Showing posts with label zero. Show all posts
Showing posts with label zero. Show all posts

Saturday, March 7, 2015

"The Grand Budapest Hotel" by Wes Anderson

I just checked, and I've confirmed that I've never seen a Wes Anderson film before this one, so you'll excuse me if I don't recognise any of his usual schtick. I've been a bit desperate for something interesting to talk about on here for a while; the usual subjects of "New Who isn't much good" and "people on the internet are stupid" haven't seemed worth writing about lately, so I was glad to strike upon a film which captured my interest. I don't intend for this to be a review, per se - more of a reading, but I'll at least say that I enjoyed The Grand Budapest Hotel, although I wasn't completely amazed by it. Nonetheless it's a recent film which I'd actually recommend, and they seem to be few and hard to come by lately. The reason The Grand Budapest Hotel fired my imagination in particular was because I've been reasonably interested in Late Modern European history recently, a topic with which I feel the film rather substantially engages. I've particularly been interested in the bits that don't make it into one's school education; I regrettably lacked the space on my university timetable to read History, and in any event was foolishly uninterested in it as an undergraduate to my possible loss. Nonetheless a recent revival of interest on my part has allowed me to pursue subjects of personal curiosity at my own leisure, and particularly the goings-on of Central Europe over the last two hundred years or so. Thus my reading of the film is as follows: that it questions the particular concept and representation of interbellum Europe and the concept of Europe in the first half of the Twentieth Century, interrogating how reliable and authentic modern culture's image of that place and period in history is. I'm sure this is a subject which other writers have discussed, but I wanted to express my thoughts on my own. For what it's worth, The Grand Budapest Hotel reminded me of two texts in particular: the Tintin comics by Hergé, and particularly the instalment "King Ottokar's Sceptre," in regards to the cultural-historical representation of the film, and The Turn of the Screw by Henry James in regards to the manner of the narrative.

The narrative itself is one which presents multiple layers of narration: the story is the recollection of youthful experiences by an old man, relayed to a young author, who himself recorded this information as an older man in a piece of writing being read by a young woman in the present day. Thus there are, to my reckoning, four levels of narration: the book being read by the young woman, the older author's recollection of the story, the narrator's recollection of the story to the author as a young man, and the narrator's actual experience of events as a youth. This obviously affects how the story is presented; for instance, the protagonist, one of two, named Zero Moustafa, actively delays discussing his long-dead wife Agatha, and introduces her abruptly. There is a question of reliability. This is just one part of how Anderson, to my mind, evokes the notion that the modern, arguably nostalgic, vision of Europe in the first half of the Twentieth Century is fundamentally an unreliable one.

Further evidence accumulates in terms of the film's presentation. The heavy use of modelwork on, for instance, mountain cable cars, the hotel's lifts and indeed the hotel itself all convey a sense of artificiality. This is further accentuated by the quasi-historical nature of the setting. It is primarily set in a fictional Central European nation, "Zubrowka," during a Fascist uprising in 1932, one year off from the Nazi's seizure of power in Germany. The Fascists themselves border upon reality without fully duplicating it, evoking the awkward status of German-aligned Nazi imitators in Hungary, Bulgaria, Romania and the like during the Second World War. The names are a complete mish-mash of Germanic, Slavic and Francophone referents, and similarly the characters' accents simply retain those of their actors, combining English, Irish, American and French accents and more besides without any particular consistency. This is particularly embodied in the character of the other protagonist, Zero Moustafa's employer Monseiur Gustave, an English-sounding man with a French name who runs a Central European hotel. Combined with the bright purple hoteliers' uniforms, the Fascist military garb, the really quite Alcatraz-like prison inmates and the mountainous, snowy geography an image emerges of this period as a hazy and chaotic hybridisation of innumerable cultural and historical signifiers which serve to highlight the artificiality of the stereotypical image of this era in Europe. It is of course further emphasised by the state of the hotel in the "1968" era, in which Zubrowka has clearly been subsumed into the Eastern Bloc, and its Soviet-brutalist external architecture is matched by the tacky orange plastic-and-vinyl interior as a contrasting and reflecting historical stereotype. The effect is to throw this cultural picture of "chocolate-box Europe" into stark relief by exploring the idea that completely fictional historical and geographical images are just as capable of signifying a particular time period in the cultural consciousness as real places and events.

