PHENOMENALITY: *marvelous*
MYTHICITY: *good*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTION: *metaphysical, psychological*
PHENOMENALITY: *marvelous*
PHENOMENALITY: *marvelous*
PHENOMENALITY: *marvelous*
The first time I saw Season Three, I perceived a fall-off in the show's balls-to-the-wall qualities, so much so that I rather wished the show stopped with the second season. I now think the conclusion works, partly as a callback to the events of ARMY OF DARKNESS, and I agree with the stated verdict of Bruce Campbell, to the effect that this season rounded off everything possible that could be done with the character of Ash Williams. That doesn't mean the season doesn't have a big problem, though. The introduction of the overly "normie" character of Brandy, the daughter Ash never knew he had, undercuts the wild irresponsibility of the demon-hunting insanity.
FAMILY-- Again the Necronomicon summons the Evil Dead, and Ruby seeks to gain control of the demons-- this time by performing a ritual that will make her pregnant with a demonic version of Ash, the destined savior of the world. In Elk Grove Ash and Pablo encounter Ash's old (and barely remembered) lover Candy, who informs him that all this time he's had a daughter, teenaged Brandy (Arielle Carver-O'Neill), without knowing of her. This does move Ash to assume a more responsible role, meathead though he remains. Kelly shows up from some unexplained foray in the company of Dalton, a handsome fellow who belongs to a demon-fighting cadre, the Knights of Sumeria. This engenders jealousy in Pablo. Ash, Pablo and Candy get wind of a threat to Brandy, and rush to her school. However, the demons possess Brandy's friend Rachel, and in a musically themed combat, Rachel beheads Candy-- albeit only minutes after Candy has revealed to Brandy the identity of her father. Ash destroys Rachel.
BOOTH THREE-- I'm not sure what causes Ash to suspect that Ruby may've got access to the sperm Ash had on file at the local bank-- where Ash has long been a cheerful contributor-- but he shows up in "booth three" to investigate and once again has to fight the Evil Dead. He also finds out that for some time Ruby has been at Brandy's school posing as a counselor, but Brandy, revulsed by her father's role in her mother's gruesome death, refuses to believe Ash about Ruby. Dalton tells Kelly that because Pablo still has the script of the Book embedded in his flesh, Pablo remains a danger and should be eliminated.
APPARENTLY DEAD-- You know those disreputable relatives who make a scene at funerals, by brawling with the undead deceased? Well, that's Ash thanks to the demonic revival of Candy at her funeral, all for the purpose of further alienating Brandy from Ash. I guess this is a Ruby scheme though I didn't see what benefit that alienation was to her. A vision guides Pablo, Kelly and Dalton back to the cabin to unearth the magical dagger that seems to come and go so quickly throughout the story. A Deadite tree-monster impales Dalton with a branch (wish fulfillment for Pablo?) and Dalton too becomes a Deadite who must be destroyed. When Ash shows up at Brandy's home, he finds her watching tv with a convincing simulacrum of Brock, the grandfather she never knew. Ash is forced to destroy this fake father after having seen the real one slain by the Evil Dead.
UNIFINISHED BUSINESS-- Dalton proves to be right: Pablo is susceptible to being possessed because of his history with the Book (though the show really has no rules about who can or can't be possessed, as witness the possession of the innocent Rachel). Demonic Pablo bites Kelly's leg so as to infect it with a mini-demon face. More significantly, the spirit of the real Brock (no rules about whose ghosts can or can't appear either) manifests to fill in some blanks for his demon-hunting son. It seems that in 2012, while Brock and Ash were still alienated, Brock got a visit from a Knight of Sumeria and accidentally killed the guy-- which is important only because the knight has some missing pages of the Book with him, so that's a new grail to seek. Ash goes looking for Ruby, but she's at the cabin interrogating the corpse of Dalton, so Ash has to settle for learning that Ruby's spawn, Baby Demon-Ash, is terrorizing the "nurse" Ruby forced to care for the evil tyke.
BABY PROOF-- Ash escaped dealing with his daughter's "terrible twos," but all his hassles with the demon-tyke more than compensate. While Ash tries to capture Baby Ash, the spirit of Pablo communes with that of his uncle The Brujo and learns a ritual by which he can return to life. Pablo does so. Ruby regains custody of her spawn, but Brandy is finally convinced of her father's heroism and joins his team.
