Movie Review By: SFAM
Year: 2005
Directed by: Jason Tomaric
Written by: Jason Tomaric
IMDB Reference
Degree of Cyberpunk Visuals: Medium
Correlation to Cyberpunk Themes: High
Key Cast Members:
- Derek Strombourg: Jeff St. Clair
- Orin Stalward: Bill Caco
- Joshua Adams: Gary Skiba
- Valerie Renee Law: Mira DelForna

Overview: There have been some truly interesting projects in the no-budget Sci-Fi indie movie business. One of the most impressive is Jason Tomaric’s Cl.One. Made for a budget of only 25,000, Tomaric tapped into the power of mass collaboration to solicit help from half the city of Cleveland, Ohio. While I might have a number of issues with the movie itself, nobody viewing the effects and look of Cl.One would ever think they were produced on a shoestring. In short, the Tomaric was able to pull together a far more professional looking movie based on personality alone. In a Wired article, Tomaric guestimates that he received somewhere between 1.7 to 2 million in free goods and services. The tagline for this movie is “3,000 extras. 48 locations. 650 digital effects…. Made by one kid out of his parents’ basement.” Count me as impressed!

The Story: Due to a horrible nuclear world war, the last vestiges of humanity can no longer procreate. The damage caused by radiation has genetically mutated the remaining inhabitants. So now, humanity exists in pockets of globed cities that are administered in a surveillance-type society mode. The cities are connected via a series of high—speed tunnel trains. The hope is that genetic research and cloning will offer a continuation of the species. Unfortunately, an anti-government resistance movement called Spectrum has also arisen.

Unfortunately, cloning seems to yield fully formed, but soul-less, mindless humans. In essence they are empty shells. To transform these clones into living beings, it is hypothesized that a human will be found who’s DNA has not been irradiated, and who’s genetic sequence will be an exact match needed to give life the clones. In doing so, humanity’s future will be restored.

Chancellor Derek Strombourg, the head New Athens who is beset by the loss of his only child who died due to radiation damage, has created a school of the best and brightest. But this is just a front for his real goal – to test all students with the hopes of finding the “one” – the one with the genetic match necessary to bring the dormant clones to life. After four years of searching, he finally has a match - Student Orin Stalward. To make this work, he has to initiate the experiment right at the moment that Stalward is planning on taking his own life. To make matters worse, Spectrum, the anti-government “terrorist” organization headed up by Joshua Adams is causing significant problems to Strombourg’s leadership, both in its attacks and in its intrusion into Orin’s life.

The Pacing and Story Issues: From a pacing standpoint, Cl.One starts off with an impressive “bang” and goes downhill from there. Cl.One is at best a very complicated story. I consider myself fairly astute at this point in picking up various cyberpunk themes and storylines, but still found that it took me two or three viewings just to get the jist of Cl.One’s basic plot (this is different from say, taking two or three viewings to “figure out the meaning” of movies like Oshii’s Avalon for instance). Adding to this is the relatively meandering pacing, where most of the story complications are narrated. If you aren’t awake enough to catch and assimilate a myriad of facts in seemingly innocuous dialogue moments, you’ll miss the meaning of the later scenes. In totality, the project doesn’t come together. There are a lot of interesting themes and ideas, but the execution falls short. Had they done this over, my suggestion would be to transform more story points into active story points versus narrating or orating them over a the first third of the movie. Even more problematic is the change in actor focus near the end of the movie – the “exciting mindfuck twist” finish at the end is always cool, but the change of context really muddies the overall experience.

The Acting: The acting in Cl.One is certainly nothing to write home about. Jeff St. Clair as Derek Strombourg is really the only one who delivers a consistent performance. That said, there are very few clunkers either. Nobody truly embarrass themselves, and you never really get the feeling you’re watching a cheesefest trainwreck. While this isn’t exactly a ringing endorsement, keep in mind that this cast is almost comprised completely of amateurs. Not even the director had any experience prior to this shoot. While there were few clunkers, there was also distinct lack of emotional “umph” that really detracted from the overall experience. The stilted, uneven dialogue dialogue contributes to this in that it really doesn’t give the cast much to work with. Everyone was playing their parts but the performances as a whole came off as flat, which reflected poorly on an already slow-paced flick.

The FX: One of the best ways to cut corners on low-to-no budget science fiction projects is the selection of interesting locations. Cl.One excels in transforming seemingly ordinary locations into cool science-fiction settings. In all, fourty-eight Cleveland locations where used, including a nuclear power plant, a jail and Nasa locations. But perhaps the most interesting was the laboratory, which was created in a beer brewery. While one or two of the FX scenes look cheap (primarily the train sequence), the majority of the CG used in this Cl.One worked wonderfully. The FX and overall production values were generally what you would expect from a professional film, not a no-budget indie flick. Cl.One creates a look similar to Sky Captain and the World of Tomorrow, in that the entire film has been sent through digitized color filtering. While the overall look was professional, it served to drab-down the picture, which didn’t work well when combined with flat acting and slow pacing.

Blank Clone Bodies? One of the “take on faith” science points that Cl.One asks the viewer to swallow is the idea that they can make cloned bodies which are “blank” – meaning they have no soul, no memories and no personalities. The big challenge involves figuring out how to make these blank bodies get magically filled by finding the right matching genetic sequence to give life to a thousand frozen embryos. . All sorts of questions that might go through your head are all bypassed – why can’t the way that cloning today works still work in the future? Also, if they have all this expertise at genetic engineering to the point that they “know” the match they need, why can’t they modify the genetic code prior to uploading? Even more problematic, if they are transferring DNA sequences, why does the state of the person whom the DNA is from matter (Orin needed to be suicidal for his thoughts to not transfer to the clones)? You can ask those questions if you buy-in to the idea that clones can be made without souls or thinking, etc. This is an extreme version of the blank-slate approach, one which is nonsensical on its face, and one which they provide absolutely no rationale for in the narrative.

The Bottom Line: Cl.One has some terrific things going for it, but in the end, I like the background story of its production far more than I like the movie itself. Truly, I absolutely loved the “making of” featurette. That large segments of Cleveland pitched in for free to make this movie is a crowing achievement, one which should be celebrated. In orchestrating this dynamic, Jason Tomaric shows himself to be a true film making talent. And while the lighting and production values are high quality, the movie itself just doesn’t come together. The score is way too emotional and dominating when matched with the scenes, the actor performances and dialogue. The story doesn’t hold together, and the “twist” near the end makes you seriously question the character focus choices throughout the movie. On a positive note, the lighting and visuals were consistently interesting. Because of this and the background of the production, I would recommend Cl.One to anyone interesting in indie Sci-Fi flicks.
Movie Review By: Dan Swensen
Year: 1981
Directed by: Michael Crichton
Written by: Michael Crichton
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
- Larry Roberts: Albert Finney
- Cindy Fairmont: Susan Dey
- John Reston: James Coburn

Uneven, satirical, and oddly prophetic in its own half-baked way, Michael Crichton’s 1981 film Looker takes place in a terrifying universe of glamour, dehumanization, corporate deception, and Susan Dey hooking up with Albert Finney.
SFAM NOTE: We welcome new reviewer Dan Swensen, who also runs a terrific Sci-Fi blog called the Dimfuture.net. If others are interested in joining the review team, please post a message in the review forum.
Overview: The year is 1981, and pudgy, befuddled plastic surgeon Larry Roberts (Finney) becomes involved in a mystery when one of his models, dissolved in tears, arrives in his office raving hysterically about mysterious people trying to kill her. Hours later, the model inexplicably falls from the window of her high-rise apartment, and evidence of foul play points to Roberts himself. Justifiably concerned, Roberts begins playing amateur detective, teaming up with his patient (the vapid and insecure Cindy Fairmont, played by Susan Dey) to find out what’s really happening to these models, who seem to be dying off in droves shortly after visiting Roberts’ office to be “perfected.”
