Saturday, April 18, 2015

MAN OF STEEL (2013) & Dumb Darkness

[Cross-posted to my movie blog]

Perusing Facebook tonight, my eye plucked from the plentiful geeky puffery that perpetually passes through my feed a brief op-ed piece from Uproxx that purports to explain "Why the DC Universe is Dark and Gritty." Released alongside the first substantial trailer for BATMAN VS. SUPERMAN: DAWN OF JUSTICE and authored by a Dan Seitz, it makes a show of tackling criticism that has been leveled at the tone of DC's cinematic offerings but mostly manages to rather spectacularly miss the point of that criticism. It seems a good hook on which to hang my long-delayed review of MAN OF STEEL.

Seitz begins by beating up a straw man, "the implied idea that nobody wants to see dark and gritty superhero movies." If anyone had ever seriously pursued that line the box-office figures Seitz cites are sufficient to refute it but of course that hasn't been the argument. That a movie featuring some species of dark tone can make lots of money says nothing about whether a particular project should have that tone. Obviously, the Batman should usually be dark but if one is true to the character--the crucial element--one could do lighter stories with him too. BATMAN: THE ANIMATED SERIES sometimes did this. If one has the Superman character down cold, one can go dark with him as well, but what critics in the fan community have noted--and what Seitz entirely sidesteps while in defense of darkness--was that the version of "dark" adopted by MAN OF STEEL, the film that launched DC's new cinematic universe, was entirely inappropriate to the material and, in fact, a deliberate defacement of the character.

And those critics are correct. MOS's "Superman" is born of contempt for the basic nature of the character, and is, in fact, an attack on it.

The key to Superman is the "man" part, not the "super." Though an alien, he was raised as Clark Kent--as one of us. He's a good man, the Midwestern farmboy whose parents instilled in him strong values that guide him through life and who just happens to be able to juggle mountains, powers he uses to help others in need. Over the years, some writers have taken this to an extreme, presenting him as a "big blue boyscout" and even something akin to a saint but such treatments are an exaggeration of the existing character, not any sort of revision of it. Superman's creators conceived their original printed version as a sort of anarchistic super political activist, tackling social ills like corrupt politicians, domestic abuse and inhumane prison conditions. Whatever the variant, Superman is a fighter for truth and justice, sometimes "the American way," sometimes offered with a stern rebuff or full-blown smackdown to those who would cause harm, other times with a wink and a wave from a friend who is here to help. In another aspect that can sometimes be exaggerated, he's a character of hope and of light whose powers are literally derived from the sun itself. That sort of thing may be frowned upon in some quarters today but that's Superman. Superman is not a brooding, alienated, alien anti-hero/god-among-ants and if, as happens in MOS, you chuck what I've just described and turn him into one, you may be trendy and real kewl and all but you aren't doing Superman anymore.[1]

Part of the Superman mythos everyone knows: Sent to Earth from a dying world, the infant who will become Superman is adopted by the Kents, who raise the child they name Clark and shape him into the good man he becomes. The quality of the sense of moral purpose imparted to the MOS version of Clark, on the other hand, is evinced after he, as a boy, saves an entire bus full of his schoolmates from drowning but, in the process, nearly exposes his powers and his adoptive father Jonathan tells him it may have been better to simply let them all drown.[2] Later, an older Clark does just that, when he finds himself in a situation in which Jonathan is menaced by a tornado. It would be child's play to save the man but because doing so may expose Clark's powers to onlookers, Clark chooses to simply stand around and let his adoptive father be killed, self-concern and fear overruling all else, everything that even could be called "Superman" viscerally disposed of.[3] The movie only gets worse from there. The superbeing from MOS who wallows in angst, who chooses to let his father die for nothing and who, in the film's interminable finale, zips around battling Kryptonian villains amidst falling skyscrapers utterly indifferent to the hundreds of thousands, perhaps millions, of deaths he's helping cause[4] is no more Superman than he is Justin Bieber. He's the anti-Superman, a fundamental negation of the character. It's almost impossible to overstate this: No one involved in the production of MAN OF STEEL had the slightest interest in making a Superman movie and they didn't.

For whatever reason, director Zack Snyder and the film's other creators introduce a theme of freedom of choice vs. predetermination, with their alleged central character purported to represent the former but in everything they put on the screen that doesn't involve characters giving speeches on this matter, their "Superman" isn't even the protagonist. Their story, rather, is about a civil conflict on a long-dead world being continued on Earth, a fight between an exiled criminal and the ghost of his long dead enemy. While Superman is the title character in what's supposed to be the beginning of a franchise built around him, he's virtually irrelevant to any of this. He merely shows up, the alleged representative of this freedom, to act as the proxy of a dead father he never even knew in the final act of a battle that happened before he was born.

"Superman's" killing Zod at the end of the film created some controversy in the fan community, where many hold that Superman should never kill at all. My own objection to that moment was his immediate and over-acted, depth-of-his-soul grief at having taken out a  genocidal monster who had just committed mass murder against helpless innocents on the scale of a world war, was promising more and was in the process of carrying out that promise. To kill someone is a terrible thing, in the abstract, but the film had done nothing to establish any aversion on the part of its central character to killing anyone--indeed, a sociopathic indifference to the lives of those around him was front-and-center throughout the film's never-ending climax--and this kind of totally unbalanced reaction after the massacre just inflicted, a massacre that didn't draw any real reaction from "Superman" at all, suggests a rather profound moral deformity. Whine later, hero; there are people dying in the rubble--the rubble you just helped make of the world--who need your help.

Seitz argues that "the entire point of these movies" is that "the good guy wins against all odds. All we're really talking about here is how brightly lit his path happens to be as he gets to his inevitable destination." Even setting aside the question of this truncated notion of what the films should be, one can't escape (even though Seitz doesn't address) the fact that the hero's triumphant "win" at the end of MOS occurs over that almost indescribable excess of carnage and death, horrors which, in the movie, are, for all intents and purposes, entirely without consequence. Put on the screen before one's eyes then not even touched upon.[5] Elsewhere, in reply to critics who had slammed the film for its humorlessness and, more broadly, joylessness, Seitz asserts that the film "just wants you to take the idea of a man who can fly and bend steel with his bare hands seriously," as if a complete lack of humor or joy are required for any such project. And is it really necessary to point out that the consequence-free destruction on display hardly bespeaks a serious, mature engagement with the material?

The rest of the film doesn't fare any better on that score.

For decades, comic Superman's extraordinary powers have been said to come from the reaction of his Kryptonian physiology to Earth's yellow sun. MOS alters this equation--they're now the result of a combination of Earth's sun and atmosphere. Appropriately, given this, when Superman goes on the villains' ship and breathes its Kryptonian atmosphere, he loses his powers. But throughout the film, the Kryptonian villains walk around on Earth in spacesuits that pump Kryptonian air for them to breathe yet have all the godlike powers of Superman anyway. Zod, their leader, wants to terraform Earth, giving it a Kryptonian atmosphere, which would presumably take away their powers. Why in hell would anyone who could live as a demi-god want to do that? It gets better too, because he also asserts that merely living on Earth as it is, sans terraforming, would require years of pain to adjust to its atmosphere then when his suit is damaged, he adjusts to the Earth atmosphere almost immediately. Zod has a world engine that can make over the Earth into a clone of Krypton but the process will destroy its inhabitants. This same world engine could presumably make over any planet in exactly the same way but he wants to use it on the already-populated Earth because, well, because he's the designated villain and that's just the sort of evil stuff villains do. To defeat the villains at the end, Superman opens a black hole within the Earth's atmosphere!

That--just the tip of the iceberg--is how "seriously" MOS takes its premise. For Seitz, though, humorlessness and "darkness" equal "seriously." It's a view one encountered with depressing regularity in the early '90s, when the mad proliferation of the sort of badly-crafted "dark" comics being aped by this film helped to very nearly run the entire industry into the ground. Seitz doesn't stop short of implying the inverse either, that because THE AVENGERS has humor, it doesn't take itself at all seriously, another unfortunate manifestation of that same constipated early-'90s attitude.

In reality, the "serious" MOS is nothing more than a big, stupid, noisy, explosion-filled special effects show aimed straight at the lowest common denominator, a perfect example of the absolute worst breed of Hollywood tentpole spectacle[6] that is utterly off-putting to anyone with any respect for the character--or anyone who gives any aspect of the film any thought at all.. Awash in muted colors, mindless video-game violence,[7] trendy brooding and consequence-free disaster porn, it's a 2+-hour insult, a $225 million rape of a venerable American classic and a black mark on its 77-year history, one Warner Brothers now aims to use as the foundation of its big DC cinematic universe. Pity these iconic characters that they find themselves in the hands of such creatures.[8]


--j.

---
[1] The inappropriately bleak characterization and its accompanying tone are accompanied by inappropriately bleak, shitty, washed-out, near-black-and-white cinematography--lifted, without alteration, straight from the Nolan bat-flicks. But, hey, at least Jon Peters got his Superman-in-black battling a giant robot spider at the end, eh?

[2] John Schneider, who essayed Jonathan Kent for years on SMALLVILLE, recently registered the outrage every fan of the Superman mythos owes that moment.

[3] In Richard Donner's excellent SUPERMAN: THE MOVIE--a great screen adaptation of the Silver/Bronze Age comic version of Superman that revised the character in various ways while still staying true to it--Jonathan's death by heart attack when Clark is a teenager is presented as a lesson in humility; with all his powers, all the things Clark can do, he couldn't save his father. The parallel scene in MAN OF STEEL is an assault on the basic premise of the character: Clark prioritizes his own convenience over the life of his father, an obscenity rendered even more abominable by the fact that Jonathan died because he put himself in danger to rescue a dog from the same tornado.

[4] Not only does this "Superman" never even try to take the fight with the Kryptonians out of populated areas, he repeatedly drags it back into populated areas when it strays from them, a move that seems motivated by nothing more than the director's desire to see buildings, streets, etc. blown up and destroyed on the screen.

[5] Thursday, Joss Whedon revealed he had designed his upcoming AVENGERS: AGE OF ULTRON as a refutation of this sort of thing.

[6] That such movies have been a dime-a-dozen for a few decades gives some wider context to Seitz's effort to argue in favor of such films on the grounds that "it's nice to have a little variety."

[7] Also mind-numbing. The movie turns into a CGI cartoon for what feels like about 40 minutes in which big sections of the world are being completely destroyed by battling superbeings yet the computer-generated images are so divorced from any semblance of humanity that it becomes boring, like watching a video game demo you can't skip.

[8] Though to be fair, Warner Brothers' tv-based DC products have fared much better. DC doesn't have a cohesive universe sewn between its tv and feature productions like Marvel and this has made a mess of the various projects, which feature or will soon feature two Flashes, two Supermen, two Deadshots, two Deathstrokes, two Bruce Waynes (both set in the present but one being a 40-something adult hero and the other being a young, pre-Batman teen), and on and on.

Wednesday, February 25, 2015

The Big, Fat Disappointment: SIN CITY: A DAME TO KILL FOR (2014)

Took me a while but I finally saw A DAME TO KILL FOR. Loved SIN CITY (2005). Really wanted to see this one. Bad word of mouth made me shelve it for a bit--didn't want my heart broken--but some mechanical troubles last night left me with some time on my hand--my computer has a condition--so I popped it in and gave it a once-over.

SIN CITY cost forty-million bucks and made a nice pile of green for an R-rated pic. Creators Robert Rodriguez and Frank Miller managed to spend $25 million more on this one and couldn't even make back their budget.  A DAME TO KILL FOR is mostly empty and uninspired--not worth killing for at all and trying to thrill on autopilot on her last call after a long night. The pieces are all there--tough guys, beautiful dames, grifters, grafters, mugs, pugs, thugs, gore, cynicism and darkness--but it's all just style without much of the fun. Few sparks. Nothing holding it all together. The extra dough (for a lot shorter show) seems to have bought a lot more computer graphics than the original had but little else. The near-decade of technological advances between them sure as hell isn't apparent--everything looks way cheaper than it did before. Mickey Rourke's Franken-Marv makeup is slapped-on and crude this time around and not in any good way. Jessica Alba is still playing what's supposed to be the hottest number in town as a stripper who makes it a point to never strip. There are no less than three assaults on the heavily armed compounds of rich assholes, two featuring Marv and two as the climactic setpieces of two of the film's three longer stories. The graphics are on overload, to the point of becoming quite overbearing. Badly CGI'd cars go up CGI'd winding roads over and over again. Bodies and parts of them fly through the ether. While the violence in the original was gleefully profuse and over-the-top, it always had a point; here, it's even more over the top but the glee is most definitely gone, and a lot of it--maybe even most--is just gratuitous. There for its own sake. And even with all its blood and thunder, A DAME TO KILL FOR manages to be pretty damn dull. Not boring, just mostly uninteresting. Quite a trick.

