Showing posts with label 1990s. Show all posts
Showing posts with label 1990s. Show all posts

Saturday, May 14, 2011

Sonatine (ソナチネ) (1993)

In my review of Takeshi Kitano's take on the traditional Zatoichi mythology, I touched on the absurdist elements of that film, and the reactions they generated amongst viewers. Audiences have been conditioned over time to expect that every component in a film should have some purpose relating to plot. To a casual observer, Kitano's signature divergences from plot may seem incongruous or even foolhardy. The truth of the matter, however, is that Kitano's body of work is among the most deliberate and meticulous I've ever seen, and a close analysis of his films uncovers the deep thematic exploration that resides within his sometimes jarring style.

After watching Sonatine, Kitano's 1993 masterpiece, those absurdist scenes in Zatoichi make more sense within the context of Kitano's creative world and are, in addition, even more pleasing to me. Sonatine is a thoroughly existential work that makes full use of cinema's potential to bend its own "rules" in order to strike at the heart of an emotion or idea, regardless of how it alters narrative structure.

The film centers on tough middle-aged yakuza Murakama, played by Kitano himself (who also wrote and directed the picture). Murakama, a Tokyo family boss (the Japanese yakuza differs from the Italian Mafia here; "clan" is the umbrella term for a large organization, whereas "family" denotes the smaller fragmentary gangs), is dispatched to Okinawa by his superiors to help a clan affiliate who is engaged in a turf war.

Murakama has all the traits of a man who has grown tired of his routine, his career, his life. He is cold and irritable. He is insolent towards his superiors. In one scene, he openly questions his boss's motives, while the man looks on with forced regal detachment. Murakama is right to question his boss, however. His family's operations have become lucrative and the boss is sending him and his men to Okinawa to get them out of the way so the boss can take over. Because he has stopped caring, Murakama goes. "I'm worn out," he admits to his lieutenant and personal confidant, Ken.

The Okinawa clan affiliates welcome the hard Tokyo gunmen with soft drinks and ice cream, in a brilliant scene where Kitano lets a shot looking out the front window of a bus linger, and linger, and linger. Although the Okinawa boss assures the Tokyo men that the whole thing will blow over, the rival clan (who remain, notably, unseen) notices their arrival and takes it as a declaration of war. There is a series of brutal slayings, shootings, and bombings, and the surviving men, including Murakama, retreat to a vacant beach house to lay low for a while.

The bulk of the remainder of the film follows the characters in this pastoral setting as they ruminate on life in a series of brilliantly staged scenes. The film shakes off its plot without much concern, and becomes an existentialist study. It is done quite elegantly. In their time at the beach, the characters are given a window of reflection that their counterparts in other action films can never fit in between shootings and car chases. It is fascinating to see what they do with their downtime, these men whose lives are overfilled with the business of violence.

This portion of the film is devoted to scenes of almost unprecedented whimsy, with the gangsters playing games on the beach, reading comic books, and singing with each other. I expect that many viewers, expecting a fast-paced yakuza shoot-em-up, would find this section of the film extremely jarring. Going back to what I said at the beginning of this review, audiences cannot help but bring a certain level of expectation into a film, particularly a genre picture. In what is ostensibly a yakuza action film, Kitano devotes lengthy sequences to silly games shot with his signature lingering camera style.

Like that old jazz music cliche about the importance of hearing the notes the musician doesn't play, it is crucial to keep in mind that these playful sequences, which at first seem almost obscenely diversionary, are bookended by extremely terse and brutal sections that depict quite a lot of death. The point, therefore, is that while the gangsters play, the shadow of death both past and future is hanging over the proceedings. Most of the games (shooting a can off a friend's head, sumo wrestling, Roman candle fights) are simply reworked versions of real-world violence that is depicted elsewhere in the film. These connections between two things that are very visceral and "real", play and death, (similar in that they are both purely experiential) underscore Kitano's theme of life and death being intertwined and at times indistinguishable.

Consider this pivotal exchange that takes place about halfway through the film, between Murakawa and Miyuki, a woman who becomes his love interest:
Miyuki: It must be great to not be afraid of shooting people. Not being afraid of killing people means not being afraid of killing yourself, right? You're tough...I love tough guys.