Mostly relying on the incompetence of the antagonists and the near-complete apathy of the cops, Roberts eventually tracks the clues back to a company called Digital Matrix, a computer graphics and advertising firm that specializes in creating digital replicas of top commercial models. While these models are given lucrative contracts in exchange for their digital likenesses, they seem to mysteriously die shortly thereafter, their handsome royalties left unpaid. It doesn’t take long for Roberts to figure out that Digital Matrix is duplicating these models, then killing them off, as their “digital doubles” will do their job better — and for free.

Machines and Misogyny: In an age where digital replacement and enhancement of actors is now extremely commonplace, Looker seems both surprisingly relevant and woefully dated at the same time. Penned in by Hollywood’s desire for complete perfection, the models of Looker fret over millimeter-sized flaws, consumed with self-loathing over even the slightest imperfection. As the story progresses, the audience finds this to be more than mere vanity — in Crichton’s world, Digital Matrix has reduced human behavior to a set of algorithms, able to determine (and manipulate) the focus of a viewer’s attention with ultimate precision to maximize product exposure and desire.
Because these manipulations require inhuman accuracy, the models themselves soon become not only obsolete, but liabilities to the company. The theme of dehumanization — the models looked upon by the corporations, and themselves, not as human beings but commodities to be used up and thrown away — is very strong in the first half of the film, underlined by a casual misogyny that may or may not have been intentional (it was 1981, after all).

In addition to the prophetic “digital doubles” of the film, Looker’s most science-fiction invention is the L.O.O.K.E.R. device (short for Light Ocular-Oriented Kinetic Emotive Responses), a “light gun” that stuns and paralyzes the target using light. Anyone exposed to this weapon experiences a sort of “missing time” as they stand paralyzed, allowing the weapon’s user to move around, invisible and undetected, for short periods. Digital Matrix uses the device to cover their tracks, making the models’ deaths appear as suicides.
While Looker is more than a bit plodding at times, the film’s use of this device is undoubtedly the most clever effect in the film, as characters find themselves losing time without knowing how or why. (It’s also worth mentioning that the L.O.O.K.E.R. device is the movie’s only real special effect, and provides the film’s most interesting visuals.) The L.O.O.K.E.R. device is a neat little concept, one I wish could have gotten better treatment in a better film.

The Bottom Line: Unfortunately, Looker is a movie with a few good ideas that don’t quite survive the runtime. The last half-hour of the movie is an extended game of “humorous” cat-and-mouse in which the heroes and villains chase each other through a virtual landscape of digitized commercials — the best of which is a genuinely macabre moment featuring digitized kids complaining about their breakfast cereal as a real human lies dead on the prop kitchen table.
While these scenes are mildly funny on a multitude of levels (the style of commercials, for all their “digital” glory, are more akin to something out of the Fifties than anything out of science fiction), they’re out of tone with the rest of the film. Albert Finney is no action hero, and doesn’t even have the charisma necessary to be a good everyman. Susan Dey’s character is too insecure and flat to be anything but an object of pity, and James Coburn’s turn as the villain, while passable, is too brief to be interesting.

A mustachioed Eighties thug gets a taste of the L.O.O.K.E.R. device.
That’s not to say that the film can’t be enjoyed as good cheese, however — there are some amusingly inept moments (watch for the car “crashing” into the fountain), and the few special effects are decent enough. Overall, Looker is probably more interesting as a historical piece than as a thriller — though it’s dated badly on a number of levels, the ideas of dehumanization and artifice that it puts forth were, for 1981, surprisingly forward-thinking. It might also be interesting to note that Looker made the first real attempt at a realistic CGI character, as well as the first movie to used 3-D computer shading.
After its release in theaters, Looker haunted the bleak hinterlands of early Eighties cable television for awhile (probably sandwiched somewhere between showings of Krull and The Entity), and is out on DVD now. Oh, and if you care about that sort of thing, Susan Dey is naked in it.
-Dan Swensen
Movie Review By: SFAM
Directed by: Michael Winterbottom
Written by: Frank Cottrell Boyce
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: High
Key Cast Members:
William Geld: Tim Robbins
Maria Gonzales: Samantha Morton
Overview: Code 46 is a movie that generates significant disagreement on ratings. The pacing is glacially slow, but there are enough interesting ideas that many viewers will really dig the final product. Viruses as transhuman upgrades, memory removal, and problems brought on by mass cloning all are mashed together to give an interesting, but somewhat incoherent view of a near-term dystopic future. The cinematography is interesting, and the story itself may end up working well enough for some to enjoy the final product.
The Setting: Code 46 takes place in a non-specific near future, where overpopulation and degradation of the earth have led to a situation where cities have become protected entities. The population is now divided into those living in the outside and those citizens who have rights to live within. Each city has restricted access – a person is required to have “papelles” (a valid passport/visa) to enter. For some reason, even though there is massive overpopulation, cloning has been used in an overabundant fashion. There is even a law, Code 46, which restricts the relations between those who are genetically similar. Viruses have been genetically engineered to allow new capabilities for people, but also have become so deadly that people must have a valid insurance policy to stay in the city.
The Story: William Geld, played by Time Robbins, is an insurance investigator imbued with an empathy virus, who’s been tasked to track down a forged papelle ring in Shanghai. Shortly after arriving, William quickly determines that the guilty party is a worker named Maria Gonzales (Samantha Morton), but he doesn’t turn her in. For some reason, even though he is happily married, he is strangely attracted to Maria, so he falsely implicates someone else. After following her home, Maria and William become fall for one another. William leaves the next day for home, but is brought back a few weeks later when the forged papelles continue to be produced. He decides to turn Maria in, but she has left. After investigating, he finds that she had incurred a code 46 violation. William fears that he is the genetically similar party and sets off to find her.
The Acting: Director Michael Winterbottom seems to be going for a Lost in Translation type vibe, but this feel doesn’t really work very well. The leads both turn in believable performances, but something is missing. While the world certainly has an alienated feel, there’s never a sense that the chemistry William and Samantha is strong enough to support a “genetic attraction.” It’s all cerebral. Unfortunately, with the rediculously slow pacing of the movie, this merely adds disconnectedness with the audience.
Viruses as Genetic Upgrades: In Code 46, custom made viruses are used for short to long term sensory upgrades. William has an “empathy” virus which allows him to read people’s thoughts. Other viruses allow skills to be developed. The weird thing about the use of viruses as an idea for genetic manipulation is that it causes all sorts of dangerous linkages. For instance, viruses can be passed on, and worse, can change over time. This, I think, is why insurance may play such a large role in Code 46, and why the cities are cordoned off (again, this isn’t really explored all that well). It does make you wonder though, how exactly will genetic manipulation be used in the future? If we are to look for transhuman-like upgrades, are we going to be purchasing an ensemble of cocktail viruses?
Futuristic Low-budget Worldbuilding: Without a large budget, and the absence of CG, director Winterbottom struggles to make his world look futuristic. Mostly based on locations, Winterbottom also emphasizes pastel florescent shades to indicate futurism. Pastel florescent pinks, greens, and blue tones are used in most of the otherwise normal looking city scenes. The outside world is mostly desert, apparently brought on by the effects of global warming, whereas the people all dress like they’re in New Dehli. The night scenes are generally neon shots of Shanghai, which sort of fit in the cyberpunk, near-future genre. Still, there are glaring problems which break suspension of disbelief, where the futuristic world looks identical in most places. The most obvious one deals with the liberal use of modern day cars - apparently the auto industry got laid off after 2003. A cheap solution would have been to jimmy up a few futuristic fiberglass bodies to stick on-top of a jeep or VW, but instead, we are almost left with an alternate view of the present.
Cyberpunk Tower of Babel – the Creole Merging of Languages: In Code 46, English seems to be the only language used, but it has been “creoled” in that many of the words have been replaced with words from other languages. Boy and girl is now chico and chica; paper is now papelle; hello has been transformed to “meehow”; discontinued is now discontinuago. The cool part about this is how naturally the actors work the word changes into the dialogue. The problematic part of this is that within 50 years or less, the world (even if only the industrial parts) would transform into a single language. If there even is a trend toward this, I think we’d be looking more like 300-500 years for a place like Shanghai to do away with their native Chinese. The more interesting question this raises though is the issue of whether the human race is moving toward a reverse Tower of Babel, or whether the local cultures will become more entrenched as a defense against a globalized language and culture. The world is getting smaller all the time – the implications of this are far from understood right now.
