Really, apologies to those who were expecting more reviews of movies starring Kong Ban and Lin Hsiao-Lan to be posted here during the last nine or ten months.
I'm not going to justify or try to explain what's been going on, as most of that stuff is personal and not really pertinent here. But I'll be writing stuffs here again. In fact, I had intended to put up several reviews that unfortunately didn't survive the switch I made in computers. This is one of those not-pertinent events that led to my posting anti-spree. Shame on me.
Otherwise not too much has changed on my part. Expect reviews of the most eighties movie Hong Kong ever produced, a likely unwanted amount of writing on the various eighties anime (and their sequels!) I've been watching, and possibly a little bit of redesign to the blog's layout.
All this assuming anybody was reading this thing regularly in the first place.
4/17/13
5/22/12
Does the Auction House Sell a Windows 7 Compliant Diablo 2?
I don’t have to apologize for not having a movie review to
post, or for that matter, a real review of anything, but I want to. And since I’m
here, I also want to let the few people who care know why they won’t see
GoldenPigsy wanting to join their game in Diablo 3.
I’m frustrated with the whole Diablo 3 situation for several
reasons, the most trivial of which is that I’d still rather play Diablo 2 even
though Blizzard will not release a patch to make the game stable on Windows 7. Granted,
you can get it to run by fiddling with some settings – there are guides that
show you how to do it – but I suspect that Blizzard will reissue Diablo 2
digitally sometime down the line, newly Windows 7 compliant, with heavy DRM and
minor improvements, hoping to resell the game to customers who bought it twelve
years ago.
But the fairly trivial reason ties into the very big problem
I have with Diablo 3, which is the DRM. In order to play Diablo 3, the player
must connect to Blizzard’s servers. And it isn’t as though this connection is a
simple check-in; the connection must be maintained, even when playing single
player. During last week’s launch, a seemingly large number of players had
trouble actually playing the game they bought for sixty dollars. The servers
were down entirely on Saturday.
I honestly cannot think of another industry that has such an
adversarial approach to customer relations, and it is not strictly an issue of
DRM. Diablo 3 is not designed for single player. Its single player mode is just
a desiccated MMO; the game is meant to be played either with a party or with a NPC follower. The
insistent solo player will find that the item drops and crafting provide only
the occasionally useful item, and that it is far more sensible to buy powerful
items through the online auction house, which will eventually implement an
option to buy or sell virtual goods for not-virtual money.
In other words, the persistent online configuration is not
only designed to prevent piracy, but to force the consumer into playing the
game in a specific way, and with the hope that the consumer will continue to
feed money to the developer.
Even the game mechanics are tightly controlled. The player
no longer allocates stats, as it is done automatically, and the skill trees are
quite linear. The “rune system” allows for a superficial amount of
customization, but with the way they have structured the skill tree, Blizzard has done away with the
whole concept of a unique character build in an attempt to nullify class optimization. The idea is that players no longer have to think about how to make the most efficient character. In practice, it means you can forget about making a unique build, like a singing
Barbarian which buffs/de-buffs while hacking through hordes of enemies. From
what I can tell, the Barbarian in Diablo 3 is a designated tank, and little else. Others
have reported that the classes are poorly balanced – which was a problem even
in Diablo 2, to be honest – which is telling of Blizzard’s priorities. They’ve
spent several years and much capital in the making of this game and still not fixed a twelve-year-old problem.
And since stat allocation is handled automatically, and the
skill system is mostly linear, the most effective decision making available to
the player is in equipment – again, much like your typical MMO. And since the
drops and crafting don’t seem especially helpful – and since level caps on
equipment no longer seem to be a major part of the game – this leaves the
auction house as the most viable way of building a character to your liking.
It’s like a free-to-play MMO, but you pay sixty dollars to
play it.
So those are the reasons why I’m not interested in playing
Diablo 3, at least based on the impressions I’m getting from watching
RockManXZ24 while he plays it. As for the game itself, I will admit that it
looks like fun. I like mindless hack-and-slash, loot-focused action-RPGs quite
a lot, and, mechanically speaking, Diablo 3 looks like a compromise between
Blizzard’s World of Warcraft and some of the MMOs that come out of South Korea
and Japan. This isn’t a bad thing, necessarily. But I’m not interested in
MMORPGs and the attitude that informs the new DRM policy is unacceptable to me.
