Showing posts with label Ólafur Darri Ólafsson. Show all posts
Showing posts with label Ólafur Darri Ólafsson. Show all posts

Sunday, July 3, 2016

Bedtime Stories: THE BFG


It’s hard not to see something of director Steven Spielberg in the humble craftsman at the center of his lovely adaptation of Roald Dahl’s The BFG. He’s a big friendly giant who hears all the hopes and fears of mankind, harvests magic from a land of imagination, and mixes them together lovingly into dreams and nightmares. He keeps them bottled up, stored in his workshop for safekeeping. Then, in the middle of the night, he gingerly steps out of giant country and into our world, toting his spells to send our slumbering minds drifting into tailor-made dreamlands. He, like Spielberg, knows how to cast the right spells for the just the right effects, speaking directly to our hearts and minds with a purity of intention and skill. He’s a master at what he does, and when his art starts to glow before our eyes, we know we’re in good hands. Here is a movie of such prodigious filmmaking skill deployed so gently and so casually that the trick is how easy it looks. Spielberg’s enchanting approach to family filmmaking is to allow the story to unfold at its own pace and tone, inviting empathy and letting magic appear without overly insisting on itself.

As the movie begins the towering BFG (a digital creation soulfully embodied with a sweet melancholy in Mark Rylance’s performance) encounters Sophie, a little girl (Ruby Barnhill). A precocious child, she spends her nights unhappily roaming the halls of her orphanage. She has insomnia, she’ll solemnly report, explaining her habits as well as her unfamiliarity with dreaming. Obviously it’s quite a scary thing to see a lumbering giant outside your bedroom window in the dark stillness of three o’clock in the morning. Scarier still is the moment when a hand the size of Sophie’s entire body slides in past the curtains and picks her up, spiriting the poor girl away to a hidden realm where she cowers behind enormous everyday objects. There’s a moment of unease at the initial kidnapping, but the girl quickly sees there’s nothing threatening about this gigantic man. He’s harmless, shrugging as he explains he had no choice but to take her with him. Can’t risk being reported and hunted by “human beans,” the linguistically tangled chap says.

This is a potentially worrisome situation, but Spielberg is quick to comfort the audience by revealing the BFG to be the runt of giant land. A scrawny, lanky sweetheart with twitchy big ears and a goofy grin, he’s much shorter than the others of his kind. He is picked on by the other giants (voiced by Jemaine Clement, Bill Hader, Ólafur Darri Ólafsson, and others) for being a vegetarian instead of a cold-hearted cannibal gobbling up human beans three meals a day. Their diet is only implied, but certainly puts our Friendly Giant in a position of sympathy. He just wants to work his magic in peace, but the bullies push him around, hector him about “vegi-terribles,” and start sniffing around when they smell the scent of a girl-sized snack. Sophie sees in him a loneliness she recognizes, and quickly comes to trust him. The thrust of the plot sees her protected by him, and brought into the secret dream factory he’s made his life’s work. They become buddies, trusting one another to do what’s best. There’s charming storybook logic here – surely it’s no coincidence Sophie is reading with a flashlight under the covers when he appears – as two kindred spirits bond over a desire to enjoy a life of peace, kindness, and friendship.

It’s a pleasure to exist in this movie’s world, unhurried and relaxed, allowing long dialogue scenes between the very tall man and the small girl to stretch out, the awe of the fantastical interaction seeming simply normal while seesawing in pleasing tongue-twister tangles of eccentric giant jargon and childlike innocence. Giant Country is a fantasy drawn in convincing and warm detail of delightful picture book simplicity and appeal. Spielberg is always adept at integrating effects and live action with a brilliant eye. Here he allows the digital space to create a light floating camera, and a sense of space for real emotional rapport. It’s not easy to generate a relationship between characters who only share the frame through trickery, but here he draws it out perfectly. The world itself – a humble hovel, a cave of dreams, a field of grumpy giants, swirling clouds, a glowing tree in an upside-down reflecting pool – is striking and comforting, representing the most primary colors cinematographer Janusz Kaminski has ever had in a single shot. It sparkles with pop-up book confidence.

Spielberg, and the wonderful screenplay by Melissa Mathison (the late, great writer of E.T., The Black Stallion, and Kundun), respects children’s capacity for comprehension, their ability to put together visual puzzle pieces of plot and follow a story’s imagination. The movie unfolds with a dreamlike trust in its fantasy’s power to carry away all who are receptive to it. There’s conflict, yes, as the mean giants need to be stopped before they become a deadly danger to Sophie. But the real core of conflict is found in two lonely people who make a connection, a fragile, unsustainable friendship that might as well be imaginary, but has the potential to leave them both more confident and self-sufficient individuals. It’s moving, but not condescending. The avuncular BFG (Rylance’s non-threatening eyes twinkling behind the effects) and the adorable Sophie (Barnhill the sweetest orphan this side of Annie) need only figure out the right dream – assembled in a Kinetoscope blender casting flickering shadows on the dream factory wall like Plato’s cave – to explain the situation to someone who can help. What a perfect metaphor for storytelling, and a gentle child’s-eye-view to conflict resolution.

