just dreadful. OK, so he cheated and doesn't deserve Class Real... but hell, takes a while to get there.
It's interesting to see, and visually inventive and wonderful... but elsewhere smacks of wasted potential. It's very much a live-action piece of anime, and the live action boths helps and hinders it. One thing for certain: brilliant idea to shoot in Poland with Polish actors. The background is very effective, and it avoids the problem I have with anime: Japanese-looking characters speaking Japanese but happening to be from England/Germany/America.
Anyone else want to add anything? |
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