Eva Green one-sheet
banned by the MPAA.
It ain't all bad though. A lot of what I've just been bitching about gets in the way of what are, at heart, some pretty good stories. "Just Another Saturday Night" is a throwaway piece that doesn't really go anywhere, and "Nancy's Last Dance" is pretty forgettable--more like a highlight reel of a bunch of stuff we've already seen--but "The Long, Bad Night," about a gambler who earns immortality by showing up the most powerful man in Basin City, is a keeper, and the title story "A Dame To Kill For" is definitely the highlight. Its pacing often sucks--the style fucking up the substance--and all the other shit weighs it down but it has a killer cast--as does the entire picture--and most importantly, it has Eva Green. Manute, her maniacal, superhuman manservant, describes her character (Ava) as a goddess who enslaves men to her will. Robert Rodriguez reportedly wanted Angelina Jolie to play the part and she was the obvious model for the comic original but for whatever reason that didn't work out, which is just as well. When it comes to goddesses who could enslave men to her will, Eva Green will do just fine. Gotta' fess up, I'm a big fan, and of all the Sin City comic tales, "A Dame To Kill For" is probably my favorite. The screen version doesn't live up to it and yeah, that's disappointing after how well the first film's adaptations were handled, but it's far from terrible.

For that matter, the movie isn't really terrible. A lot of critics burned it all to hell like it was something personal with them. Maybe with some of them it was--they didn't like the first one and it was great and made a pile of dough anyway, so they doubled down on this one. Can't say it doesn't earn some abuse. It should have been a lot better. As it is, it's, Eva excepted, depressingly middling. An overpriced monument to the declining powers of its creators. Not a complete failure but no getting around it, it was the Big Fat Disappointment.

--j.

Wednesday, February 4, 2015

The Many Devils of DAREDEVIL (2003)

Earlier today, Netflix released the first substantial trailer--a glorified teaser, really--for their upcoming series based on the Marvel comic Daredevil. The initial reaction from online fandom seems to be one of excitement and even glee of a most giddy character. I've been a DD fan myself since I was but a wee lad, but in general, I tend to be more cautious in my optimism for such projects. Still, I'll readily concede that I'm quite pleased with what I saw. If the tone of the trailer reflects that of the series, we may have a winner on our hands.

This will be DD's second screen adaptation and after what happened with the first, that he's getting a second chance is something akin to a  miracle. The release of the new trailer seems as good an opportunity as any to conduct an autopsy on the corpse that is that previous outing. And "corpse" is the right word for it. DAREDEVIL (2003) was a spectacular failure, a near-complete creative abortion. The comic on which it was based is packed with literally years of great--and wonderfully cinematic--plot material that could have been adapted to the screen. Where did a film with so much potential go so terribly wrong?

One place it didn't fail was at the box office. The studio, which had tried to shape the film into a Summer blockbuster tentpole, eventually assigned it a Febrary release, a traditional dead-zone for moviegoing where big films are exiled when the moneymen have no confidence in them.[1] The idea is to allow a movie the chance to become the king of a substantially smaller hill rather than quickly wash out and disappear in the torrent of a more competitive season. Sometimes it works. DAREDEVIL was one of those times. On a budget of $78 million, it managed to draw nearly $180 million, a victory due less to its merits than to the fact there was little else showing.[2]

It would be the film's only success.

When DAREDEVIL was in development, Mark Steven Johnson reportedly lobbied hard to get the directing assignment. That he eventually landed it is still baffling. His only previous directing experience was an insipid children's movie he'd ground out 5 years earlier (SIMON BIRCH). He is, by his own description, a comic fanboy and perhaps it was felt a fanboy could understand the material. Johnson succeeded only in proving that being a fanboy doesn't translate into talent as a cinematic storyteller.[3] It did, however, contribute to the royal mess he made of this film. I could unlimber my rhetorical arsenal and be quite extensively unkind in my assessment of Johnson but his film speaks to that louder than any tirade I could unleash. His shortcomings are painfully obvious in every frame. DAREDEVIL was doomed from the moment he landed the director's chair.

Johnson also wrote the screenplay for the film, which went over about as well as his direction. Instead of trying to tell a single story well, Johnson the fanboy tried to cram in years worth of material from the comics featuring the rather complicated central character, whose origin and later m.o. had to be established, Elektra, DD's college love who becomes his adversary, the Kingpin, the ultimate crime-boss of New York who becomes DD's greatest enemy, Ben Urich, a reporter who learns DD's real identity and becomes an ally, Bullseye, DD's mutant arch-nemesis, and so on. The result is an unfocused mess, a virtually plotless, completely illogical spectacle of would-be colorful characters crashing into one another.

The direction of the actors shows the same lack of focus. Ben Affleck, essaying the title character, has, in the years since the film's release, gotten a lot of abuse for his performance but I'm inclined to be a lot less critical. Actors can only do so much; beyond a certain point they're at the mercy of the script and of those behind the camera. The performances of Affleck and the other cast members are all over the board, veering wildly from entirely naturalistic to absurdist camp melodrama with no effort at a consistent tone. Joe Pantoliano as Urich and Colin Farrell as Bullseye offer the only two performances that are internally consistent from beginning to end, but they're at opposite poles that represent the film's extremes. Pantoliano is a down-to-earth guy who plays his relatively small part straight and to the point. Colin Farrell mugs, spouts ridiculous dialogue in a way-over-the-top-of-the-top manner, bounces around on wires--his character seems as if he's come in from an entirely different movie and every second he spends on screen is a painful embarrassment.

The studio suits made all of this much worse. In the wake of SPIDER-MAN's phenomenal success in 2002 they wanted to ape that film by piling on the CGI and filling the movie with lots of ludicrous wirebound action scenes--things Spider-Man could probably do but that DD most certainly could not. So instead of a Jet Li in a red suit--the only thing you really need to do Daredevil--we get DD the super-grasshopper who can leap tall buildings in a single bound and drop 40 stories off the side of a building, land on his feet and just keep going.

DAREDEVIL is another one of those productions about which I'm loath to say anything particularly positive merely because doing so risks leaving the false impression that there's any significant merit in it. In its favor, I will allow that the film's visualization of DD's "radar" is well done; there is an undercurrent of violence and nihilism in portions of the film that is appropriate to the material, some awareness of the romanticism of the Daredevil character; some of the music, particularly the two Evanescence turnes ("Bring Me To Life" and "My Immortal"), suit Daredevil--at least considered generically--remarkably well.

After the film's release, Johnson prepared a significantly longer director's cut. This second release is undeniably a better film but its merits have been absurdly overstated in some quarters. It's not the vast improvement some will assert. Comparing it to the theatrical cut is like making the argument that this pile stinks a bit less than that pile over there--it may be true, but you don't really want to step in either. After Johnson's film (and the even-worse follow-up ELEKTRA), Daredevil is extremely lucky to be getting another chance. It took 12 years and Marvel finally reacquring the screen rights to see it through but if today's teaser is any indication, the new series seems to be on the right track. Hopefully, it will be as good as it feels right now and will leave this film, at the moment the title character's greatest exposure to the larger public, a fading memory.

--j.

---

[1] The current-in-the-works Batman/Superman film was recently moved back to this same period--read into that what you will.

[2] And even at that, it was only the 2nd biggest February release that year.

[3] He hasn't developed any of that in the years since DAREDEVIL either.

Wednesday, January 14, 2015

Supergals & Bob Haney

Self-Promotion Dept. - I was a fan of the great American art of the comic book before I could even read the books myself (and I could read before most kids my age could even identify all of their letters). Frustrated by a string of setbacks with my movie projects--the story of my life--I've launched a pair of comic-related Facebook groups in the last few days.

Prolific and pulpy, unapologetically eccentric, wildly imaginative and, frequently, gloriously mad is the work of Bob Haney, writer of comic books. In a career that spanned over 50 years, Haney wrote an astonishing array of tales in nearly every genre, their quality ranging from madcap masterpieces to hacked-out-for-pay mush. He put in a very long run on "The Brave & The Bold," including the bulk of its particularly fine incarnation as a team-up-with-the-Batman book, when it was a key work in returning the Caped Crusader to his darker crime-fighter roots. He's a co-creator of the Teen Titans, Metamorpho the Element Man and many others. His work touched nearly every major DC Comics character. And he is spectacularly underappreciated for all of this. So I've set up "Haneyverse: The Brave & Bold Worlds of Bob Haney," something of an effort to give the Haney his due.

Last week, Marvel launched AGENT CARTER, their first female-led screen adaptation. In the midst of the current boom in comic book movies, I've frequently griped about the sparcity of superheroines who have made the leap from page to screen (including here), and parallel with the new show, I launched "Supergals: Heroines & Villainesses of Page & Screen." Not just those who go from page to screen, by any means. Besides just being a great, rich subject and a place people can use to rave about it, I have some more personal reasons for starting it--nieces, cousins, girls and women in general and others in particular.

If either interest you, come by and join in. The more the merrier.

--j.

Wednesday, June 4, 2014

Revisiting BATMAN BEGINS And Ends

Shared in various internet forums, my article on "Comic Book Movies & What Ails 'Em" drew a variety of responses. One item of marginal significance to the overall piece that nevertheless persistently elicited a strong reaction was my identification of BATMAN BEGINS as one of the stinkers in the current comic movie boom. This wasn't any surprise, of course. The cult of the Christopher Nolan bat-flicks has always been strong, and I've been the subject of its criticism ever since I first suggested that the original film is significantly less than the greatest thing since sliced bread and that its director doesn't walk on water. Every time I've ever raised the issue I've gotten pushback, and looking over it now, my original article on BATMAN BEGINS is rather sketchy, more like a series of impressions of the film assembled immediately after having watched it the first time. I've seen it again since then. The subsequent viewing only hardened my initial impression of it--I think I was originally too kind to it. I've also seen most of the third Nolan bat-flick, which is even worse than BEGINS.[1] The reaction to the comic movie article seems an opportune moment to revisit and expand upon my original evaluation.

Adam West's uber-campy '60s television Batman casts a very long shadow over both the character and comic-based productions in general. Its popularity catapulted it from an amusingly stupid diversion to a thing that, in far too many quarters, defined a screen adaptation of a comic book as some cheap, way-over-the-top, insultingly stupid piece of shit that was not to be treated seriously as drama or, indeed, regarded as anything more than dumb, shallow, entirely disposable fun for those who find such things fun--a coffin-shaped box for the genre. Even the appearance, years later, of quality items like SUPERMAN: THE MOVIE and the INCREDIBLE HULK tv series couldn't exorcise this particular demon, which stood as an obstacle to quality comic adaptations--to comic adaptations, period--for decades, and, in fact, continues to haunt them to this day.

The Batman was particularly haunted by it. Tim Burton's BATMAN (1989), which was based on the original Golden Age comics, was very good, still the definitive live-action treatment of the character, but the franchise it touched off immediately collapsed into full-blown, full groan Adam West-ism with BATMAN RETURNS and never looked back. Every entry went further in this direction than the last, every entry was far worse than the last. I've always believed a lot of the accolades poured over BATMAN BEGINS were a consequence of its moving away from this. It didn't quite move as far from it as its fans pretend though.