So that’s how it is.
5/1/12
This is not what David Gaider Wants
Last week I received an unusual e-mail from a reader. I call
it unusual because its author did not want a) me to tell him or her where to
find one of the more obscure movies reviewed on the blog or b) for me to send
him or her a copy of the movie for free. (Seriously, people, do actually expect
somebody to do that? Stop sending me your addresses.)
A portion:
I'm a BioWare fan. Not even gonna try to hide my fandom here. Relax though, while this email is coming your way because I read your reviews of The Calling and The Stolen Throne, I'm not writing to put your head on a pike. Quite the opposite actually. Basically, I'd love to write professionally. Preferably for video games but hey if I could do prose then I would not be complaining one bit. As silly as this may sound, I've always looked up to David Gaider immensely…So where's the issue here? Easy. Up until today, Gaider has been... God. Well more or less, I have had several issues with parts of his writing but who can I read without having that? As many writing classes as I've had I'm frankly reading two versions of the same texts as my eyes dance them over - my own version and that of my education's mean eye. This man though has not set off that many red warnings in my head though. He has been who I want to be. Or at least, someone far along the ladder I want to climb, should I be able to go even further. But today I allowed myself to read quite a bit of his criticism, the final pieces of today being your two reviews (sorry, I'm leaving a turd on your doorstep almost by chance, I am really sorry =( ). Everything is changing.
It’s very easy to assume that people who enjoy tie-in
fiction are stupid or lacking in self-awareness, but this isn't necessarily true (even if it often is). The young lady
who sent me this very much wants to write fantasy stories for video games and
fiction, and she feels let down now that she’s realized that her emperor’s ass
is showing.
Her reaction is entirely normal – healthy, even. One of the
more unnerving aspects of “fandom” is how it disconnects people from the
broader scope. I don’t even mean, necessarily, from mainstream or higher brow
literature, but from a broader scope of what might be within the fan’s
interests. It’s also the sort of attitude that corporate interests try to
foster.
It’s almost cult-like in its operation. Fan forums,
especially those that are officially operated by the producers of large
franchises (Bioware Social, Bethesda Softworks et al), cultivate insularity and
reward fanatical obsession. Breaking away from all of the obsession and
idolization can actually be stressful for the fan who once sincerely believed her or his favorite game developer or tie-in writer to be "God."
And that sort of cultivated myopia is what I’ve been railing at
in the reviews of David Gaider’s fiction, and it’s what the sender of this
missive is trying to cope with. She's quite right to be bothered.
David Gaider has done her no favors with his mediocrity, or
with his half-hearted attempts to dodge criticism, or with self-important
puffery – a trait which is consistent throughout Bioware’s public self-image.
If there is one thing that Gaider sincerely does not want, it is for the
readers of his fiction and the players of his games to actually educate
themselves about decent story-telling and game design. Gaider (and the company
that employs him) does not want for the majority of fans to feel the
consternation that drips off of this e-mail.
Thankfully, it isn’t up to him. I wish my reader all the
best.
4/23/12
Journey to the West (Chang Cheh, 1991)
In case it wasn’t obvious, I’m a big fan of The Journey to
the West in its literary form. And I’ve got a pretty wide ranging appreciation
for the cinematic adaptations that visualize the story with varying degrees of
fidelity. I did, after all, choose an internet handle from one of the principle
characters in the story. I even played the part of the loveable porcine
man-child in a student theater production in college.
Chang went through various stages in his film-making career.
He started as a critic and writer; experimented as a co-director and crafted a
legendary lost film, Tiger Boy, before moving on to making the most profitable
film in Shaw Brothers’ New Wuxia Century wave of Mandarin language wuxia films
in the 1960’s; he worked extensively with David Chiang and Ti Lung in wuxia,
kung fu, and historical spectacles before settling into a niche of manic kung
fu films utilizing the talents of Taiwanese born Peking Opera stars Phillip
Kwok, Lu Feng, and Chiang Sheng. I could go on about Chang’s accomplishments
during each of these periods for several more paragraphs.
I also love films by Shaw Brothers’ million dollar auteur
Chang Cheh. Chang rose to prominence with the 1966 film One-Armed Swordsman,
which not only tapped into the generational malaise afflicting Hong Kong youth
at the time, but revolutionized Hong Kong’s
approach to the wuxia genre, then dominated by Cantonese film makers and
teenage starlets, with its combination of heavily masculine themes and imagery.