Cyberpunk Oedipus Complex: Harkening back to Freud, Code 46 explores the issue of a man in love with his mother. In Code 46, this connection is so strong that it exists even when the relationship itself is not known to the participants. Personally, I never bought into anything as generalized as Freud’s Oedipus complex, and I don’t know that it works all that well here. But the genetic/cloning slant to this question certainly raises some interesting thoughts. Still, with the advent of overpopulation, its hard to see why people would resort to making an abundance of clones. Perhaps for nefarious thoughts such as body replacement parts, but it would be a stretch for an overpopulated world to create massive versions of the same person. Based on the huge insurance slant in Code 46, we might assume it had something to do with contaminated bodies, but like so many other aspects of this future world, this is never really explained.
Removal of Memories: The idea of memory modification and their removal has been explored in other movies (Eternal Sunshine of the Spotless Mind, for instance), but the general question is probably similar. Are memories discrete entities that can be targeted and wiped out, or is something more organic going on? Also, if your spouse cheats on you, will a future option for conflict resolution be to simply have the memories of the offending person and the deed itself removed? If so, would you still think your spouse cheated?
The Bottom Line: Although the plot runs at a glacial pace, and the chemistry between the actors is stilted at best, the inclusion of interesting thoughts, however haphazard, potentially make Code 46 worth a watch. I would have liked to see a bit more clarity on the basis for the technology selections, and definitely would have liked to see more emotive chemistry between the leads. The “Lost in Translation” vibe just doesn’t work here all that well. Bottom line, if you’re someone who doesn’t mind watching interesting looking paint dry, you might end up liking Code 46.
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Movie Review By: SFAM
Year: 2006
Directed by: Laszlo Kovacs, Andrew Hookway (Co-Director)
Written by: Laszlo Kovacs
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
- Sue: Sylvia C. Andreae
- Jazz: Andrew Hookway
- Marshall Pax: Bryan Patrick Stoyle
- Cash: Laszlo Kovacs
- The Nemesis: Justin Monk
Overview: UCF: Toronto Cybercide is an attempt to create a 70s style police show done up in futuristic cyberpunk. This is a production done by an enterprising group of amateur film makers called Key Pixel: Gathering of Filmers. As a review, this is a slightly different review than many I have done previously, in that I fully realize that this movie is no-budget, and is produced by highly motivated, but amateur film makers. I had previously decided not to give it a star rating, but the more I thought about it, the more it made sense to consider it in many ways as I have the rest. This review will spend more time than most on details of what I thought really worked well, along with what I felt really needed improvement.
The Story UCF: Toronto Cybercide takes place over 70 years into the future. Some aspects of society have collapsed, but the police are still on the job. A team of detectives, Sue (played by Sylvia C. Andreae), a tough action chick with a cybernetic arm and Jazz (played by Andrew Hookway), an emotive family guy, are sent to investigate some strange cyber deaths, and end up getting involved in a “good cyborg gone bad” story. Here to assist with the investigation is the almost-human Marshall Pax, a cyborg from the Unified Cybernetics Foundation. Together they must root out mafia involvement and stop the Nemesis (played by Justin Monk - and what cool name for an actor!) from randomly killing Toronto’s inhabitants.
Narrative Issues: The underlying idea for Toronto Cybercide (70s cop show done in cyberpunk) is very interesting in scope, and if executed well, provides enough grist for cyberpunk enthusiasts to sink their teeth into some neat concepts. While some aspects worked well, there were a few key scenes that really could have significantly improved the overall experience.
- The Introduction: While the text was interesting, the way it was implemented made it virtually impossible to get the context. The text wasn’t sequential, and each line started at a different time. This meant that you had to almost go back and rewind for each line to complete and then try to piece it together to figure out what was happening. Even then, we miss out on why the future still has CRT monitors, current model cars, modern phones and 1940s phones together, etc. The luddites are mentioned, but really only in passing.
- Transition leading up to the final battle: The transition leading up to the final battle is virtually nonexistent. There really should have been a scene or two leading up to how and why all three parties came together. All we are given is that a trap has been sprung by the mafia, and that the police magically seem to know where.
- Why don’t we get to see the Nemesis? The bulk of the complexity in character development involves the Nemesis, but unfortunately we rarely get to see this. To the extent he shows up, we get no sense of the internal conflict taking place within the Nemesis. Toronto Cybercide really could have benefited from two scenes (one near the beginning, and one after the kitchen scene) that explored this conflict.
- Why is the Cyborg eating regular food? One of the challenges here was in trying to make the Marshall otherworldly. The kitchen scene gives a good opportunity to show him eating a fabricated food source. Instead, he is eating milk and cake.
The Cinematography: Kovacs strong point seems to be in constructing some interesting visuals and textures. While many scenes were average, every now and then we’d get a terrific perspective shot, or angle which really added to the context of the scene. Toronto Cybercide is definitely at its best when going for a noir feel. Grays, blacks, overexposed whites and reds worked FAR better than the background soft yellow scenes. And while some scenes were exceptional, others, such as the dust scene sorely detract from the suspension of disbelief. Like the sound, consistency in crafting is definitely advocated.
The FX: The FX is very low budget, in sort of a Dr. Who sort of way. For the most part, it works though. The laser gunshots were decent enough, and while the cybernetic arm could have been better, Andreae (Sue) worked it very effectively in the action scenes to the point that it was very believable. Perhaps the coolest one, as was pointed out on the directors commentary was the knife in the book in the Club Red scene – this just worked wonderfully and really helped sell Sue’s strength. Also terrific though was the Luddite TV screen - this more than any other FX scene left a sense of a different time and place.
The Editing: For the most part, the visual editing in Toronto Cybercide really works. The pacing is solid, and most all of the investigation and action scenes work. In particular, the early battles and chase scenes really held together well, while the last fight scene came across as a tad too haphazard. The only early shot that really stuck out as wildly problematic was a quick camera jerk near the beginning when the long-haired minion was bitching about following “his part of the deal.” This could have been spliced a bit to become more workable.
The Acting: The acting in Toronto Cybercide is far from top notch – then again, this is to be expected in an amateur production. As a clear standout, Bryan Patrick Stoyle as Marshall Pax turns in a very credible performance as a stoic, post-human cyborg. More problematic were the two cops, Sylvia Andreae and Andrew Hookway. Part of the issue is they are attempting to be your traditional 15 year, jaded cop types – this was just a hard sell both due to their age, and unfamiliarity with jaded cop stuff. From a narrative perspective, their performance would be greatly aided had it been set up that most cops had already been wiped out, and that these were junior cops thrust into events greater than they were experienced to handle. This would have played far better to their age, character development and overall performance. If there was one change I would make though, it would be eliminating Kovacs’ Matrix Merovingian nod – that scene in the Club Red CLEARLY indicates how good an actor Lambert Wilson in the Matrix sequels really is. Kovacs’ acting works well in most scenes, but that dialogue stretch will get a deservedly horrid groan from all viewers.
The Music: For the most part, the electronic music accompaniment is one of the best crafted aspects of Toronto Cybercide, and adds well to the mood of many scenes. Simple movement music, such as the background for the train station scene, work wonderfully to pick up the pace. The best use of sound accompaniment was probably the emotive flashbacks that Marshall Pax. The worst was definitely the ending battle. There the music was sort of a slow, ongoing, day to day sound for a scene that needed high tension, fast paced accompaniment.
The Sound: The sound in Toronto Cybercide is sometimes great, sometimes horrid. In most scenes, we get either great background sounds or solid transfer’s of action from the left to right speakers, that carefully mimic the movement of those on-screen. These, when combined with the fast-paced electronic background accompaniment really add to the moment. In some scenes, the mix clearly needs LOTS more work – all too often the levels seem to shift dramatically, especially with the inclusion of needless white noise (the kitchen scene is probably the worst instance of this). Far worse though was a scene near the beginning - we even get an ultra-loud, high pitch sound that dominates the speakers for no particular reason – this occurs a time or two later as well. Aside from this though, clearly a lot of work to the sound FX
Best line of the movie - “Not once…did he try to grab my ass.”