TALES FROM THE RIFT-- More Knights of Sumeria show up on Ash's doorstep, and thanks to the past-vision vouchsafed Ash by his dead dad, he's able to find the missing book-pages. The Knights, aided by alive-again Pablo, attempt a ritual to open an interspatial rift that might help them control the demons. However, one of their number goes Deadite, killing all the Knights save one until Ash is able to slay the possessee. Kelly, by this time rid of her demon-infection, gets a hard jones to kill Ruby. The two of them have a big splashy battle, but Kelly loses and is slain by Ruby. The evil witch then allows Kelly's dead body to be possessed by another sorceress, Kaya.
TWIST AND SHOUT-- Ruby's attempt at deception is undermined when Pablo receives a vision from the ghost of Kelly. However, by this time Kaya, posing as Kelly, has joined Ash and Brandy as they seek out the school dance, where they hope to confront Ruby. A big fight erupts in front of the horrified students and teachers, while Ruby's spawn, now grown to manhood, battles the real Ash. Though Ash kills his clone, Ruby almost kills the hero with the dagger. However, Brandy intervenes and saves her father's life by taking the dagger and (temporarily) dying.
RIFTING APART-- Gaining custody of Brandy's body, Ash has a brilliant idea how to restore her to life: he has Pablo stab him with the dagger, so that his spirit ends up with hers in the rift-world. This works better than expected, for Ash finds not only the spirit of Brandy but those of Dalton and Kelly too. Pursued by a demon, Dalton sacrifices his ghost-life to allow the others to return to the real world. Kelly can't manage to do so because Kaya's possessing her body. Meanwhile, Kaya gets hold of the last surviving Knight, name of Zoe, who's supposed to help Kaya and Ruby gain control of the demons.
JUDGMENT DAY-- Now Ruby has both the demons and the Ash Team after her, and despite the attempt she and Kaya make to conceal themselves, they have only minimal success. Ash battles Ruby, who fends off his best efforts thanks to her immortality, and even wrecks his precious chainsaw. However, the demons arrive and accidentally save Ash's life by sucking away the spirits of Ruby and Kaya. The absence of Kaya in Kelly's body makes it possible for Ash to attempt reuniting Kelly's spirit with her body-- which finally makes it possible for Pablo to get with Kelly. However, the demons have also made a full-fledged invasion of the earth-realm with an invulnerable sixty-foot demon.
THE METTLE OF MAN-- The world is finally beset by demons, though Ash only sees the part of the battle taking place in Elk Grove. Kelly is restored to her body, but the titanic demon is on the rampage, and American soldiers seek to evacuate the town before the military drops a nuclear warhead on the creature. Ash allows his friends to escape but seeks to find an alternative battle-plan, using a tank and the super-dagger to destroy the giant demon. However, in a transition intended to call back to ARMY OF DARKNESS, Ash is somehow transported into a post-apocalyptic future, where he accepts his new destiny to continue a new fight against evil.
If anyone had told me that Sam Raimi and his colleagues could make an epic out of the simple and unpromising materials of the 1981 EVIL DEAD, I would have scoffed big-time. I also would never have believed that Raimi et al could take a meathead character like Ash and make him into "the stone the builders rejected." Yet all the things that make Ash a loser in the real world-- his laziness, his vulgarity, his man-whorishness-- are the things that give him the vitality to be a larger-than-life hero. That's one reason I classified the series as a combative drama despite all the looney-toons slapstick, because Ash ends his career as a hero taking his leave of his friends and daughter, symbolically "dying" to the world of reality but finally accepting his heroic destiny in "the world to come."
PHENOMENALITY: *marvelous*
MYTHICITY: *fair*
FRYEAN MYTHOS: *drama*
CAMPBELLIAN FUNCTIONS: *psychological, sociological*
I remembered enjoying Robert Rodriguez's PLANET TERROR pretty well when I viewed it as part of the GRINDHOUSE ensemble-feature, but for the past fifteen years I was never tempted to pull out my copy of the film and re-watch it on the small screen. Now, having watched TERROR on streaming (along with Rodriguez's faux-commercial for MACHETE, which spawned a real two-film series). And now, without seeing TERROR as part of the whole love-letter both Rodriguez and Tarantino wrote to seventies exploitation movies, this overbaked zombie flick has little more than gore effects to recommend it.