Conceptually speaking, Marvel's major characters have always been much stronger than those of DC Comics. The Batman is the exception. As a child, Bruce Wayne sees his parents gunned down by a mugger in a bad section of town and from that moment forward dedicates his life to an endless crusade against crime. He is the avatar of vengeance--crime had created what would become its greatest scourge. His years to adulthood are spent singlemindedly honing his mind and body to the task. To strike fear into his enemies, he becomes a bat, and the bat, rather than Bruce Wayne, is his true identity. With the fortune inherited from his parents, he launches his private war. From here, his tale takes a new turn. Over the years, he encounters an entire rogue's gallery of villains who are like twisted reflections of himself, also obsessively devoted to making over the world in their own image. The question is raised as to how much their appearances are a consequence of his own. It's simple and brilliant; a powerful modern myth and a goldmine for any storyteller.[2]

And, of course, BATMAN BEGINS pretty much abandons all of it. The film is as entirely uninterested in and unengaged with the source material as was the later (and also dreadful) MAN OF STEEL. BEGINS was released after the first two SPIDER-MAN films had become successful, and it tried to ape those pictures by making Bruce himself somewhat responsible for his parents' death and having him blame himself, rather than the criminal element. Instead of dedicating his life to a crusade, Bruce seems to entirely waste his youth. He's directionless, overly emotional, and goofs off enough to be kicked out of half a dozen colleges. In the comics, the murderer of his parents was unknown until years into his crusade as the Batman, which was a significant part of the myth--the murderer's anonymity meant that crime, rather than just a man, had killed them. In BEGINS, the killer--a hood named Joe Chill--is apprehended immediately after the murder and sent to prison. He's killed in a mob hit when Bruce is 23, at a time before Bruce has even started down the path that will lead him to becoming the Batman. The film's central character is entirely severed from his origin myth by that point--it's a completely different story about a completely different character, not the Batman. For five years, Bruce takes to wandering around the world, lost and without purpose, studying crime and "fear" for reasons he, himself, says he doesn't even understand. In my original piece, I wrote that the babbling about "fear" never comes across as overly pretentious; upon rewatch, I feel as if I understated the pretension factor, but my real objection to it, then as now, was that it's used to fill the vacuum created by abandoning the character's backstory. If one can come up with something better, one can sort of justify this kind of thing. The creators of BEGINS couldn't come up with anything better--they just abandoned the story of the Batman and threw out a cloud of pretentious squid's ink to try to cover that fact. The result is a "Batman" with no core, lost in a production as unfocused as the character.

In the film, Bruce is eventually recruited into the League of Shadows, a secret society of ninja with a hazy anti-city ideology headed by the mysterious Ra's Al Ghul. He spends two years in extremely rigorous training with the League without, apparently, ever even bothering to ask what the League is all about. His time with it abruptly ends when the man he takes to be Ra's Al Ghul looks him in the face and says the order's goal is to "destroy" Gotham and other cities. The reason offered is that cities are "corrupt," which is, of course, no real motive at all. The real reason is because those in the League are the designated villains in the film and designated villains need something villainous to do, whether it makes any sense or not. Delivered deadpan, this big "reveal"--if it can be called that--is the sort of thing one immediately expects to be followed by one of the dramatic "shock" music cues from the old Adam West Batman. Upon first watch, I laughed and shook my head in utter disbelief that the film had gone in this direction. It didn't improve upon rewatch.

As with a lot of old films of camp value, BEGINS wasn't in on the joke--it presented that moment as something we're supposed to take entirely seriously. In explaining the film before its release, Nolan was ever so serious about how ever so serious his movie was to be. From Variety (8 Feb., 2004):

"Batman will be more realistic and less cartoonish. There are no campy villains... Humanity and realism, says Nolan, is the crux of the new pic. 'The world of Batman is that of grounded reality,' he says... 'Ours will be a recognizable, contemporary reality against which an extraordinary heroic figure arises.'"

After the film's release, this sentiment was dutifully picked up and parroted by many reviewers (which can't help but make one wonder if they ever even saw the picture). Holding to this as a goal is another way in which Nolan's project was fundamentally misguided, and had the director rigorously pursued that path, one could legitimately say it was yet another way in which the film is fundamentally at odds with the source material. The Batman is a blatantly romantic fantasy awash in heaping helpings of glorious expressionism. What Nolan actually did, though, was, as I noted in my original review, try to paste together two diametrically opposed strains of story, great and solidly grounded Batman material like Frank Miller's "Batman: Year One" and the sort of shallow, overcooked, and silly kid's stuff one got from DC comics--and Adam West Batman--decades ago. The two destroy one another; every element of the latter in the film is ludicrous, yet it's treated with the same humorless gravity as the rest of the story.


"Year One" had presented a dark and utterly corrupt Gotham. Throughout, there was the theme that this was a town that badly needed a Batman. In its first act, BEGINS taps into that again and again. The film is missing a Bruce that needs to be a Batman though. After leaving the League, Bruce doesn't really have any reason for becoming the Batman. Rather than following an urgent psychological need to wage a war on crime after a childhood trauma led to a lifetime spent preparing for it, BEGINS' Bruce takes up the fight idealistically, simply deciding Gotham needs him. That this radical change renders extraneous and irrelevant everything leading up to that point never seemed to occur to the filmmakers. Following "Year One" and "The Long Halloween" (another tale of the early Batman), the film sets up Carmine "The Roman" Falcone as Gotham's biggest crime boss, a guy with a massive criminal empire, with his fingers in every crooked pie and protected on all sides by corrupt officialdom. Invincible to everyone but a costumed vigilante who doesn't play by the rules. Unfortunately, having spent a lot of time setting up Falcone in this way, the film immediately disposes of him. The Batman roughs up some thugs (in an exceptionally poorly directed action sequence),[3] ties up Falcone, hands over to officialdom some evidence that wouldn't be admissible in any court in the U.S., and that's the end of the Roman. It takes only a few minutes of screentime. So much for Gotham's profound corruption and its need for a Batman.

This, of course, entirely discredits what little motive there was behind the big villain plot, to which the film then returns. Gotham was said to be irretrievably corrupt, yet the Batman decimates its central crime figure with near-effortless ease (Falcone is only ever seen again in one brief scene). As that central villain plot plays out, it proves to be an incredibly elaborate, impossible, completely ridiculous motive-free scheme--a meaner, more dour version of the sorts of things the giggling no-goodniks of the Adam West Batman used to do twice a week.


Ra's Al Ghul's plan to "destroy" Gotham is to fill the city's water supply with a chemical that, whenever vaporized, drives people insane and makes them kill one another. He isn't introducing it by poisoning the reservoirs; he's having it poured from drums into a pipe leading into the city. No, that's no joke. Not an intentional one, that is. His henchmen have been pouring it in for weeks. To note the obvious, water in such a system doesn't sit in a pipe; it's constantly rushing into the city in the way we're shown because it's being used. New York, the comic model for Gotham, uses a billion gallons of water a day. Even if some idiot could introduce enough of a chemical into the system in this way to matter--and he couldn't--everyone who has a hot shower or who boils water should have been going insane for weeks. To activate the chemical, which has magically stayed in the lines all that time, the villains have stolen a microwave device that, when placed on a hijacked train, will, we're told, vaporize the city's entire water supply. No one apparently informed BEGINS' creators what makes up most of the human body. No one apparently informed Ra's Al Ghul that the easiest way to destroy a city would be to simply set off a big bomb or a few big bombs.

BEGINS, like so many other comic adaptations, suffers from epic-itis. The Batman has been through as many versions and permutations as any character in comics, but while in various forms, he's certainly tackled his share of population-threatening menaces, his finest moments tend to come as a street-level crimefighter. It's hardwired into the character by virtue of his origin. In that respect--as in so many other respects--the BEGINS project was fundamentally at odds with the nature of the character. The Batman isn't just some ninja. He's a scientist, a criminologist, a master detective, among the many core facets of the character entirely excluded from BEGINS. To the others in his world, he's a very mysterious figure, which is impossible to portray on film if, as happens with BEGINS, we're constantly following his every move, in on his every trick. And for all the talk of "fear" in BEGINS, we're never allowed any sense that the criminal underworld ever develops any real fear of him--the point of his becoming a bat in the first place.[4]

As a Batman film, BEGINS is an utter failure. As a standalone film, it's insultingly idiotic. Like the event that makes up its climax, it's a train-wreck. Like MAN OF STEEL, it's a film whose creators had no real interest in the character or his world and who didn't show the material any respect. Like train-wrecks, MAN OF STEEL and most adaptations-in-name-only, it sucks.

--j.

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[1] I still haven't seen THE DARK KNIGHT, the most hyped film of the run. The first film left me with no desire to see it, and the third did absolutely nothing to spur my interest either.

[2] It must be said that DC Comics, the Batman's owners, have often been terrible stewards of this myth. In the Batman's earliest days, he was entirely unconcerned with preserving the lives of the scum with which he tangled. As his primary readers were children, DC editorially imposed a mandate that the character wouldn't kill anyone anymore (the same as happened with Superman). Initially, this was carried out by simply not putting the character in a position where such a thing was necessary. Later writers, unfortunately, grafted the no-killing parameter on to the personality of the character itself, which simply can't be done in any logical manner. Worse, they made the Batman very self-righteous about this, then made a regular practice of rubbing readers' noses in it in such a way as to make a joke of the character. Several years ago, there was a story in "Action Comics" (#719, "Hazard's Choice") about the Joker poisoning Lois Lane. She's dying. Superman and Batman go to see the Joker and ask how they can save her and he tells them that they can inject him with a chemical that will mix with one already in his blood and provide an antidote. The rub? Injecting him will kill him. Back in the good ol' days of the early Golden Age, the only question that would arise next is whether the two of them would have injected the Joker before they killed him. The meek, pathetic characters DC has made of them, though, won't even consider it--they simply slink away, returning to Metropolis to watch Lois (Superman's wife at the time) slowly die while mouthing self-righteous platitudes. The writer then chose a cop-out ending wherein the Joker's joke was that the poison wouldn't kill Lois after all, but even that helps make the point. Characters who think that decision amounts to a "moral" one are pathetic and useless, and bereft of any real sense of morality.

A Batman who, when placed in such situations, becomes a principled advocate of the health-and-safety-at-all-costs of mass-murdering animals like the Joker and self-righteously denounces anyone who doesn't share his enthusiasm for their continued-existence-at-all-costs--and this happens all the time in the books--is violating one of the most basic rules of the archetype. Given the circumstances of his creation, it's literally impossible to imagine the Batman making the argument that the lives of Thomas and Martha Wayne (his parents) are no more valuable than that of the thug who shot them down in cold blood. If he really believed that, he wouldn't be the Batman. Yet that's exactly the argument his writers routinely have him make.

[3] All of the action sequences in the film are poorly shot.

[4] Underscoring the terribly unfocused nature of the production, the film spends a great deal of time on the theme of "fear," includes the Scarecrow, a villain primarily associated with fear, then does basically nothing with him. He's given almost no screentime and no opportunity to do much of anything.

Thursday, May 29, 2014

Comic Book Movies & What Ails 'Em

For comic books fans, the last 16 years have been a pretty plum time for screen adaptations of our beloved sequential artform. There have been comic book movies almost as long as there had been comics but it was the success of BLADE in 1998 that established comic movies as a major A-list genre, one that shows no sign of fading away in the near future. Since then, we've gotten a few great movies (HULK, X2, THE AVENGERS, SIN CITY, WATCHMEN, etc.), quite a few good ones (SPIDER-MAN, THOR, X-MEN, IRON MAN, PUNISHER: WAR ZONE, etc.), and a whole pen of turkeys (V FOR VENDETTA, DAREDEVIL, CAPTAIN AMERICA: THE FIRST AVENGER, BATMAN BEGINS, MAN OF STEEL, SPIDER-MAN 2, etc.).[1] That's pretty much the pattern with any other genre but comic adaptations have so far managed a better record than most. Sturgeon's Law says "90% of everything is crap" and I only depart from it in thinking the number closer to 99% but the comic pictures have somewhat bucked this trend.. The crap still dominates, pound-for-pound, but the good-to-great stuff occupies a much larger percentage of the whole, which is remarkable in itself and positively extraordinary when one considers that most of these films are huge-budget Hollywood tentpole features (a category that, these days, generates almost nothing but crap). Even if I wasn't a lifelong comics fan, the significantly better-than-usual success rate of these pictures would make them something I'd want to see continued.

There are still some things missing from this boom though. Pretty noticeable things. Things I would argue this genre needs if its going to survive and thrive. I've been rattling on about them in various forums for years now, haranguing friends, spinning out posts on internet message boards, etc. And for all the years, they're still missing from the films.