Creating a Cyberpunked World Without A Budget: One of the real challenges that Kovacs and company deal with is creating a futuristic cyberpunked world on no budget. I must applaud them for making an attempt such as this, and truly hope to see more efforts such as this. Their challenge is especially problematic in that they are basically stuck with their local surroundings. Kovacs often addresses this by almost attempting to do sort of a staged play approach, where most scenes take place in barren rooms - the audience is left to fill in the details for themselves. He also attempts retrograde technology approaches, such as using 1940s phones for communications. And while some of the scenes work well, there is clearly a lot to be improved. In too many shots, we get close-ups of current year cars, lamps, and a myriad of other current-technology items that suspend disbelief. A better approach might have been to use close-up shots in cars, and so forth so as not to give away the actual “look” of the vehicle used. If they are forced to show these things, there needs to be something in the intro about describing why technology hasn’t advanced (as a counterpoint, Puzzlehead does fairly decent world-building rationales on a very low budget). In truth, the explanation on the movie cover is almost required to get the jist of the world:
In 2078 something had stopped the motor of the world.
Decades later, civilization is still recovering from the global network crash. In this post-dystopian age, remnants of the old technologies remain, including cyborgs and man-machine interfaces. To regulate the disaffected remnants - colloquially known as ‘Burnouts’ - the Unified Cybernetics Foundation is formed to deal with post-human law enforcement.
It is now 2106, one hundred years in the present. When two Toronto police detectives are caught in the middle of a specific multiple murder case involving Burnouts, UCF sends one of their Marshals to assist.
And when the Foundation gets involved, nothing is ever simple.
Toronto Cybercide works best in darker, shadow-filled scenes such as the shot above. A Noir look is a useful way of getting around technology shortcomings. More problematic though is the lack of exploration of the dynamics of the world itself. On Kovacs and Hookway’s commentary, they mention the concern in spending too much time on expository scenes. While I agree with the concern, this isn’t the only way the technology impacts on society can be conveyed. Character explorations and build-ins to the scenes themselves provide the grist for world building. Case in point – early in the film, our detectives do the traditional intro talk with the police chief. This would be a great scene for providing insight on how a police station might work differently in a cyberpunked world 100 years from now - instead, we get the chief typing away on a keyboard while staring at a CRT monitor. How about an earpiece, possibly an eye cover, and a VR glove where the police chief is interacting with a large flat screen? We wouldn’t even need to see the flatscreen to get a sense that things are different. If this makes no sense due to degredation in the technology, I’m sure that there could have been some way of conveying difference in surroundings here, without resorting to high-tech FX.
UCF Toronoto Cybercide - When Good Cyborgs Go Bad: The underlying challenge involves a specially trained marshall cyborg (the Nemesis) infected with a signal contagion. This contagion creates a complex dynamic where the Nemesis’ human portion is working hard not to allow the infection to spread, while at the same time, he is no longer in control of his actions. In an environment where we see a continual merging of man and machine, its only a matter of time before issues like this become a concern. The psychological aspect of an augmented person losing a battle over his humanity is definitely something that should require more examination. While not as explored as I much as I would have liked, the idea here is top notch, and definitely separates Toronto Cybercide from the bottom of the barrel cyberpunk flicks which don’t bother with interesting storylines.
The Bottom Line: UCF: Toronto Cybercide provides us an interesting, no-budget cyberpunk flick. I can only imagine the amount of decidation that goes in to a project such as this - in many instances this clearly shows. In some places, such as the “mood” moments, it clearly excels. Every now and then, you find a scene where everything comes together - the sound, visuals and acting have moments of riviting clarity. Some of the cinematography decisions, the pacing, the music and some fun dialogue lines serve to create a fun watching experience. Moreso, the 70s cop cyberpunk idea works. However, there are many areas where significant opportunities for improvement can be realized. If a sequel is enacted, a better explanation of the world is necessary, along with a better way of hiding current technologies. More important though would be a dramatically improved sense of consistency in the sound and visuals crafting. This more than anything else gives would move Key Pixel Productions from amateur status to that of a professional, low budget production house. Regardless, UCF: Toronto Cybercide is still a fun watch, one that I recommend you pick up. Please support this amateur cyberpunk flick and pick up a copy so that we end up with a sequel at some point.
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Movie Review By: SFAM
Year: 2002
Directed by: Kenji Kamiyama
Written by: Masamune Shirow (Story), Kenji Kamiyama (Chief Writer), et al.
IMDB Reference
Degree of Cyberpunk Visuals: High
Correlation to Cyberpunk Themes: Very High
Key Cast Members:
- Major Motoko Kusanagi: Atsuko Tanaka (Japanese), Mary McGlynn (English)
- Batou: Akio Otsuka (Japanese), Richard Epcar (English)
- Chief Daisuke Aramaki: Osamu Saka (Japanese), William Knight (English)
- Ishikawa: Yutaka Nakano (Japanese), Michael McCarty (English)
Rating: 9 out of 10
Overview: Ghost in the Shell Stand Alone Complex (GITS SAC) uses the same characters as Masume Shirow and Mamoru Oshii, but takes place prior to the first GITS movie. Like the GITS movies, GITS SAC revolves around Section 9, an elite anti-terror police force that works behind the scenes to keep the peace. The overall tenor of this series is far more action oriented than Oshii’s movies. While there are a few philosophy moments (including a terrific one with Batou and the Tachikomas), the vast majority of the season is action oriented. In short, we get high-end, slick cyberpunk butt-kicking in GITS SAC – one that’s well worth watching, even if you do miss the philosophy.
The Laughing Man Story: In a world where cyberization has become the norm for a large segment of the population, a number of negative side effects have become possible. In addition to cyberbrain hacking, a disease called Cyberbrain Sclerosis has emerged which seems to randomly affect many who’ve undergone significant cyberization. The Mega-corporation, Serano Genomics has produced a cure for Cyberbrain Sclerosis – Serano Micromachines, a nanotech implant device that, when ingested regularly supposedly halts and eventually works to cure the disease. Unfortunately, the Micromachines only seem to help a small segment of those contracting the disease. A hacker named the Laughing Man seems bent on exposing a cover-up – one which posits that the lost Murai Vaccine has an almost permanent curative for those with Cyberbrain Sclerosis. Unfortunately for Serano Genomics, a real cure for Cyberbrain Sclerosis would decimate their profitability.
The Laughing Man is a hacker extraordinaire who is able to hack into cyberbrains at will, and worse for public confidence, is able to take over TV shows at will. Section 9 has been brought in to find and stop the terrorist known as the Laughing Man. Throughout the season, while there are side plots, it’s the Laughing Man story which drives Section 9. As it continues, the intrigue builds and the plot thickens. Eventually, corporate betrayal, political scandals and personal vendettas play a role in setting the context and exposing the larger truth.
The Side Stories: While the Laughing Man is the focus of the season, there are many side quests in GITS SAC. Some of the episodes closely resemble stories from Masume Shirow’s original GITS Graphic Novel. Among these, Batou has an interesting commando encounter with his past, and Aramaki is taken prisoner by thieves in a bank, only to get involved in a more intriguing plot. For him to survive, Motoko must be able to interpret his actions from afar to correctly figure out his strategy. Generally, the stand-alone episodes are good enough to keep you entertained – some are excellent.
7Th Volume is the Best: While GITS SAC is pretty good throughout the series, the 7th volume – the last one – is by far the best. Without the 7th volume, I would probably rate GITS SAC 8 stars, but the 7th volume really deserves a 10 star rating. In the 7th volume, Section 9 is disbanded, while political intrigue hounds their very lives. The team escapes a crack commando unit and then all go their separate ways. Motoko and Batou become the focus of the volume, and in doing so, display more humanity and feeling then they do the rest of the series. On top of this, many of the best FX are found in volume 7.
