Synopsis: With Terminator: Salvation coming this Thursday, it’s time I got my review circuits ready by doing a short review of a short movie, Maya. I found this short while searching for cyberpunk music on YouTube. A vid for a song called “Organics (Slowmotion Mix)” by Evil’s Toy had a link to MetaCafe and Maya. Note: The version embedded and reviewed here is the Final Cut version.
The film starts out with Maya, decked-out in some near-future laser-tag gear, stalking a structure with some guards. She manages to take out one guard, but winds up getting shot dead, only to awaken back in reality… or what we think is reality. From there, we witness Maya “reawakening” with different outcomes, like a dream within a dream. [Obligatory “Yo, Dawg!” goes here]
While the philosophical use of VR is nothing new, this piece does make the best of its ten minutes of low-budget cyberpunk. It certainly fills a need for a shot of cyberpunk when you need more than a music video but you don’t have the appetite for a feature-length film.
BONUS TRACKS:
Here’s the video that lead me to Maya. Lady-bots and gentle-borgs, I give you German EBM band Evil’s Toy with “Organics (Slowmotion Mix).” Enjoy!
Uneven, satirical, and oddly prophetic in its own half-baked way, Michael Crichton’s 1981 film Looker takes place in a terrifying universe of glamour, dehumanization, corporate deception, and Susan Dey hooking up with Albert Finney.
SFAM NOTE: We welcome new reviewer Dan Swensen, who also runs a terrific Sci-Fi blog called the Dimfuture.net. If others are interested in joining the review team, please post a message in the review forum.
Overview: The year is 1981, and pudgy, befuddled plastic surgeon Larry Roberts (Finney) becomes involved in a mystery when one of his models, dissolved in tears, arrives in his office raving hysterically about mysterious people trying to kill her. Hours later, the model inexplicably falls from the window of her high-rise apartment, and evidence of foul play points to Roberts himself. Justifiably concerned, Roberts begins playing amateur detective, teaming up with his patient (the vapid and insecure Cindy Fairmont, played by Susan Dey) to find out what’s really happening to these models, who seem to be dying off in droves shortly after visiting Roberts’ office to be “perfected.”
Mostly relying on the incompetence of the antagonists and the near-complete apathy of the cops, Roberts eventually tracks the clues back to a company called Digital Matrix, a computer graphics and advertising firm that specializes in creating digital replicas of top commercial models. While these models are given lucrative contracts in exchange for their digital likenesses, they seem to mysteriously die shortly thereafter, their handsome royalties left unpaid. It doesn’t take long for Roberts to figure out that Digital Matrix is duplicating these models, then killing them off, as their “digital doubles” will do their job better — and for free.
Machines and Misogyny: In an age where digital replacement and enhancement of actors is now extremely commonplace, Looker seems both surprisingly relevant and woefully dated at the same time. Penned in by Hollywood’s desire for complete perfection, the models of Looker fret over millimeter-sized flaws, consumed with self-loathing over even the slightest imperfection. As the story progresses, the audience finds this to be more than mere vanity — in Crichton’s world, Digital Matrix has reduced human behavior to a set of algorithms, able to determine (and manipulate) the focus of a viewer’s attention with ultimate precision to maximize product exposure and desire.
Because these manipulations require inhuman accuracy, the models themselves soon become not only obsolete, but liabilities to the company. The theme of dehumanization — the models looked upon by the corporations, and themselves, not as human beings but commodities to be used up and thrown away — is very strong in the first half of the film, underlined by a casual misogyny that may or may not have been intentional (it was 1981, after all).
In addition to the prophetic “digital doubles” of the film, Looker’s most science-fiction invention is the L.O.O.K.E.R. device (short for Light Ocular-Oriented Kinetic Emotive Responses), a “light gun” that stuns and paralyzes the target using light. Anyone exposed to this weapon experiences a sort of “missing time” as they stand paralyzed, allowing the weapon’s user to move around, invisible and undetected, for short periods. Digital Matrix uses the device to cover their tracks, making the models’ deaths appear as suicides.
While Looker is more than a bit plodding at times, the film’s use of this device is undoubtedly the most clever effect in the film, as characters find themselves losing time without knowing how or why. (It’s also worth mentioning that the L.O.O.K.E.R. device is the movie’s only real special effect, and provides the film’s most interesting visuals.) The L.O.O.K.E.R. device is a neat little concept, one I wish could have gotten better treatment in a better film.
The Bottom Line: Unfortunately, Looker is a movie with a few good ideas that don’t quite survive the runtime. The last half-hour of the movie is an extended game of “humorous” cat-and-mouse in which the heroes and villains chase each other through a virtual landscape of digitized commercials — the best of which is a genuinely macabre moment featuring digitized kids complaining about their breakfast cereal as a real human lies dead on the prop kitchen table.
While these scenes are mildly funny on a multitude of levels (the style of commercials, for all their “digital” glory, are more akin to something out of the Fifties than anything out of science fiction), they’re out of tone with the rest of the film. Albert Finney is no action hero, and doesn’t even have the charisma necessary to be a good everyman. Susan Dey’s character is too insecure and flat to be anything but an object of pity, and James Coburn’s turn as the villain, while passable, is too brief to be interesting.
A mustachioed Eighties thug gets a taste of the L.O.O.K.E.R. device.
That’s not to say that the film can’t be enjoyed as good cheese, however — there are some amusingly inept moments (watch for the car “crashing” into the fountain), and the few special effects are decent enough. Overall, Looker is probably more interesting as a historical piece than as a thriller — though it’s dated badly on a number of levels, the ideas of dehumanization and artifice that it puts forth were, for 1981, surprisingly forward-thinking. It might also be interesting to note that Looker made the first real attempt at a realistic CGI character, as well as the first movie to used 3-D computer shading.
After its release in theaters, Looker haunted the bleak hinterlands of early Eighties cable television for awhile (probably sandwiched somewhere between showings of Krull and The Entity), and is out on DVD now. Oh, and if you care about that sort of thing, Susan Dey is naked in it.
Overview: Rarely do we find low-budget horror movies aspiring to be as intelligent and ambitious as Magdalena’s Brain. Reportedly shot on a shoestring budget of $25 - $30K, Magdalena’s Brain is a professional looking film with some interesting man-machine interface ideas. To limit costs, most of the movie takes place in a single warehouse setting. Unfortunately, this psychological horror is probably a bit too slow for most, and doesn’t have enough gore for the average horror fan (although there are a few good freak-out scenes). But if you do stick with it, you get treated to a fascinating ending twist.
The Story: Former brain surgeon, Magdalena (played wonderfully by Amy Shelton-White) is now a reclusive alcoholic, living in a warehouse, who continually changes out shrinks in the hopes of gaining some semblance of peace. Four years after a tragic accident that left her brilliant husband-scientist, Arthur (Sanjiban Sellew) a quadriplegic and their research in tatters, Magdalena has persevered in the fleeting hopes that things will improve. Magdalena has designed an implant that allows computer-assisted dialogue with her husband. With communication restored, they have been able to continue their research in developing a synthetic brain that processes information 1000 time faster than humans. While the last four years have been slow going, recent advances have shown promise. Currently a blank slate, the organic, crystalline brain structure appears ready memories implanting. Andrew (David Joseph), a love struck former patient of Magdalena (he has inoperable brain cancer), seems to be an obvious test subject, as he will do anything to win over Magdalena.
Magdalena reluctantly takes Arthur’s advice and accepts the help of her creepy brother, Jim (Robert Weingartner), in working out how to kick-start the organic crystalline brain. First, they will download Arthur’s memories into the crystalline structure, then insert the structure into Andrew’s brain, and finally they will remove the tumor. As the story continues, Magdalena becomes more unstable. As everything comes to a head, it appears as if the same issues that led to the tragic accident four years ago might be recurring.
