I watched The Assassination of Jesse James by the Coward Robert Ford

I watched this movie over two days and two monitors, so it’s not my most lucid or well-attended viewing experience. Good movie though!

  1. You know, I say “good movie,” but not for someone who’s put off by some truly despicable language. Just a blanket content warning here.
  2. I’ve never watched a movie exactly like this, in which narration from the book the movie’s adapted from intercedes between acts. Probably I would mind, except that the writing was rock solid. A great advertisement for said book. My favorite line: “He read auguries in the snarled intestines of chickens, or the blow of cat hair released to the wind. And the omens promised bad luck, which moated and dungeoned him.”
  3. Speaking of lucidity, I wasn’t generally all there in 2007 on account of being like eight years old. The cast of this movie really surprised me! I don’t know if this was the it-crowd of 2000s mid-budget things, but it was a strong showing. I actually like Brad Pitt quite a lot, plus Sam Rockwell and Garret Dillahunt (who was very busy that year). Casey Affleck was a highlight, particularly as the character of Bob Ford. Paul Schneider was (intentionally?) creepy. Plus the Zooey Deschanel jump scare at the end rocked me, I had to triple check that it was actually her.
  4. It lasted like 30 minutes too long. I mean, I suppose the film was bound by the real events it represented, but I think the story could’ve been a little less literal. It did such a good job of making me hate Bob Ford that I felt cheated when they tried to let him win me back.

Anatomy of a fight scene, slashers vs. westerns

Consider this a prelude to the Fight Scene essay currently… somewhere on the horizon. I’m still figuring out Supernormal, while also trying to maintain any kind of social life. So let’s take it one bite at a time: specifically, I’m thinking about the difference between a slasher chase scene and a Western shootout.

The case study here: No Country’s shootout.

(By the way, if all this slasher/No Country talk is making you long for a return to the days where I just talked about Marvel a bunch, imagine having to think about this stuff all the time. I put a bucket out front of my valet trash door because I’m half expecting a guy in a welder’s mask to bust through a butcher me.)

But, okay, watch the scene. Or don’t. I’ll give a quick shot-for-shot: Moss gets into a pickup truck (this is after jumping from a hotel window to escape Anton Chigurh), and tries talking to the driver; a bullet comes through the window and tears through the driver’s throat; Moss drives a short distance through gunfire, then dives out and hides behind a car; Chigurh notices a blood trail, and dives to avoid a shotgun blast from Moss. Chigurh disappears, end scene.

Compare that to the shootout with Angel’s guys in The Good, the Bad and the Ugly (I won’t embed any more videos, but that link does open on Clint Eastwood doing his best cowboy thing) and part of Alice’s fight with Mrs. Voorhees in Friday the 13th.

Hey, quick intermission, did you know there’s a Wikipedia page on the “Political life of Clint Eastwood“? He legalized eating ice cream in California. Anyway.

Some immediate differences spring to mind. Let’s start in favor of the Western.

No Country’s scene is a shootout. It’s about guns. I mean, there is a gun in the Friday fight, but it never goes off. Slasher fights are way more environmental. They’re desperate struggles.

Point to slasher, No Country’s is a desperate fight. Tons of blood loss. No one really “hides” in a Western shootout. Sometimes they take cover, but you can see in the TGBU scene it’s mostly just a lot of men standing still and shooting at each other, and then one of them dies.

Speaking of, Western shootouts are pretty much men. Slasher fights are pretty much boy versus girl. (Friday notwitshtanding.)

That is, “men” plural — the spaghetti Western is typically a lone cowboy versus a band of outlaws, though it’s not a hard and fast rule — and “boy”/”girl” singular. It’s rare that multiples are alive to take on the slasher.

Chigurh actually does take a big hit, though he doesn’t show it in this scene. That’s not actually inline with either genre. Westerns are one-hit affairs, whereas the Final Girl takes all sorts of damage before dealing a surprise blow on the killer. But since they always come back for the next scene or next movie, like Anton, I’d give this one on balance to the slasher.