The first big omission, one I'm far from alone in noticing, is the women. Lady superheroes or even lady supervillains. They aren't entirely missing in action. They feature in the team movies but they're often barely even a presence. Storm in the X-Men films is probably the most glaring example. In the comics, Storm--Ororo Munroe--is an excellent, well-drawn character. She's a Kenyan princess, the daughter of a witch priestess and an American journalist. Her parents were killed in a bombing when she was very young and buried alive in the resulting rubble herself, she became terribly claustrophobic, a condition that plagues her for the rest of her life. She becomes a child thief in Cairo and when her mutant powers manifest at puberty, she uses them to set herself up as a goddess among an isolated native tribe in the Serengeti, which is what she's doing when Charles Xavier recruits her for the X-Men. She could carry a film or even a series of films by herself. In the X-Men movies, all of that is stripped away and she's barely even given any lines. A viewer who only knew her from her screen representation wouldn't know much more about her than her physical appearance (in the films).

Given the volume of comic movies we've seen since BLADE, the lack of big, prestige comic pictures with women as the principal stars is astonishing. To date, there have been only two: ELEKTRA and CATWOMAN. The first, spun off from the awful DAREDEVIL film, was almost unwatchable. The second had some good ideas, the right star and wasn't as bad as its reputation suggests[2] but it certainly wasn't a very good movie.

A particularly dark gaze of disapproval must fall upon DC (Warner Bros) in this matter, as it holds the rights to the best-known, most iconic lady superhero ever created. Wonder Woman is a princess of the Amazons of Greek myth, a tribe that, in the comic telling, was once enslaved then, when freed, retired from the world of men to immortal lives on a mystical island. Wonder Woman--Diana--was created from a clay effigy of a baby crafted by her mother Queen Hippolyta and given life via supernatural means. She grows up to become a powerful warrioress and eventually a kind of ambassador to the outside world, dedicated to combating injustice.[3] The character has been revamped several times since, with both good and bad results. Any potential film project has a rich vein of mythology 70 years deep from which to draw. A WW feature was announced a few years ago then fell through. A new WW television series made it as far as the pilot stage in 2011 then was rejected. The CW tinkered with the idea of a new series as well, a sort of prequel called AMAZON, then, in January, dropped it. Israeli model Gal Gadot has just been announced as the new screen Wonder Woman.[4] She isn't going to star in a WW movie though. Rather, she's been relegated to a guest appearance in the upcoming MAN OF STEEL sequel pitting Superman against Batman, a project each new piece of information suggests has as its goal becoming the world-champion turkey of the comic movie canon.[5] The lack of a Wonder Woman movie so far into this boom is an absolute scandal, one that shows no sign of being redressed in the near future.[6]

The list of supergals who would translate well to the screen is quite lengthy. Everyone has their favorite picks. Marvel has already established the Black Widow in their cinematic universe and, essayed by the most excellent Scarlett Johansson (who can certainly carry a picture), she seems an obvious choice. Dazzler, a mutant musician whose body converts sound into energy; is arguably better suited to the screen than to the page. The villainess turned sort-of heroine Emma Frost appeared, while still villainous, in X-MEN: FIRST CLASS but, as usual, was barely even a presence. She would be a great subject for screen treatment. Supergirl is a young, petite girl who battles overwhelming forces of evil--what's not to love? She was used to often good effect in SMALLVILLE; I definitely want to see her return to the big screen in a film that does her justice. I've long thought a Tigra flick would be a worthy project for the right filmmaker. That seems, at first blush, a somewhat odd choice but when it comes to great, endlessly quirky movie material Tigra has everything. It’s a Jekyll-and-Hyde story, it has magic and super-science, a banished race, an ancient legend, odd sexual fetishism (particularly when it comes to her dealings with Kraven the Hunter, who would almost have to play the villain of the piece)--a great, conflicted character who was a superhero cat (The Cat) before she ever became a superhero cat-woman. For a project willing to veer a bit off the beaten track, she's a goldmine. And, of course, the big one in Marvel's stable--or at least the big one as far as I'm concerned--is the She-Hulk. Jennifer Walters is the shy and reserved cousin of Bruce Banner--the Hulk--who is gunned down by vengeful mobsters and to save her, Banner must transfuse her with his own gamma-irradiated blood, a process that eventually transforms her into a big, green Amazon with super-strength. Unlike her cousin though, she doesn't become a raging brute. She retains her full faculties in her Hulk form and her real transformation, it turns out, is more personal than physical. Becoming the She-Hulk makes her shed her shyness and gain confidence in herself. A lawyer, she comes to love being a superhero on the side, and to prefer the She-Hulk to her own form. Being a Marvel character, of course, she's far from perfect. Those old insecurities can creep back in, her life can become quite complicated and she doesn't always make the best decisions when trying to sort it all out. Her writers have given her a great deal of depth over the years--she's probably the best-realized, most human superheroine in the Marvel stable, a great, great character who is long overdue for feature treatment.[7]

Shulkie became a subject of some controversy earlier this month. David Goyer appeared, with a few other screenwriters, on a podcast called Scriptnotes. At one point, the discussion turned to the She-Hulk and got pretty ugly. Host Craig Mazin said "the real name for She-Hulk was Slut-Hulk. That was the whole point. Let’s just make this green chick with enormous boobs." Goyer joined in, among other things calling the character "a giant, green porn star" who was created to sexually service the Hulk. The response from Stan Lee, comics' Allfather and She-Hulk co-creator, was swift and to the point: "Only a nut would even think of that." Alyssa Rosenberg, writing in the Washington Post, more extensively unloads on Goyer in a piece that mostly hits the mark. Goyer's comments could just be dismissed as juvenile dumbassery (which is what they are), but it's also rather telling that, prompted to randomly bullshit over a subject about which he clearly knows nothing and to which he's given no real thought at all, this is what comes out of him. And Goyer is the fellow who is going to be writing the new screen incarnation of Wonder Woman.

It was heartening to see the furious reaction to this incident on the internet--pretty much outrage all the way around. It must be acknowledged that, in the overly Puritanical U.S., bringing any lady superhero to the screen involves (or can be seen as involving) navigating a sort of minefield of sexual politics. If a superheroine is sexy or shows any hint of libidinous impulses, there's an unfortunate tendency in some quarters to find this exploitative and unacceptable and in others to find the character slutty and unadmirable. Either attitude is pretty much indifferent to superheroes as a fantasy of superbeings who are still recognizably human and neither seriously engages with it. One stems from unvarnished sex-is-bad Puritanism, the other from a range of other concerns having to do with the portrayal of women in a distorted, inappropriate or negative way, the reduction of women to commodified sexual objects, a media culture that presents only such women as models and so on. And there's a lot of crossover between the two.[8] The She-Hulk is a character that definitely brings all of this to a head. In addition to everything else, she's also sexy and she knows it and, as Rosenberg writes, "a swashbuckling heart-breaker." If someone portrayed her as some "brain-dead courtesan" (also Rosenberg), there would be outrage[9] and when Goyer and Bazin go Beavis-and-Butthead on her, there is outrage. There are still knuckle-draggers and Puritan tight-asses in the world but most people usually come to the right conclusions on such matters.

An obstacle to getting the ladies to the screen in feature roles is no doubt the perception that they fail at the box-office but to point out the obvious, they've never really been given anything remotely approximating a fair chance. The very few efforts there have been in the past bombed because they weren't any good. I've made getting comic-book-style supergirls to the screen a sort of mission within my own film work but my micro-budgeted productions are certainly no solution to this vacuum. They do, however, point in a possibly useful direction and provide a segue to the other missing ingredient in the current superhero boom.

Behind the comic adaptations, there is, unfortunately, an increasingly entrenched tentpole mentality at work. Everything has to be some huger-than-huge, mile-a-minute effects-laden epic with the fate of the world resting on the outcome and each new picture has to top the last one on this score. And we need the huge-scale epics, to be sure, but they need to be supplemented with smaller projects that give the characters room to live and breath. The ability to tell such tales in the comics and develop the characters at length is what has made them survive and thrive over the years. When an epic tale came along, readers had a good understanding of the characters and it gave the story more meaning and greater impact.

On the other hand, the focus only on huge epics in the cinematic adaptations does real violence to the source material. Le Beau and partner-in-blog Daffy Stardust recently began a regular podcast over at Le Blog, and their second, which deals with comic-book movies, involves a relevant discussion of CAPTAIN AMERICA: THE WINTER SOLDIER. As they (Daffy, primarily) note, Cap, in the comics, blamed himself for the death of his sidekick Bucky during the war. It was a psychological scar that gnawed at him for years, constantly showing up in the background. When it turned out Bucky was still alive, that long history gave the revelation a real impact. The movie comes in the midst of a series of films that have done absolutely nothing to establish that Cap feels any guilt over Bucky's death and, in trying to cut that corner in the service of scale, sacrifices that impact. A smaller Cap project, tucked between THE FIRST AVENGER and AVENGERS or between AVENGERS and WINTER SOLDIER, could have been used to lay the necessary groundwork (it wouldn't have hurt to delay tackling the Winter Soldier story until later either). In the pages of "Iron Man," the conflict between Obadiah Stane and Tony Stark was an elaborate tale full of twists and turns that went on for two years and involved Stane ruining Stark and taking over his company while Stark gives up his Iron Man identity and ends up reduced to an alcoholic shell of his former self. He has to put himself back together from almost nothing and confront Stane in what becomes an epic duel to the death. The first IRON MAN feature, while good, wouldn't even qualify as a Cliff's Notes representation. One of the worst examples of this sort of harm is the handling of George Stacy from THE AMAZING SPIDER-MAN. In the comic version, Peter Parker becomes paranoid that Stacy, a police captain and the father of Peter's girlfriend Gwen, is starting to suspect he's Spider-Man. Over time, Stacy even drops hints to that effect. It goes on like this for a while then, one day, Spider-Man is battling Dr. Octopus atop a building and a big section of brickwork is knocked loose and falls to earth. Stacy, on the scene below, charges in and rescues a child from the falling debris but he's crushed beneath it. Spider-Man swoops down, pulls him out of it and tries to get him to a hospital. It plays out like this:

As with all the rest, the moment is dependent upon all that preceded it. In the movie version, it's all just thrown away. Stacy is a rather unlikable Dennis Leary who, only appearing in parts of one film, never develops any real history with Peter, unmasks Peter then, as he's dying, extracts from Peter a promise to stay away from his daughter. Not only do the filmmakers sacrifice what could have been a powerful moment, they have Stacy use his dying words to be a prick.

Spider-Man is ill-suited to epic-ism in general. He's primarily a street-level character. He doesn't often face potentially earth-shattering threats. His bread-and-butter involves dealing with much more down-to-earth problems. His rogue's gallery is mostly made up of street criminals who have gained extraordinary powers--Electro, Mysterio, the Vulture, the Kingpin, the Sandman, Shocker, the Enforcers (who I'd love to write and to see on film). The same is true of the Batman. It's especially the case with Daredevil, whose finest moments usually involve entirely mortal adversaries. Among the legion of things the 2003 DAREDEVIL film got terribly wrong was the decision by the studio suits, in the aftermath of SPIDER-MAN's mega-success, to turn it into a huge-scale, effects-laden blockbuster picture--totally out of character for the material. Daredevil is film noir. Daredevil is crime-stories full of bad luck and savage ironies told in smoke-filled rooms with light filtering in from outside through Venetian blinds. It's THE USUAL SUSPECTS and CHINATOWN and ROMEO IS BLEEDING and DRIVE. You don't need $78 million in bad wirework and CGI to do Daredevil. You find a Jet Li and put him in a red suit.

One could, in fact, theoretically do a great Daredevil movie in which Matt Murdock never even puts on that red suit. One of my favorite DD stories is "Badlands" from "Daredevil" #219. It's a sort of modernized HIGH PLAINS DRIFTER in which Murdock, dressed just like Brando in THE WILD ONE, wanders into a dingy little town in New Jersey, rights a wrong that had been done in the past then leaves. Not only does he never don the uniform, he never even says a word. He's never identified as anything other than some drifter. That's not, by itself, a feature, but it has the right spirit.

One of my favorite Hulk stories is a simple little Bill Mantlo tale from "Incredible Hulk" #262. It's almost like a Twilight Zone episode about a mysterious woman who lives in a glass house by the sea and almost looks as if she's made of glass herself. She finds Bruce Banner washed up on shore and takes him in. She's an artist who works in glass--her entire home is filled with her sculptures. She says she wants to sculpt him. He stays for weeks and becomes her lover. By the end, it's revealed that her "sculptures" are real people she's turned to glass. She has the power to do so but only by the light of a full moon. She lures Banner into her studio and not only wants to turn him to glass but to capture him in mid-transformation to the Hulk. Needless to say, things don't go as she planned. The final image is a wonderful ghost.