The Pacing: The pacing in Magdalena’s Brain is problematic in places. The first half of the movie crawls at a snail’s pace. In part it’s due to the plot, but the editing decisions certainly contribute. Eventually, it picks up in the second half. The middle of the second half is really where Magdalena’s Brain hits its stride, both in plot and pacing. The movement is brisk and the scenes really tie together well. Unfortunately, the ending action sequence comes across a series of jumbled scenes (again, I’m blaming the editing here). Instead of the frantic chase, they would have been better served having their victim do the slow, bloody crawl, with Magdalena walking after while engaged in her personal struggle. The story would have worked the same either way, but the chosen course asks us to believe that a brain surgeon can’t determine if someone is dead, and that a guy who just had a hole drilled in his brain can run for his life.
The Acting: If there’s one decision that Director Warren Amerman made that other extremely low budget film projects should consider emulating was hiring a real actor/actress to play the lead role. Even with having only a $25,000 budget, a large chunk of that went toward hiring Lost-Angeles based actress, Amy Shelton-White. Had they not done this, Magdalena’s Brain might have been a disaster. Shelton-White shines to the point that she single-handedly carries the project toward respectability, while adeptly displaying a wide range of talent and emotion. The script is problematic in places, the pacing is too slow, and the rest of the cast are role players at best, but in the end this film still works due to Shelton-White’s performance. Being in virtually every scene, she seems to bring out the best in the rest of the cast. I say this because the rest of the cast suffers when in monologue type situations, but generally hold up well when interacting with Amy. David Joseph (Andrew) in particular looks really shaky in places where he’s basically on his own, but gets lots better when interacting with Shelton-White. I haven’t seen Shelton-White in anything else, but clearly she has the chops to go places. Other the lead, the only performance with mentioning is Robert Weingartner – the “look” he generates as a creepy side-kick really worked well.
The Cinematography: Often indie films that venture into the Science Fiction genre attempt to make up for low-budget effects with innovative cinematography and lighting. This definitely is the case for Magdalena’s Brain. The use of lighting and shadow always seems to be in the forefront of Amerman’s thinking when composing a shot. Some scenes, such as the bowling scene, really don’t seem to have a place in the film from a story standpoint, but are probably left there due to the wonderful lighting and composition. Throughout the film Amerman is able to take a truly dingy set and come up with some wonderful shots. Also interesting is the lighting and sound choices for the flashbacks, although the horror shots have a cheesy low-budget feel to them. This, along with Shelton-White’s performance is able to help get the viewer through some of the pacing and editing issues.
Problems With Organic Brain Design: Magdalena’s Brain uses a different approach toward creating AI. Instead of building a set of programs that mimic some trait of humanity (referred to as the “brute force method), they attempt to replicate the operations of a brain. Through the creation of a “crystalline lattice work in a gel suspension” – the thought is to create a structure that supports the firing of electrodes in a way that allows it to build its own pathways and connections. This part of the techy “mumbo jumbo” was wonderfully thought out, sparking interesting thoughts on how one might go about connecting such a “blank slate” learning structure artificial senses so that it might interact with the outside environment. One can imagine that a structure such as this, once connected to sensory input could grow at an impressive rate
Unfortunately, this is where their science falls apart. They “solve” the blank slate problem by simply “downloading” Arthur’s memories into the crystalline brain. Worse, the brain will apparently make its own pathways using a “first-come, first-served” method of storage. Not only does this approach smack of a “miracle occurs here” scaffold, it also removes most of the innovativeness of the crystalline brain learning structure – as opposed to the pathways being organically grown based on ongoing input from its environment, they simply load a bundle of memories (which are apparently discrete chunks of data) up in sequential fashion. In doing so, they seem to be valuing the mass-storage view of the brain while discounting the interconnectedness of the pathways and concepts. This wouldn’t be too much of a problem accept that their synthetic brain seems based on creating its own connections based on organic growth.
Integration of Synthetic Processing Structures with Human Brains: The most interesting cyberpunk thought in Magdalena’s Brain involves integrating synthetic processing structures with human brains. In the movie, the integrated structure will already have a sentient presence in it (see the downloading memories part above). This is an interesting approach toward building a cyborg with synthetic thinking capabilities, and is a somewhat different approach from say, the Ghost in the Shell method of increasing human capacity. In the GITS Cyborg model, computers are essentially integrated into the human mind, almost as a huge memory bank. The action thinking and decision making largely remain with the human portion of the brain (there are also fully AI processors like the Puppet Master, but they aren’t cyborgs). In the Magdalena’s Brain approach toward cyborgs, one wonders what happens when the two brain structures (synthetic and natural) occupy the same body – will they work in harmony; will one dominate the other; or will a type of schizophrenia emerge? This is all the more interesting when transposed against the psychological struggle Magdalena is undergoing.
Is Magdalena’s Brain Cyberpunk? Magdalena’s Brain is one of those movies that I think barely makes it into the genre. It takes place in the present, not near future (at least that we can tell), and has no connections to evil corporations. Nor does it have much in the way of cyberpunk visuals. It does however have negative impact of technology down in spades, and an interesting take on the fusion of man and machine. For these reasons, I’ve decided to include it, but just barely.
The Bottom Line: Magdalena’s Brain puts forward a terrific production considering the virtually non-existent budget. It’s very difficult to do a convincing science fiction movie on that type of shoot. I would like discuss the psychological horror aspect of Magdalena’s Brain, but won’t for fear of ruining the ending. The high points are definitely Amy Shelton-White’s performance, and a good number of some well-shot scenes. The audio FX are also worth mentioning, but the score doesn’t always fit. That said, the pacing issues will significantly reduce the potential market for Magdalena’s Brain, as most horror (and many cyberpunk) fans won’t stick with it long enough to get to the fast-paced ending. While it certainly has its problems, Magdalena’s Brain gets a passing grade. There is enough here for indie fans to give it a go, and enough of a jolt at the end that many horror fans will enjoy as well.
Overview: UCF: Toronto Cybercide is an attempt to create a 70s style police show done up in futuristic cyberpunk. This is a production done by an enterprising group of amateur film makers called Key Pixel: Gathering of Filmers. As a review, this is a slightly different review than many I have done previously, in that I fully realize that this movie is no-budget, and is produced by highly motivated, but amateur film makers. I had previously decided not to give it a star rating, but the more I thought about it, the more it made sense to consider it in many ways as I have the rest. This review will spend more time than most on details of what I thought really worked well, along with what I felt really needed improvement.
The Story UCF: Toronto Cybercide takes place over 70 years into the future. Some aspects of society have collapsed, but the police are still on the job. A team of detectives, Sue (played by Sylvia C. Andreae), a tough action chick with a cybernetic arm and Jazz (played by Andrew Hookway), an emotive family guy, are sent to investigate some strange cyber deaths, and end up getting involved in a “good cyborg gone bad” story. Here to assist with the investigation is the almost-human Marshall Pax, a cyborg from the Unified Cybernetics Foundation. Together they must root out mafia involvement and stop the Nemesis (played by Justin Monk - and what cool name for an actor!) from randomly killing Toronto’s inhabitants.
Narrative Issues: The underlying idea for Toronto Cybercide (70s cop show done in cyberpunk) is very interesting in scope, and if executed well, provides enough grist for cyberpunk enthusiasts to sink their teeth into some neat concepts. While some aspects worked well, there were a few key scenes that really could have significantly improved the overall experience.