So that’s what, three, three and a half points to slasher? Plus a dead bystander at the outset of the scene, which is huge slashe? I’ll admit to confirmation bias here, but I’m lying if I say this is a purely scientific endeavor. When I saw the No Country scene, I felt real tension rather than a cool power trip. This is me trying to explain why this shootout was so brutal, not me trying to persuade you. Although by now you should be persuaded. (If not, you’ve got a Supernormal post to look forward to.)

A decent mountain

An excerpt of the manifesto for The Berg, a proposed artificial mountain in the center of Berlin:

While big and wealthy cities in many parts of the world challenge the limits of possibility by building gigantic hotels with fancy shapes, erecting sky-high office towers or constructing hovering philharmonic temples, Berlin sets up a decent mountain. Its peak exceeds 1000 metres and is covered with snow from September to March… Hamburg, as stiff as flat, turns green with envy, rich and once proud Munich starts to feel ashamed of its distant Alp-panorama and planners of the Middle-East, experienced in taking the spell off any kind of architectural utopia immediately design authentic copies of the iconic Berlin-Mountain.

A rendering of a mountian in the center of Berlin.

I watched Scream VI

 

Someone walking up to a theater stage with black-cloaked mannequins arranged in a half circle.

Sort of like the Pentiment review, I’ll acknowledge up front that we’re well in the spoiler window for this movie that came out literally yesterday. I plan on avoiding spoilers, but I’m not going to try too hard — no specifics, but broad strokes. For my spoiler-free moviegoing opinion… it was fun! I had a good time!

What follows is my “guy with a Substack” opinion. And I’m not going to do it in a numbered list, because I mostly just have one point I want to explore.

My difficulty is this: I enjoy criticism, but I don’t love being critical about things. Generally, I’d rather love more things than less things. Or rather, I am very often the guy in the group chat who says things like “the writing was so bad,” or “how did all of the relevant characters get to the climactic location so fast,” or “why does everyone call him a trickster god if in every single action sequence he just punches around until some plot twists happen and we learn that he never had anything up his sleeve to begin with.” I don’t love being that person. But I do think it’s important to be thoughtful about media — it’s the best compliment you can give!

Point is, I won’t pick a star rating or anything like that. I pretty much liked Bilge Ebiri’s review for Vulture and Monica Castillo’s for Roger Ebert if you’re looking for someone to show their work. Really great set pieces. Those who like watching people throw things at Ghostface will have a good time.

Here’s the big thorn in my side though: every single reviewer is taking it on trust that this is even a slasher movie. And like… Did we watch the same movie? I’m not trying to be pretentious here, Scream VI is a completely serviceable action movie. But it’s an action movie! Slashers are a subset of horror, and horror kind of has to be subversive. Nothing in Scream VI was uncomfortable, because it wasn’t actually doing anything. Instead, it did what all “too big to fail” franchises do: it made itself about found family. Because family is the most universal, inoffensive, nothing-at-all theme for a movie to be about. You all put your hands in before the climax, “Go team!,” you fight, you win, you fade out on “Red Right Hand.”

I’m not exaggerating — the crew has this whole “core four” chant. It’s kind of cute? But it turns the movie into a feel good triumph of friendship over adversity rather than something dangerous. Every character that you badly want to live, lives. Nothing surprising happens. At all. Like John McClane picking the glass out of his feet and trotting along to the next gunfight, a stab wound in a Scream movie is an inconvenience that barely survives the cutaway.

(For what it’s worth, I haven’t seen any of the original Scream sequels. These movies do tend to think about the bonds between characters more than your average slasher.)

Friday the 13th, for example: that the characters have pre-existing relationships is mostly incidental. When bodies start dropping, none of that matters beyond an “I should go look for her.” A Nightmare on Elm Street shows people really worrying about each other, but that doesn’t stop what’s coming. In Scream VI — and maybe Scream V? I can’t remember — worry is a balm, the ultimate painkiller, antiseptic, and suture all rolled into one. If only you, the audience, believes it, your favorite character will rise from certain death.