Differences with Oshii and Similarities with Shirow: Whereas Mamoru Oshii’s movies centered on the impacts of a cyberpunked society to the individual (Motoko in GITS, and Batou in GITS: Innocence), GITS SAC tends to broaden the filter to look at overall patterns in society. This leads to wonderful throw-away gems like the virtual meeting room (basically a holodeck) where everyone jacks into the meeting and then disappears when complete. We also get plots centering on problems with children in this changed new society, alienation of the masses, and loss of identity and humanity as technology takes center stage in human interaction. GITS SAC is also far more like Masume Shirow’s original graphic novel. While it doesn’t have the overt sexuality of Shirow’s work, Motoko is drawn as Shirow would; Shirow’s humor is evident in a number of the episodes; and the action takes center stage for the most part.
The Tachikomas: Early on, Major Motoko Kusanagi determined that the Tachikomas weren’t destined to be front-line fighting droids. For this reason, in order to become useful, the Tachikomas sped up their learning AI processing. As the season progresses, the Tachikomas begin to exhibit full signs of sentience, including Freewill and more devious functioning – so much so that Motoko becomes worried about their potential. Many interesting discussions take place over the development of the Tachikomas. One of the more intriguing ones that wasn’t really answered was whether being a digital life form instead of an analog one, would the Tachikomas ever develop a Ghost?
External Memory Devices and Cyberbrains – Augmented Thinking: One of the really interesting things about the GITS world is the integration of augmented brains. Conversations and complex thinking become dramatically enhanced. While the philosophical conversations are significantly reduced in GITS SAC when compared to the GITS movies, we still get a myriad of instances where cyberbrains allow people to call up a set of details about any subject that no other human could ever do. Cyberbrains in GITS SAC show a society where humanity truly has become post-human in a very real way, even though the actual look of most humans hasn’t changed much.
The Dubbing: GITS SAC is one of the few animes where the English cast is just about as good as the Japanese cast. Both William Knight (Aramaki) and Richard Epcar have been in their roles from the initial Ghost in the Shell movie in 1995, and all of the cast members have stayed consisted for both GITS Innocence and GITS SAC. Atsuko Tanaka (Motoko), Akio Ôtsuka (Batou), and Kôichi Yamadera (Togusa) have also been in their roles since 1995. It’s hard to pass up on Atsuko Tanaka though – I love her as Motoko. In any event, while the moods between the English and Japanese cast are different, they are both excellent.
The Sound: GITS SAC consistently has decent quality sound supporting the visuals. The use of the side speakers for voices is especially emphasized. The sound FX (explosions, gun shots, car chases) are always top notch. But truly, the most impressive thing in terms of sound is the sound track. The opening and closing songs (Inner Universe and Lithium Flower) by Yoko Kanno are flat out terrific. Throughout, we are treated to a variety of songs and background music, which almost always add to the action and visuals on screen.
The Visuals: GITS SAC has a variety of aids that add to the overall quality of the look. While some shots look pretty basic, others involve a variety of cool FX, including digital color grading, a myriad of environmental effects, and cell-shaded computer models. GITS SAC gives us a variety of color palettes including dominant greens, reds and blacks, and occasional blues and yellows. Overall, GITS SAC is a very professional, high quality production.
The Bottom Line: GITS SAC is a high quality cyberpunk production. While I personally like the tone and tenor of Oshii’s movies far more than I do GITS SAC, this is a personal preference. GITS SAC provides continued quality action wrapped up in impressive visuals and sound. While the first 6 volumes might only merit an 8 star rating, the conclusion is just terrific. This, along with the overall high level crafting GITS SAC provides throughout (visuals, sound, dubbing, songs) certainly raises the bar. And do yourself a favor – watch GITS SAC on a system with high quality surround sound – you’ll notice the difference.
Movie Review By: SFAM
Year: 1980
Directed by: Fred Barzyk & David R. Loxton
Written by: Diane English & Roger Swaybill (script), Ursula K. Le Guin (novel)
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
George Orr: Bruce Davison
Dr. William Haber: Kevin Conway
Heather LeLache: Margaret Avery
Overview: Lathe of Heaven is one of the classic SciFi books by Ursula K. Leguin. The 1980 adaptation (unlike the 2002 version) stays pretty faithful to the book, and is a very well done low-budget made-for-TV movie. Unfortunately, the original master was lost, so the DVD transfer was taken from a VCR recording of the 1980 TV broadcast. The quality isn’t great, but the story more than makes up for it. Lathe of Heaven is as symbolic as much as it is a narrative. Overall, the film provides an immersive experience with a truly interesting ending.
The Story: Thirty years into the future, the world has been decimated by a nuclear holocaust. George Orr (Bruce Davidson), having just been exposed to massive radiation lays dying. Somehow his body is changed, and he has the power to “dream” the world back into existence, just as it was, but without the nuclear holocaust. He forgets that this has occurred and tries to live his life normally, but is continually plagued by dreams that can effect changes in reality. In this dystopic, controlling future, he is forced to undergo psychiatric therapy, and is assigned to Dr. Haber, an expert in dream problems. George is looking for Dr. Haber to “cure” him, but Haber has other ideas.
Dr. Haber quickly realizes that George is not crazy, but in fact possesses the most powerful gift ever given to man. Haber sees this as an opportunity to reshape the humanity and the world itself to become the ideal place that Man has always intended. Haber, using his dream-enhancement technology, asks George to have an effective dream about removing pollution. George does, but ends up removing all clouds, leaving the earth ever increasingly hot and dry. Haber forces George to dream of a way to cure overpopulation – this results in a plague that kills of 75% of the world’s population. Haber forces George to dream of peace on earth which results in an alien invasion that unites humanity but which can lead to the destruction of the earth itself.
Even though Haber feigns ignorance of what’s really occurring, George quickly figures out that Haber is using him. Unfortunately, George doesn’t have the force of will to truly confront Haber. Instead, he enlists the services of a lawyer named Heather (Margaret Avery) to help get his psychiatrist changed to someone other than Haber. Unfortunately, when Heather goes to visit a session, it is already too late, as George’s effective dream has just killed off 75% of the world’s population.
This pattern of George leaving, and returning continues, finally resulting in Haber forcing George to dream of removing racism (which results in everyone becoming gray) – Haber’s real purpose is to capture and duplicate George’s powers through his dream machines. Haber decides that the maladies are caused by inadequacies in George, and that he, an enlightened scientist will be able to have pure dreams that will result in the betterment of mankind. Unfortunately, when Haber dreams an effective dream, his results in a dream that will “unmake” reality. Only George can come and try to challenge Haber to a test of wills to bring a semblance of reality back.
Taosim versus Positivism: Lathe of Heaven sets up a dual between a Taoist philosophy of participation versus a positivistic one. George Orr, representing the Taoist philosophy, is perfectly willing to let the world take its own course. Even though he has the power to change the course of humanity, he prefers to go with the flow, and understands that overt and specific changes to a very complex and interdependent world will result in disaster. Dr. Haber represents the positivist view, and sees technological advancement as the primary means of improving the human condition – moreso, he believes his duty as a scientist is to utilize George’s gift to transform the world for the better. After experiencing a series of continually worse impacts to the world when forcing George to use his power, Haber finally decides the problem is with George’s unconsciousness. It never occurs to him that the real danger is in converting George’s power to a technology that can transform reality.
Le Guin’s message is clear: incredible power, especially augmented by technology, cannot be used in a simplistic way to transform a reality which is complex and intertwined. Instead, those interested in change must “go with the flow” of reality and change the human condition within the context of there normal interaction. The use of dominating power over nature will result and a dystopic future. This is in fact what Lathe of Heaven portrays.
Is Lathe of Heaven Cyberpunk? I do agree that Lathe of Heaven at best is a cyberpunk fantasy. I include it here primarily due to the use of technology, invented for the purpose of human betterment, that ends up instead almost destroying humanity. Haber’s dream enhancement technology results in increasing George’s capabilities, and ultimately leads a true cyberpunked future. Human diversity is quashed when everyone left alive (after the plague kills over 75% of the population) turns gray. Individuality is suppressed in an attempt to eliminate conflict. In the end, the message is a similar cyberpunk theme – the use of technology to remake the perfect society results in a dehumanized, sanitized dystopia.
The Bottom Line: Although low budget, the Lathe of Heaven is effective in transforming a very philosophical book to a motivating film. The dual of Taoism versus positivism is mirrored in the colors, where the Taoist earth tones dual the technological grays and whites. The three leads deliver quality performances, and the story itself is captivating. While some of the FX are suspect, and the quality of the DVD is poor (the original master was lost), Lathe of Heaven is well worth a watch.