Murakawa: If I were tough, I wouldn't carry a gun.

Miyuki: But you can shoot fast.

Murakawa: I shoot fast because I get scared first.

Miyuki: ...But you're not afraid of dying.

Murakawa: When you're scared all the time, you almost wish you were dead.
It may seem strange, given the nature of this conversation, that there is upbeat music playing in the background, and the lines are delivered with smiles and chuckles. Like much of Kitano's work, the atmosphere here is decidedly playful. Kitano rose to fame as a comedian, and even in very serious pieces like Sonatine, his unique comedic outlook permeates through gloomy subject matter. In other words, it takes a certain kind of person to get the joke of life.

Among the many intriguing devices Kitano employs, one of the most fascinating is a sort of time compression that occurs, pointedly, twice in the film. Early on there is a scene where Murakama uses a crane to dunk a man into Tokyo Bay; a mahjong parlor owner who had insulted him earlier. After dryly agreeing that a person can hold their breath for about two minutes, Murakawa tells the crane operator to dunk the man for two minutes. Rather than letting the two minutes pass in real time, however, Kitano simply cuts and the man is raised spluttering and clinging on to life. This is repeated immediately, with the lost time again unaccounted for, only this time the man comes up dead. Murakawa turns from a conversation he is having and observes unconcernedly, "Wow, we killed him...it doesn't matter. Cover it up." Then he walks away.

The time compression is repeated when Murakawa, taking a walk on the beach in Okinawa at night, observes a rape. A man drags a woman out of a car and throws her on the sand. She is protesting but he holds her down and rips her dress. Cut to Murakawa, who begins to walk casually by. The rapist enters the frame and says, "So you were there the whole time?" Even though we never see or hear the rape, we can assume it occurred, but Kitano cut it from the picture, in the same way he cut the drowning of the mahjong parlor owner. If not for the earlier drowning scene, the viewer would think that Murakawa interrupts the rape before it begins. As it stands it is ambiguous, although he only shows the events leading up to it and the aftermath. Why does he do this?

To answer this, it needs to be pointed out that this time compression device elegantly combines a few of Kitano's main goals with the film. The first is that, while the film's narrative is dependent upon and moved forward by ferocious acts of violence, Kitano doesn't revel in shootings and mayhem. He depicts violence elsewhere in the film, and quite graphically, but in Sonatine violence is always regarded with the utmost impassivity. The film has a number of shootings, beatings, stabbings, and murders, all of them gory and brutal. This is, after all, the nature of such things. However, while an ordinary action film director would dwell on these events by using quick cuts and close-ups, and try to lend them gravity by employing a lot of horrified reaction shots, Kitano conspicuously avoids both of these things entirely. Kitano is known for dwelling on long shots, and even in action scenes he is comfortable regarding them from a distance. Furthermore, during every scene of violence, the faces of the characters are completely unmoved.

The second motive Kitano has in employing the time compression device is his use of mirroring to contextualize "current" events that are happening onscreen as the viewer watches, and to re-contextualize "past" events that have already occurred. By using the technique twice, he gives a greater context to the rape scene that wouldn't have existed without the earlier drowning scene. Conversely, by having Murakawa witness the rape scene, Kitano draws a contrast to the drowning scene, where Murakawa was the aggressor.

As I said earlier, Kitano doesn't concern himself with the gratuity that usually accompanies violence in film. He underlines this point in the starkest manner possible: the climactic gun battle at the end of the film is almost entirely offscreen. The camera regards the building where it is taking place impassively. In a wide shot, the viewer sees the dark upper floor of the building illuminated with the muzzle flash of guns, but the actual fight is depicted for only a few seconds. This partially mirrors an earlier scene on the beach where the characters play with Roman candles at night, playfully staging a mock gun battle. The orange flashes of the real gun battle recall those of the fireworks from the play battle.