To be sure, zombie movies weren't a huge part of the seventies movie culture, but took fire more in the eighties in response to George Romero's big-budget zom-com DAWN OF THE DEAD in 1978. Of course it could be argued that the seventies were also the decade in which American filmmakers began making greater use of advances in makeup-appliances, and TERROR is replete with lots and lots of melting faces and whatnot. TERROR also resembles certain seventies sexploitation films in having a large ensemble of characters who each have separate story-lines that may or may not be brought together by some common peril.
I found that though I'd been able to disregard Rodriguez's flat characters in my first viewing of TERROR, they were far less interesting this time around. Some of them are not meant to be anything more than comic relief, like a barbecue chef who keeps telling his sheriff-brother he'll never give up his special barbecue recipe. I didn't expect much of those minor characters. But I found myself profoundly bored with the acrimonious relationship of the dysfunctional married couple, played by Josh Brolin and Marley Shelton. All we know is that Shelton's character wants to leave Brolin's character because he's some sort of violent control freak. But the wife is also a bisexual who apparently committed to the male doctor and had a child by him, and who plans to leave her husband for a former female lover. What then made Shelton commit to Brolin the first time? Rodriguez's script is too insubstantial even to give a hint.
The central relationship, though, is that of a mysterious gunman, El Wray (Freddy Rodriguez) and his former girlfriend, go-go dancer Cherry Darling (Rose McGowan). Rodriguez at least built up the failure of their relationship somewhat better than he did with the dysfunctional couple, but here too there are missing details that get plowed under as the zombie apocalypse begins, after which El and Cherry are forced to flee the brain-eaters and form a caravan of other fugitives.
Even less interesting are the schemers who created the apocalypse, bioengineer Doctor Abbington (Naveen Andrews) and rogue military man Lt. Muldoon (Bruce Willis). Muldoon still commands a presumably illegal operation oriented on recovering the chemical that unleashes the zombie plague. But since the plague is in the process of dooming the civilized world, Muldoon's activities don't have much resonance. At one point the detachment captures Cherry and some other women, and two soldiers, one played by Quentin Tarantino, attempt to rape Cherry. The best thing one can say about Tarantino's performance is that he's intending to place a one-dimensional scumbag, and so, aside from one very corny line, he accomplishes his task.
Since El Wray is so vague as to become inert, the only strong persona is that of Cherry Darling. Unlike the others, her character arc gets substantial development within the context of an exploitation film. When the film starts, she's a dancer disenchanted with her profession, and she even considers trying to branch out as a standup comedian. A zombie assault changes all of Cherry's plans, as one undead freak rips off the dancer's left leg. El Wray improvises to give her an artificial limb, first consisting of a table leg, and later, a machine gun. The image of a go-go dancer who can shoot enemies with her artificial gun-leg is the only part of TERROR that equals the most delirious of seventies exploitation cinema, and to my knowledge McGowan has never given a more three-dimensional performance.
I don't take most of the sexual politics of TERROR seriously, though one could argue that all the "heroic bloodshed" is meant to escape the usual masculine priorities so as to pull in a feminine sensibility. But even speaking as a viewer who was never big on zombie-films, I think a lot of the zom-stomping becomes routine and therefore dull. And so I think it's unlikely I'll ever give TERROR another full viewing, be it in fifteen years or fifty.
Note: TERROR is a very minor crossover film in that it recycles Michael Parks' "Earl MacGraw" character from Rodriguez's FROM DUSK TO DAWN.
PHENOMENALITY: *marvelous*
MYTHICITY: *good*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTIONS: *cosmological, psychological*
As I write this, DIAL OF DESTINY looks to be another of many high-priced Hollywood films that will not make back its investment. This is a shame, because it's the first good sequel to the original RAIDERS OF THE LOST ARK.