Thus the film considers this imaginary construct of a real time and space. It is further referenced in the screenplay by the juxtaposition of the notional setting to the frequent use of modern idiom and colloquialism in the screenplay. The language of several characters in the "1932" era is even more modern than most of the language in the framing "1968" setting. As such the film serves to propose how utterly disconnected from reality artistic representations of the past generally are, such that a moustachioed Ralph Fiennes in a "1932" prison can earnestly inform his visiting partner in crime Zero of his familiarity with the necessity of avoiding being a "candy ass" while claiming that he derived such knowledge from reading Penny Dreadfuls. Thus is established a juxtaposition of the cultural perception of this time in Europe, as a sadly-lost period of fine living crushed by Fascism and Modernity, with the more accurate historical argument of its status as part of the extremely drawn-out death rattle of the Nineteenth Century and the Victorian Era. This is put forward by the older Zero, who claims that Fiennes' Monsieur Gustave "sustained the illusion" of a world which truly perished before Gustave's own time. Gustave's character, whose swearing and seduction of aged noblewomen is juxtaposed to his graciousness, friendliness and public propriety, underscores the notion of the interbellum's supposed glamour and decorum as a facade, albeit not one without its own virtues. This is also on another textual level underscored by Gustave's love of Romantic poetry, which in real literary history had completely fallen from grace by this time in favour of Modernism. Romanticism was in fact viewed as a badly ageing movement before the end of the Nineteenth Century and even blamed in certain quarters for promoting and enabling the kind of careless attitudes which were held responsible for the unprecedented wastefulness and destructiveness of the First World War. Gustave's failure to ever completely recite any of his poems, and the fact that many of them aren't very good, symbolise the concept that Romantic Europe was already dead, but that society had not entirely come to terms with it by that point, and perhaps still hasn't. Dmitri's desperate desire to recover the "Boy with Apple" painting similarly represents a vain wish to cling to the Romantic past: in Dmitri's case the painting symbolises the immense wealth, status and dignity of a bygone age. The fact that it later hangs forgotten behind the counter in the hotel attests to the ultimate futility of this desire to keep that period alive for whatever reason, and Zero's replacement of it in Dmitri's house with a piece of confronting erotica further reinforces the notion that the Romantic age was just as "improper" as any other time and simply pretended that it wasn't. Thus the film also draws attention to this regretful dream that Romantic Europe was killed by Fascism: it wasn't - it had died a decade and a half earlier in the trenches.

In this way The Grand Budapest Hotel also engages with the modern cultural image of the 1930s adventure narrative. It thus evokes not only Tintin, which is actually from the period, but also later representations of cultural significance like Indiana Jones and the Last Crusade. It particularly draws attention to the idea of interbellum Europe as a place of adventure and derring-do, represented by, for instance, Gustave's ridiculous escape from prison and Zero and Gustave's sled-chase of Willem Dafoe's skiing SS-style enforcer Jopling, after which they, as such adventure characters so often do, stand around lightly clothed in the snow unaffected by the freezing conditions. The ultimate encapsulation of this is when Adrien Brody's Dmitri and a crowd of alarmed Fascist soldiers shoot up a hotel balcony in confusion while hitting no one whatsoever, such that Zero is capable of running through the fusillade to attempt to rescue Agatha. This serves to emphasise how unrealistic this perception of the period is, while simultaneously reminding of those virtues and values which can and will survive in the face of mindless violence and persecution. The success of Zero and Gustave's absurd adventure serves to mock Fascism while reminding that it was the ugly truth of the era. The Fascists' intrusions, above all other unwholesome elements presented as lurking beneath the surface of European society at that time, function as a reminder of the ultimate tragedy of the period and its doomed nature, represented by the abrupt, off-screen execution of Gustave, the surly but comical Fascist thugs of the first train confrontation being replaced by a filthy, humourless "death squad" with no interest in discussion or investigation, the fundamental empty ugliness of Fascism emerging through its thin veneer of outward respectability. Yet respectable it nearly is in the early parts of the film. The original uniforms, which partially evoke the more decorative Imperialist garb of the First World War, and the reasonable nature of Inspector Henckels, remind modern culture that the Interbellum and Fascism are one and the same. They are products of the same historical motion which occupy the same historical space, both arguably, and in part, the corrupted vestiges of the mouldering remains of long-dead Romantic Europe. The execution of Gustave as such strikingly declares that Europe at that time was not, really, a nice place to be in many respects. The description of the event is abrupt and darkly comical, however, consoling us with the knowledge that it was brutal but that it is also over.