Eventually the film reaches a poignant resolution through quietly magisterial whimsy that flips the fish-out-of-water scenario, bringing the BFG to new people and places. (It’s great fun watching surprising characters interact with his enormity, including struggling to make him feel at home in the human world, culminating in, no joke, one of the best instances of flatulence in cinema history.) But there’s no cruelty here, or in the eventual solutions to everyone’s problems. The movie’s gentility is a much-needed tonic for a cruel and cynical world. Spielberg’s masterful use of the moviemaking tools at his disposal is at once classical restraint and clear-eyed use of the cutting-edge. The result is a film of genuine absorbing, heartwarming magic. Refreshingly tender and thoughtful – like a giant gingerly moving a child’s tiny glasses to safety – the movie is soothingly composed and playfully imaginative. It’s welcome respite from all those family entertainments, good and bad alike, operating with manic panic of allowing downtime. The BFG has patience, the visual poise to play out in long takes and to treat its digital creations as wonders instead of routine spectacle. Best of all, it has the confidence to let small, delicate feelings animate a production so big and strong.

Thursday, October 22, 2015

Who You Gonna Call: THE LAST WITCH HUNTER


The Last Witch Hunter has wild ideas hidden in generic trappings. It features a gleefully nonsensical plot, a mysterious original(ish) concoction of mythology, and plenty of striking fantasy horror imagery. It starts in a murky distant past where men wielding flaming swords clash with shape-shifting witches in the cavernous roots of a massive dark tree that we learn is the source of the Black Plague. Then, we skip forward 800 years into the future – our time – to find the one remaining Witch Hunter. The dying Witch Queen cursed him with immortality, and so he has spent his centuries resigned to hunting down the evil witches and warlocks making the world a worse place. He does so under the careful watch of a supernatural council hidden in the bowels of a New York cathedral, the better for his Catholic priest assistants to help him. All that’s wonderfully ridiculous, and refreshingly nutty, but it moves in heaving clunks of bland thriller mechanics and endless expository dialogue.

The Witch Hunter is Kaulder (Vin Diesel), a towering bald tough guy who swaggers around showing magic users what’s what. There’s a scene in which he enters an underground bar for magic people and they preemptively flee. The owner (Rose Leslie) lets him know that her kind view him as a genocidal fascist, which, considering the whole single-mindedly hunting their kind for centuries, seems like a fair enough label. Still, we’re to understand Kaulder is a kindhearted guy out to indefinitely imprison only bad witches. That’s nice. He’s soulfully mourning his mortality by staring off into space, hiding his psychic wounds behind a jaded exterior. His priest chaperone (Michael Caine) chastises him for always running late. “Time works differently for me,” he rumbles. Diesel has commitment, and investment in the loopy ins and outs that helps bring some reverence to the ridiculous.

Caine’s priest tells us plenty about the history of the Ax and Cross, a secret order of Catholic officials who have passed the Witch Hunting legacy down one at a time for centuries. A new, younger one (Elijah Wood) is waiting in the wings. The movie starts to shape up like a buddy cop movie in a conspiratorial cultish underground monster movie mode, investigating, say, a blind warlock (Isaach De Bankolé) whose butterfly-infested bakery uses mind-altering grubs in the dough. Soon, though, they learn the long-dead Witch Queen (Julie Engelbrecht) has minions (like Ólafur Darri Ólafsson) plotting to revive her and take over the world with her Plague once more. This leads to one of the movie’s best moments, where the camera pushes in on a character who has put two and two together and murmurs the one place that has enough dark power to restore this dormant evil to full life: Witch Jail.

It’s a race through dream spaces and nightmarish hallucinations to find the MacGuffins necessary to restore order to the world and stave off a malevolent resurrection. The main problem is Kaulder’s memory, though it is totally understandable that he can’t remember a crucial detail from 800 years prior and thus must hunt down a spell that’ll restore him. He teams up with the bar-owning witch and his priests to walk around explaining the rules of the magic, the monsters they encounter, ancient curse antidotes they need, right when each new factor appears. Sure, there are swordfights and spells cast and glowing doodads flipped around. But mostly those involved make sure to thoroughly explain what they’re about to do, and then, once done, explain what they just did. And even then I still didn’t really understand every detail.

It’d be more fun if the screenplay by Cory Goodman (Priest) and Matt Sazama and Burk Sharpless (Dracula Untold) would let its characters shut up for a second, take a deep breath, and be more than exposition spigots, because director Breck Eisner (Sahara) does a credible job selling the outlandish ideas visually. When a sorceress uses a necklace to awaken a tree monster, it’s not hard to figure out the causal relationship. And when a sword impaling one character causes pain in another, the connection is clear. We don’t necessarily need people tiresomely expounding. Just move along. Show us cool things. I liked the Witch Queen’s look: like a life-size woodcarving brought to life, with a mop of greasy spaghetti hair and a thick brain stem braid. It’s icky and creepy. And when she’s dead (the first time) she looks like burnt firewood. It’s all the better for remaining mysterious, unexplained. This is a movie about deep, dark magic threatening to burst forth from underneath the surface of modernity, and instead of urgency or menace, it’s just neat to look at.