That same issue features another great, small tale, also written by Mantlo, called "Foundling." Banner, after the business with the sculptress, seeks a job at a research institute. When he arrives, he sees a fleeing hysterical boy ran down, tackled and sedated by a fellow in a lab coat and a woman. The boy is screaming about how they're not really his parents. The man explains the boy is his son, who has severe psychological problems and must be kept heavily medicated. He's the doctor who runs the research institute and Banner goes to work for him. Banner learns from others at the institute that the boy has had problems since hitting puberty. One night there's a ruckus on the grounds and it's revealed that the boy is a Dire Wraith, a shape-shifting alien monster who fell to earth years ago and was raised by the doctor and his wife as their own son. Since hitting adolescence, he's begun realizing he's different in some way--a realization the couple have tried to repress--and when he assumes his Wraith form he begins to remember his programming. He attacks Banner, who becomes the Hulk and the two fight it out. The alien is no match for the Hulk but just as the jade giant is about to put him away the doctor rushes between them. He says the boy is still their son and insists the Hulk back off. When the Hulk notes the boy is nothing but a a monster, the doctor angrily throws it in his face that he is nothing but a monster and has no right to pass judgment on them. With a look of anguish at the doctor's words, the Hulk leaps away, leaving the couple nursing their now-re-sedated "son."

The comic Hulk is hated and hunted, constantly tormented by a world he can't understand. Another Hulk favorite of mine, this one widely recognized as a classic, is "Heaven is a Very Small Place" ("Incredible Hulk" #147). Authored by Gerry Conway, this is about as stripped down as stories come--only a few pages. In the story, the Hulk is leaping through a desert and sees a town form before his eyes. The people seem friendly and at first, the Hulk thinks this kindness is directed toward him. The town is like a ghost, though. No one seems to see the Hulk. He realizes they're immaterial. Eventually, through, he comes upon a little girl in a wheelchair who apparently does see him. They chat, they get along, she calls him a friend and then she and the rest of the town abruptly vanish. The Hulk is anguished, screams for the town to come back. There remains nothing but empty desert though, and he strikes the ground with sufficient force to generate a minor earthquake.

Another stripped-down gem is "The Kid Who Collects Spider-Man" ("Amazing Spider-Man" #248). Authored by Roger Stern, it's about a meeting between Spider-Man and his biggest fan, a kid who has collected everything he can about the wall-crawler. The two have a nice little chat--the kid seems to know everything about Spidey's career.And then the boy asks him who he really is. And Spider-Man unmasks and tells him! He tells of how his inaction led to his uncle's death, how this led him to do what he does. The two part on good terms and the big reveal at the end is that the boy was gravely ill and dies from leukemia a few days later.

Still another keeper: Tom DeFalco's "Time Runs Like Sand" from "Marvel Two-In-One" #86. An exhausted Flint Marko, the Sandman, wanders into a bar and orders a drink. The nervous bartender, recognizing him, calls for the Fantastic Four, reaching Ben Grimm, the Thing. Grimm rushes to the saloon, bursts through the door and calls out Marko. But the Sandman doesn't want to fight. Instead, they have a seat, order drinks and Marko relates to Ben the story of his life. He's tired of being a hood and just wants to leave that all behind. At the end he surrenders to Ben and volunteers to go quietly but Ben, now finding him sympathetic and impressed with his willingness to reform, decides to cut him a break and lets him go free.


(Like Mantlo, DeFalco could sometimes spin offbeat stories with haunting endings. His "An Obituary For Octopus" from "Spider-Man Unlimited "#3 is such a tale and, by my estimation, the second-best Dr. Octopus story, behind only Mantlo's Owl/Doc. Ock war from "Spectacular Spider-Man" #72-79. Read about it here.)

I could spin these into infinity. Most I've rattled off are particularly stripped down, but even the standard-issue superhero material typically takes place on a much more intimate level than the epic features allow. Such stories are what comics have been doing for decades and what helped make them popular enough to jump to film in the first place. The movies rarely even touch these kinds of tales though.

To me, the most exciting news about upcoming Marvel projects isn't ANT MAN (particularly since it just lost Edgar Wright) or the second AVENGERS picture or any of the other features that have been discussed. It's the Netflix material Marvel is developing. A 13-episode Daredevil series, followed by a series devoted to Jessica Jones ("Alias"), one for Luke Cage, one for Iron Fist (whose story could be a feature epic) and then a miniseries teaming all of the above. With competent people at the helm, the street-level heroes can be done well and on what, by Hollywood tentpole standards, are microscopic budgets. Hopefully, the series format will scale back the productions to something more closely approximating the comics and allow the characters and storylines to breath and to develop at a more natural pace.

There needs to be a place among the features for the smaller-scale, more intimate productions as well. The first X-Men movie is what made me begin to think about this, then the second one cinched it. If the tentpole epics leave Storm's background on the cutting-room floor, put her in a movie of her own. Hers is a story that can definitely carry one and at a minor fraction of the cost of a full-blown X-Men epic.[10] Lower cost means less risk and such films could be used as a way to get the ladies into starring roles. A regular schedule of smaller pictures could also act as a more general proving-ground for some of the lesser characters. BLADE is the point of reference here. It took a fairly obscure character, dropped him into a film of, by Hollywood standards, medium budget ($40 million) and not only turned him into a massively bankable property but kickstarted the current comic movie boom. The bigger-name characters should, from time to time, be put into these smaller productions too.[11] The opportunity to build better, longer, more detailed narratives and characters of greater depth doesn't just enrich the bigger projects, it lets filmmakers tell the kind of great smaller stories that make up the bulk of the comics that built these properties but that aren't being told at all via the huge-scale tentpole pictures.

I hope some of what I've written points to what I see as the third necessary but absent element: a more ambitious and varied approach to the material. When it comes to comic adaptations, Marvel leads the pack by a mile--other than WATCHMEN, DC hasn't really done anything worth the time during the present boom. But Marvel tends to be rigorously conservative, mainstream and safe with their films. No edge, PG-rated content,[12] very little quirkiness or anything that wanders too far afield and they're all basically the same kind of story told in the same way. The other studios who handle Marvel properties do the same and this really needs to change. The comics on which these films are based have told every kind of story there is to be told. Dramas, horrors, swashbuckling adventures, comedies, spy stories, love stories, war stories, weird tales, political thrillers, mystical vision-quests coming-of-age tales, Twilight Zone-ist fantasies--you name it, the books have done it and the films need to start better reflecting that diversity.[13] Broaden the field. Mix it up a bit. Take some chances. The recent departure of Edgar Wright from ANT MAN doesn't bode well. Wright has exactly the kind of quirky vision one wants to see applied to such a character and after having worked on the project for 8 years and with filming imminent, he's fired over "creative differences." Is there any doubt a far more conventional product will emerge in his absence? It's just not healthy. Conservatism in such matters is a path to stagnation, eventual box-office failure then death. The comic adaptations work from too rich a field to allow that to kill them.

A rather long post. A short version for the "tl/dr" crowd:

Women, damn it!
Bigger isn't better; better is better.
Smaller can be better.
Innovate, damn it!

'Nuff said.

--j.

---

 [1] Parenthetically carving up the individual films in this way tends to smooth over the differences in their quality in a way I dislike. To note the obvious (in the service of my own neurosis on this point), each of those categories represent a broad group of films of often wildly varied quality. I feel I should offer examples, if just to lay my cards on the table).

 [2] Certain films (like certain actors) achieve, in the critical press, a sort of official designation as a turkey, and bashing them becomes a fad. CATWOMAN fell victim to this.

 [3] Wonder Woman was originally a project of William Moulton Marston, a psychologist and one of the co-inventors of the lie-detector test, who believed that women would one day rule the world and created the character as "psychological propaganda" for this eventuality. He intended her to be a living embodiment of all that is great in Woman. His early stories are a fascinating stew of fairy tale narratives, odd symbolism and bondage and domination themes.

 [4] About that choice, I'll say only this: This is the comic book version of Wonder Woman, laying a no-doubt well-deserved smackdown on a certain boy in blue...


...and this is Gal Gadot, chosen to be the new screen Wonder Woman:


 [5] Starting with the fact that it's a sequel to MAN OF STEEL, an abomination ground out by people who seemed to have no interest at all in making an actual Superman film and who didn't. MOS is a cretinously stupid, noisy, explosion-filled sci-fi action picture--the epitome of upbudget "blockbuster" trash--about a war on another now-extinct planet carried over to Earth. A tale in which the alleged central character is virtually a guest-star in his own movie. Henry Cavill, who has a great look for Superman, probably doesn't have half a dozen lines in the whole of it and the utterly inappropriate efforts to darken his backstory at the expense of that backstory leave nothing of the original character. Certainly nothing worth continuing in follow-up films.

 [6] After THE AVENGERS made over $1.5 billion worldwide, the suits at Warner Bros. decided to try to ape that success but without putting in the work on the individual characters as Marvel had. They wanted to use the MAN OF STEEL sequel to immediately set up a future "Justice League" movie, again guest-starring Gadot as Wonder Woman.

 [7] I've long found her second solo book, "The Sensational She-Hulk," to be a particular delight. John Byrne, who had written her in the Fantastic Four for a few years, made her aware of her own existence as a comic book character. She breaks the fourth wall and talks to her creator and her readers, and the series became, among a great many other things, an endlessly fun rumination on the nature of the medium-- in my view, some of the most wonderful comics ever published.

 [8] The latter stems from legitimate concerns with which I'm sympathetic within reason. It's unfortunate that I feel compelled to add that "within reason" caveat there,but those concerns are often based on a very unrealistic and unfounded evaluation of the overall culture and in their more extreme forms--the forms that, for example, condemn any hint of sexuality in superheroines--are anti-human and not worthy of serious consideration. As for the Puritans, fuck them. I couldn't give a shit about anything they had to say if I ate an entire package of Ex-Lax

 [9] This actually happened to Supergirl. By the end of the '60s, DC started trying to revamp and "Marvel"-ize many of their major characters, and Mike Sekowsky, who had just lent a hand to the revamp of Wonder Woman, was given Supergirl, then the featured attraction in Adventure Comics. Under his guidance and that of later writers and artists, Supergirl became a mature, well-written character and went through her most creatively rich period. It lasted 26 issues (minus some reprints), and became popular enough that she was given her own title for the first time. Then the new title debuted and nearly everything that had made the previous title work had been dropped. Supergirl was suddenly written as a witless Barbie-fied airhead involved in an increasingly ridiculous series of adventures. The reaction was swift and furious--after only 9 issues, the book was cancelled.

[10] Nearly all of the other X-Men have been given similarly short shrift.

[11] It looked as if Fox was going to do this with the X-Men Origins series. Then, instead, their efforts in this vein all became upbudget tentpoles again. The life of Magneto project grew into the much bigger X-MEN: FIRST CLASS, which wasn't bad, but I would have preferred the project that was originally discussed. The Wolverine Origin movie, starring a character who had already been a featured attraction in every X-Men film, grew into a huge-budget--and borderline unwatchable--piece of shit that embraced all the worst abuses of the character's backstory from recent years.[*] Then Fox took up the single-best Wolverine story of all time, the Chris Claremont/Frank Miller miniseries from 1982. The original mini is a dark story of love, honor, and betrayal heavily influenced by Japanese cinema. Its imagery is simple and straightforward like a samurai movie, a perfect film already storyboarded on the page. The rights to turn it into a film was a license to print money. After early public braying that the film would be a faithful adaptation, the Fox suits chucked the original story in the trash and made another big, noisy and often completely incomprehensible shitfest with virtually no connection to the source material. Throwing that story away is a crime. This was not the direction those projects needed to go.

[*] Wolverine, in his first decades in the comics, was initially just a fellow who aged like anyone else. His healing abilities took time to work and as he got older, it began to work more slowly. His claws were bionic implants, mechanical devices grafted on to him during the same experimentation that laced his bones with adamantium. Later revisions turned up his healing power to 11--almost instant regeneration from even the most horrendous damage; the origin of his claws were rewritten--they became natural bone claws that were covered with adamantium like the rest of his skeleton; his backstory was changed to make him essentially immortal--a fellow who had lived for centuries and whose healing powers kept him forever young. So not all the bad decisions about these characters are made by Hollywood. Yes, this is a footnote to a footnote--sue me.