Its cinematographic style was so heavily imitated that the only competition it
has for the most influential martial arts film of all time is King Hu’s Come
Drink with Me.
And aside from being an epochal genre film, it’s also plain fun to watch, and
has aged better than many other films of its vintage.
Chang went through various stages in his film-making career.
He started as a critic and writer; experimented as a co-director and crafted a
legendary lost film, Tiger Boy, before moving on to making the most profitable
film in Shaw Brothers’ New Wuxia Century wave of Mandarin language wuxia films
in the 1960’s; he worked extensively with David Chiang and Ti Lung in wuxia,
kung fu, and historical spectacles before settling into a niche of manic kung
fu films utilizing the talents of Taiwanese born Peking Opera stars Phillip
Kwok, Lu Feng, and Chiang Sheng. I could go on about Chang’s accomplishments
during each of these periods for several more paragraphs.
But towards the end of his career, Chang was no longer the
same creative force as he was when he made One Armed Swordsman. His final Shaw
Brothers film, The Weird Man, was neither well received critically, nor
profitable. It’s so utterly farcical in some portions that the mind wanders
from the film itself to contemplate the mental state of the man who made it.
After leaving Shaw Brothers, Chang made three films in Taiwan, using
many of the actors from his latter period at Shaw Brothers. These five films
not only used some of the same actors, but Chiang Sheng and Lu Feng – often the
action directors and assistant directors from his Shaw Brothers days – took
over many of the directorial duties for films like Nine Demons and Attack ofthe Joyful Goddess.
Chang Cheh had always, if those who worked with him are to
be believed (and there’s no real reason to doubt them), been a fairly hands-off
director. By the mid-eighties, however, Chang’s eyesight was deteriorating. But
even so, I think at least two of Chang’s films from this era, Shanghai 13 and Attack of the Joyful Goddess,
are worth seeing.
After this brief excursion in Taiwanese film making, Chang
Cheh headed to the Mainland, where he continued to “direct” in the capacity
that he could. He found a stable of Peking Opera talent, dubbed by Western fans
as “the New Venoms,” and set about either remaking or retreading his old films
(Hidden Hero is a remake of Life Gamble; Ninja in Ancient China is like a remix
of both The Weird Man and Five Element Ninjas).
Chang Cheh’s Journey to the West is new territory for him,
although he was no stranger to fantasy films tinged with Operatic visual cues. It
certainly takes the same tack as other low budget, low ambition adaptations
though. The film covers the episode in which Princess Iron Fan attempts to
kidnap the Tang monk with the help of her step-son, Red Boy, only to be foiled
by Sun Wukong and company. In Chang’s film, the Bodhisattva Guan Yin sends her emissaries
(including Na Zha), to aid in the battle against Red Boy and his magic.
The film starts with a synopsis of the story thus far, with
the imprisonment of Monkey, his journey with Xuanzhang, the Tang monk, meeting
Pigsy and Sandy, etc. Then there are some hijinks with a demon who accosts the
travelling crew, followed by Monkey and company meeting with Princess Iron Fan.
She’s annoyed with Ox King, her husband, who has taken a second wife. After a
failed attempt at seducing Monkey (and a thorough rebuking of Pigsy, who is
happy to fill in for Monkey after he abjures Iron Fan’s advances), Princess
Iron Fan begins scheming to kidnap the monk.
But before that, Monkey and co. must help a small outpost
which is besieged by demons pretending to be the Emperor, who has raised taxes
to an unreasonable rate. This is where the film indulges in the long tradition
of having Monkey disguise himself as various other characters with his magic,
although none of the actors portray unique enough personalities make this fun,
and only the inevitable jump cut between one actor and the other gives away the
game.
It’s also where two supporting characters are introduced,
who are in love and betrothed. One of them will later be killed by Princess
Iron Fan, and the other never mentioned again.
Finally, the film meanders into the major fight between the
Red Boy and the heroes. Monkey, Sandy, Ne Zha, and two other characters whose
names I can’t remember (if they were ever mentioned) have it out in a ten
minute brawl with Red Boy and his demonic cohorts. We get to see Monkey use his
magical hair, which turns into monkey fighters, along with a bevy of
pyrotechnics, poorly done wire work, and some genuinely good fight
choreography.