It's hard to say why the contemporary audience has chosen to bypass what is almost certainly the final entry in the official series. I don't think negative reviews have much power to impede the mass audience's determination to see something they deem potentially entertaining. Thus the most likely conclusion is that many moviegoers just weren't stoked by the idea of seeing octogenarian actor Harrison Ford reprise the role of "tomb raider" Indiana Jones. Despite such viewers having experienced the reality-bending wizardries of which cinema is capable, they just didn't want to see Indy as an old guy. Perhaps negative reviews weighed somewhat in the balance, even when they were as senseless as the one that claimed that the movie was just a bunch of chase scenes loosely tied together by plot. Really? What did the reviewer think the first film was, or any of the previous three sequels? In point of fact, though the plot of DESTINY is no better or worse than those of the other movies in the series, director/co-writer James Mangold and his fellow scribes made their movie far more about giving Indiana a final character-arc, as he enjoys one last adventurous hurrah during the era of the 1960s.
Once again, Indiana is forced to chase down a valuable archaeological item-- this time, a dial-like device invented by the Greek inventor Archimedes-- while also being chased by a cadre of Nazis left over from World War II, who believe that the device can transport them back in time. During the movie's prologue, Young Indy (a digitally de-aged Ford) learns that half of Archimedes' Dial is in the hands of Nazi scientist Voller (Mads Mikkelsen). In a tour de force of action, the swashbuckling hero manages to steal the incomplete device, later hiding the object in America, though publicly he claims that the Dial was lost in a European river. However, Voller survives the war and manages to get in good with the American government by contributing his technical expertise to the space race. It's not clear why, in the twenty-plus years between WWII's end and the moon landing, Voller and his new crew of Nazi aides don't abduct Indiana and torture him to learn whether he truly lost the Dial. But if the villains had done so, the plot could not have justified its most vital element: Indiana's god-daughter Helena Shaw (Phoebe Waller-Bridge).
A lot of fan-reviewers were incensed by this character long before the movie came out, or any information on her character's nature were revealed, and chief among these was a podcaster named the Critical Drinker. Again, I doubt that these fan-reviewers had any great cumulative effect on audience acceptance of DESTINY, but these limited reactions reflect some of the same reluctance to see any alteration in the sainted legend of Indiana.
Once the prologue ends, and the film proper begins in the 1960s, we see that Indiana, who would have to be no less than sixty by that time, finds his life winding down. He's retiring from his collegiate teaching position-- possibly in a forced retirement. His son Mutt (from the third sequel) has perished during the Vietnam War, and the loss has for whatever reason driven a wedge between Indiana and his wife Marion (Karen Allen), who has filed for separation. He has limited options when his god-daughter Helena Shaw re-enters his life. She's the daughter of Basil Shaw (Toby Jones), who helps Indiana steal the half-Dial from Voller, and she talks Indiana into revealing that yes, he really still has the object in question. This becomes the start of a not-so-beautiful alliance, for Helena is something of a conwoman. However, to prevent the Nazis from gaining both Indiana's relic and from finding the Dial's missing section, Indiana must work with Helena, who has in many ways patterned herself on him, more than on her actual (deceased) father.
The Drinker and similar reviewers loudly protested that Helena Shaw was a "girl boss," designed to make Indiana Jones look stupid and ineffectual while trumpeting the glories of liberated womanhood. While there have been many recent movies and teleserials which were guilty of this sin, DESTINY is not one of them. In fact, these reviewers' fierce desire to protect the "legacy" of the fictional adventurer blinded them to Mangold's deeper character arc.
I said that I didn't much like the other three sequels, but the second one, LAST CRUSADE, boasts the greater insight into the Indiana Jones character. The prologue of CRUSADE establishes that as a teenager Indiana found himself in conflict with his stuffy academic father, Henry Jones Sr. (Sean Connery). After Teen Indy tries and fails to prevent the theft of an artifact by a roguish, whip-wielding adventurer, the script heavily implies that Indiana models his own look on that of the rogue, billed as "Fedora." The script does not make explicit why Indy does so, but to me it's clearly a rebellion against Henry Sr.'s domination of his son, whom he calls "Junior." The rebellion all but screams, "You ought to love me even if I'm not the same as you!"