[12] BLADE, which launched this boom, was an R-rated picture but most of the productions have gone for the PG-13, hoping to pull in the kiddies and snare a broader audience. There's a certain irony in this, in that comics have primarily been an adult's medium for decades and a significant portion of the material being tapped for screen adaptation is stuff people who are now in their late 30s-50s read when they were younger but the persistent pursuit of the PG is also another factor significantly limiting the genre. From the Punisher to Blade to the Ghost Rider to Morbius to even Wolverine, Marvel has scores of characters that would make for magnificent screen adaptations but that would, handled properly, usually feature R-rated content. Warner Brothers destroyed DC's Jonah Hex, in part by forcing it into the PG hole. Corporate branding is a problem: the Marvel-produced films, which bear their brand, have all been movies to which one can bring the kiddies. If the Marvel logo draws the little ones, stepping outside that safe parameter can be seen as quite dangerous and harmful to the brand. Tim Burton's BATMAN RETURNS was safely PG-13 but still slammed as too dark and frightening for children (which led to the Joel Shumacher bat-atrocities).

[13] To bitch about THE WOLVERINE some more, the original story was, as I said in my earlier notes, very much like a samurai film. One of the many infuriating things the fimmakers did was rigorously jettisoned any hint of Eastern influence, both in the film's look and in its themes. They threw away what made it special and turned it into just another conservative superhero movie.

Saturday, January 21, 2012

Pretty Much WALKING DEAD Already

[I've cross-posted this over at my movie blog.]
American Movie Classics used to be a cable station that specialized in a wide variety of classic movies from every era of the cinema, screened uncut, without commercial interruptions and usually shown in their original aspect ratios. It was a must-have for movie lovers. Several years ago, the sages charged with running it decided to change things and under their wise guidance, it became, instead, a cable station devoted to a very limited selection of mostly recent movies that were either outright awful or that everyone had already seen a million-and-a-half times, screened chopped to ribbons, usually panned-and-scanned, packed with as many commercial interruptions as could be squeezed in and then repeated ad infinitum. Perhaps because no one wanted to look at such a station, the AMC gang started dipping their toes into the potentially much more lucrative field of original programming. As it turned out, they were extremely lucky. Two of their early acquisitions, MAD MEN and BREAKING BAD, proved to be some of the best television on television and though not particularly huge ratings successes they did well enough and brought AMC some things it hadn't had since the format change: respect and even prestige. AMC played up the angle. "AMC: We know drama," the ads proclaimed. Or "AMC: Telling the best original stories on tv." Those who write about such things agreed--or at least bought into it--and were usually discrete enough when singing AMC's praises not to bring up the fact that it was still mostly just a channel that re-re-replayed lousy, way-overscreened movies.[1]

Such praise makes for good ink and to an extent, the mystique it generates can act somewhat like teflon when it comes to future projects, which have little hope of measuring up to those early successes. That mystique can make some be much more forgiving toward an offering from the Masters of Drama at The Great And Powerful AMC. It can also become a curse as well though, because it can make others expect a great deal more than the merely mundane that is most television.

Given the remarkable surge in the popularity of zombie tales in the last few years, it was inevitable that a zombie-centric project would eventually make its way to American television and the gang over at AMC made a good call indeed when they decided they were going to facilitate the creation of a tv version of THE WALKING DEAD, a popular comic book set during a zombie apocalypse. AMC's signature dramas were adult, complex, well-written and what the PR boys call "edgy." As these were the very qualities that had made the comic a success, it seemed like a match made in heaven. Fans of the comic, fans of AMC's dramas and the larger community of genre fans, who had been in love with zombie tales for years, greeted news of the project with enthusiasm.

It started very strong. The pilot movie, "Days Gone Bye," was a direct adaptation of the first few issues of the comic. Helmed by Frank Darabont, the series' showrunner and general guiding light, it debuted in October 2010 after a massive promotional campaign and became the highest-rated cable series premiere of the year. The series had a successful but brief first season (only 6 episodes), and returned this past October for another, which, in its first 7 episodes, has garnered even higher ratings (as of this writing, the series is on mid-season hiatus until February).

But while everything about TWD on television has come up good ratings, the first season became, in some ways, creatively problematic almost immediately. The series, overall, didn't live up to the hype. In fact, by the high standards set by AMC's signature dramas (and by some of the other great television of the last few years), the episodes were frequently mediocre-to-terrible. The much higher standard set by the pilot wasn't matched by anything that followed (and to date, still hasn't been) and a slow but steady decline set in.[2] Collectively, though, these first six installments were still relatively good by the generally low standards of television and set up what could have grown, with a little polish and fine-tuning, into a solid series. Unfortunately, this brief, flawed first season, even with warts and all, quickly began to look like the good ol' days upon the inauguration of season 2, when the quality of the series crashed as dramatically as a truck full of pianos charging over a cliff. By the time the mid-season ender rolled around, its title, "Pretty Much Dead Already," looked like a metatextual comment on the series itself. Many successful television series suffer a "sophomore jinx" and for whatever reason just can't get it right in their second season. TWD has to be one of the most extreme examples of this in the history of the medium.

How has something so full of potential and based on such solid source-material gone so terribly wrong?

TWD would be a difficult property for most commercial television outlets. It's a very dark story, set in a bleak, unforgiving, relentlessly dangerous world that, on a regular basis, forces tough decisions on its characters, the kind that could utterly alienate a mainstream television audience. Where such audiences typically demand a stable cast of familiar characters, no one in TWD has script immunity; anyone can be killed at any moment, including your favorites, and they routinely are. AMC's prestige dramas aren't mainstream fodder. They don't have to draw the ratings of NCIS. They go in directions that, on a regular network show, would be unthinkable. That's why there was hope when it was announced AMC would be creating the series that it would be done justice on the screen. Of course, when it comes to screen adaptations of literature, everybody knows the movie ain't never as good as the book. Ideally, an adaptation aims to capture the spirit of the original work, if not necessarily its letter. Even in departing from the source material though, it can rise on its own merits. In the first season, TWD was passable entertainment but, as an adaptation, strictly weak tea; in the second season, it completely lost its way on both counts--it has been both a terrible adaptation of the comic and a terrible show.

When it comes to adapting print to the screen, there are a lot of legitimate reasons for changing things and this is particularly true with regard to an open-ended project like TWD. Obviously, the creators of any ongoing series will want a certain amount of freedom and not to be tied, in an overly restrictive manner, to the material they're adapting but when it comes to changes, the creators of TWD have exercised absolutely wretched judgment. In almost every instance, the extensive changes they've enacted in the comic story and characters significantly weakened both, are completely unnecessary and have caused, in themselves, all manner of problems.

For example, our hero Rick Grimes is a very stoic fellow in the comic. It's one of the things that makes him a natural at being the leader he later becomes. He isn't made of stone, by any means, but he's very controlled, takes things in stride and isn't easily upset. It takes a lot to make him completely lose his composure and when he finally loses it, it can be quite a sight. The series began to dispense with this right from the pilot. In both the comic and series, Rick is a Kentucky police officer[2a] who is left in a coma after being wounded in the line of duty. He awakens from it to find the world has been overrun by walking, flesh-eating corpses and no living people to be found anywhere. He immediately goes to his home, finding it abandoned, his wife and child gone. At this moment in the comic, he looks around, finds nothing and walks back outside, looking puzzled and a bit frustrated. On tv, he finds the house abandoned and, in an ominous sign of things to come, has a big emotional breakdown, sobbing into incoherence--completely hysterical.[3] Unnecessarily amping up the melodrama to 11 in this way becomes a major problem in general as the series progresses but it's a particular problem when it comes to Rick. In season 1, he does still manage to demonstrate significant leadership skills. By season 2, though--the point where most of the more serious problems with TWD kick in--he is devolved rather spectacularly. The writers still want to follow the comic in making him the leader of the survivors while, at the same time, constantly undermining the things that made him a natural choice as leader. Rick has been shown, throughout season 2, as overly emotional, weak-willed, indecisive and just plain dumb--no leader at all.[4]

As that suggests, no real thought seems to have gone into many of the changes, which, at times, made a real mess of the plot. For example, the dead, in both comic and on tv, rise and overrun the world while Rick is comatose. As the zombie situation starts to become a concern, Rick's friend and fellow officer Shane accompanies Rick's wife Lori and son Carl to Atlanta, where Lori's parents live, leaving Rick at the hospital at which he's been receiving care. In the comic, they end up stranded on the outskirts of Atlanta. Lori is distraught about what's happening--Atlanta has fallen to the dead--and, in a moment of weakness, has sex with Shane, who'd been secretly carrying a torch for her. A one-time thing and something she immediately regrets. About a week later, back in Kentucky, the hospital is overrun and Rick awakens. He deduces Lori's likely destination and sets out for Atlanta. A fairly simple scenario. Too simple, it seems, for the tv writers. Rather than having Shane accompany Rick's family to Atlanta while the hospital is still operational and the zombie problem not yet at a crisis level, the series offered up a flashback showing Shane present at the hospital at the very moment it was being overrun. He unsuccessfully tries to rescue Rick and ends up leaving him behind, believing him dead. At the same time, the series also changes that one-time sex business to an extended, passionate affair between Shane and Lori, carried on after they'd left Kentucky and after Shane told her Rick was dead. But if Shane was present in Kentucky for the hospital's fall, there's no time for the extended affair with which we're presented. Rick awakens at the hospital within, at most, a day or two of its being overrun--maybe even on the same day it was overrun--and after a night spent with a pair of local survivors, drives to Atlanta the next day and is reunited with his family.

To be fair to the pilot movie, neither the extended affair between Rick and Lori nor the flashback showing Shane at the hospital were present in it. These items were added to subsequent episodes, creating problems where none existed. This wasn't the only time something like this happened in the first season (and the pilot, though pretty good overall, is by no means innocent of this sort of thing, either). When, for example, did the zombie uprising begin? The writers never got it straight twice running and none of their various answers were even remotely reconcilable with either one another or with what we're shown. In both the comic and series, the zombie apocalypse takes place after Rick is shot and left comatose. It hasn't started before he's hurt; he has no knowledge of what's happened after he awakens. In the comic, he's asleep for about a month. The series never says exactly how long Rick is comatose but its creators' habit of making unnecessary changes kicked in and made a hash of it. Whereas in the comic, Rick's wound was basically healed at the time he awakened and was never an issue, Rick's wound, on tv, is still enough of a mess that it needs to be kept covered and will have to be kept covered for some time after. This would suggest it had been two weeks or less since he'd been shot. Before the pilot had even concluded, though, problems arose. The first survivor Rick meets relates to him what's been happening and says the zombie situation got really bad a month earlier. Even if one stretched enough to allow that Rick was in the hospital for a full month with a wound that inexplicably refused to close, this still implies the zombie uprising had been going on for quite some time before even that.[4a] As impossible as this is to reconcile, it gets even worse with subsequent episodes. In episode 5, set three days after Rick awakens, a lone scientist, still working on the zombie phenomenon at the CDC in Atlanta, makes a video log stating that the zombie virus first appeared 6 1/2 months earlier and went global 63 days ago. This means that the dead began to rise over 5 months before Rick was shot and that, at the time of that shooting, a full-scale global zombie apocalypse had been underway for over a month and neither Rick nor anyone else noticed.[5]

What it actually means is that the writers on the series have problems. Showrunner Frank Darabont must have noticed--after the first season, he fired them and brought in a new team. The results, however, have been disastrous. The sorts of things I've been outlining, here became, in season 2, an every-episode epidemic, while the quality of the show--the thing that made one willing to be somewhat merciful toward them--plummeted. TWD is, as the comic legend says, a "continuing story of survival horror." Robert Kirkman, the comic's co-creator (with artists Tony Moore and, later, Charlie Adlard), said his idea for the book was to show what happens in a DAWN OF THE DEAD-type world after the helicopter leaves the roof at the end. The central theme of the comic has been exploring, on an open-ended basis, how this harsh, unrelenting world changes the characters and is forever breaking down their, broadly speaking, civilized values. In order to survive, even the best of them end up having to do some pretty horrible things at times. In season 1, the writers often de-emphasized the horror elements, in what I suspect was a misguided effort to "mainstream" the show.[6] Their plots always flowed from survivalist concerns but because they were muting the horror elements, they were also soft-pedaling these concerns. In the comic, when the characters are out on the road, they're short of everything, starving, stinking, at the mercy of the elements, of zombies, of other humans and are rarely far from devastating harm. There was little sense of this in the series and the atmosphere of desperation it produced was almost entirely absent.[7] But while the 1st season writers were soft on these things, those comprising the new team behind season 2 apparently had no interest at all in writing either a horror story or a survival story. They aggressively removed as many of the horror/edge-of-survival elements as they were able and seemed to resent the whole zombie apocalypse thing, as if it was just some inconvenient angle toward which they were sometimes forced to offer a tip of the hat, rather than the basic premise of the entire project. Instead of trying to capture something of the spirit of the book, their work is like some twisted negative image of it. The book is set during the end of the world; they remove the end of the world. Where the book perpetually challenges those civilized values, they try to perpetually reinforce them.[8] The book is printed in black-and-white but deals with moral dilemmas that are distinctly grey; their work is filmed in bright color but they've kept the morality rigorously black-and-white. The book is great; their work sucks.