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Movie Review By: SFAM
Year: 2000
Directed by: Allan Moyle
Written by: Christopher Pelham
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
Clone #1/Toffler 3: Stephen Baldwin
Toffler/Fisk 2: Kim Coates
Fisk/Toffler 2: Kyle MacLachlan
Overview: Xchange is one of those movies that comes up with an interesting if unbelievable Sci-Fi premise (mind transference technology) and then proceeds to hose it beyond all recognition with a horrid script, bad acting and flat out bizarre (not in a good way) scenes. Still the initial idea about exchanging conscious minds is interesting enough to at least keep you watching for the first 20 minutes or so. Whether you care to after that is truly a matter of how much you like trashy cyberpunked Sci-Fi.
The Setting: In the near future, the technology can enable a person’s consciousness to be exchanged with another. So while you may take on the speech patterns of the new “host,” your thoughts and memories are still “yours.” Furthering this technology, a company, Xchange, now uses this technology to enable instant travel across the globe. You just need to go into an Xchange office, agree upon a temporary host (male or female), and plug-in. But wait, there’s more! In addition to Xchanges with humans, the Xchange corporation has also created disposable clones with supra-human abilities that are ready-made to accept a temporary mind transferal. Unfortunately, the clones only last a few days before self-destructing (one might wonder how the development of a full human clone that only lasts two days could possibly be cost-effective, but, um, this isn’t really explored). Unfortunately for society, the near-future has turned onto a world of the haves and have-nots, where corporations sit on top of a society where life is only valued if you are a corporate stooge.
The Story: Toffler (Kim Coates) is a corporate executive who has it all. His one fear is that he’s afraid of undergoing mind transferal travel, or “floating” as it has become called. Unfortunately for him, his biggest corporate customer’s CEO has been murdered and the CEO’s son needs him by his side in an hour for an important meeting on the other side of the country. Due to the time issue, Toffler is forced to undergo his first floating instance. A temporary host has been found at the last minute, so everything seems to be set. While the transferal and meeting goes off without a hitch, and in fact Toffler (now Kyle MacLachlan) has found the experience to be enjoyable, problems arise when Toffler goes back the next day to transfer into his own body. Unfortunately, the temporary host that now is traveling in Toffer’s body has not returned – worse, his current body appears to be stolen, and the Xchange corporation is asking for it to be returned. In fact, it appears that the most notorious terrorist now is in control of his body.
The CEO for Xchange (Janet Kidder) asks Toffler to take on the body of a clone until his real body is found. This is Tofflers’ worst nightmare. Considering clones only last a few days or so, Toffler freaks out and escapes. Strangely, he eventually gets someone to put him in a clone (Stephen Baldwin) anyways so that he can go out and find his body. From the moment Toffler escapes until the end, we get a completely bizarre and convoluted plot of corporate slimes treating the little people like trash, and screwing whoever they need to get to the top. I could go into details, but truly, for the most part it’s about as predictable as you can get.
Scenes Too Stupid for Words: OK, Xchange is almost worth sitting through just to see the quick-cut shot of the CEO chick in the buff screwing the son bad guy while arguing about their absurd take over the world plan at the same time. The narrative called for the beans to be spilled on who the bad guys were, and why they were working together, so, for whatever reasons, they tried to combine the two scenes into one. Truly, this has to be one of the most idiotic sex scenes ever put on film. There are others in Xchange that are pretty bad, where similarly, something has to happen in the narrative but they couldn’t bother spending more than 10 minutes coming up with the details. But truly, the CEO sex scene has to be seen to be believed.
The Bottom Line: The mind transfer technology in Xchange could have potentially been interesting, but instead it is delivered in a completely simplistic and non-believable way. Worse, the surrounding story sucks horribly, and the acting, especially from Stephen Baldwin is pretty lousy. But again, the story idea was at least interesting, as was the bizarre floater bar. And the production values were at least on par with TV movies, so Xchange earns a solid 4 stars.
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Movie Review By: SFAM
Year: 2002
Directed by: Steven Spielberg
Written by: Philip K. Dick (short story), Scott Frank & Jon Cohen (screenplay)
IMDB Reference
Degree of Cyberpunk Visuals: High
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
Chief John Anderton: Tom Cruise
Pre-Crime Director Lamar Burgess: Max von Sydow
Agatha: Samantha Morton
Danny Witwer: Collin Ferrel
Evanna (John’s Wife): Jessica Capshaw
Overview: Minority Report, directed by Steven Spielberg, is another one of the large scale production cyberpunk movies that cleared a hefty gross (358 million worldwide, not counting DVD sales). Minority Report works both as a summer blockbuster (it was released in June), but also as a fairly intelligent cyberpunk flick. Based on another terrific story from Phillip K. Dick, Minority Report has a terrific cast headed up by Tom Cruise and Max Von Sydow, awesome special effects, and terrific music and sound FX throughout.
The Story: In Minority Report, Tom Cruise stars as John Anderton, a police chief at the head of an elite pilot police program, now in its sixth year, that prevents crimes BEFORE they are committed. The year is 2054, and the ability now exists within gifted, but altered people called “precogs” to tell when someone is about to commit a crime. The Precogs, comprised of two twins and one woman, Agatha (played wonderfully by Samantha Morton), are kept at all times in a dreamlike state in strange pool of water. The Precogs receive visions of murders that will be taking place. Based on an elaborate system that works off the Precogs, the police are able to extract the visions and are given the names of the murder victim and the murderer on color coded balls. Based on this, all premeditated murders have become a thing of the past – now the only murders that “might” take place are the crimes of passion, or “red balls” in Minority Report terms. When a red ball comes, the John Anderton must quickly work with the dreams to find the location of the murder (which often is only a few minutes or hours into the future) so that his team can rush to prevent it.
The end result of this technology is that people are being imprisoned for the crime PRIOR to committing it. Those who are identified by the Precogs are immediately sentenced to a strange virtual prison, where they are stuck in perpetual dreamstate (no word is given why they aren’t relegated to a normal prison). Through a quirky situation, John Anderton is brought in close proximity to the Precog, Agatha – she grabs him and fervently relays a vision that has occurred in the past. In tracking this down, John Anderton learns that sometimes one of the three Precogs actually deliver a vision that differs from the other two. This vision, termed a “Minority Report” is quickly discarded so as not to be seen as threatening the integrity of the process.
Anderton, plagued by the death of his son by an unknown assailant prior to the Precogs, has traditionally been the program’s biggest proponent. However, after learning of the Minority Report, he becomes concerned with the possibility that he has in fact been putting innocent people away. But unfortunately, his investigation into this matter has created powerful enemies. A new red ball vision is created, only this time Anderton finds out that HE is supposed to commit a murder in 36 hours. Convinced that he has been unfairly targeted, Anderton escapes from his former team and goes on a crusade to clear his name. His plight forces him to replace his eyes (used for retina scans at all security posts), and eventually takes him to the bottom of the Pilot Program’s seedy beginning.
Story Issues : Nevermind the issue that the creepy hacker dude is able to jury-rig a vision scanning and extraction device faster than Scotty can fix a warp drive, Minority Report has a major issue with the technology that’s really never taken seriously – the issue of freewill. If precogs really can see into the future and determine that someone “will” murder their intended victim, this negates the ability of choice at that last instant of the murder. While this is eventually addressed (no spoilers), there is no rationale provided for why freewill was ignored. In the end we are left with believing that over-zealous law enforcement personnel were able to convince the entire country to take this approach. While this is a fine plot point, it would have been far more believable had their been some indication that they actually had to do a massive conving job.
The Eyeball – the Ultimate Security Breach: The other issue with the story that really defies believability is that when John Anderton is caught, he is CONTINUALLY able to get back into the most secret areas of Police HQ by using his former eyeballs, which he keeps with him in a plastic baggie. Even though the police know he’s on the lamb, the apparently don’t feel the need to revoke Mr. Anderton’s security access privileges. This is all the more disbelievable considering EVERYTHING in society is apparently keyed off a retina scan. Sure, OK, perhaps one time they lapse on this, but three times??? Common Steven – you’re too good a story teller to let that one slide.
