Showing posts with label homage. Show all posts
Showing posts with label homage. Show all posts

30.7.13

Fear Takes The Shape We Are Willing To Give It: Mind Game (2004)

Here I was, post viewing of Fantastic Planet, rather certain that I had explored all the possibilities and corners of the animated film, and was entirely sold that Satoshi Kon would be the height of Japan's particular anime leanings, however, when I discovered that the late director had championed a work I should have expected it to at the very best rival his films and at the very least explore some of the same territory.  While I will always respect Akira as the seminal work in anime, consider Paprika the point of absolute deconstruction of linear narrative expectations, while adoring Howl's Moving Castle as the classicist anime, what is at work in Masaaki Yuasa's Mind Game is one of the most revelatory, celebratory and outright challenging works in the canon of animated films, comparing perhaps even with the great works of spatial and temporal reconsideration in all of cinema.  I found myself constant shifting my viewing expectations throughout the film, sometimes being lulled into the sensuous colors of certain scenes, only to have them slashed into black and white dreariness, or in most instances taken to an even higher hallucinatory level.  In a couple of the film's moments I found myself changing expectations and understanding relative to each frame within a montage, whose juxtaposition was so clearly considered and organized as to work on a psychological level equitable to that of the Soviet montage.  It is glaringly obvious that Yuasa is not merely a filmmaker who knows how to make a cool looking film, but one that desires to engage with as much of cinematic theory and history as possible, both as it relates to his field of animation, as well as its larger place within the framework of cinema as a reflection of the mind's eye or in a French New Wave approach, an absolute truth that reflects the disillusions of society.  Mind Game is a ton of things, none of which are misguided, half-boiled or poorly delivered, in fact, this movie begs to be carefully considered frame-by-frame, so much so that I found myself pausing, hoping that some degree of osmosis would allow for the bombardment of imagery, commentary and overall visceral pleasure to properly wash over me, instead, what I am left with post viewing is a wild desire to simply press play again and see where the connections emerge in a film that takes the idea of enigmatic narrative to a whole new place.


Attacking the narrative of Mind Game is daunting, considering that to a considerable degree it is a series of cyclical events interweaving together, or perhaps a dream sequence bookended between two parallel visions, that are possibly within their own diagetic vision, it is tough to say.  There are, however, moments that tie together to at least glean some possibility of a protagonist in the character of Nishi, a soft-spoken manga artist whose chance reencounter with a former crush Myon results in his being dragged to Myon's family restaurant where he meets up with Myon's sister Jiisan and their less than likable father who only seems concerned with his own sexual conquest.  Within moments of being there, Nishi who is trying to outshine Myon's romantic interest, becomes, along with the other members of the restaurant part of a stick up as a mysterious man in black and brutish enraged soccer player begin making a mess of the place, violently attacking those in the restaurant.  At one point, Nishi is shot by the soccer player, leading to his own near death experience, before assumedly being reincarnated and afforded a second chance to stifle the attack, this time successfully killing the soccer player and stealing the man in black's car taking the sisters along with him as he proceeds to flee the city, the lackeys of a mob boss chasing him along in the process.  This second chance at life leads to Nishi throwing caution to the wind in this chase, ramping of truck beds and speeding much to the frustration of the pursuers.  Eventually, trapped by an insurmountable roadblock, Nishi ramps the car off of a bridge which will lead to his and the sisters' certain death, yet as though by divine intervention, a whale leaps out of the water and swallows the car, with its passenger.  Confused initially by their survival, the group finds themselves in a Jonah like situation eventually running into a large boat, occupied by an old man who has been living in the belly of the beast for thirty plus years.  He explains that it is a futile effort to escape from the whale, because the nature of his feeding and breathing cause waves to push boats backwards.  The desperation felt by the group, leads into a series of hallucinatory spirals and visions that become the narrative framing for the remainder of the film and their style is so non-normative and transcendent that to even provide a vague explanation would be to betrays its unfolding intensity.