One point about slashers made by Carol J. Clover (whose work I talked about in the Psycho/Friday the 13th post), which I really loved, is that sequels are more like retellings. No matter what entry you watch — or even which franchise — you can expect most of the same archetypes, situations, and themes. They’re like campfire stories in that way. Scream VI isn’t like that. It trades the Final Girl for the Final Four; the dumb horniness for the chaste brushing of hands; the tooth-and-nail survival for the quippy fight scene; the incompetent male hanger-on for the himbo savior.

So what does that make this movie? A bloodier-than-average Avengers or Fast and the Furious thing — way more fun than either of those, actually. And for the record, fun is more than enough to justify a movie ticket in my view.

Oh, and the subway scene. That ruled.

And while I’m down here in the grab bag, a two other thoughts. And these WILL be a numbered list!

  1. Shame on the New Yorkers reviewing this movie like “oh, New York is portrayed unrealistically” and, “out-of-towners might notice a few missing major landmarks.” New York is a fake city. Saying your movie is set in NYC is the equivalent of saying “don’t think about it too hard, it’s a city OK?” No one cares except for New Yorkers — just like if a movie is ever set in Kansas City I’ll be bummed if it’s filmed in Vancouver, but I think I might have to keep dreaming on that one.
  2. Jenna Ortega is a universal treasure. And Mason Gooding! What a great cast!

Let me pet the dog

One of the great victories of the 21st century: storytellers have developed a language and moral code around animals, particularly dogs, and that code strengthens trust with the audience.

This occured to me when I saw The Banshees of Inisherin. (Spoilers ahead, but I think they’re worthwhile spoilers.) In that movie, a character goes off to commit violence, and twice dialogue assures us that the dog in proximity to that violent scene will be OK.

Since Can You Pet the Dog? got big, most games I’ve played that feature dogs let you pet them, from Midnight Suns to Pentiment. It’s less big (less search results, anyway), but Does the Dog Die should become an equally indispensible resource for movie goers.

I don’t have data in front of me. Subjectively, when an animal is killed in a movie it feels like that scene from Parks and Recreation where Leslie says she’s gonna cut Ben’s head off.

Or maybe more kino of me, There Will Be Blood when Daniel Plainview says he’s gonna cut that guy’s throat. A pet’s death has an extreme, outsized emotional impact on the plot.

Some writers do use this for some story effect — fair warning, an animal does actually die in The Banshees of Inisherin, and more specifically the death of John Wick’s dog incites the whole franchise. Wick kills 299 humans in revenge of one dog. Why?

This is the article I wish I wrote on the subject, by Ben Lindbergh, and it explains the breach of conduct in psychological terms. I’ll add just one thought, in more writerly terms: because of the psychological elements — to summarize, we bond to dogs with the same strength we bond to children, and either suffering brings us equal discomfort — hurting a dog is the nuclear option of getting a reaction from your audience. Like, say you’re watching a romcom, and in the inevitable fight scene one of the leads goes on some operatic rant about the evil of their costar, about tyranny and fascism, about the cruel winter of fate and the baleful silence of whatever god is said to shepherd the good and punish the wicked. It’s emotionally dissonant.

Killing a fictional animal is the equivalent. It says, “I, the filmmaker, am setting up an emotional payoff of the greatest imaginable magnitude.”

Such a payoff is very hard to come by. So what it actually reads as, in most cases, is, “I, the filmmaker, couldn’t think of anything better to make you feel something.”

Every audience starts out trusting their narrator. Your job is to keep that trust, to not betray it. Treating animals well is the best olive branch you can offer.

The reward promised by physical beauty

Jessica DeFino on patriarchal norms:

It’s worth noting that the reward promised by the capitalist patriarchy — the reward promised by physical beauty — is not “everyone loves you and is nice to you.” The reward is proximity to power and wealth. Think of Mark Zuckerberg and Elon Musk. These men are made fun of constantly and yet, retain their power and status.

(If that name sounds familiar — DeFino’s, not the rich boys — it’s because I champed up her newsletter in a recent post.)