The Introduction: While the text was interesting, the way it was implemented made it virtually impossible to get the context. The text wasn’t sequential, and each line started at a different time. This meant that you had to almost go back and rewind for each line to complete and then try to piece it together to figure out what was happening. Even then, we miss out on why the future still has CRT monitors, current model cars, modern phones and 1940s phones together, etc. The luddites are mentioned, but really only in passing.
Transition leading up to the final battle: The transition leading up to the final battle is virtually nonexistent. There really should have been a scene or two leading up to how and why all three parties came together. All we are given is that a trap has been sprung by the mafia, and that the police magically seem to know where.
Why don’t we get to see the Nemesis? The bulk of the complexity in character development involves the Nemesis, but unfortunately we rarely get to see this. To the extent he shows up, we get no sense of the internal conflict taking place within the Nemesis. Toronto Cybercide really could have benefited from two scenes (one near the beginning, and one after the kitchen scene) that explored this conflict.
Why is the Cyborg eating regular food? One of the challenges here was in trying to make the Marshall otherworldly. The kitchen scene gives a good opportunity to show him eating a fabricated food source. Instead, he is eating milk and cake.
The Cinematography: Kovacs strong point seems to be in constructing some interesting visuals and textures. While many scenes were average, every now and then we’d get a terrific perspective shot, or angle which really added to the context of the scene. Toronto Cybercide is definitely at its best when going for a noir feel. Grays, blacks, overexposed whites and reds worked FAR better than the background soft yellow scenes. And while some scenes were exceptional, others, such as the dust scene sorely detract from the suspension of disbelief. Like the sound, consistency in crafting is definitely advocated.
The FX: The FX is very low budget, in sort of a Dr. Who sort of way. For the most part, it works though. The laser gunshots were decent enough, and while the cybernetic arm could have been better, Andreae (Sue) worked it very effectively in the action scenes to the point that it was very believable. Perhaps the coolest one, as was pointed out on the directors commentary was the knife in the book in the Club Red scene – this just worked wonderfully and really helped sell Sue’s strength. Also terrific though was the Luddite TV screen - this more than any other FX scene left a sense of a different time and place.
The Editing: For the most part, the visual editing in Toronto Cybercide really works. The pacing is solid, and most all of the investigation and action scenes work. In particular, the early battles and chase scenes really held together well, while the last fight scene came across as a tad too haphazard. The only early shot that really stuck out as wildly problematic was a quick camera jerk near the beginning when the long-haired minion was bitching about following “his part of the deal.” This could have been spliced a bit to become more workable.
The Acting: The acting in Toronto Cybercide is far from top notch – then again, this is to be expected in an amateur production. As a clear standout, Bryan Patrick Stoyle as Marshall Pax turns in a very credible performance as a stoic, post-human cyborg. More problematic were the two cops, Sylvia Andreae and Andrew Hookway. Part of the issue is they are attempting to be your traditional 15 year, jaded cop types – this was just a hard sell both due to their age, and unfamiliarity with jaded cop stuff. From a narrative perspective, their performance would be greatly aided had it been set up that most cops had already been wiped out, and that these were junior cops thrust into events greater than they were experienced to handle. This would have played far better to their age, character development and overall performance. If there was one change I would make though, it would be eliminating Kovacs’ Matrix Merovingian nod – that scene in the Club Red CLEARLY indicates how good an actor Lambert Wilson in the Matrix sequels really is. Kovacs’ acting works well in most scenes, but that dialogue stretch will get a deservedly horrid groan from all viewers.
The Music: For the most part, the electronic music accompaniment is one of the best crafted aspects of Toronto Cybercide, and adds well to the mood of many scenes. Simple movement music, such as the background for the train station scene, work wonderfully to pick up the pace. The best use of sound accompaniment was probably the emotive flashbacks that Marshall Pax. The worst was definitely the ending battle. There the music was sort of a slow, ongoing, day to day sound for a scene that needed high tension, fast paced accompaniment.
The Sound: The sound in Toronto Cybercide is sometimes great, sometimes horrid. In most scenes, we get either great background sounds or solid transfer’s of action from the left to right speakers, that carefully mimic the movement of those on-screen. These, when combined with the fast-paced electronic background accompaniment really add to the moment. In some scenes, the mix clearly needs LOTS more work – all too often the levels seem to shift dramatically, especially with the inclusion of needless white noise (the kitchen scene is probably the worst instance of this). Far worse though was a scene near the beginning - we even get an ultra-loud, high pitch sound that dominates the speakers for no particular reason – this occurs a time or two later as well. Aside from this though, clearly a lot of work to the sound FX
Best line of the movie - “Not once…did he try to grab my ass.”
Creating a Cyberpunked World Without A Budget: One of the real challenges that Kovacs and company deal with is creating a futuristic cyberpunked world on no budget. I must applaud them for making an attempt such as this, and truly hope to see more efforts such as this. Their challenge is especially problematic in that they are basically stuck with their local surroundings. Kovacs often addresses this by almost attempting to do sort of a staged play approach, where most scenes take place in barren rooms - the audience is left to fill in the details for themselves. He also attempts retrograde technology approaches, such as using 1940s phones for communications. And while some of the scenes work well, there is clearly a lot to be improved. In too many shots, we get close-ups of current year cars, lamps, and a myriad of other current-technology items that suspend disbelief. A better approach might have been to use close-up shots in cars, and so forth so as not to give away the actual “look” of the vehicle used. If they are forced to show these things, there needs to be something in the intro about describing why technology hasn’t advanced (as a counterpoint, Puzzlehead does fairly decent world-building rationales on a very low budget). In truth, the explanation on the movie cover is almost required to get the jist of the world:
In 2078 something had stopped the motor of the world.
Decades later, civilization is still recovering from the global network crash. In this post-dystopian age, remnants of the old technologies remain, including cyborgs and man-machine interfaces. To regulate the disaffected remnants - colloquially known as ‘Burnouts’ - the Unified Cybernetics Foundation is formed to deal with post-human law enforcement.
It is now 2106, one hundred years in the present. When two Toronto police detectives are caught in the middle of a specific multiple murder case involving Burnouts, UCF sends one of their Marshals to assist.
And when the Foundation gets involved, nothing is ever simple.
Toronto Cybercide works best in darker, shadow-filled scenes such as the shot above. A Noir look is a useful way of getting around technology shortcomings. More problematic though is the lack of exploration of the dynamics of the world itself. On Kovacs and Hookway’s commentary, they mention the concern in spending too much time on expository scenes. While I agree with the concern, this isn’t the only way the technology impacts on society can be conveyed. Character explorations and build-ins to the scenes themselves provide the grist for world building. Case in point – early in the film, our detectives do the traditional intro talk with the police chief. This would be a great scene for providing insight on how a police station might work differently in a cyberpunked world 100 years from now - instead, we get the chief typing away on a keyboard while staring at a CRT monitor. How about an earpiece, possibly an eye cover, and a VR glove where the police chief is interacting with a large flat screen? We wouldn’t even need to see the flatscreen to get a sense that things are different. If this makes no sense due to degredation in the technology, I’m sure that there could have been some way of conveying difference in surroundings here, without resorting to high-tech FX.
UCF Toronoto Cybercide - When Good Cyborgs Go Bad: The underlying challenge involves a specially trained marshall cyborg (the Nemesis) infected with a signal contagion. This contagion creates a complex dynamic where the Nemesis’ human portion is working hard not to allow the infection to spread, while at the same time, he is no longer in control of his actions. In an environment where we see a continual merging of man and machine, its only a matter of time before issues like this become a concern. The psychological aspect of an augmented person losing a battle over his humanity is definitely something that should require more examination. While not as explored as I much as I would have liked, the idea here is top notch, and definitely separates Toronto Cybercide from the bottom of the barrel cyberpunk flicks which don’t bother with interesting storylines.