The Visuals: The visuals are sleek and well integrated, with some nice aqua and blue tones throughout. Interestingly, Spielberg usually goes with an overexposed type of shot to make it look almost as if one is looking at a dream sequence. Continually, we get white saturation dominating the shots. While this approach sounds weird, it ends up working wonderfully in adding to the mood of a cyberpunk film that has a massive focus on visions and dreams. As always, Spielberg gives us a plethora of truly unique visuals and mood shots. The best of the movie comes when Agatha
The FX: Minority Report consistently has absolute top-notch FX that adds interesting elements to the story. From the strange spider surveillance things, to the Boba Fett Police Podships, to the mixed modern cityscapes, the world of Minority Report comes off as a truly odd cyberpunked future. At some level, everyone seems to be living normal lives. Yet every now and then, we get a sense that the surveillance society has taken hold to the point that people have all just accepted it.
The Bottom Line: The overall mood and FX in Minority Report are terrific. The acting is great - Cruise has rarely been better, but also Von Sydow as the Police Director, Collin Ferrel as the scheming FBI agent, and Samantha Morton as the Precog are all terrific. The FX and sound If you buy the technology, chances are you give Minority Report at least a 9 or 10 star rating. Unfortunately, I did have problems buying some of this. Regardless, the story issues don’t take too much away from a very worthy cyberpunk film.
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Movie Review By: SFAM
Year: 2005
Directed by: Michael Bay
Written by: Caspian Tredwell-Owen, Alex Kurtzman & Roberto Orci
IMDB Reference
Degree of Cyberpunk Visuals: High
Correlation to Cyberpunk Themes: Medium
Key Cast Members:
Lincoln Six Echo/Tom Lincoln: Ewan McGregor
Jordan Two Delta/Sarah Jordan: Scarlett Johansson
Merrick: Sean Bean
Overview: The Island is straight Hollywood fare from the get go. In this summer bubble gum scifi-action romp, you’ll find few original ideas here, or even a coherent plot, but you will find loads of awesome visuals and even more action scenes and explosions. Vast amounts of money went into creating some rather incredible action sequences. Unfortunately, with all the thought devoted to creating those sequences, there apparently was little left for the story itself. Still, Scarlett Johansson looks absolutely gorgeous in The Island, and Ewan McGregor works as a leading man.
The Story: In the future, the desire among the rich and famous to live for ever dominates their existence. Along comes Dr. Merrick (Sean Bean) who founds the Merrick Corporation to meet this market need. The Merrick Corporation has (supposedly) found a method to take a person’s DNA and clone all of their organs within a gelatinous blob that maintains a persistent vegetative state. Unfortunately, they were never able to make this work, so instead, the Merrick Corporation broke all the laws and went with straight cloning of their human sponsors. For a cool 5 million bucks, sponsors can buy an insurance policy to ensure they always have a perfect set of organs that can be harvested to save them from whatever malady arises.
To keep the clones under control, Dr. Merrick constructs an alternate reality where a contaminated world has killed everyone except for a few fortunate souls who were rescued and placed into a special set of buildings. They have also saved an Island, which is now the only place on earth where people can live without dying. Now all the clones await their turn in the lottery, which, if won, supposedly means they will be able to go to the Island. In reality, the clones are “selected” when their sponsor has need for one of their body parts. From their diet to their associations with others to their urine output, every aspect of a clone’s life is monitored. THX-1138’s surveillance society, right down to the oppressive white, is omnipresent in The Island.
Lincoln Six-Echo, played by Ewan McGregor, is a clone who starts questioning his surroundings. He eventually gets out (through a completely idiotic plot point) and realizes that that those who leave to go to the Island are in fact being murdered. He quickly goes back to get his close friend, Jordan Two-Delta (Scarlett Johansson) who just yesterday was selected to go to the Island (her sponsor is dying from wounds suffered in a car crash). Together, they make a break for it, but are pursued by (we are told) a crack-group of ex-special forces agents led by Djimon Hounsou. With the help of a low-level employee (Steve Buscemi) that Lincoln Six-Echo befriended, Lincoln and Jordan make for Los Angeles in an attempt to find Lincoln’s sponsor to discover the truth. From there, The Island turns into a high-tech, futuristic chase movie, with continually larger explosions and action sequences dominating screen. I won’t spoil the ending for you, but suffice to say this movie is as predictable as they come.
Michael Bay’s Approach to Story Telling: It’s pretty clear that director Michael Bay doesn’t plan movies like most directors. He seems to pay FAR more attention to the visual progression than he does the actual dialogue. The narrative in Island, like most of his movies, simply doesn’t hold together. To buy it, you have to accept all sorts of inane action on the part of the characters. Michael Bay seems to construct his movies via storyboards alone – for instance, he knows that in the end, the hero and the bad guy need to fight on a high-tech, scary looking bridge with explosions going on in the background – he is far less concerned about the rationale that brings them together. In watching it, the Island is one of those rare movies that is actually more coherent if you turn off the sound. The story you make up to go with the visuals will almost certainly make more sense then some of the plot points Bay provides.
I don’t even mind that we have to accept that two clones, three and four years old, are able to outwit an entire platoon of ex-special forces personnel, or that they “magically” assume all of their cloned person’s skills (like riding flying motorcycles). I can even accept that a supervisor on a regular basis, gives a clone a key that gets him to the outside world to save the supervisor from running errands, or that the the police regularly park their squad cars in the middle of an intersection and then don’t look for broadsides, but some of the basic plot stuff really does bother me. In the Island, the cloning is a HUGE secret that implicates the entire corporation into illegal action, but none of the investors, including the Defense Department which as spent 120 Billion on this “technology,” ask any questions. Even more incredible, none of the hundreds, if not thousands of low-level employees have ever consider spilling the beans. Instead, they are so closed-mouthed, they don’t even tell their family members. Killing is cool for them, as long as they get to keep their meager paychecks. This is just one example – far worse are the ending plotlines, which have our heroes assuming that top-notch special forces personnel wouldn’t search them for weapons even after they’ve shot people (lucky for them, the special forces personnel complied), that hired thugs would hang out and watch their boss go mono-a-mono with the hero vice wasting our hero, and that the boss himself, up in the comfort of his office, would be able to make it to the hero far quicker than any of his hundred thugs who’s job it is to enforce the peace.
Product Placement Gone Wild: It’s kind of refreshing to know that in the future, all dehumanized clones have to wear Puma shoes and clothing, drink Aquafina, serve Ben & Jerry’s Ice cream to kids, model for Calvin Kline on billboards, play Xbox, seek out MSN Search as a phone book, conduct their slave work on Apple computers, steal American Express credit cards, snag rides on Mac Trucks, wear Monza watches, and look longingly at Michelob Light beers. And of course, EVERYONE will be driving either Cadillacs or Dodge Magnums in the future. The Bond movies, where you expect significant product placement, don’t hold a candle to the monstrosity that is The Island. Not only do we get an obscene number of product placements, the on-camera product “lingering” that Mr. Bay engages in is almost criminal. I felt like I should have gotten a discounted ticket due to the myriad of embedded commercials. It’s rather amazing if you think of it – that almost 70 years into the future, all these companies will still be using the same logos they use today. I must say though the product placements are very memorable – they make be both remember the product and more importantly, they instill in me the STRONG desire to never buy these products again, as I now associate these brands as contributors to fucking up my movie watching experience.
The Visuals: While I’ve bashed the Island’s plot, Michael Bay certainly deserves a lot of credit for delivering some pretty cool cyberpunk visuals. The clone development labs look pretty darn cool. Additionally, Michael Bay continually composes shots displaying wonderful color panoramas. We get gorgeous yellows and blues in a variety of textures and settings. In scene after scene, it becomes clear that while Bay isn’t too concerned about the dialogue or narrative sequences, he’s intimately involved in the look. In some cases though, the visuals, while impressive, make absolutely no sense – the worst example being the weird eye-nanobots that are needed to take pictures of the brain activity. That its necessary to have metal insects entering the eye in order to take a brainscan 70 years into the future strains credibility far past the point of reason – even worse, the brainscan cannot be processed until 48 hours!