I watched Psycho and Friday the 13th

A model of the "Bates Motel, No Vacancy" sign from Psycho. it's surrounded by taxidermy birds.

Like I said, I’m on a slasher kick right now. I didn’t plan it to align with the release of Scream VI, and while I do plan to see it, I don’t want to rush around in the name of relevance or whatever. In return, I’ll do a two for one. First up, Psycho.

  1. So a lot of sources, especially academic sources, trace Psycho as the major influence on the slasher genre, presaging the Golden Age of slashers — between Halloween (1978) and A Nightmare on Elm Street (1984). Which, by the way, you can track a similar life cycle for other genre Golden Ages: the Western started with your traditional upstanding white-hat stuff, but as the public lost interest directors got more experimental. The Searchers (1956) is considered the best Western, but it’s thought of for its more psychological elements. Spaghetti Westerns came the decade after, like The Good, the Bad and the Ugly (1966), which is actually the best Western.
  2. Oh, yeah, so Psycho. It’s funny — I don’t have a ton of evidence for this, but I feel like Psycho had a lot of reverse whodunnit DNA. The psychoanalyst literally does a parlor room scene at the end. Could you trace some lineage from mystery, to thriller, to slasher? Would that lineage include The Bat, which like Psycho had some of the earliest spoiler warnings?
  3. Carol J. Clover named the “Final Girl” archetype, and she points out that out of the Final Girl comes pretty much every difference between Psycho and more straight up slashers. I liked the clever planning in Psycho, but it was pretty distributed between leads. Slashers are partially defined by the ineptitude of everyone but the Final Girl.

And Friday the 13th!

  1. Less to say about this one. It was a tough watch. The snake that gets killed early on is real — which, bummer, I watched Friday the 13th instead of Halloween because I heard a dog dies in Halloween, but the real life dog is A-OK. And, you know, it’s not a very sensitive movie. Just a disclaimer, I guess.
  2. It didn’t have a lot of plot. That’s not a knock on it, it’s sort of what I expected, but I didn’t expect the degree to which it’s just disconnected killings. More modern slashers, I feel like, try much harder to tie things together. Not to talk out of class or anything, but from some interviews I’ve read I feel like the director, Sean Cunningham, was really just pulling stuff out of his ass. Which worked, all things considered.
  3. Carol J. Clover also pointed out how genre is similar to folklore, with “free exchange of themes” and “archetypal characters.” Sequels are “better taken as remakes than sequels.” I thought that was neat! All of Clover’s slasher scholarship is extremely neat! (Also, jumping back to Psycho, I’m interested in the interaction between an auteur “artwork” versus a folkloric genre. That, I think is the big big difference between Psycho and the slasher.)
  4. One unmitigated positive: the score. Particularly the “ki ki ki, ma ma ma.” When I learned (just moments ago) that it’s from the syllables “kill her, mommy,” my heart sank because of how unimaginably dumb that is. Then it soared again, tetherball-like, because it’s actually extremely good. Ah, the human condition.

Right and wrong

Bridget’s entry in Dustloop, a wiki for the Guilty Gear fighting game franchise:

She will very frequently die to hits another character would survive with a decent buffer to spare. Combined with her lower than average damage, Bridget has to be right many more times than she is wrong.

Marvel movies will not save the world

From Raquel S Benedict’s “Healthy Junk Media and the SnackWell Effect” — it’s short, and I’m choosing from many great quotes here, so just go read it actually:

And on the other side, unapologetically indulgent junk is a hell of a lot more satisfying than bland diet junk. Not all junk food is created equal. An In-N-Out cheeseburger is much tastier than a Trekking-Mahlzeiten canned cheeseburger, just as Blade is an unquestionably better vampire flick than Morbius.

A really great essay, and the first time I’ve had to really grapple with the worthiness of whatever it is I’m doing here! Not in a bad way, in like a really great way. These ideas should always be in conversation. Essays like this one raise good questions, and in clarifying your own answers to those questions you clarify you understanding of the world as a whole. Of popcorn movies, in this case.