The final component I wanted to mention is one of equivalent interest to me but one which I hadn't myself previously fully connected with the film's other ideas. That is the concept of what I might describe as, for want of a better phrase, "islands of time." What I mean by this entirely inadequate phrase is the idea of specific, especially short, historical periods which nonetheless genuinely were, or are inaccurately perceived to have been, distinct historical entities with their own peculiarities. The interbellum period is obviously a prime example of this: twenty short years which are nonetheless perceived as sort of "sticking out" rather sharply from the history around them, almost this notion that because of the First and Second World Wars the 1910s didn't really flow organically into the 1920s and 30s, which themselves "jolted" into the late 40s and then the 50s. I think the film manages to somewhat draw attention to this notion as well, without necessarily criticising it. This is particularly represented by the idea of historical inertia in the face of the sudden and unexpected. It is shown, for instance, in the hotel maintaining in a sense its normal operation despite being overrun with Fascist officers who have essentially turned it into a headquarters, or the white-garbed monks in the mountains carrying on their monastic life despite the country being completely revolutionised. Of course the most substantial image of this is the fact that Zero, thirty-six years on, has essentially bribed the local Soviet government to keep the hotel operational as a tribute to his long-lost wife and child: "We were happy here, for a little while." Thus the film conceptualises the innate contradiction of periods of history and periods of life which are structured, routine and substantial, but which are only ever temporary, and sometimes are very brief. Thus Anderson rounds out his exploration of the cultural image of the period, explaining why it is so enduring: because of this personal human tendency to perceive these "islands of time."

To conclude I ought to explain the textual comparisons I made at the beginning. The Grand Budapest Hotel of course evokes "King Ottokar's Sceptre" because both feature intrigue centred around a historical or culturally significant artefact in a fictional Central European nation under threat from fictional Fascists. Hergé's comic is period satire, of course, reflecting the political situation of the time, using fictionalised regions to enable the point he is making. Anderson's presentation of the inaccurate and nebulous modern conception of 30s Europe may therefore be compared to how such representations once had enormous relevance and purpose, but that modern culture has more or less lifted away the surface of the time period and left most of the reality behind. The Grand Budapest Hotel draws attention to this insubstantiality in modern representations and adaptations. An awareness of this very insubstantiality explains  how, for example, Steven Spielberg's 2011 "The Adventures of Tintin" spectacularly misses the point of its source material. To turn to Henry James, the film evokes The Turn of the Screw in two ways: firstly with the use of multiple layers of narration, which also involve the recollection of experiences long past, and secondly in the theme of the tension between Romantic notions and reality. What Anderson achieves in The Grand Budapest Hotel is to question the intersection of layers of history, memory and culture, and speculate upon where reality lies, and where reality intersects with beauty and fairness and happiness. Perhaps all these things are to be found mingled amongst each other, and many worse and better things beside.