The Action Sequences: Michael Bay is known primarily for his outrageous and visually impressive action sequences. He does not disappoint in the Island as the action is consistently top notch. We get awesome explosions, incredible chase scenes and lots of gun fire and fight sequences, all with wonderful camera angles and high quality positional surround sound. If there’s one reason to definitely not miss the Island, it’s the action sequences. Michael Bay may not be a great film maker, but he and his crew are genius at constructing creative, eye-poppingly tense action.
The Bottom Line: If there was one change I would make to the story, I would have suggested they had done away with the illegal nature of cloning (the second change would be to eliminate the magical memory transferral that happens between clones and sponsors). The Island would have worked far better if it portrayed a world were society as a whole had decided that cloned people were property. Instead, the Island practically ignores this question. But while I have a hard time suspending disbelief for the plot the Island provides us, I probably would have given it six stars, similar to a number of other Hollywood movies high quality visuals and significant plot issues. Unfortunately, the obscenely over-the-top product placement deserves at least the loss of one star. Not only are there over a dozen companies, the “linger” factor makes it clear that you’ve just paid to watch a commercial. In the end, this is simply asinine and reflects poorly on the studio (Dreamworks), the film maker (Michael Bay), and the products themselves (too numerous to mention). I would conservatively guess that the product placement easily cost the Island many tens of millions in lost revenue. The Island cost 126 million to make but only brought in 35 million, large part because virtually all reviews discussed the overbearing product placements. Word of mouth from viewers merely confirmed that if you pay to watch this in the theatre, you will be paying for commercials.
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Movie Review By: SFAM
Year: 2005
Directed by: James Bai
Written by: James Bai
IMDB Reference
Degree of Cyberpunk Visuals: Low
Correlation to Cyberpunk Themes: High
Key Cast Members:
- Puzzlehead/Walter: Stephen Galaida
- Julia: Robbie Shapiro
Overview: First let me give a great big THANK YOU to Puzzlehead Director, James Bai, who gave me a copy of this movie to review, even though it has not yet been released for general distribution (Indie filmmakers - take note! Feel free to send me your cyberpunk films to review prior to release! ). In looking at the movie poster and in hearing from others, I just HAD to get a copy of this to watch. Puzzlehead is about as far as you can get from a Hollywood production. You won’t see fast-paced action sequences here (quite the contrary – the movie is very slow paced), nor will you get futuristic scenery, or high-end FX. But make no mistake – even though the cyberpunk visuals are sparse, this is DEFINITELY a cyberpunk movie. The themes introduced and the fractured sense of humanity are fully cyberpunk.
The Setting: Puzzlehead takes place in a futuristic dystopia, where all modern technology has been destroyed. Government still exists, but has devoted all resources for medical services. Unfortunately, the movie doesn’t give us enough intro as to why this occurs – the introductory narrative does mention that anti-federalists and the luddites forced the closure of all biomechanical laboratories (apparently they got rid of all “regular” technology in the cities as well), and that now, most resources are devoted to repopulation of the species. We can infer that the significant lack of people and an extreme reaction against technology coupled with at least a semblance of government might be due to some sort of genetic experiment gone awry.
The majority of the movie takes place in a Victorian style townhouse, completely devoid of modern technology. Other sets include a decrepit, failing local grocery story, and a run-down apartment. Most external settings are comprised of run-down industrial areas. While the movie itself takes place in the future, aside for a few technology shots, the audience has to rely on the narrative and suspension of disbelief for this to work.
The Story: Humanity, it seems, is a shadow of its former self – random violence amongst is the norm, and virtually everyone we see in Puzzlehead is emotionally fractured. What little remains of the beleaguered populace is either making their way by becoming completely self-sufficient or by leaching off of others. It is in this setting that we focus on Walter – an emotionally fractured scientist who has trouble even walking out his front door. Unfortunately for Walter, he is in love with the very reclusive, local grocery store attendant, Julia (wonderfully played by Robbie Shapiro), but has never gained the courage to even attempt talking with her.
Walter (played by Stephen Galaida) decides to create an android named Puzzlehead (also played by Stephen Galaida) completely in his own image, apparently to serve as his external persona to interact in a world he prefers to avoid, and also to hopefully prompt interaction with Julia. After creating Puzzlehead, Walter spends significant time instructing Puzzlehead how to act. Walter is very derogatory controlling in his training of Puzzlehead. While Walter creates Puzzlehead with sentience, he severely restricts Puzzlehead’s behaviors. Over time, it becomes apparent to Puzzlehead that Walter has created and is using Puzzlehead for his own selfish purposes. In effect, Puzzlehead realizes that Walter sees him as nothing more than property. After Walter allows Puzzlehead to start venturing forth into society, he eventually comes into contact with Julia. Things get interesting when Walter follows up on Puzzlehead’s initial encounter with Julia.
Puzzlehead Works Better on Second Viewing: Puzzlehead is told in narration format by the android, Puzzlehead, long after these events have taken place. In total, this approach works pretty well. Although, it does have the added side-effect of making the movie work better upon second viewing. There are a number of apparently throw-away comments that the narrator (Puzzlehead) gives that the audience simply can’t process until they’ve seen the story. However, upon second viewing, this adds a context to the movie that is missing the first time through.
The Cinematography: Because the pacing in Puzzlehead is very slow, it runs the risk of inducing audience boredom. Luckily, this is largely overcome by the continually excellent shot selections throughout. It’s clear that significant thought went in to camera angles and interesting lighting approaches. Continually, we are treated to shots with extreme close-up foreground elements with action and movement occurring in the background. This approach, along with many low angle shots contributes to the sense of alienation the narrative provides.
How does an Android Develop “true” Freewill? Puzzlehead provides us with a very interesting take on the development of android sentience and self-awareness. Puzzlehead is created using a neuron-scan from his creator’s brain (Walter), and thus, has all of his memories (yet, most are rendered meaningless without the context) – unfortunately, this scan has also left Puzzlehead riddled with Walter’s flaws. Puzzlehead’s biomechanical brain, like a human’s brain, is structured and controlled by belief structures and associative memories. Emotions, which are already troubling and confusing for Puzzlehead, develop into uncontrollable deviant behaviors.
As Puzzlehead begins to develop self-awareness and freewill, he notices these tendencies that control him. These behaviors impact Puzzlehead’s ability to act the way the “real” him wants to act. His android brain, a combination of (undefined) biomechanical parts, is similar to a human’s in that he can recognize when he is doing deviant behavior, but cannot change his actions. But unlike humans, because Puzzlehead is an android, he can consider options for reprogramming his initial operating conditions. One question Puzzlehead ultimately poses is this – do androids have the possibility of becoming “exactly” the type of sentient being they want to become?
This potential ability to be “perfect” in the sense of transforming into exactly what Puzzlehead wants to become serves to reinforce Asimov’s notion that sentient robots would consider themselves superior to humans. In Puzzlehead, we get a realistic glimpse of how this might look.
Puzzlehead is an Intensely Personal Film: In judging this movie strictly on what I could learn from watching it I give it 7 stars (I would give it 7.5 if I had half stars – something I’m still working on). As a bonus, in talking with the film maker, it turns out that the film itself is an intensely personal metaphor of James Bai’s – one that you would never guess but makes perfect sense once you are told of it. Watching it with this knowledge, the complexity of the movie itself ramps up significantly, as does its accomplishment as a film – so much so that I’m strongly inclined to add another star to the review. I won’t give this part away, but instead offer Mr. Bai the opportunity to comment here if he would like to describe Puzzlehead’s personal nature in his own words.
The Bottom Line: James Bai has created a very low-budget flick that’s definitely worth a watch. While I had some problems with the acting in some of the early scenes (Galaida as Puzzlehead acts way too human at the beginning, but eventually settles into the role), and a few of the visuals which seemed too 70s looking, these are diminished as the movie progresses. Bai poses some interesting thoughts on android development – some of which are unique to movies. If you can stand a very slow-paced, intellectual cyberpunk flick without a lot of cyberpunk visuals (although I LOVE the bathroom and broken arm scenes), Puzzlehead is definitely worth a watch.
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