The Bottom Line: UCF: Toronto Cybercide provides us an interesting, no-budget cyberpunk flick. I can only imagine the amount of decidation that goes in to a project such as this - in many instances this clearly shows. In some places, such as the “mood” moments, it clearly excels. Every now and then, you find a scene where everything comes together - the sound, visuals and acting have moments of riviting clarity. Some of the cinematography decisions, the pacing, the music and some fun dialogue lines serve to create a fun watching experience. Moreso, the 70s cop cyberpunk idea works. However, there are many areas where significant opportunities for improvement can be realized. If a sequel is enacted, a better explanation of the world is necessary, along with a better way of hiding current technologies. More important though would be a dramatically improved sense of consistency in the sound and visuals crafting. This more than anything else gives would move Key Pixel Productions from amateur status to that of a professional, low budget production house. Regardless, UCF: Toronto Cybercide is still a fun watch, one that I recommend you pick up. Please support this amateur cyberpunk flick and pick up a copy so that we end up with a sequel at some point.
Overview: On its face, Cyborg 2087 sounds like the plot for the terminator: this guy from a dystopic future comes back to the past to stop the development of a new technology with lots of promise, that ends up destroying humanity as we know it; unfortunately, he is chased by these cyborg things who are bent on stopping him. While there are certainly some similarities, the differences are perhaps broader. Aside from the obvious budget differences, the plot in Cyborg 2087 involves a cyborg returning from the future versus a man, and he’s not trying to perform a “retroactive abortion,” he is doing something similar to Sarah Conner in T2 – he wants to stop the technology from being released at that time.
The Story Genius scientist Professor Sigmund Marx has created a technology that allows us to guide other people and influence their thoughts. Unfortunately, it turns out that this technology will be subverted by the government and military to engage in mass thought control of the population. In the future, humanity’s freewill has been crushed. Now a race of cyborgs have taken control to maintain stability. A small group of freedom fighters has come upon a method for restoring humanity. They have created a time machine, and intend to send back a cyborg who has had his “control” chip removed – the goal of which is to convince Professor Marx to abandon his experiment, or in worse case, to kill him.
The cyborg, Gareth A7 (played by Michael Rennie of Day the Earth Stood Still), doesn’t have access to all his technology when he was sent back. Worse, he has a homing beacon implanted in him that will lead the killer cyborgs, called tracers, right to him. He happens upon Professor Marx’s assistant, Dr. Sharon Mason (Karen Steele), and uses the perfected form of Marx’s technology to overwhelm her freewill and force her to assist him. From there it’s a race. The bad cyborgs from the future have arrived and are sporting killer ray guns. Gareth and Sharon must find the professor and convince him prior to the killer cyborgs finding him.
The Acting: The acting in Cyborg 2087 is fairly sub par. Aside from Michael Rennie, who I just enjoy seeing in another flick, the rest of the cast really falls short. Karen Steele over-emotes, as does her secondary love interest, Harey Carey Jr. The tracers are particularly bad, as are most of the bit characters. The Sheriff, played by Wendell Corey, while over the top, is at least well done. The bottom line here, with a budget as low as this one was, the only way Cyborg 2087 could have worked is if the acting paid off – unfortunately it didn’t.
The FX: Cyborg 2087 is very low budget, so we can’t expect much in the way of realistic effects. The extent of fanciness here involves making something disappear by taking another shot with the object removed. The ray guns have the cheesy thick white light look, and the outfits are anything but high tech. The opening shot of the futuristic city, which is nothing more than a painting, is at least interesting from the standpoint that it shows you what people in the sixties thought our futuristic cities would look like. At best, Cyborg 2087 tries for the cyberpunk western look, but this too is problematic. Perhaps the worst part of the FX deals with the tracers, who are heavyset guys running around in fake US army costumes. They really coulda spent at least a buck or two to buy an extra who at least was in shape. On top of this, the cartoonish sounding score is especially atrocious. If there were any quality scenes in this movie, the score ensures that they won’t be noticed.
Cyborgs: In Cyborg 2087, we are told that the cyborgs are a combination of man and machine, but we really don’t get much more of a breakdown than that. We know that they have wide open spaces in their bodies, and that they have the power of five or six men. Basically, the model we get here is of regular people that basically work like simple computers, and are able to have various computer chips embedded in them. In the end, its not a very believable view of cyborgs, and isn’t even a consistent one. We are told that cyborgs have no emotion, but somehow, Gareth falls in love with Sharon. The movie would have worked so much better had he let her die near the end versus what did happen (the heroic rescue).
The Bottom Line: Arthur Pierce’s script for Cyborg 2087 probably mostly decent (aside for the Hollywood happy ending factor), but unfortunately Franklin Adreon’s directing talents are not enough to bring it to a successful fruition. Far too frequently, Cyborg 2087 comes across as poorly done SciFi cheese. Again, had the acting been decent, one could easily overlook the low-qual FX. Unfortunately this is not the case. However, I did find it worthwhile to watch for one reason only – I loved Michael Rennie in the Day the Earth Stood Still, and really enjoyed seeing him in another flick. His acting is pretty much the same (Stoic, serious, impending doom looking demeanor), but at least we get to see him running around and performing action scenes.
Overview: Bubblegum Crisis (BGC) is one of the all-time classics of cyberpunk animation and anime in general. With a team of hawt chicks kicking butt in cute mecha outfits, while upbeat songs play in the background, Bubblegum Crisis has developed a franchise and staying power that few titles can match. Quite a number of sequels have been created as a testament to this. BGC is influential in a number of ways. Not only has its character animation been widely imitated, BGC was one of the first shows brought over in the US with subtitles. Overall, while there are some dark moments, the original BGC is an action-oriented, mostly light-hearted affair.
The Story: In 2025 an earthquake destroyed Tokyo. With the assistance of androids and robots created by the omnipresent and ever-powerful Genom corporation called boomers, Tokyo is rebuilt as Mega-Tokyo. Unfortunately, like Bladerunner, sometimes the boomers get out of line, often in fact. Boomers can appear human, but often this is just a fascade for a far more dangerous bio or mecha beast that can break-through the skin. In response to this danger, the authorities have created an under-funded agency called the AD Police, who’s primary mission is to handle boomer incidents. Unfortunately, often the boomers are too strong for the police to handle.
Enter the Knight Sabers. Headed up by Sylia Stingray, the billionaire daughter of the former Genom Corporation scientist who invented boomers, Sylia has advanced the research on her father’s mecha hard suits, and has recruited a team of three other hawt action chicks who, along with Sylia, comprise the Knight Sabers. All of them have secret identities. Priss is a pop singer, Nene is a hacker who works as a dispatcher at AD Police HQ, and Linna is an aerobics instructor. But all four of them have trained to become mercenaries extraordinaire in defense of boomer incidents.
Unlike most OAVs, BGC is designed with each episode being as self-contained story. While many of the stories string together, there are no cliffhangers here. Some of the episodes have at least a modicum of intrigue, but generally, when it gets right down to it, the goal is for the knight riders to kick some boomer ass. Action dominates, which works considering the relatively short time allotted to each story (up to 50 minutes). As the series continues, most of the storylines deal with the Kight Sabers foiling attempts by the Genom corporation to secure even more power. A few of the episodes have complex storylines, but the majority are straightforward, with evil genius types (boomer or human) directing boomer machines who create death and destruction.