Though DESTINY never mentions Fedora's influence on Indiana, I think it more than likely that Mangold and his aides modeled Helena on the earlier rogue. I said above that Helena seems to have modeled herself on Indiana, who was a much more romantic figure than her bookish looking actual father. The script does not say exactly why Helena took up such dubious activities as the black-market auction of antiquities, which are anathema to Indiana Jones' ethos. But is it hard to believe that she, too, sought to get the attention of her "symbolic father" (the real one having died in the interim) by rebelling against his ethos, just as Indy did against that of Henry Sr? There's even a slight parallelism in the use of animal-names: Indiana calls his god-daughter by the unexplained pet-name "Wombat," while the heroic archaeologist took his own nickname of "Indiana" from the family dog (again, according to LAST CRUSADE).
I won't say that I fell inextricably in love with the actress Phoebe Waller-Bridge, but I didn't despise her as did the anti-girlboss crowd. I think she did all the stunts and the badinage very well, often reminding me of Karen Allen's Marion Ravenwood from the original RAIDERS. One or more early scripts toyed with the idea of giving Marion some action-scenes in DESTINY, but I think this would have been a mistake, and not solely because actress Allen is in her seventies. I think it was important to Indiana's character arc that he should meet a new iteration of his own rebellious self-image, even though Mangold does not preach this concept to the viewers. Helena may not be the ideal god-daughter, but he allows himself to forget her existence in much the same way that he (arguably) lets his relationship with Marion deteriorate. Helena storms her way into Indiana's life of quiet desperation, and despite a fair amount of collateral damage thanks to their Nazi enemies, the world is better off that the team of Indiana and "Wombat" comes into existence. She even keeps him from losing himself in his passion for the ancient worlds of bygone history, and I for one didn't think the hero was the least bit denigrated for having that moment of weakness.
I should add that none of these high-flown theories would have saved the film for me if Mangold had not presided over the most ambitious assemblage of action set-pieces since Original RAIDERS. But while the original film wins the gold in that department, the other sequels are bronze at best, while Mangold is the only contender for the silver runner-up.
PHENOMENALITY: *marvelous*
MYTHICITY: *poor*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTION: *metaphysical*
This movie's lack of both director Paul W.S. Anderson and writer Kevin Droney shows just how indispensable their services were in making the first MORTAL KOMBAT a hit. There were a couple of behind-the-scenes carryovers from the first film, but they may have done more harm than good. John R. Leonetti had been a cinematographer on the first KOMBAT, but the overall trajectory of his career showed that directing was not his strongest suit. But if anyone is to blame for ANNIHILATION, it's probably producer Larry Kasanoff, who collaborated with four other writers to produce an incoherent mishmash of motifs channeled from various incarnations of the RPG. One contemporaneous quote has Kasanoff exulting over the FX that he thought would grab the 1997 viewing public.
Oddly, the only actors who reprised their 1995 roles-- Robin Shou as Liu Kang and Talisa Soto as Kitana-- got very short shrift in the Kasanoff script. The 1995 film made Liu Kang the strongest character in the ensemble as well as the direct savior of Earth for his winning of the tournament. In ANNHILATION, there's a vague agenda about how Liu must train really hard to stave off the forces of another Outworld invasion, but his supposed training exercises are poorly conceived, thus undermining the character's entire arc. Kitana, who saw very little action in the first film, has a fine scene fighting reptile-ninjas with twin Malay daggers that can morph into bladed fans. But this character spends a lot of time in captivity, and her arc, which involves some sort of reconciliation with her mother (more on which later), is utterly botched. To be sure, though, Liu and Kitana get off better than the character Johnny Cage, played for a few minutes by a new actor before the heinous new villain kills him off.
The only other ensemble-character from 1995, Sonya Blade, is however hugely improved by her recasting, as actress Sandra Hess proves far more authoritative as a martial artist than Bridget Wilson. She's given a new partner for most of her scenes, the character of Jax, who made a very brief appearance in 1995, and who this time is essayed by one Lynn "Red" Williams. These two performers have the best fighting-scenes and character-scenes in the film, and they're the only reasons to watch ANNIHILATION.
I commented in my review of the first film that it was unwise for the sequel to pick up from KOMBAT's rule-bending conclusion. It's true that no matter course the filmmakers took, they could not have strictly abided by the franchise's internal rules, since that would sidelined all of the main characters for the next generation. But the scripters could have chosen to ignore KOMBAT's concluding cliffhanger and found some less hasty-pudding way to come up with a contemporary threat to bring all the heroes back together again.