A pessimistic reading of these equivalencies might suggest that Kitano is saying that death permeates life, even the diversions we engage in to try and distance ourselves from the inevitable. This may be a bit facile. With this film, Kitano thoroughly explores the themes of existential dread, authenticity, and determinism, in a gleefully implicit and non-didactic manner. Camus famously said that the only real philosophical problem is suicide. Kitano supercharges this idea by temporarily removing a gang of killers from the killing field, and allowing them to examine their own existence. Men who are unafraid of death, who are surrounded by it every day, must after all construct identities that preclude killing themselves. Failing to do so would drive one to the very heart of Camus' problem.

This was an early directorial work for Kitano, and you can see all the elements of his style taking shape. When framing characters, he often centers them in the middle of the shot for an immersive, conversational feel. He uses a lot of very dry reaction shots, something he revisited with Kikujiro. As I've stated several times in this review, Kitano's signature is lingering shots, often wide shots. He uses them to great effect in Sonatine, which is a film that requires the viewer to examine things beyond the surface level, and the lingering shots provide a nice visual metaphor for this. The acting is superb. In particular I enjoyed the performance of Susumu Terajima, who plays the Murakawa Family lieutenant Ken. The character has a nice, gradual arc, with Ken starting as a slick, hard-faced criminal and eventually devolving into laid-back boyishness. The actors as a whole all seem to have a great understanding of the film's dark but not-quite-literal tone, and they are able to develop distinctive personalities.

When I reviewed Zatoichi I called Takeshi Kitano fearless. He is also a genius. There is something inherently romantic and admirable about a man who writes, directs, and stars in his own film. That such a film would be as brilliant as Sonatine seems like almost too much to hope for.

Wednesday, March 9, 2011

Dr. Robotnik's Mean Bean Machine (Genesis) (1993)

Here is a puzzle game that will haunt your dreams and send your synaptic processes tumbling down around you like a collapsing building. "I'll just play for a few minutes," you assure yourself at 9 pm. But then some sort of time warp occurs, all of a sudden it's 3 am and you're standing on top of the couch, sweating profusely and screaming obscenities at the TV.

Released in Japan as Puyo Puyo (ぷよぷよ) in 1991 for the Famicom Disk, the game was ported as a Sonic the Hedgehog spin-off (with no Sonic!) for the North American market, and released on the Sega Genesis in 1993. There are a few graphical differences, and of course a different set of characters, but none of that matters because much like Tetris, this is a pure-gameplay type game. There is zero storyline, simple graphics, no distractions or side tasks...just you in an all-out war against your own mind.

My roommate bought an officially-released collection of Genesis games for the PS3 (Sonic's Ultimate Genesis Collection), and honestly most of the games are complete garbage. Notable exceptions are Gain Ground, Shinobi III, Ecco the Dolphin, Streets of Rage, and obviously Mean Bean Machine, but holy shit. I grew up with Genesis so it's a bit hard to admit, but the SNES has withstood the test of time quite favorably, whereas the Genesis...

Let's talk about Mean Bean Machine, though. After a misfire with Columns, Sega really hit on a true mind-bending puzzler with this release. Combining elements of Tetris and Dr. Mario, it blows away both of those (classic) games, both in terms of intricacy and strategy. I won't say it's more fun, because your idea of fun might not be kicking over your living room table in frustration, but to me at least, it's more fun. Let me put it like this: I love Tetris, but I can routinely get above 200 lines (level 20) on freetetris.org, and sometimes I just want a harder drug.

It's definitely a falling-block game, like Tetris and Dr. Mario, in that the goal is to make units disappear by grouping them, but the twist is that the first group of beans don't give you many points at all, it's only chain reactions caused by that disappearance that get you ahead in the game. Let me explain that better: like Dr. Mario, the units are little two-ended jelly beans, with each end being a different colored bean (there are five colors in total, compared to Mario's three). You spin them around as they fall, and arrange them in patterns at the bottom of your screen. Four beans of the same color disappear, and in turn make the beans lodged above them fall. If you can get these beans, as a result of falling, to group themselves into another group of four, and so on, you will have seriously screwed your opponent. That's right, because in contrast to Tetris, Mean Bean Machine is always played as a competition, either against a computer or human opponent. Developers always struggled with the concept of making the competition between two players interactive, and Mean Bean Machine addresses that (and makes the game much more difficult in the process) with its garbage-bean mechanic. If you put together a good combo, useless clear garbage beans will fall on your opponent's screen, screwing up anything they were putting together on their side. These beans can only be removed by making combos adjacent to them, which gets increasingly difficult to do as time and space are constricted near the top of the screen.