Although credited to Chang, much of the direction was likely
on the shoulders of Dung Chi-Wa, Du Yu-Ming, and Mu Li-Xin, who also handled
action direction and play Monkey, Sandy,
and Red Boy, respectively. The camera work occasionally resembles Chang Cheh’s
better films from Shaw Brothers, utilizing slow motion and overhead angles when
large crowds fight in formation, but very often looks utterly awful with people
flitting in and out of frame, or the frame being too close to capture all of
the movements during one-on-one fight scenes. Lighting equipment makes a split
second cameo in one shot.
So it isn’t the best looking film. Locations are re-used;
there is little visual continuity – how exactly can the heroes journey through
a desert and somehow come across the same leafy outpost time and again? But it
does have nice fight choreography. And the finale threatens to wander into Yuen
Clan territory with fighters on rocket propelled roller skates and bladed,
flame throwing go-carts.
There’s also some of Chang Cheh’s trademark gore on display,
including visible intestines.
This was the penultimate film of Chang’s career, with the
much better Ninja in Ancient China premiering two years later in 1993. In some
ways, it’s a shame to see the once brilliant creative force stamping his name on
such a lacking product. At the same time, you almost have to respect Chang for
cranking out a movie when he was nearly blind. A lot is made of the sexual
politics and sanguine aspects of Chang Cheh’s films, but the man loved making
movies – he made them as long as he could. That’s pretty awesome, even if most
of the later films are not, or are for unintended reasons.
And that finale is worth seeing at least once, if only to
get a glimpse of Dung Chi-Wa in action before Stephen Chow rediscovered him and
cast him as the spear wielding master in Kung Fu Hustle.
3/27/12
Still Alive and Learning to Enjoy the SHMUP
I'm still here. For reals.
But I’ve been busy. And when I get busy, I stop doing things, even things that don’t require that I leave my home or put on pants. Hence, I stopped watching movies, and once I stopped watching them, I stopped writing about them. And now I have not yet begun to write about movies again, mostly because I haven’t actually watched one in, like, three weeks.
But I’ve been busy. And when I get busy, I stop doing things, even things that don’t require that I leave my home or put on pants. Hence, I stopped watching movies, and once I stopped watching them, I stopped writing about them. And now I have not yet begun to write about movies again, mostly because I haven’t actually watched one in, like, three weeks.
So, what have I actually been doing in the spare time I
have? Mostly whittling it away. I developed something of a habit, recently, of
sitting in a chair across from my only television that picks up a digital
signal and playing video games on one of my analog TVs, situated nearby, which now
serves no other purpose. This usually means that I blaze through a few rounds
of Samurai Warriors Xtreme Legends while listening to the local news broadcast
before turning in for the night.
But recently I decided to actually try playing something a
bit different from my usual selection of JRPGs and Koei brawlers –
specifically, I decided to try to reacquaint myself with the scrolling shooter.
Once among the most popular genres in arcades, the seemingly simple scrolling
shooter had fallen out of favor during much of the late nineties and oughts, with
few developers (Treasure comes to mind) bothering to make them, while fans
became so desperate that they would praise even mediocre games – see Dave Halverson’s
gushing over Silpheed: The Lost Planet in Gamer’s Republic for an example. Recently, iOS ports of
Japanese arcade shooters (the genre still enjoys a profitable audience in Japan) helped
rejuvenate the interest in this very noble style of electronic game.
Unfortunately, I don’t have an iPhone. I do own a PSP, so
rather than paying for old games on a new platform, I downloaded a
Turbografx-16 emulator and a Sega Genesis emulator and a few roms so that I
could enjoy old games on relatively old platform, without paying anything at
all.
Of course, I had to choose which games I would try to play –
I say “try,” as I had not actually played a scrolling shoot-em-up since the DOS
days and Raptor: Call of the Shadows – which lead me over to Hardcore Gaming101. I eventually decided on trying out some Compile shooters, since I rather
like Puyo Pop for the Game Boy Advance.
The first one I tried was MUSHA for the Genesis. It’s a vertically
scrolling shooter where the player controls a giant mecha robot in a vaguely Sengoku
era Japanese setting, which is exactly the sort of silliness that contemporary
gaming eschews to its own misfortune. The technological/mythological/historical
mash-up is one of the most enjoyable aspects of the game. I mean, you’re a
giant robot in ancient Japan
shooting electrified arrows and shurikens at giant Japanese castles on tank
treads which shoot flaming oni demon heads at you. That’s definitely something.