"What Lies Ahead," the season 2 opener, begins with the survivors driving the freeway and, in a situation that will become a painfully apt metaphor for everything that follows, they're brought to a complete stop by a large traffic snarl. As things progress, Sophia, a minor character who, up to that point, hadn't spoken more than two or three lines in the entire series, is lost. Astonishingly enough, the search for her--a character of absolutely no consequence about which the audience has been given absolutely no reason to care--becomes the thing around which the writers organize the first seven episodes, over half the season. They don't dedicate a moment of those seven episodes to giving the audience any reason to care about Sophia either. They make a fundamentally wrongheaded decision to strip the series of nearly every horror and survivalist element and the characters end up camping on a farm for the duration, free of the troubles of the zombie apocalypse and looking, looking, looking for Sophia.

The end of the world as they've known it becomes a thing about which they still sometimes talk but the disconnect between that talk and both what we'd expect to see in such a situation and what we're actually shown, episode after episode, is so severe that it plays, at times, like a Monty Python sketch. By episode 6, Rick has discovered Lori is pregnant and they stand around having an emotional moment, full of the clichés bad writers mistake for existential angst about whether it's right to bring a child into such a horrible, fucked up world, and the entire scene is shot against a backdrop of absolutely beautiful farm country, the birds chirping, bugs buzzing, the sun sinking low in the evening--there's even a windmill in the background. And of course it comes after we've watched them spend episode after episode on what amounts to a camping trip in the same idyllic country setting.

Yeah, that's a really terrible world you've got there, Lori.

It's hard to overstate the extent to which the end of the world is pushed aside as the season lumbers along. In one typical sequence (from the 4th episode), Glenn and Maggie, two of the characters who are becoming close, take a trip to a drugstore in the nearby town, which is presented like a deserted version of Mayberry. It's a leisurely horseback ride in the sunshine, Glenn and his favorite gal running errands for Aunt Bea. They tie up the horses outside, even though zombies in this world eat horses. The good town druggist has been kind enough to leave the door unlocked with a sign telling passers-by to take what they need and everyone else has been kind enough not to loot the place. They go in, pick up what they need and even take a break for some sweet afternoon delight, without a care in the world. Tension and a sense of danger and of what has become of the world could have been imparted to this simply by including a brief shot of something watching them pass from inside one of the buildings or by throwing in a glimpse of a shuffling ghoul in the background of one of the long-shots or by just putting a dead body in the street somewhere. Instead, there is, as with most of the season, nothing.

The zombies themselves didn't entirely disappear but the writers adopted an apparent quota system for them. There's usually at least one brief, token zombie encounter per episode. Sometimes, they're written in to serve some plot need. When Glenn and Maggie make that same trip to the drugstore again in a later episode--repetition being the soul of TWD this season--there was a need for Glenn to convince Maggie that the rotting, people-eating walking corpses that had overrun the world weren't just "sick people"--obviously a very bright girl, right?--so the writers put a zombie in the drugstore, had it attack Maggie and had it survive a counter-attack by Glenn that would kill any living person. Other times, it's just a filler scene tacked on to meet the quota and eat up screen-time. In episode 4, for example, the characters discover a zombie that has fallen down a well on the farm. The farm has four other wells around the property and dealing with this would seem to be a simple matter of closing off the one and just using the others. Instead, they decide to try to get the zombie out. They opt not to shoot it, because that would contaminate the well and if anyone present realizes having already had a rotting corpse in the water for weeks makes this an absolutely absurd concern, they don't bother to mention it. They adopt a ridiculous plan that involves lowering Glenn into the well in the hopes that he can get a rope around it so they can drag it out.[9] Glenn succeeds, nearly being eaten in the process, and as they're pulling out the waterlogged corpse, it splits in half, spilling gouts of guts into the water. Looking over the carnage, T-Dog, one of the underused characters, offers, in response, the best line of season 2. "Good thing we didn't do anything stupid, like shoot it." More metatextual commentary? Perhaps, but the writers did manage to burn through a few minutes of the episode with this and the zombie quota was met.

Once the quota is met, the rest of THE WALKING DEAD features little of the walking dead. Rather than coming up with anything original or--heaven particularly forbid--anything uniquely in line with the premise of TWD, the writers filled time by turning, for inspiration, to bad television and movie drama, particularly that bastion of high-quality entertainment known colloquially as the soap opera. Actually, I'm pretty sure the word "inspiration," with its connotation of originality, can't be sufficiently stretched to cover their practice of precisely replicating cliché'd scenarios and scenes such programs have done to death for decades. At the same time, the word's positive connotation means it seems wrong in a different way to apply it to their practice of replicating the soaps' glacial pace and insanely overwrought melodrama. Let's just put it this way: if imitation is indeed the sincerest form of flattery, the hacks who have ground out these awful programs for all these years ought to be feeling pretty damn appreciated by TWD's writing staff just now. With the zombie apocalypse removed, this season of TWD has wallowed in missing child melodrama, love-triangle melodrama, baby-daddy melodrama and they've even managed to burn through a lot of time with a Woman Who Refuses To Be A Victim Anymore melodrama, among other well-toasted chestnuts of the genre.

Replicating the snail's pace of the soaps, the writers concocted only about two episodes worth of actual plot then stretched it out over seven. Most of the running time for this season to date has been made up of padding. The eternal search for Sophia--the central plot--was stretched over the entirety of this time. Lots and lots of scenes of planning, planning, planning to look for her, followed by lots and lots of scenes of people looking, looking, looking and finding nothing. With mind-numbing regularity, the characters repeat exactly the same scenes, the same conversations. After Rick's son Carl is shot in a hunting accident and hovers close to death, Rick has to be told--cliché alert--that his place is with his son (because he wants to run off and tell his wife). Then, he has to be told this again (because Carl needs some medical equipment from a nearby school and he wants to go and get it himself, instead of allowing pal Shane to do so). Then, he has to be told it again (because Shane doesn't return as soon as they'd hoped). And so on--all in extended fashion. The farm being such a safe and idyllic location, Rick wants the group to stay, so he talks it over with Herschel, the farmer who owns it. Then, he talks it over with him again. Then he talks it over with him again. And so on. With Carl hovering close to death, Lori and Rick get into that cliché'd version of existential angst, wondering if it would be better if Carl didn't make it. Then, they do it again. And again. When, as I wrote earlier, Rick learns that Lori is pregnant, they do it yet again. And so on. Every species of filler has been on full display.

Of all the many changes the writers made to TWD in bringing it to television, the one that has always seemed to me the biggest departure from the comic is the tone the writers imported from the soaps. In their treatment of the characters and their interactions, the writers mercilessly jettison any hint of subtlety, complexity or maturity in favor of extreme, jacked-up melodrama, with everyone nearly going glassy-eyed from being so perpetually wide-eyed and overwrought.

The contrast between scenes that happen in both comic and series is striking. When Lori discovers she's pregnant, it turns into a ridiculously overwrought multi-episode melodrama. She's emotionally devastated, because she just can't understand how she's going to manage a pregnancy and baby in this awful world. She decides not to tell Rick or the others. She has to tell Glenn, because she needs him to secretly retrieve the pregnancy test to confirm it. Then, Glenn is so overwrought and, as he puts it, so bad at lying that he seems as if he's going to spontaneously combust if he has to keep the secret (we're meant to find this humorous). Then, Lori has him retrieve "morning after" pills, which can't abort a pregnancy but Lori, being the bright girl she is, thinks they will. Wild-eyed, she tears them open and swallows them. Then, she becomes uncertain and makes herself throw them up. Rick returns to their tent, finds the pills and goes out to confront her in the big, emotional scene I described earlier. Anger, frustration, perspiration, wild emoting, yelling at one another. Everything on the series is handled in this same stupid, over-the-top manner. In the comic, when Lori feels pregnant, she immediately tells Rick. Her concern with this is written in her sober, earnest expression. She solicits his thoughts. Both clearly understand the potential difficulties but he is cautiously optimistic. And that's it. No extended melodrama, no overwrought emoting, the matter handled in a simple, mature manner and it took three pages. And comic Lori lived in a much harsher world than her television counterpart.

Even beyond the lobotomy demanded to bring the character in line with the soap approach of the series, Lori has been much abused in the translation to television. The writers' clumsy tinkering with the details of her affair with Shane meant that almost immediately after thinking her husband dead (probably within mere hours), she started having regular sex with Shane. If Rick had died, the body wouldn't have even been entirely cold. There's a lot of hatred directed at Lori on internet message boards; in every scene the writers have ever given the character, they've gone out of their way to make her stupid, selfish, bitchy, totally unlikable and totally unsympathetic. They've abused every one of the female characters in this way,[10] but their treatment of Lori has been the most extreme--unlike some of the others, she's never gotten a single scene or line of dialogue that gives us any reason at all to be on her side. Sarah Wayne Callies, who essays the part, hasn't helped, as she has played the character with one expression throughout: standoffishness.

As astonishing as it may sound to those who only know the tv version, Lori is actually a good character in the comic. Not always agreeable but smart and likeable. She and Rick, unlike their television counterparts, have a good marriage. Some of the other characters who, in the comic, brought interesting dynamics to the group were gutted, those dynamics tossed but not replaced with anything nearly as interesting (when replaced at all). In the book, Andrea is, like Lori, utterly likeable. She goes through the tragedy of her sister's death to emerge as a sort of female version of Dale (to whom I'll get in a moment). She would spot trouble, among the others and try to head it off. On the series, she's written as a moronic, self-obsessed woman-child. Comic Carol was young, beautiful and rather desperately clingy, her radiant exterior often concealing her pathological need for love in a world that didn't have much of it; the series made her older, the cowed wife of a batterer who, most of the time, is just a quietly passive non-entity. The children Carl and Sophia were much younger in the comic, maybe five or six years old. They became chums and Kirkman used them to great effect with poignant, Peanuts-style mouths-of-babes type observations on whatever was happening; the series made them older, nearly teenagers and took away anything of interest they had to say.[11]

Other characters have suffered in translation for other reasons. In the comic, Dale is a careful observer of people who often gets in everyone else's business because he's trying to head off potential conflicts before they balloon into problems that could endanger the groups' survival. Though the television version of the character is made to express himself in the same wide-eyed, mouth-agape, overwrought way as everyone else--that soap lobotomy--he is otherwise an almost direct copy of his comic counterpart. The reason this has become problematic is that, while season 2 has moved along, the writers have retained a version of this characteristic of Dale from the page while removing its rationale, the horror/survival elements. With the group in no danger, Dale doesn't appear to have any strong, logical motive for his prying and has started to come across as just a nosy old dick.

It's hard to overstate how profoundly awful the writing has been this season--incompetence cross-breeding with indifference, generating plot-holes, wildly inconsistent characterizations and logical problems in their wake at every turn.[12] Carl is shot in the midsection in a hunting accident and very nearly dies before Herschel is able to perform emergency surgery on him. A little over 2 days later, story time, he's walking around as if nothing had ever happened. When Rick came to Atlanta in the pilot, he brought a bag of guns and 700 rounds of ammo, which, during a zombie apocalypse, would be second in value only to food and water. Rick gave some of the guns and something less than half the ammo to another group of survivors who were guarding a nursing home. That's the last ammo the group picked up anywhere,[13] but this season, the writers decided the group would start holding shooting practice. Eight or nine characters, standing on a range, shooting at bottles and cans. If Rick had kept, say, 400 rounds, this would be gone in a matter of minutes in such a situation.[14] And it got worse, because at the end of the mid-season finale, still having made no effort to secure any more ammo, they spray more rounds than the Wild Bunch taking out a large group of zombies. When, in season 1, Lori discovered Rick hadn't died in the hospital, she angrily tells Shane (who had told her Rick was dead) to stay away from her and from her family. Three episodes later, he attempts to rape her. In the very next episode, the season 2 opener, her son Carl is trying to solicit fatherly interaction with Shane, Shane is cold toward him and Lori, apparently furious that her would-be rapist may no longer be acting as her son's role model, starts bitching at Shane over it. And so on.