Thursday, February 20, 2014

On Zero Punctuation

I met Yahtzee once, at a convention. I live in the same country as him, so it's not too surprising. It was back when he and his much less funny friends were trying to start their own TV show. I was dressed as Ganondorf at the time (and in green makeup) and I've occasionally been worried that I was one of people Yahtzee had in mind when he used to make occasional digs about bothersome costumers. Well, I don't really do the whole convention or costume thing much anymore, but I still follow the works of Yahtzee. My review of his first novel, Mogworld, can be found here. I also have a lot of fondness for his Chzo Mythos adventures games, imperfect as their creator might consider them to be with hindsight, and some of his other old adventure games, like Odysseus Kent and Adventures in the Galaxy of Fantabulous Wonderment are good for a laugh too, the latter also being a fun hybrid of various game genres. I still have a screenshot of when I got the perfect score in Trilby: The Art of Theft. I didn't really get into Poacher but I have enjoyed his more recent gaming foray, The Consuming Shadow. My point is, I would consider myself a reasonably well-versed enthusiast of Yahtzee's work.
But the thing he's best known for these days is his web review series on The Escapist, Zero Punctuation. I watch new episodes when they come out fairly regularly, and every so often when I'm doing something else I'll put old episodes on in the background just for a laugh. I like the background sight gags and the running visual jokes particularly, as well as some of the more elaborate descriptions. I think Zero Punctuation has had its ups and downs, reviews that were better or funnier than others and periods of time over which it seemed like perhaps Yahtzee was too busy or too bored to put as much effort in as he might at other times. That's purely an assertion, however. My point is that as a general rule I like Zero Punctuation.
Now Yahtzee's a big boy and he definitely doesn't need an internet nobody like me to defend him, although someone on Twitter did once ask of this blog "Is this the text version of Zero Punctuation?" which rather tickled my fancy, to be compared to one of the heavy hitters of cussing out the generic, overrated crap churned out by ruthlessly exploitative entertainment corporations and gobbled up by the undiscerning. I just wanted to give my opinion of Yahtzee's review show, because I do see criticism of it from time to time. That's fine, of course. Criticism of anything is good, and as someone who produces freeware Yahtzee has no incentive to not take criticism of any form, which I think is why he's so harsh on his own work from years gone by.
Among a lot of pretty negative reviews of Zero Punctuation on tvtropes.org, these remarks from a more positive review stood out to me:
"Yahtzee does not try to be a conventional reviewer. He talks about games in the same way your mate probably would; in the vaguest possible terms, emphasising the elements that stood out, bitching/praising odd details, and going off on wild tangents. Friends do not regard stuff like a professional critic, but the thing is that when people are buying games, their choices tend to be more influenced by their mate's advice as opposed to the critic's. A lot of it is down to the fact that you know your friends. You know their tastes and prejudices, and that helps a lot when forming a decision. I think Yahtzee does us a favour by being so transparent about his prejudices and preferences. Like my mates, I am able to contrast my own preferences with his refreshingly pithy and informal comments. I often find that more useful then (sic) the words of some faceless IGN reviewer." (http://tvtropes.org/pmwiki/review_comments.php?id=1053)
This is not unlike how I see it. The complaints I tend to see about Zero Punctuation are that the reviews are unsystematic and unstructured, that they gloss over details and make mistakes when Yahtzee seemingly couldn't be bothered to try. Putting aside the question of the balance of analysis and humour in the videos, the thing I find the most useful about Yahtzee's reviews are that they voice immediate, practical frustrations and issues, be it with the controls, storyline or what have you. These days for whatever reason I simply don't have the patience for a lot of video games, so I actually find this kind of thing relevant. Similarly, if Yahtzee plays up something for the sake of humour, or makes a mistake or glosses over an area, I don't really care because I feel after watching many episodes that that's the kind of person he is. It really is like asking the opinion of someone you know. They'll give you their impressions, potentially in a humorous way, without necessarily weighing the pros and cons. There are plenty of reviews out there that are super structured and detailed, so what does it matter if these ones have different priorities? I think Zero Punctuation generally succeeds at what it's trying to achieve.
Some viewers (and I apologise for the weasel words but I couldn't be bothered getting any more links for you) tend to object to his mistakes, which is reasonable enough, I suppose, but I figure that if he isn't enjoying a game there's probably more to it than whatever he overlooked or misunderstood. I also don't think his criticisms are driving sales away from games. I would imagine that the big gaming sites that give out numerical scores have a good deal more influence than one person's humorous videos. It'd be like blaming me if New Who got cancelled. Additionally, what does it matter? Do you want the game you like to sell well so that the developer will make more games you like? How do you know you're going to enjoy those hypothetical future games too? Alternatively, do you just want more people to buy it so that more people agree with you on the internet? Of course there's also the notion that certain heavily-marketed, glossy and subsequently popular games are, subconsciously, regarded as objectively good in the community and that disagreement with that is a form of heresy, although I think as a general rule it's a minority that suffer from that delusion. One of the clichés is that Yahtzee bashes Nintendo a lot, but despite accusing them of being uncreative and repetitious he often seems to find things to like about certain Mario and Zelda games, so that's hardly a fact.
Let me put it this way. Imagine there was some game I really liked that Yahtzee gave a really negative review to. Let's use The Last of Us as an example, although saying I "really liked" The Last of Us might be pushing it a bit. I liked it, but might not go so far as to say that I really liked it. It hardly changed my world. Anyway, Yahtzee gave that a pretty negative review, and I think that for whatever reason some of the game's more overt themes just didn't engage him. But you know what? I couldn't give a shit. Back when Super Smash Bros. Brawl came out I really liked it. Yahtzee's review of that was pretty negative too, but I didn't remotely care. Why would I? It's a video game. Similarly, I quite like RTS games. He doesn't, and often pokes fun at RTS gamers as either being amoral bastards who like to send innocent soldiers to their deaths or as boring accountant types. You know, there's work to be done in the RTS world: a game where you're made somehow to feel guilty about the deaths for which you're responsible like a real general. Anyway, I don't care that he dislikes RTS even though I do like them. What does it matter? Maybe I'm thick-skinned from finding myself liking so many unpopular and unfashionable things, and disliking the reverse, but I don't see why it matters. It really comes down to insecurity, and the mind-numbing kind of insecurity to which modern Western society has given rise, where people's interests and hobbies, which is to say the products on which they spend their money, start to infiltrate their personality and sense of self. It's one of the more insidious downsides to a capitalist economy. As a result, people identify too closely with their interests and take it personally when products they like are criticised. It's irrational. You won't die if someone dislikes something you like, you know. Reality doesn't work that way. Introspect and try to perceive subconscious reactions.
This can basically outline the schematic of how I find my experience of Zero Punctuation:

Negative Review
  1. A game I wasn't interested in: "It's funny to see him ripping into this game I either didn't even know about or had no intention of playing. Even though this is his job, I kind of feel sorry for him having to deal with this dross."
  2. A game I was interested in: "Maybe I'll look a bit further into this game and see if I really want it."
  3. A game I already own and didn't like: "It's nice to know other people have had a similar experience."
  4. A game I already own and do like: "Well, that's his opinion, and his criticisms help me evaluate my own thoughts."
Positive Review
  1. A game I wasn't interested in: "Yahtzee actually enjoyed this? Maybe I'll check it out."
  2. A game I was interested in: "Now I feel more justified in my desire to get this game."
  3. A game I already own and didn't like: "That's surprising, but fair enough. Maybe I ought to approach this game again, if I could be bothered."
  4. A game I already own and do like: "That's cool."
So really, what am I losing in this situation? It's due to Zero Punctuation that I've played a number of games I probably wouldn't have bothered with otherwise: Just Cause 2, Saints Row 2, X-Com: Enemy Unknown and Spec Ops: The Line are all examples of these, although I have to admit that I've never finished any of them. As I say, I don't have nearly as much patience for video games as Yahtzee does. Probably the one example of a game I bought due to Yahtzee's recommendation and still didn't enjoy is Bastion, but that's just how it goes, and to be fair that was on an old computer with an overheating problem where it was impossible to be patient with a game because you could only play it for a few minutes before the computer had to have a little rest.
Personally I think Zero Punctuation has its place. It's somewhere that heavily marketed triple-A titles can be lambasted in antithesis to the paid-up '7 out of 10 is bad' state of the mainstream video game journalism industry, it's reasonably funny and it can be revelatory of potentially worthwhile games that might otherwise have been lost behind the big marketers. Having a diversity of opinion is always a good thing when it comes to reviewing products, and personally I think Zero Punctuation helps to balance things out a bit in a culture of hysteria and bandwagons. Basically, reviews are meant to be aids and not instructions. If you're undecided about something, seek a variety of opinions on it. If you want something regardless, it shouldn't matter what other people think. Most importantly, if someone dislikes something you like, or the other way around, don't take it personally. That's life.