The other thing that I liked about MUSHA was the weapon system.
The player can collect three types of weapons and get two satellite units,
which is more or less conventional. What is unusual is that the player can
actually order the satellites with the press of a button. The two smaller ships
that fly next to the giant robot can home in on enemies, or aim themselves next
to the ship to spread gunfire across the screen. The support units are
vulnerable to enemy fire, though, so it is best for the player not to simply
set them to homing and leave them to get slaughtered by incoming enemies.
It’s a hard game too. I’ve still not managed to get past the
third level, but that’s two levels farther than the first time I played. One of
the things I like about scrolling shooters is that they’re genuinely skill
based, and time spent with them is time spent learning the skills it takes to
play them. Granted, a person with exceptional hand-eye coordination is going to
be better than somebody whose fingers get tangled up when they try to type a
six word sentence, but for being simple games based on a simple concept (shoot
the enemies; don’t get shot), the best games of this type actually have a lot
of depth that the uninitiated will not see.
The other game I’ve been playing recently is a Turbografx-16
title called Blazing Lazers in the West, although in Japan it was released as Gunhed, a
tie-in product for a live-action film based on a manga by Kia Asamiya. I haven’t
seen the film and the manga doesn’t seem to be available in English, so what
relation they have to a more-or-less stereotypical space-shooter, I couldn’t
say. What I can say is that the Blazing Lazers is good simple fun.
It’s another vertically scrolling shooter, and it also has
power ups that the player can collect. There are four types of weapons, spread
shot, waves, a wide electrical current that mows down anything in its path, and
a spinning balls that protect the ship. This is about as conventional as it
gets, except that secondary power ups will change the range and spread of the
weapons. My favorite is “field thunder,” which makes the third power up shoot
out in waves that make patterns around the screen.
I didn’t think Blazing Lazers was as difficult as MUSHA, but
it’s hardly as easy as your average platformer (for me, at least, being rather
new to the genre). The sci-fi theme is not nearly so striking as MUSHA’s – no Noh
theater mask gunships to be found here – but the weapon system is quite to my liking. Comparably simpler, but the sheer number of different
combinations makes up for not being able to customize satellite support.
Compile is one of those interesting Japanese developers
whose games I have read about more often than I’ve played them. They were
extremely active on the Japanese MSX computer scene, releasing disc magazines
and games in all sorts of genres. They’re still around, sort-of, in the form of
Compile Heart, a team made of former Compile employees whose games are
published by Nippon Ichi. Compile Hearts most notable games in the US market are
Record of Agarest War and Hyperdimension Neptunia, which…
Okay, the less said about those games, the better. Still, if
they ever decide to stop pandering to creepy otaku types, there is hope that
the development team formerly known as Compile could still craft games like
MUSHA and Blazing Lazers. I may use them to whittle away my free time because I’m
too tired to do anything else, but the level of craft that went into these
games is both apparent and highly respectable.
And hopefully, I'll get around to watching some movies some time soon.
And hopefully, I'll get around to watching some movies some time soon.
2/9/12
Apparently, I am the Genre Police
Funny how it’s only been a week or so since I wrote a little
bit about how it isn’t my job to correct people who are wrong on the internet
and an article shows up on a blog I enjoy which makes me want to publicly raise
my objections.
There’s a lot to love about Black Gate’s blog. They’ve done
admirable work with articles about authors who deserve more attention. I
particularly appreciate their retrospectives on Leigh Brackett, Manly WadeWellman, and Clark Ashton Smith. Their three part retrospective on the originsof the fantasy genre as a whole is highly worth reading for the fan of fantasy
fiction, which many of Black Gate’s editors write quite well.
Among these editors is John R. Fultz, whose recent novel,
Seven Princes, has attracted much positive attention. I read a post on a forum
which compared it to Jack Vance’s Lyonesse trilogy, which is high praise to say
the least. And if it’s an apt comparison, I have to give Mr. Fultz a tip of the
hat; it takes guts to publish that sort of mythic fantasy when the current
trend in the genre is “in the grim darkness of… there is only grim darkness.”