A likely contributing factor in the series' precipitous decline is that AMC instituted deep cuts in the budget for season 2. Reportedly, the budget, per episode, went from $3.4 million to $2.75 million.[15] Then, some sort of unspecified technical problem rendered unusable a lot of the footage from the intended season opener, presumably meaning another episode had to be produced on even slimmer money to fill the order for 13.

Showrunner Frank Darabont couldn't understand the logic behind cutting the budget of one of the most successful cable series of all time and when he griped about it too often and too loudly, he was fired, less than 2 months into the production of season 2. Internet fans of the series, shell-shocked by its decline, have often tended to attribute that decline to Darabont's firing but I've always been skeptical of that. When Darabont was given the boot, he was still trying to edit the intended first episode, the one with the problem. Even that work was never used. Instead, the last few minutes of footage from it (footage unaffected by that technical issue) were tacked on to the intended second episode, creating the slightly longer season 2 debut that actually aired. Darabont probably didn't see to completion even a single episode of the season and given the rushed, down-to-the-last-minute nature of television production, that means what actually made it to the screen is probably different--maybe quite different--than it would have been if he'd finished it himself. Jeffrey DeMunn, Darabont's friend and long-time collaborator who plays Dale, has, for example, spoken publicly about how extensively Darabont had his hands in the editing of the series and how his absence has been apparent in that area. Still, his contribution to the first 7 eps is, by every report, significant. He signed off on the writers. He approved the scripts. He oversaw the filming of at least two episodes and maybe one or two more (he was fired at some stage of advance preparation for episode 5). The decline had clearly started under his reign and the 1st season, over which he had full control, was hardly classic.

NIGHT OF THE LIVING DEAD was though. It gave birth to the modern version of zombie tales back in 1968. THE WALKING DEAD came about because those tales have become so remarkably popular in recent years. An ongoing series set during a zombie apocalypse is something no one has done before, and among those of us who were fans of this sort of tale, who have seen such tales done right and who realize their potential, I can't imagine how the series can be seen as anything other than an unfortunate waste. It isn't the absolute bottom of the barrel, to be sure--that slot, at present, is occupied by such brain-dead rubbish as the RESIDENT EVIL films--but TWD has, this season, scraped close enough to that edge to pick up splinters

Horror is all about metaphor and zombies are one of the richest metaphors in the genre. "They're us," as Peter correctly notes in DAWN OF THE DEAD. Twisted reflections of people. Their potential is endless; one can use them to tell literally any kind of story. Zombie tales have been actioneers, romances, comedies, character studies. They can be (and have been) used to address any matter of social concern or, indeed, any aspect of the human condition. I suspect the genre could never be--forgive me--done to death. Those who take to message boards to complain about TWD's sparsity of zombies are inevitably met, by the show's defenders, with the assertion that TWD is about the living people, not the zombies. I've always found the innocence of this somewhat charming. One way or another, zombie tales have always been about the living. The best of them operate at a much more intellectual level than most horrors and most who try their hand at creating them fall short because they either don't really have anything to say or don't have the skills to say it. With TWD, it's probably a lot of both and perhaps that robs any point from any impassioned lament over its creators' terrible, terrible shortsightedness in turning the series into just another bad tv melodrama and treating the zombie premise as if it's something they resent and try to avoid whenever possible. But I've rarely been one to avoid an impassioned lament when the spirit is on me, so I'll do my best to make the rest of this one short. An ongoing zombie tv series is unique, and the rich zombie premise rendered through that unique format, means those behind TWD have in their hands a creature that, if they would (or could) embrace its potential, would allow them to tell stories--stories of any kind--that have never been told, at least not as they could tell them. Instead, they seem content to badly tell stories that not only could be told on any other show but have been told on every other show. And told. And told. And told. They could be engaged in an ambitious project. The comic they travesty certainly is. Instead, they're just adding another shitty project to all of the other shitty zombie projects already out there. With zombies, as with anything successful, you always end up with a lot of lousy knock-offs, rip-offs and remakes. The good stuff still turns up though. I wish TWD was among it.

--j.

---

 [1] Maybe because, by then, they weren't pan-and-scanning as many of them?

 [2] When it came to the writing on season 1, plotting was a problem--plenty of plot-holes, dumb ideas, some manufactured drama, etc.--but the dialogue and the character interactions were often quite strong for television and certainly one of the series' biggest pluses.

 [2a] UPDATE (17 Oct., 2012) - Actually, this turns out not to be the case in the television version. I assumed throughout this article that this was the case based on the TWD pilot's remarkable fidelity to the comic but FloridaSunshine, a poster on the IMDb's "Walking Dead" board, was able to freeze-frame and magnify a creased patch on the uniform of one of the police extras seen in the pilot and it says "King County, Georgia." This was the county in which Rick and Shane worked, so they were, on the series, from Georgia, rather than Kentucky.

 [3] For another contrast, in both the comic and season 2 of the series, Rick's son Carl is accidentally shot. In the comic, when he sees the boy isn't dead, he hurriedly takes command of the situation and deals with it. Through he's exhausted and looks worried to death, he keeps his composure throughout the ordeal and does what he has to do. TV Rick, on the other hand, has another hysterical breakdown, his reason departing him entirely.

  [4] This is an example of another problem that will arise repeatedly. The comic's plots are driven by the characters' personalities. When those personalities are fundamentally altered, the plots that flowed from them, in their original form, no longer make any sense. The series radically alters the personalities, then tries to use the plots anyway.

  [4a] UPDATE (22 March, 2012) -- "Deanshore," a reader on the "Walking Dead" board at the Internet Movie Database has pointed out that I'd gotten the comments by this survivor wrong. As I remembered it, he'd said the zombie situation had gotten bad a month earlier and that this was when the utilities had gone out. What he actually said was "[The] gas line's been down for maybe a month." Earlier in the pilot, he'd been describing how the situation had become dangerous as the zombie problem had progressed and I may have juxtaposed those two scenes in my head but I'm really just guessing--I don't really know how I made a hash of it. Chalk it up to the danger inherent in working from memory.

It's a relatively minor point and doesn't really alter the underlying criticism I'd offered--it still extends Rick's time spent comatose to a month and still implies the zombie problem had been going on for a while before even that--but I'm a stickler for getting things right and I definitely didn't here.

  [5] Like Biblical apologists who try to "harmonize" the contradictory gospels, fans of the show attempted to construct a timeline at Walking Dead Wiki that would incorporate everything we've been told about the zombie apocalypse. This unintentionally hilarious effort has Rick in a coma in the hospital after it fell, without any supervision, care, food, water, etc., for an incredible 55-60 days.

 [6] For me, the loudest illustration of this phenomenon is Jim's end, from the first season. In the comic, that's a seriously grisly piece of business and it haunts one's brain well after one has read it. Jim is a character who lost his family to the dead, ends up bitten by a zombie and as he's dying, he has the others abandon him near Atlanta, in the "hope" that, when he comes back, he may be able to find his family in town and be together with them again. On tv, they just made it into a generic drama scene we've all seen a million times in a million movies and tv shows. All that business about his finding his family removed, they just leave him under a tree, with him saying what a nice day it is, the director using a hammer to the face to tell us we're supposed to be sad about it. More generally, the cast and crew of TWD don't, by and large, bother with subtle touches that would suggest the characters live in a frightening environment. No offering up an occasional paranoid glance at an odd sound, no speaking in controlled tones or anything like that. When it comes to shooting the show, we don't even get any menacing angles, unsettling camera movements or sinister lighting. Nothing. For that matter, the cinematography, in general, is flat, dull and totally uninspired. It shows no ambition at all and no originality--not even so much as an unorthodox camera angle.

 [7] Oddly enough, the CDC plotline, which was pretty dumb, was one of the only times the series briefly featured the sense of desperation that hovers over the characters in every issue of the comic when they're out in the open. With the exception of that one story (which mostly just paid it lip-service), the series does very little to convey this.

 [8] To, in the words of the announcer at the beginning of DAWN OF THE DEAD, "pitch an audience the 'moral' bullshit it wants to hear."

 [9] It's completely ridiculous and both it and its subsequent execution wouldn't be at all out of place in a slapstick comedy but here, they're treated entirely seriously.

[10] The writing of the women on the show this season has drawn charges of misogyny and, in fact, every female character has been presented as a Clueless Male caricature's negative caricature of women. They're selfish, cartoonishly over-emotional, bitchy, stupid, whiny, totally uninteresting and totally unlikeable. They're generally treated like children, then written in such a way that justifies that treatment. One, Andrea, constantly bitches about being denied a gun. She gets a rifle. She draws down on what she takes to be a zombie approaching across a field. Her target is actually Daryl, one of the other survivors. She's facing into the sun at long range and can't even clearly see the target at which she's aiming. Another group of characters are between her and her target and could be hit if she fires blind. All the males tell her not to shoot but, out to prove herself to the boys, she does it anyway and hits Daryl in the head, nearly killing him and confirming, in the most dramatic way possible, the wisdom of the menfolk in having earlier parted her from firearms.

[11] Most of the characters that are original to the show have been very poorly drawn as well. Some were nameless cannon-fodder, destroyed during a zombie attack on the survivors' camp. Others were non-entities: one fellow and his family left the larger group to go their own way, while another, a woman, committed suicide by staying at the CDC as it was about to explode (a profoundly stupid plot element). Merle, the racist redneck of the first two episodes, became very popular. It wasn't that racist rednecks were suddenly in fashion; it was that the most excellent Michael Rooker was playing the part. It's unfortunate that Rooker wasn't given a larger role in TWD--if Rick was written for television the way he is in the comic, Rooker would have been great in the part. After Merle disappeared, there was a great deal of enthusiasm among fans for his return. Season 2 obliged but, being a series that wallows in cliché, only brought him back as an hallucination his brother Daryl has after being injured in a fall. Daryl himself, played by solid Norman Reedus, has become a fan favorite in season 2 but he was a horrible, stock one-note character in the first season, with nowhere to go but up; his standing could have been improved merely by giving Reedus something to do besides being really angry.

[12] An example happened only minutes into season 2, when the characters encounter that traffic snarl. A lot of the cars involved are filled with mummified corpses, which is impossible, because if these were people who had died where they were, they would have come back as zombies and if, for whatever reason, they hadn't reanimated (or if someone had come along and shot them while they were in their cars), they'd have only been there a few weeks, not even remotely enough time to mummify. This was indicative of the lack of care that would follow.

[13] The details of that episode underlined the importance of weaponry. Rick, upon entering the city, was swarmed by thousands of zombies and separated from the bag, then led a group back into the city on an incredibly dangerous mission to retrieve them. In the course of this adventure, he was prepared to launch a firefight to the death--one there's very little chance he or anyone with him would have survived--against what he took to be a gaggle of gangbangers, rather than give up that bag. The "gangsters" were actually defending the patients of that nursing home, which is why Rick shared a little of the hardware. An entire episode, from a season of only six, was devoted to this story.

[14] In the comic, they also held target practice but only after Rick and Glenn raided a gun store, securing a huge supply of ammo. Many in the group had no experience with firearms and teaching them to shoot is a good idea but making them somewhat proficient requires a lot of ammo, which the group, in the series, does not have. To state the obvious, if you burn through all your ammo, all you have is a bunch of people who now may be able to hit the broad side of a barn--they're not going to get much better than that with such a microscopic supply--but no longer have any ammo with which to do so. That will certainly help when the next zombie herd comes along.

[15] That should still be more than adequate--most of the great zombie features have been made for far less and, in any event, very little of the $2.75 million made it to the screen anyway. In four of the seven episodes, there wasn't, excepting pay for the cast and crew, more than a few thousand dollars actually on the screen, or, more precisely, there wasn't anything on the screen that, under competent management, would have come to more than a few thousand dollars worth. In any event, if you have less money, you write something that doesn't take as much money. The creators of TWD weren't up to that.