Whereas KOMBAT emphasized that the heroes' only way to save Earth for Liu Kang to win the tournament, Kasanoff and company muddy the waters. The character of the Emperor from the first name, now given the name Shao Kan (and played by Brian Thompson), somehow breaks the rules that should have kept his forces away from Earth-- though, in order that the producers don't have pay to the effects of vast armies, the "invasion" is a synthesis of the two dimensions that makes select portions of Earth look sterile. While the good guys run around trying to figure out how the villain pulled off his caper, their advisor Rauden (now played by James Remar) somehow knows that Liu Kang must master a martial skill called "Animality," while Kitana must reconcile with her mother Sindel (Musetta Vander). The latter was supposedly killed by Shao Kan along with Kitana's father when Shao Kan conquered Outworld, but the evil one somehow resurrected Sindel and made her one of his commanders (along with more reptile-ninjas, a four-armed female warrior and a swarthy centaur).
Does Shao Kan want Sindel around to validate his rule? But if so, why doesn't he just kill Kitana when he captures her? The one scene between Shao and Kitana suggests that he wants her to become his bride, so then why does he need Sindel? One or two lines suggest that Sindell's presence helped Shao break the cosmic rules, but this goes out the window when it's revealed that one of the Elder Gods conspired with Shao to make the invasion possible. Oh yeah, and the conspiratorial Elder God Shinnok is the father to both Shao Khan and Rayden, a fact not foreshadowed at all before its blunt revelation halfway through the film.
While Kasanoff bragged on ANNIHILATION's FX-scenes, the only good fights are those which combined FX with the performers doing inventive stuntwork. Thus a scene in which Shao and Liu fight in monster-form is a big waste of time, while another in which Sonja and Jax contend with a robotic opponent works much better, partly because Hess and Williams have good chemistry. There's not much FX when Kitana battles Sindel, but it's still a blah battle, particularly when contrasted with the hard-fought conflict between Sonja and female ninja Mileena (Dana Hee). Even George S. Clinton's score improves whenever Sonja and Jax are in action!
ANNIHILATION is far from the worst film of its subgenre. Still, it's a cardinal example of filmmakers thinking that an initial success meant that they could "coast" on the sequel. They found out differently, for ANNIHILATION killed the franchise for live-action feature films for the next twenty years, until the 2021 success of a franchise reboot.
PHENOMENALITY: *marvelous*
MYTHICITY: *poor*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTION: *psychological*
Ted Danson completed this failed TV-pilot about two years before he was cast for CHEERS, so I' ll bet few people were happier than he was when the show did not result in a series. Much as I like to give unmade series the benefit of the doubt, a "Once Upon a Spy" show probably would have tainted the careers of any up-and-comers associated with it.
Jack Chenault (Danson) works for an American spy agency as a computer expert, but one day he gets called into "field work" despite his lack of training by the all-knowing agency head "The Lady" (Eleanor Parker, stuck in a nothing role). It seems that the agency is investigating a stolen NASA computer and suspicion has fallen upon eccentric scientist/millionaire Marcus Valorum (Christopher Lee). Chenault has a history with Valorum, in that the former once beat the latter out of some high-level science-award, and the agency figures that Valorum might let something slip to an old enemy out of bragging rights-- I think. Eventually 'twill be revealed that Valorum has taken a permanent ride on the crazy train, having invented a shrinking ray with which he plans to shrink Hoover Dam, just to cause lots of chaos and be generally a mean guy.
Since Chenault is not a field guy, he's teamed with a total of one field agent, Paige Tannahill (Mary-Louise Weller). Tannahill is in theory extremely skilled in both gunplay and hand-to-hand combat, but the script skimps on action in favor of far too much romantic chatter between the teammates, so the viewer has no chance to be impressed by the lady agent. Even Tannahill's climactic fight-scene against a small coterie of henchmen in the standard "villain's maze" is underwhelming.
Writer Jimmy Sangster was far better known for horror than for adventure, but he'd done far better than this knockoff in 1967's DEADLIER THAN THE MALE. As for director Ivan Nagy, I'd previously noted that his CAPTAIN AMERICA II TV-film was a little better than the previous TV-film with the hero, and SPY is a letter better than either of those. But it's a measured choice at best.