So it is not personal when I say that Mr. Fultz’s “DANGEROUSBEAUTY: The Kung Fu Fantasies of Zhang Yimou,” is a presumptuous, wrong-headed,
almost contemptible look at the wuxia genre as a whole, and a bland, uncritical
paean to a mistake so big that Zhang Yimou had to make it over three movies.
I will not bother with a critical examination of Zhang Yimou’s
films here; they, and the enamored western public, exhausted my patience when
they were new. Needless to say, I have a number of aesthetic, political, and
ethical bones to pick with Zhang and the critics who championed his films in
spite of their less than savory political underpinnings. But Mr. Fultz seems to
enjoy them primarily for their aesthetic qualities, for their evocation of “the
China of Legend, where martial arts is a magic all its own.” (His words)
Aesthetics are subjective, and personal; I disagree that Zhang’s films evoke
this vision of China
particularly well, much less better than many of the films of such directors as
King Hu, Chang Cheh, Chu Yuan, and Pan Lei. But to each his own. If Mr. Fultz
enjoys these films, I will not begrudge him his enjoyment.
I do take exception, though, to his myopic view of the genre
as a whole, as I do with certain statements that betray unfamiliarity with the
subject of not only wuxia in both its literary and cinematic forms, but with
Chinese film as a whole.
The first real red flag comes from his mistaking wuxia films
for kung fu films. This is, to some degree, like speaking of spaghetti westerns
as though they were the same as Poliziotteschi. To acknowledge
overlapping themes and visual conventions is one thing, but to mistake the one
as the same as the other is a fallacy. I also find it hard to swallow that he
refers to them almost uniformly as “flicks.”
After summing up what he believes to be the artistic triumph
of recent wuxia films (Ang Lee’s Crouching Tiger, Hidden Dragon, and Zhang
Yimou’s trio of genre excursions being the only ones he mentions), Mr. Fultz
informs us that “there’s nothing wrong with the ‘grindhouse’ style of kung fu
movie,” which makes me what he means by “grindhouse,” given that these films
were mainstream entertainment for their intended audience and home region. Compared
to Chang Cheh’s The Five Deadly Venoms and Jimmy Wang Yu’s The Master of the
Flying Guillotine, we are told, Zhang Yimou's films have “[taken] this type of
action-based movie to a whole new level of excellence.”
This illustrates precisely the problem I have with this
piece. More apt comparisons for Zhang Yimou’s films might be found in the
highly influential, elegiac work of King Hu, or the literary adaptation of Li Han-Hsiang at his
best, or even the thoughtful tragedy of Wong Kar-Wai’s Ashes of Time. But Mr.
Fultz has, either through ignorance or genuine equivocation, written off the
breadth of a nearly century old film tradition. To read his article, one would
believe that until the advent of Ang Lee’s Crouching Tiger, Hidden Dragon, the genre
contained not a single thoughtful meditation on the cycle of violence and
revenge, not a single critical examination of the xia code and the jiang-hu,
not a single film that was not a “grindhouse” style action film.
If Mr. Fultz is under the impression that Zhang Yimou’s
films have set a visual bench mark for the genre, I have to again disagree.
Although the gaudy visuals of his films appeal to western sensibilities, visual
experimentation -- whether with slow-motion, special effect, or wonky
cinematography -- has long been a staple of the wuxia genre. If he means that
there is a technical proficiency present in Zhang’s films that is lacking in
the rest of the genre, I have to once again point him to the work of King Hu,
and to Wong Kar Wai’s lone contribution. Visually arresting wuxia (and kung fu)
films existed before Crouching Tiger, Hidden Dragon, but Mr. Fultz gives us no
indication that he has actually viewed them.
And as a fan of Jet Li who has long championed his ability
to, y’know, actually act, I have to wonder at the statement that his one-note
role in Hero “is arguably the greatest role of Jet Li’s career.” What about his
deft handling of a non-action role in Ocean Heaven? What about his Golden Horse
winning performance in Peter Chan’s Warlords? What about his role as the Cantonese folk hero Wong Fei Hung in Tsui Hark’s
Once Upon a Time in China
series, where he managed, with aplomb, to fill the shoes of the legendary Kwan
Tak Hing? In the comments, there is some discussion of the melodramatic nature
of Zhang Yimou’s Curse of the Golden Flower, which Fultz compares to
Shakespeare, oblivious to the fact that it is a loose adaptation of Cao Yu’s “Thunderstorm.”