What I learned: I agree with Benedict that Marvel movies will not save the world. What I do want to take seriously is the emotional experiences that individuals can have with those movies! And of course, I agree that if something is going to be trash, it had better be hot trash.

Level one wormhole

 

An early level of Dishonored 2. A security checkpoint is overhung with a banner reading "Her Majesty Delilah Kaldwin."

 

Repetition eventually leads to boredom. Sometimes one repeat is enough to make something interesting, less interesting. That means that novelty, that surprise, is somehow core to our experience of fun.

We’ve all had that “if only I could experience it for the first time again” wish. Usually, though, the star that wish gets wished upon is some front-of-the-brain emotional experience. I’ve never really agreed with it. The ways in which stories affect us are indelible with the context in which we experience them. They don’t just impact us, they inpact who we are at a moment in time.  Watching or reading or hearing or playing a moment for the first time again doesn’t guarantee it’ll hit the same notes again. I’m not saying that experience is fragile — it probably would still move you. But what you treasure isn’t the thing, it’s that experience you had with the thing.

The same is less true of fun (as distinct from “front-of-the-brain”). I think contextlessness is a core component of fun, though I might refine or change my mind on that later. But fun is sort of an aesthetic experience more than an emotional one. What I mean is, fun matches with an emotional experience but doesn’t constitute one on its own. Fun, a light moment of distraction, in your darkest moment will probably create a moving memory of joy when you needed it most. Or maybe the thrill of winning your first chess tournament, of having everything click, will stay with you. I don’t think it’s the fun causing that experience to crystallize though.

Does that make any sense? I feel like I’m hitting onto something, but it’s actually not the point I wanted to make.

I’m thinking of a phenomenon that anyone who plays lots of video games will recognize, but one that I’m not sure has a name. I loved Dishonored. I wanted to love Dishonored 2. In trying to fall in love with it, I’ve started the game a half a dozen times and never gotten very far. Each time I restart, I diminish the chances I’ll ever love the game, because starting means playing through the same level I’ve played six times now. I’m working through a part of the game that bores me in an attempt to discover a part of the game that doesn’t. Until someone corrects me that this does have a name, I’m calling it the “level one wormhole”: when, in playing a game partway through many times, you will have seen the first level exhaustingly more times than the later ones.

I played Undead Burg in Dark Souls so many times, I don’t know if I’ll ever see Anor Londo again. My friends tell me Mount & Blade is great, but if I have to look at my raggedy band of green fighters on the overland map one more time, I’ll become exactly the kind of void-eyed beserker I always descend to out of boredom with those early fights.

What’s the solution? Can fun escape the level one wormhole?

A concept in game design that I really love, one that Halo designer Jaime Griesemer put really well:

In Halo 1, there was maybe 30 seconds of fun that happened over and over and over and over again. And so, if you can get 30 seconds of fun, you can pretty much stretch that out to be an entire game.

You can describe so much of a game’s identity by identifying the length of its game loop. Is it a 10-second loop, 30 seconds, two minutes?

Griesemer goes on to say that you have to express those 30 seconds in many different environments — why is a firefight across the top of a moving train diferent from a firefight on an arctic mountainside — but I really don’t know that that’s necessary. What’s the loop length of chess? Would it be fair to say it’s the time between making your move and your opponent responding? Chess takes place on just the one 64-square environment, but that it’s competetive means your opponent will always present novel outcomes.

I mention chess because it’s maybe the premier example of a game that doesn’t get old. For most of us chess gets boring after a while, but for a substantial community repetition is part of the game’s charm. That’s the paradox I think I’ve been grappling worth: novelty is fun, but so is mastery. And it’s boring to relive the same five minutes over and over, but it’s really fun to relive the same 30 seconds. It accelerates mastery.

All of these are concepts I’ll be revisiting — I didn’t predict the layers that would present themselves until I started writing. Which is good! That’s what writing is for!

What it’s got me wanting to do, is apply this abstract thinking to the practical issue of getting myself to enjoy Dishonored 2. Take myself to fun boot camp.

Add it to the list of projects, along with action and the aesthetics of creativity. In case you thought I’d forgotten.