For me, my favorite episode is Episode #5, where a two unique bio-based sexroid boomers who need blood for sustenance escape from escape Genaros, the SDPC’s orbital supply station for humanity’s moonbases, and make their way to Mega-Tokyo. The episode is far more complex than most, and touches on similar issues to Blade Runner, in that these Boomers just want to be free to live. Most of the boomers in BGC (other than the major villains) don’t really exhibit any form of sentience, but the ones in this episode (and the continuation in #6) are sentient and multidimensional.
Influential Visuals: Along with Akira, BGC animation has been very influential in transforming anime to the popular style we see today. Characters with overly large eyes and the familiar facial styles are on display in BGC, as are a bevy of experimental looks and styles. The look of anime changed dramatically from the late 80s to the early nineties – BGC will always hold a place in history due to its influence on this change.
Mega-Tokyo: BGC took the Blade Runner city visuals and applied them to anime, which was then imitated by most of the shows that followed. The cityscapes are modern looking with a blue background, with various green and red highlights. Grays and blues are shown in abundance, with occasional orange and red daytime scenes. Most of the shots are from above, focusing on the overall city-scape, but there are a number of ultra-modern buildings including the Genom’s Tower (which looks like the Blade Runner Terrel Corporation building) and the AD Police building – same as Blade Runner as well.
The Action: By far the best quality animation BGC brings is in their action sequences. While the rest of the series is really not very special, the action sequences are very well done. We get a variety of effects and perspectives that driving the relatively quick-pacing. In many of the scenes, the backgrounds show a variety of methods to enhance the speed and action. Often BGC engages in mecha-style battles (many of the bad-guy boomers are variations on mecha characters), but these are different from some in that the Kight Sabers are in nimble, tight-fitting suits, which increases the speed of the action.
The Music: Very few OVAs have music as recognizable as BCG. BGC is known for being one of the first (or at least one of the most recognized) to essentially embed music videos into their action sequences. The songs play a big part in Bubblegum Crises, with a large number of the action sequences and dramatic moments overlaid with song accompaniment. Almost twenty years later, this innovation has blossomed and morphed into what we see with FLCL for instance, where entire sequences are purely videos intertwined with the story.
The Bottom Line : While I’m generally not too excited about mecha anime (this is purely a preference on my part, and not a knock on mecha), I find BGC quite enjoyable. BGC is more like an earlier version of GITS SAC in that the focus is action first, and philosophy second. While a few episodes do explore what it means to be human, in all but a few cases, this is usually done in the context of a fairly light plot and intense action. Perhaps the philosophical aspects would have been highlighted had the series continued, but for legal reasons, BGC was cut short at only eight episodes. On pure enjoyment I’d probably rate the series a 7 out of 10, but due to its significant influence on anime and cyberpunk I’m giving it an extra star.
Overview: It’s a rare instance when we find a movie that has all the trappings of a “B” SciFi shlock-fest – one with an overly cheesy name, a DVD cover advertising the movie as a classic drive-in flick (as was the original marketing art), one which has the standard “B” movie high-pitched moaning female chanting alien vocal track duing the credits and a creature-feature font typeface for its title – but in fact isn’t. Creature of the Humanoids practically screams “low-budget, exploitative SciFi crapfest” but…isn’t. Instead, after digging beneath the voluminous trappings of “B” cinema, we find a very intelligent, but low-budget movie – one which in 1962 has captured a good number of the cyberpunk themes that would dominate literature and movies twenty years later. Contrary to the DVD cover, which combines Creation of the Humans with War Between the Planets (which is pretty much what you think it is), this is a slow-paced, thinking person’s movie. Said another way, I’d probably be damn bugged if I had taken a date to see this at a drive-in, but as an intelligent movie for CyberpunkReview, it works fine.
The Setting: A nuclear war has taken place, resulting in the extermination of 92% of the human race. Those that remain are riddled with radiation poisoning, leaving very few couples who can create viable offspring. To keep civilization running, the remaining humans significantly ramped up their production of robots, which now number almost a billion in total, and handle most of the mundane tasks of society. Over time, advances in AI and automation have created a “race” of robots that have become sentient, and even more capable than their human counterparts. Because humans couldn’t stand working next to machine-looking things that seemed smarter than them, robots began being constructed to emulate humans. Now, 20% of all robots look humanoid in nature. However a backlash has formed - a hate group called the “Order of Flash and Blood” is pushing for the ban on all humanoid-looking robots. Because of a backlash by many humans, these robots can only look 70% similar to humans.
The Story: Capt. Kenneth Cragis (Don Megowan) is a leader in the Order of Flesh and Blood, the robot hate group. While on monitoring the activity of “clickers,” a derogatory term for robots, he notices some suspicious activity entering the robot shrine, a building off-limits to humans, which contains the central AI program that most robots now take direction from, and practically worship. In getting Flesh and Blood members to storm the shrine, they find a robot that looks almost fully human (96%) who has just killed a rogue scientist. As robots are all programmed to follow what essentially are Asimov’s three laws of robotics, this constitutes the first instance of a robot killing a human. Cragis sees this as an opportunity for the order to finally break-through and convince the human leadership of the righteousness of their cause. But in analyzing the human-looking robot, they discover something horrifying – it turns out that this robot actually “thought” he was a person, and appeared to have been created by taking the essence of a person recently dead, and replicating them inside of a robot.
Cragis also has another dilemma, his position in the order is now threatened, as its come to light that his sister has recently entered “rapport” with a robot named Pax. When in rapport, the robot and human essentially share the same mindset – everything his sister desires is instantly understood by the Pax and her needs are met. They are essentially soul mates. Cragis and his sister are on complete opposite sides of this issue, and there is no way for him to convince her otherwise. But things go from worse to weird when Cragis, and his newly found love (Erica Elliott) discover a truth about themselves that will shake the foundations of humanity.
The Production Values Suck: If I were grading Creation of the Humanoids based on production values alone it would be grateful to achieve even a three-star rating. From a production value standpoint, this movie is poorly made. The very few sets that exist look like warehouse sets quickly done up with extra junk from other SciFi movies and the only music accompaniment used everywhere (including love scenes) is the eerie “alien ship is coming” sound. The FX, especially of the robots are very poor, consisting primarily of bald-hair pieces and green makeup. Aside for a few of the leads (Don Megowan, the most important character is decent) is sub par at best. From a production value standpoint, Creation of the Humanoids seems far better suited to a play than a movie. If fact, I wouldn’t be at all surprised if this was the original intention of Jay Simms’ script. The DVD treatment, which provides a far better than expected transfer, essentially tries to mimic a drive-in movie experience. This is annoying it that there is no chapter feature. You are forced to click through the upfront stuff, the first feature, and the intermission crap to even get to Creature of the Humanoids.
If a Man Loses His Leg, Is His Soul Affected? this is the question posed by Creation of the Humanoids. If one answers that the soul is not affected, the follow-on thought is what if the whole body was replaced but that the essence that is “you” survives in an android shell. Do you still have a soul? If not, when did you lose it? Creation of the Humanoids provides us a world where humans are quickly becoming extinct, and where their salvation is going to be a situation where their personalities – all that makes them unique – are transferred into robotic bodies. They even will still be able to procreate, after a fashion. So the larger question this movie finally poses is: in this completely post-human world, does humanity still exist?