I am reminded of the brief furor caused by HBO’s “A Game of
Thrones.” Various television critics – critics unfamiliar with the fantasy
genre, its history and current trajectory, its diverse audience, and the
current enthusiasm it enjoys – made a number of statements about what it meant
as a product of its genre. Many of those critics actually enjoyed the show, but
fans took umbrage at their myopic view of fantasy, quite understandably, and
rightly. Fantasy fans are more numerous than (English speaking) wuxia and kung
fu fans, and their displeasure was made quite well known. I only hope that they
will remember their displeasure when they decide to write about subjects that,
though perhaps related, are not within the purview of their fandom.
So yeah. Apparently I am the genre cop. Also: please stop perving over Zhang Ziyi.
2/1/12
I'm not the Genre Police
It’s not so much that Lightwing23 and I have a bad
relationship so much as we have a great love-hate relationship that manifests
itself, in practical terms, as mutual annoyance. If you have not read his
overview of Christopher Paolini’s Inheritance series, I can give you an idea of
how he appraises it by telling you that I gave him the final book as a
Christmas gift. He gave me a copy of David Gaider’s latest opus, Dragon Age:
Asunder.
Lightwing23 was also present for a number of pivotal events
in my life, like my discovery of Asian cinema, kung fu and wuxia movies
particularly. One of the things he enjoys is making me rage by telling stories
about people who spout off things that are completely wrong about subjects that
interest me, and he knows that few things interest me more than my favorite
genre films.
So when he e-mailed me a link to an IGN article titled, “AsianCinema's 20 Greatest Fight Scenes,” I expected to rage. He expected me to rage
on my blog for his amusement.
Of the list, I have a few things to say. I find the listing
a bit odd. Lacking entirely in Japanese cinema – the author excluded the region
for the “purposes of focusing more on martial arts battles,” which is about as
perplexing as it gets – the list is hardly a good representative of Asian
cinema as a whole. It was nice to see a couple of Korean films make the list,
although I would not have chosen the two that made it. I was even happy to see
Invincible Armor, which has an expertly choreographed and performed finale.
That almost made up for the lack of attention to the films of Lau Kar-Leung,
Ching Siu-Tung, Chang Cheh, Kenji Misumi, and a great number of others I could
rattle off were I up to it.
But I’m not up to it. I cannot really even get worked up
about the assumption that all of the best fight sequences in Asian cinema would
be “martial arts battles,” or that fairly recent films comprise the majority of
the list. I cannot even be bothered to go off on a writer proclaiming with
certainty that the finale to Drunken Master 2 is “the very best depiction of
Zui Quan (a.k.a. Drunken Boxing) ever caught on film.”
I can’t get myself in a tizzy over this because it really is
not that bad of a list. Granted, it is not a particularly good list; I can
think of a number of people who could compile better, more comprehensive lists,
myself included. But I was not asked to write it, and the audience for whom
this article was written would likely have no truck with many of the films I
would pick. It is easy for somebody who subscribes to a historical view to want
to discuss the influential aspects of the finale to Zatoichi Monogatari, or the
tea-house scene in King Hu’s Come Drink with Me. For the student of martial
arts, there is probably a desire to highlight the very carefully constructed
depictions of Hung Gar in Lau Kar-Leung’s Martial Club. For the fan of
spectacle, it would be hard to top the finale to Ong-Bak 2, or the chaos of
John Woo’s Hard Boiled.
But for the average reader of IGN, whose interest in Hong
Kong cinema likely extends no further than what is readily available on DVD,
and whose knowledge of Asian cinema likely does not extend beyond martial arts
movies, this is probably a series of excellent recommendations. Not everyone is
likely to become a collector, let alone a historian, critic, or aficionado.
I’m not the genre police. None of us are, really. And while
there is a presumptuous edge to this list that I do not appreciate, I can
actually get behind the author’s enthusiasm for lesser seen films, like the
Indonesian film Merantau. You still cannot spell ignorance without IGN, but for
even mentioning a few underappreciated films, I have to give the writer props.
Oh, and, for the record, I actually got all of my rage out the way in the e-mail I sent to Lightwing23 yesterday.
Oh, and, for the record, I actually got all of my rage out the way in the e-mail I sent to Lightwing23 yesterday.
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