PHENOMENALITY: *marvelous*
MYTHICITY: *fair*
FRYEAN MYTHOS: *adventure*
CAMPBELLIAN FUNCTIONS: *sociological*
In my review of THE FACE OF FUMANCHU I wrote:
The only literary virtue of racist fictions is that they give the writers a motivation to create the most delirious forms of evil they can imagine, and then project them onto the representatives of what has been termed (rather simplistically) “the Other.”
In this post I’ll be dealing with two animated films, both of which were spun off from cartoon teleseries properties. None of the iterations of these properties focused totally upon racial/ethnic myths after the example of Sax Rohmer’s “Fu Manchu” novel series. Still, I surmise that modern Marxist ideological readings would see objectionable content in both franchises, though for different reasons in each case.
The history of the G.I. Joe telecartoon franchise is relatively simple. Though the “G.I. Joe” line of masculine toys (later dubbed “action figures”) dates back to 1964, the property did not beget an animated cartoon until said toy line was reinvented in the 1980s. In that version “G.I. Joe” became the name of a group of American-based anti-terrorist specialists. Though the organization maintained the semblance of a hierarchy like that of the U.S. Armed Forces, the individual “Joes” sported names and costumes more comparable to superheroes than to soldiers. In an earlier era such a group of eccentric adventure-heroes probably would have squared off against Communists or crime syndicates. But 1980s telecartoons were strongly influenced by the so-called “political correctness” meme. Thus G.I. Joe’s main opponent was a “terrorist organization” named Cobra, though unlike most real-world terrorists Cobra had no ties to any nation or ethnicity. Since the Joes included a diverse representation of races, creeds, and colors, they could be safely labeled “American.” However, to impute any ethnicity or national origin to the villains of Cobra—the fanatical leader Cobra Commander, his weapons-maker Destro, and many others—might have drawn criticism that the show was stigmatizing real peoples by making them the targets of heroic wrath in a kid’s cartoon.
G.I. JOE—THE MOVIE breaks slightly with this program. For the first time in an animated "G.I. Joe" cartoon, it’s stated that the Cobra organization has its origins in a mysterious place called “Cobra-la,” patently a jokey invocation of the famous “Shangri-La” Tibetan paradise of the James Hilton novel LOST HORIZON. Thematically the weird denizens of Cobra-la have less in common with Hilton’s saintly Tibetans than with Fu Manchu. Just as the mad Chinese doctor specialized in making weapons out of all manner of bizarre plants and animals, Cobra-la’s people—who are not literally Asian—also produce all manner of weird genetic mutations, most of which are weird man-eating plants, colossal insects, and anything else that suggests a more primitive, and hence more grotesque, civilization. Early in the story Cobra-la’s ruler “Golobulus” (Burgess Meredith) appears before the leaders of Cobra. He announces that his people have long been the power behind Cobra, and that they’re taking over thanks to Cobra Commander’s many blunders. For good measure, Golobulus causes Cobra Commander— formerly a native of Cobra-la—to undergo an evolutionary regression, gradually transforming him into a snake with partial human memories.
The Joes only find out about the new players in the game when the Cobra-la agents lead a successful raid on a new Joe super-weapon, an energy-transmitting device. A new character—name of Lt. Falcon (Don Johnson)— is partly responsible for the raid’s success, having sluffed off his duties to chat up a lady friend, who is in reality a Cobra agent. Falcon’s failure becomes the “B-story” of the movie, as Falcon—brother to regular character “Duke”—must redeem himself by undergoing intensive retraining. Fittingly, given that G.I. JOE is a cartoon version of the military, Falcon receives his retraining from “Sergeant Slaughter,” a new character in the JOE universe though he was based on the persona of a popular wrestler of the period, one who dressed up like a boot-camp topkick. In addition, Falcon’s boot-bunkmates include a guy who dresses like a basetball player and a female martial-artist who does her best fighting with her eyes closed. At this point, any references to the real world of military behavior begin to seem almost “camp.”