Replicants in Years Past: While Blade Runner is most often credited as having the definitive replicants, clearly this idea has been around for a lot longer. In Creation of the Humanoids, robots that are 96% human capability are created by taking a recently diseased person (within six hours of death) and extracting all that is unique about them (their memories, learning, skills, philosophy, etc.) and inserting it into a special thalamus chip to be integrated into a robot’s cerebral cortex processing unit. In doing so, they wipe all memory of the human’s last moments (their deaths). The end result are robots that still think they are human. For all times other than between 4:00 – 5:00 am, the robots act completely human. But during that one hour, they remember who they really are and report back to the robot society.
Asimov’s Laws Were Already Being Followed By 1962: Creation of the Humanoids gives us a glimpse of the incredible influence that Asimov’s “I, Robot” a mere 12 years later. The Robots in this already adhere to the laws, and have already worked out methods to break them. Robots must never harm other humans, and must always work to serve their best interests. Yet, unfortunately, humans don’t always know what is in their best interests, and thus, the robots must become subversive to meet this law.
Clearly, this movie was created and marketed as a creature-feature. One can only imagine the disgust that writer Jay Simms had to this bastardization of his overly thoughtful script.
When Robots Control Humanity: One of the more interesting arguments Creation of the Humanoids engages in is the question of what life will be like if and when the robots control mankind. In this movie, the robots have already gained control of who is in gets elected, even though the regular populace has no clue this has occurred. The robots also engage in subtle methods of mind control and brainwashing, all to make the populace more accepting of robot rule. Because the robots believe humans do things not in their best interests, it becomes their duty to “manage” human life. The question is then raised whether humanity will still want to pursue knowledge and self-betterment – after all, what’s the point if everything you even think you might want is automatically provided for you? The answer is rather depressing here – it has already happened – that we’ve just now realized it is almost irrelevant.
The Bottom Line: While the production values suck, the story in Creation of Humanoids is both complex and interesting. Many ideas presented are wonderful grist for later books and movies. As long as you realize that the production values in this flick make the old Dr. Who series look high-tech, you’ll probably enjoy it. While it is very slow-paced and only has about 5 separate scenes, the ideas presented are interesting enough to keep your attention. Aside for the commentary on race relations (obviously a big issue in the early 60s) Creature of the Humanoids makes us think through some interesting notions of post-humanity. While I’d give it 3 stars for its production values, I’d give it an 8 star rating for its story. This won’t appeal to everyone, but is certainly good enough that it shouldn’t be forgotten.
Overview: In yet another of the Alien/Terminator copycat movies, Death Machine is a low-budget, poorly thought out shlock-fest that tries to dazzle you with a largely incoherent in-depth plot and over-the-top acting. While another virtually unknown British Director, Richard Stanley, scored big in a similar but far more original copy-cat movie, Hardware, Stephen Norrington’s Death Match just doesn’t cut it. These types of movies live or die on the overall atmosphere and the quality of the fear the creature engenders. While Hardware excelled on both counts, Death Machine falls woefully short. Worse, Death Machine makes a lame attempt at humour by naming all the bit players with the names from the movies Norrington stole plot bits and visuals from (John Carpenter, Scott Ridley, Weyland, and Yutani)
The Story: In the near-future, the evil Chaank Armaments corporation has engaged in a number of shady, classified project that have resulted in dissapearances and potential deaths. Public outcry has gotten out of hand, so for damage control, they bring in an upstanding principled new chief executive named Hayden Cole (Ely Pouget), a hot chick with a porn past to inspire trust and confidence amongst the masses. As she delves into things, it’s clear that the board of directors wants nothing to do with providing full disclosure. Why? Because there is an evil genius mad scientist in the basement named Jack (Brad Dourif), who has the dirt on everyone, and is hard at work at making a death machine to keep everyone in line. Additionally, Jack has created a process for transforming humans into killer-cyborgs. Unfortunately, this process is flawed, and all the cyborgs end up dying.
Eventually, the hawt chief executive challenges Jack, and all hell breaks loose. She and a few others become trapped in the building with some would-be amateur freedom fighter cyberpunk types who have invaded the corporation in the hopes of destroying it. Now they are all just trying to escape the robot known as the War Beast. Hayden and Sam Raimi (John Sharian), the leader of the amateur terrorists, spend the rest of the movie trying to evade and eventually kill the War Beast. I could go into more of the plot, but truly, its just not worth it.
The Robot Monster: OK, so we have this really tough robot thing – virtually indestructible. Anyone wanna tell me why this robot has like a hundred rubber tubs hanging out, and nobody who fights it in hand-to-hand combat thinks of grabbing them? More to the point, why don’t the thousands of rounds of bullets affect the tubes? Bottom line, this robot was more silly than scary. In Hardware, the robot was continually shown moving quickly in low-light situations. This allowed Stanley to get away with a low-tech, but very believable robot. Unfortunately, Death Machine doesn’t take this approach – it shows the robot in detail to make sure you see its faults. Color me not impressed.
Yes, ladies and gentlemen, you can tell this is a cyborg because he’s wearing sunglasses. Also, he has that really big vinyl and plastic whatever-the-fuck-it-is on - DEFINITELY a sure sign of a cyborg warrior!
Death Machine’s Approach to Cyborgs: In Death Machine, the Chaank Armaments Corporation creates cyborgs by wiping someone’s memory and uploading it with detailed weapon systems training, and simple goals (e.g., protect me, seek out and kill “guy X”). In short, its approach to cyborgs assumes the human mind is synonymous with a hard disk. They even have an instance where a key character’s personality “backed-up” and then wiped from his mind to allow the “warrior personality” to be installed, and then later, they reload the initial personality. Puleeze, Norrington! I’m sure you coulda come up with a marginally believable cyborg warrior rationale. Too bad you didn’t take the time to think of one.
The Bottom Line: Truly, to even have a chance of being watchable, Death Machine would have needed to incorporate a heavy dose of T&A. While Ely Pouget has the looks, this never materializes. This is all the more annoying in that the inclusion of the porn reference flat out portends juicy T&A. Instead, we’re left with a shlock “B” movie, absent of T&A, without the effects, acting, plot or monster to carry the day. Brad Dourif’s character, while mildly amusing is just too over-the-top to stomach, and nobody else other than Pouget even stands out. Even worse, they screw up what should have been a very simple ending (this may be the only original part of the movie - in retrospect, Norrington should have copied this as well), leaving us with a almost complete let down, and no payoff for sticking around for 2 hours. In short, I don’t see much to recommend here.
Overview: Yes, the majority of the population was disappointed with Matrix Revolutions. Many voiced issues with various movie aspects such as dialogue and acting. More still complained that the overall story was non-sensical, with many points seemly completely incoherent. Some even commented that even though it was incoherent, they absolutely loved the action sequences. Personally, I found an altogether different movie. At times I almost felt Matrix Revolutions was purposely written for someone exactly like me. My background in cybernetics seemed wonderfully tailored to understanding the trilogy from a science fiction perspective (versus the philosophical perspective that is most often explored) – as rarely do I find a symbolic struggle of positive and negative feedback systems so overtly played out in film. Strangely enough, many others tend to have this same sentiment (that the movie was MADE for them), although their backgrounds are very different from mine. In this sense, for those that LOVED Matrix Revolutions, something about the movie just “clicked” for them – in most cases, that special something was different for each person. While yes, the action is astounding, as are the visuals, its this aspect of Matrix Revolutions which is most intriguing to me. It may not be for everyone, but for those that like it, its almost tailor made.
The Story: Matrix Revolutions is the third installment of the Matrix Trilogy, where Neo’s decision at the end of Reloaded causes a final confrontation between Zion and the Machines. In rejecting the Architect’s control system, Neo has thrown the relationship between humanity and the machines in a completely unpredictable direction. The machines are quickly digging to reach the last human city of Zion, while Neo, Morpheus, Trinity and a host of others look to recover from their last ditch attempt meeting with the Architect at the end of Reloaded.