It might sound quite confusing on paper, but the premise is actually rather simple once you're playing. The strategies you need to use, while equally indescribable, are similar to the multi-tiered "think several moves ahead" processes one uses in chess. In fact, it takes a great deal of chess-reminiscent "if -- then" logic to arrange a multi-level chain reaction, and you are severely time-limited. Add in the extra factor of falling layers of garbage blocks from your opponent, and it's like speed chess with an ever-changing board.

I may have made the game sound like a hopeless exercise in frustration, and it is. But the challenge is simply what makes it so rewarding. After performing some remarkable feat of mental gymnastics, you will feel a wave of euphoria as you watch your opponent's screen fill to the brim with garbage beans.

If you want your cognition to be pushed to the breaking point, this is your game. Even if you are naturally good at math and logic, the upper levels of Scenario Mode are so sped-up that I guarantee you will find a very significant challenge. If you've deluded yourself into thinking you're good at puzzle games, shut off Tetris and come play with the big boys.

Sunday, January 30, 2011

In Cold Blood - Hell on Earth (1998)

Man, what was in the water in Cleveland in the 90's? Well, there is probably a long and toxic list of answers to that question, but I was mostly referring to the output of the Sixth City's hardcore scene.

This may be the great forgotten Cleveland hardcore album. It has its devotees, sure, but compared to the amount of play the bands from the same period (and sharing the same members) continue to get, it's a bit of a head-scratcher. Integrity, Ringworm, One Life Crew, even older, shittier bands like Die Hard seem to be on people's minds a lot more than In Cold Blood. If you asked any younger kids (like 18-22) about them, I bet you'd get a lot of blank looks. I mean seriously, what gives? Because (strap yourself in for a controversial opinion here): this record is harder than any other Clevo-core record short of the OLC LP.

It was meant to happen, really. You see, the Melnick Brothers were in this band (you may know them as the main songwriters behind all of Integrity's good albums, especially the best Integ album, Seasons in the Size of Days), and they wrote some of the hardest riffs in the history of guitars and amps, except for the ones that Blaze Tishko wrote. But wait, Blaze Tishko was in In Cold Blood too! If you are a normal, decent human being you probably have no idea what I'm talking about, but if you're like me that is the definition of an all-star songwriting team. I mean, fuck! It shows, too. The riffs have that bouncy, hooky, sledgehammer quality that hits you like one of those 2000 lb acme weights in a Wile E. Coyote cartoon, but with Blaze's signature picking style. It all comes together so well.

This album came out in 1998. I was in eighth grade and too stupid to know about what was happening in the world of Clevo-core. Even if I had known, I probably still would've had more pressing concerns, like wondering what making out with a chick felt like. Oh shit, what's better: making out with a slamming babe, or blasting Crime Ridden Society and busting out some ignorant living room mosh while a babe frowns disapprovingly? In my world, that is a real toss-up.

We'll leave that one to the great minds, though. When it comes to pummeling wiggerslam, this In Cold Blood LP is a complete no-brainer. Only a few songs break two minutes, but the amount of heavy-ass riffs on here makes my head spin. A band could make a long career just with the riffs on this one album. There are some melodic interludes reminiscent of this era of Integrity, which gives the listener a few seconds of respite to re-lace their Timberlands. But for the most part this is the epitome of Cleveland-style hardcore. So-called "tough guy" hardcore has become a bunch of mindless flatulent crap, but this is the real shit. The mosh parts are so hard they almost seem like cheap thrills, but the care that went into their construction is plainly evident. Pit like a tyrannosaurus to this.

Essential information: "War is Waged" has a big mosher (at 2:06) that will make you want to bodyslam your dad through a car windshield. Not to sound rude, but if you don't like this record you are a total fruitcake.