Falcon does finally shape up and fly right. Perhaps in dererence to the stature of the movie star voicing him, Falcon gets to be the hero who principally triumphs over Golobulus, although the climax pretty much gives everyone in the populous regular cast the chance to put the slug on a bug, or at least a bug-using evildoer. Though the regular teleseries was only sporadically inventive, I have to credit the animators on this project with having reached the same delirious heights of inventiveness seen in the Sax Rohmer novels. Most amusingly, as if to invoke (very indirectly) another “Eastern” enemy, the inhabitants of “Cobra-la” go into battle yelling the name of their country, using the same sort of ululation that some Americans associate with Muslim terrorists.
In short, G.I. JOE—THE MOVIE manages to have its cake and eat it too. The heroes wrap themselves in the vesture of Americanism, though to be sure the JOE ethos celebrates a multicultural America. Their enemies indirectly suggest the “mysterious East,” but they seem non-ethnic at first glance. Cobra-la itself is one with the bowels of the Earth, prolifically producing monsters as did Greek earth-goddesses like Gaea and Echidna. The action is always fast and furious; a lot of live-action adventure-films could take a lesson or two from this cartoon. And though none of the characters possess any depth, the villain Cobra Commander provides some affecting moments. To avenge his mutation by his masters, he allies himself to the Joe named Roadblock when the latter becomes blinded. This brings about a strong visual sequence as the snake-man rides the blind Joe’s back, telling him where to go and how to carry vital intelligence back to the good guys.
PHENOMENALITY: *marvelous*
MYTHICITY: *poor*
CAMPBELLIAN FUNCTION: *sociological*
Though I've frequently given ample space to serials that are top-of-the-line, the majority of them are pretty workmanlike, and don't reward close study. It's certainly not because many serials are cheap, since I've devoted full reviews to 90-minute horror films that might not be great, but may have some interesting theme or motif worth mentioning. American sound serials, however, offer almost nothing but action, and when action is handled in a repetitive manner, rather than by people who know how to make it fresh every time, the serial can become a study in tedium.
KING OF THE CONGO hails from the era when serials were beginning to be marginalized by television. It's a little surprising that the filmmakers chose to derive their scenario from a comic book that wasn't especially well known in its day. Of the three serials I cover here, CONGO had the greatest potential, which it didn't really exploit, though it's still the best of the three.
The serial's opening loosely resembles the setup of the 1950s jungle-comic, THUN'DA, KING OF THE CONGO, which concerned Roger Drum, a modern-day pilot, who crashed to earth in one of Africa's many unexplored valleys. In the comic, Drum enters a pocket "lost world" inhabited by both dinosaurs and primitive cave-people, and he becomes the leader of one such primitive tribe, who give him the name "Thun'da" to denote his leadership. The comic didn't keep the prehistoric elements very long, but CONGO presents them in an ambivalent fashion. There are of course no dinosaurs, which would have cost big bucks, but though there's a mysterious mist shielding the valley from the outside world, the script never explicitly says that the tribes living there are descended from prehistoric ancestors, even though the tribe that takes in Drum has a giveaway name like "the Rock People." Nevertheless, Drum's transformation into barely-clad jungle-hero is unusually faithful to the comic book origin.
However, Dtum isn't the only one to land in the mist-shrouded valley. A group of spies-- never explicitly called Communists, though they use terms like "comrade" to one another-- infiltrates the terrain, looking for a legendary mineral that might help them win the Cold War. The mineral gives CONGO a more marvelous nature than one finds in most jungle-serials. Though one can't be sure that the Rock People and their neighbors are direct descendants of Paleolithic types, the weird mineral is apparently the source of the enshrouding mists. It also has strange effects on those who come too close, for one episode's cliffhanger consists of Thun'da and another good guy getting "magnetized" to the side of a mineral-bearing rock.
Aside from the mystery of the miracle mineral, and the peregrinations of the prehistoric peoples, CONGO is largely another serial full of seesaw battles and little character interest. Buster Crabbe essays Thun'da, and though he was about 15 years older than he was in his Flash Gordon days, he still gave his role considerable charisma. Unfortunately, the spies are all one-note villains, so Thun'da doesn't have much to work with. One odd note is that in a couple of scenes the Rock People's elder seems to display limited magical powers-- he can foresee ongoing events in a crystal ball-- but there's no attempt to credit his powers to the miracle mineral or any other pseudoscience-explanation.
PHENOMENALITY: *marvelous*
MYTHICITY: *fair*