Nothing was at it seemed. The history of the one was a lie, all part of an elaborate control system. Now, in less than twenty hours, the machines will penetrate Zion’s defenses, and potentially destroy humanity forever. Worse, Neo’s mind has somehow separated from his body and now lies comatose next to Bane on-board the Ship called the Hammer. Morpheus is still despondent about the false prophecy, and the Zion’s defenses have been all but wiped out by a premature EMP pulse.
It turns out that Neo’s mind has been trapped in a place in-between the Matrix and the Machine City, inside something called the Mobile Avenue Train Station (better known as limbo, which is an anagram for “Mobile” Avenue). Unfortunately, this is controlled by the Merovingian. Trinity and Morpheus, along with Seraph must now convince the Merovingian to let Neo Free. Meanwhile, Mr. Smith has virtually taken over the Matrix with duplicates of himself while Zion prepares for the attack of the Machines, and decide to place virtually all their resources into holding the dock. As things become clear, Neo decides the only way he can save Zion is to personally go to the virtually impenetrable Machine City. Meanwhile, as the Dock Fight goes from bad to worse, Niaobi (Jada Pinkett Smith), Morpheus and company race back in the Hammer to help save Zion with the humanity’s last remaining EMP.
Revolutions is a War Movie: Whereas the first movie, the Matrix involved a personal awakening, and Matrix Reloaded was almost more of a chase movie, Matrix Revolutions is more a war movie than anything else. In this sense, each of the three movies are very different from one another. Many new characters are introduced in Revolutions, while some of the staples of the first two movies take more of a back seat. We see less of Morpheus here, for instance, but are almost bombarded with a myriad of secondary characters, each intended to bring us a sense of drama associated with the enormity of their undertaking. While one can discuss how well each of the minor characters worked, the need for their inclusion is rather clear – without them, the scale of the conflict doesn’t really work.
The Matrix Trilogy as a Participative Movie Watching Experience: Most movies are meant to be conveyed in a rather passive manner – one which may require the view to actively pay attention to what transpires but doesn’t require them to actively think about what they have seen. Conversely, quite a few cyberpunk flicks are just the opposite – animes like Serial Experiments Lain or Fragile Machine, extreme Japanse Cyberpunk flicks like Tetsuo, indie flicks like Puzzlehead, or even action flicks like Casshern all require the viewer to spend significant time actively thinking through the implications of what they just saw. The Matrix Trilogy, and especially Matrix Revolutions flat out requires active participation to make sense of it. Arguments abound on this point as many critics consider this a sign of bad movie making, while many Matrix fans respond with the inevitable, “You just don’t get it” comment, as if those who hate Revolutions are somehow intellectually inferior. My take on this is that this is more a sign of preference in movie tastes. Some people (like me) LOVE to encounter movies that take more than one viewing to really understand, whereas others absolutely hate watching films like this. Regardless where you come down on this, your perception of whether you like Revolutions or not will in large part be answered by your preferences on this scale.
The Power of The One: The Oracle makes clear in her meeting with Neo that the “power of the one” comes from the Source, and that this power is necessary to communicate with the source. From a SciFi standpoint, the explanation for this is clear – the power of the one is based on the sentient learning program embedded in Neo from birth (the Architect tells Neo this at the end of Reloaded). As is documented in my Man-Machine-Interface essay, this is what gives Neo the power to attack the machines in the real world. Neo has Sysadmin-like powers so that he (the sentient program portion of Neo) is able to reboot the Matrix.
Getting Back to a Steady State: In Reloaded, Neo, with significant prompting from the Oracle has effectively wiped out the Architect’s negative feedback control system (meaning a cybernetic control system that “negates change from an initial goal state). The thresholds were exceeded, and the entire control system spun out of control. This, after all was the Oracle’s purpose. From a cybernetic perspective, the Oracle’s goal was to create a positive feedback loop (increasing change from an initial goal state). In doing so, she effected the complete destruction of the negative feedback system that had managed human-machine relations for the better part of 600-800 years. When a cybernetic control system exceeds its thresholds, it is possible for the system to again regain a steady-state, but almost never is it possible to return to the previous steady state. This truly is the Oracle’s purpose. By effecting out-of-control change (by creating the anomaly that is Mr. Smith), the Oracle created a situation where both the humans and machines would need to work together to stave off elimination of their species. The proposed steady state (peace) would have to be founded on a completely different set of assumptions. This would necessitate changes in the operation of the Matrix, and a far more integral relationship between the humans and machines.
The Philosophical Aspects: Matrix Revolutions, even moreso than the previous films, is replete with interesting philosophical references from Hinduism, Christianity and various writers that ideas such as freewill and determinism, the nature of reality, the notion of purpose, and so on. In totality, the Matrix is a virtual cornucopia of ideas which ends up leading towards a larger integration of purpose, one which serves to unite the needs of man and machine in their struggle to survive. That these ideas are melded into a very compelling story – one which can almost completely divorce itself from the SciFi aspects and still work is pretty amazing. One can easily view the trilogy from the perspective of Neo as a messianic figure who’s story arc involves the coming of age, the sheding the bonds of slavery, and eventually the recapturing of humanity’s (and the machine’s) salvation. The Matrix Trilogy is one of the very few movies which have spurned an ever increasing number of philosophical analysis books – truly this is rather unique, and itself something to be celebrated.
The Acting: While much has been said about some uneven performances, by and large, the leads in Matrix Revolutions turn in very solid performances. Keanu Reeves deserves additional credit for the incredible work he in preparation for the part – his martial arts and wire work in Revolutions are just terrific. Hugo Weaving turned in a supporting performance worthy of what I would consider an Oscar nomination. His monologue (“Why Neo, why?) near the end is absolutely riveting. However some of the secondary actors, most notably the “kid” (Clayton Watson) were pretty bad. Also, there were some dialogue issues in Revolutions which could have been worked a bit more (shortening the Trinity “you gave me one more chance” scene, for instance). In light of the incredibly ambitious goals for Matrix Revolutions, its not too surprising that some of the details could have been worked more.
The FX: Matrix Revolutions has some of the most impressive FX on film. Regardless whether or not you hate the film, the quality and enormity of the FX we see in Revolutions is a wonderful cap to the series. From an FX standpoint, the Dock Fight was an absolutely monumental undertaking. This combination of CG, miniatures, full-sized models with human actors, and motion-capture provided one of the great battles ever seen on film. Because of the speed and chaos, like many elements in Revolutions, it really does take an extra watching or two to really get the sense of what’s happening. But once you aren’t overwhelmed by the enormity of it, the pace of the battle and the actions of the machines make sense. In fact, it becomes clear that the dock fight is one of the most significantly choreographed combat scenes ever put on film.
The Visuals: Visually, Matrix Revolutions is a stunning movie. While the bulk of the visuals use a blue-red color sceme, the familiar green matrix colors are also prominently displayed. Similarly, we get bursts of yellow-orange colors denoting machines disconnected from the Matrix. Shadows are liberally used in the larger panoramic scenes, while many of the close-ups are more starkly lit. Overall, the mood of the blue-red color scheme is reminiscent of Star Wars’ Empire Strikes Back, in that we get the same darkened atmosphere.
The Score: Don Davis’ music for Matrix Revolutions provided a terrific accompaniment. The diversity, from industrial sounds to haunting choral arrangements served to heighten the tension and energy at pivotal scenes. Probably the highlight of this was at the beginning of the Super Burly Brawl between Neo and Mr. Smith where the piece, “Neodammerung” signals the final confrontation.
The Bottom Line: The Matrix Trilogy is one of the most ambitious projects ever undertaken in movies. It combines almost two distinct storylines – one based on philosophy and religion and the other based on science fiction – with revolutionary effects, great action and truly interesting ideas throughout. As a cyberpunk dystopia, it’s hard to find a situation worse than the one posed in the world of the Matrix. While the majority of its viewers found fault with Revolutions, especially the ending, I personally found enormous satisfaction out of both the ending and the movie as a whole. While I certainly agree that there are some acting and dialogue issues, as a whole, Revolutions was a terrific ending an absolutely terrific trilogy.
Major Motoko Kusanagi: Atsuko Tanaka (Japanese), Mary McGlynn (English)
Batou: Akio Otsuka (Japanese), Richard Epcar (English)
Chief Daisuke Aramaki: Osamu Saka (Japanese), William Knight (English)
Ishikawa: Yutaka Nakano (Japanese), Michael McCarty (English)
Rating:9 out of 10
Overview: Ghost in the Shell Stand Alone Complex (GITS SAC) uses the same characters as Masume Shirow and Mamoru Oshii, but takes place prior to the first GITS movie. Like the GITS movies, GITS SAC revolves around Section 9, an elite anti-terror police force that works behind the scenes to keep the peace. The overall tenor of this series is far more action oriented than Oshii’s movies. While there are a few philosophy moments (including a terrific one with Batou and the Tachikomas), the vast majority of the season is action oriented. In short, we get high-end, slick cyberpunk butt-kicking in GITS SAC – one that’s well worth watching, even if you do miss the philosophy.
The Laughing Man Story: In a world where cyberization has become the norm for a large segment of the population, a number of negative side effects have become possible. In addition to cyberbrain hacking, a disease called Cyberbrain Sclerosis has emerged which seems to randomly affect many who’ve undergone significant cyberization. The Mega-corporation, Serano Genomics has produced a cure for Cyberbrain Sclerosis – Serano Micromachines, a nanotech implant device that, when ingested regularly supposedly halts and eventually works to cure the disease. Unfortunately, the Micromachines only seem to help a small segment of those contracting the disease. A hacker named the Laughing Man seems bent on exposing a cover-up – one which posits that the lost Murai Vaccine has an almost permanent curative for those with Cyberbrain Sclerosis. Unfortunately for Serano Genomics, a real cure for Cyberbrain Sclerosis would decimate their profitability.
The Laughing Man is a hacker extraordinaire who is able to hack into cyberbrains at will, and worse for public confidence, is able to take over TV shows at will. Section 9 has been brought in to find and stop the terrorist known as the Laughing Man. Throughout the season, while there are side plots, it’s the Laughing Man story which drives Section 9. As it continues, the intrigue builds and the plot thickens. Eventually, corporate betrayal, political scandals and personal vendettas play a role in setting the context and exposing the larger truth.
The Side Stories: While the Laughing Man is the focus of the season, there are many side quests in GITS SAC. Some of the episodes closely resemble stories from Masume Shirow’s original GITS Graphic Novel. Among these, Batou has an interesting commando encounter with his past, and Aramaki is taken prisoner by thieves in a bank, only to get involved in a more intriguing plot. For him to survive, Motoko must be able to interpret his actions from afar to correctly figure out his strategy. Generally, the stand-alone episodes are good enough to keep you entertained – some are excellent.
7Th Volume is the Best: While GITS SAC is pretty good throughout the series, the 7th volume – the last one – is by far the best. Without the 7th volume, I would probably rate GITS SAC 8 stars, but the 7th volume really deserves a 10 star rating. In the 7th volume, Section 9 is disbanded, while political intrigue hounds their very lives. The team escapes a crack commando unit and then all go their separate ways. Motoko and Batou become the focus of the volume, and in doing so, display more humanity and feeling then they do the rest of the series. On top of this, many of the best FX are found in volume 7.
Differences with Oshii and Similarities with Shirow: Whereas Mamoru Oshii’s movies centered on the impacts of a cyberpunked society to the individual (Motoko in GITS, and Batou in GITS: Innocence), GITS SAC tends to broaden the filter to look at overall patterns in society. This leads to wonderful throw-away gems like the virtual meeting room (basically a holodeck) where everyone jacks into the meeting and then disappears when complete. We also get plots centering on problems with children in this changed new society, alienation of the masses, and loss of identity and humanity as technology takes center stage in human interaction. GITS SAC is also far more like Masume Shirow’s original graphic novel. While it doesn’t have the overt sexuality of Shirow’s work, Motoko is drawn as Shirow would; Shirow’s humor is evident in a number of the episodes; and the action takes center stage for the most part.
The Tachikomas: Early on, Major Motoko Kusanagi determined that the Tachikomas weren’t destined to be front-line fighting droids. For this reason, in order to become useful, the Tachikomas sped up their learning AI processing. As the season progresses, the Tachikomas begin to exhibit full signs of sentience, including Freewill and more devious functioning – so much so that Motoko becomes worried about their potential. Many interesting discussions take place over the development of the Tachikomas. One of the more intriguing ones that wasn’t really answered was whether being a digital life form instead of an analog one, would the Tachikomas ever develop a Ghost?
External Memory Devices and Cyberbrains – Augmented Thinking: One of the really interesting things about the GITS world is the integration of augmented brains. Conversations and complex thinking become dramatically enhanced. While the philosophical conversations are significantly reduced in GITS SAC when compared to the GITS movies, we still get a myriad of instances where cyberbrains allow people to call up a set of details about any subject that no other human could ever do. Cyberbrains in GITS SAC show a society where humanity truly has become post-human in a very real way, even though the actual look of most humans hasn’t changed much.
The Dubbing: GITS SAC is one of the few animes where the English cast is just about as good as the Japanese cast. Both William Knight (Aramaki) and Richard Epcar have been in their roles from the initial Ghost in the Shell movie in 1995, and all of the cast members have stayed consisted for both GITS Innocence and GITS SAC. Atsuko Tanaka (Motoko), Akio Ôtsuka (Batou), and Kôichi Yamadera (Togusa) have also been in their roles since 1995. It’s hard to pass up on Atsuko Tanaka though – I love her as Motoko. In any event, while the moods between the English and Japanese cast are different, they are both excellent.
The Sound: GITS SAC consistently has decent quality sound supporting the visuals. The use of the side speakers for voices is especially emphasized. The sound FX (explosions, gun shots, car chases) are always top notch. But truly, the most impressive thing in terms of sound is the sound track. The opening and closing songs (Inner Universe and Lithium Flower) by Yoko Kanno are flat out terrific. Throughout, we are treated to a variety of songs and background music, which almost always add to the action and visuals on screen.
The Visuals: GITS SAC has a variety of aids that add to the overall quality of the look. While some shots look pretty basic, others involve a variety of cool FX, including digital color grading, a myriad of environmental effects, and cell-shaded computer models. GITS SAC gives us a variety of color palettes including dominant greens, reds and blacks, and occasional blues and yellows. Overall, GITS SAC is a very professional, high quality production.
The Bottom Line: GITS SAC is a high quality cyberpunk production. While I personally like the tone and tenor of Oshii’s movies far more than I do GITS SAC, this is a personal preference. GITS SAC provides continued quality action wrapped up in impressive visuals and sound. While the first 6 volumes might only merit an 8 star rating, the conclusion is just terrific. This, along with the overall high level crafting GITS SAC provides throughout (visuals, sound, dubbing, songs) certainly raises the bar. And do yourself a favor – watch GITS SAC on a system with high quality surround sound – you’ll notice the difference.