I was mesmerized by a variety of elements in this film, particularly the suggestion that identity is something that is constantly evolving and reshaping itself to afforded the most ideal presence in a situation.  Indeed, one could call Mind Game the cinematic equivalent of a chameleon, but even that would be a false moniker, because it suggest an evolutionary necessity of survival.  The narrative that Yuasa provides viewers with is far from concerned with safety and survival of the fittest, indeed the film almost seems certain that it is only through reckless behavior that any notion of survival is afforded.  The characters who fair well in this film are in a incessant state of motion, which allows for them to move through the boundaries of the living and the dead, while in other moments defying physics for extended periods of time.  Yet, the film seems to also suggest that while much of this dynamic presence exists in the physical, it is more often a result of allowing one to free themselves from the mental constraints of a singular experiential frame of reference.  Indeed, this is where Yuasa manages to extend even beyond the wild visions of Kon.  I would never suggest that Kon did not push the images that occupied his films to their farthest parameters, but it is worth noting that in even his best work Paprika the bodies that occupy the space remain visually the same, even when their space movies between two dimensions.  In Mind Game both the characters and the spaces move about from live-action stop motion as the most grounded visuals, to highly impressionist works that are would be nearly indistinguishable were it not for the preceding or following images to add a shade of context.  Yet even these styles betray a possibility of grounded identity, because they constantly shift from the memories and daydreams of the various characters, to the point that even in the closing moments of the film, it is unclear as to whose story the viewer has just watched, or if it was indeed any story at all.  While they are stylistically as opposite as possible, I can only think to compare Mind Game to Chris Marker's La Jetee, in so much as both seem to posit a world where things are in constant motion, and it is rare, if not near impossible for things to ever coalesce into perfect harmony, but when they do it proves to be nothing short of beautiful.

Key Scene:  The last twenty minutes of this film will cause you to reconsider everything you have previously understood about film.  Trust me, I swear by this statement.

So I had to use creative methods to hunt down this film, but I am seriously considering selling a kidney to get hyper-rare this DVD.

26.7.13

Want To Play A Game Of Hide And Clap?: The Conjuring (2013)

A legitimate question arises when asked what the future of the horror genre will look like cinematically.  A case could be made for two extremes, the first being a completely deconstructionist and visceral cinematic form influenced by the anthology style films of the past few years or the particular rebirth of the found footage genre (which I have gone on record as adoring).  The second possibility is a complete return to the classic style, at least in namesakes, evidence by gorier and less-campy remakes of cult classics like Evil Dead or the impending Carrie remake, whose trailer gives the entire plot away in its quickly paced trailer.  While I am a fan of the former, I would bet that the most likely result will be a hybrid of the two, at times resting more heavily on the visceral post-modern style and in other scenarios going for the classicist approach.  The truly great films of the next couple of decades will be the ones that perfectly mesh the two together to provide a movie going experience that can prove favorable to both the traditionalist horror fan and the young moviegoer who favors a barrage of intense and challenging imagery.  While I am still hesitant to give it my full support, what James Wan's recent The Conjuring does manage to do is create the perfect hybrid of the two possibilities.  By first situating his film within the era of the seventies, a high point for horror films, it becomes clear that Wan demands his offering be taken seriously cinematically, yet his continual breaking of the cinematic barrier to turn the camera upside down or move to digital handheld to keep a sense of the point of view action so necessary to newer horror films, show a sense of the new and unseen within the genre prior.  In fact, if I were to focus on this film from a purely cinematic structuralist frame of reference I would unapologetically call  it the most important work of horror in the 2010's so far, however, it is not entirely a work of structuralism, wherein both V/H/S and Cabin in the Wood are, therefore, things like narrative and character performance come into play and, tragically, it is precisely these elements that prevent The Conjuring from being great, but it appears as though I am somewhat alone in this criticism, because as it currently stands it has an IMDB rating that would place it at 188 on the sites top 250 movie list.  Admittedly it is a fresh vision of horror that could evolve in the upcoming years into something brilliant, I just wonder if it will not lose some of its appeal once people step back and realize that narratively it is far from revolutionary.


The Conjuring sets itself decidedly in the past, focusing first on the emergence of two paranormal experts Ed (Patrick Wilson) and Lorraine Warren (Vera Farmiga) whose work with exorcisms and demonology have afforded them clout within the Catholic church, as well as considerable press from skeptics and believers alike.  The film focuses on the allegedly real life couples encounter with a particularly nasty demon of whose story they had refused to tell until recently.  At this point the narrative shifts to focus on the Perron family of Roger (Ron Livingston) and Carolyn (Lili Taylor) who along with their five daughters have moved to a rural home in hopes of getting a fresh start on life.  However, within a day of moving into their new place it becomes clear that their new house is anything but ideal, and is indeed a place susceptible to what is later referred to as a paranormal infestation.  Initially hesitant to acknowledge it as anything threatening Roger and Carolyn attempt to go about their daily lives and hope for a promising future.  Yet, when their children and eventually Roger and Carolyn are directly confronted by ghosts, Carolyn reaches out to the Warren's in a last minute act of desperation.  It is during this moment that Lorraine senses the depth of Carolyn's troubles and agrees to immediately meet the family where she instantly discovers the grim presence overseeing their home.  Upon further research, the Warrens find out that the Perron's new home is a breeding ground for a particularly nasty demon that is the result of a vengeful witch that takes it upon herself to make mother's kill their children.  Hoping to prove the presence of demonic spirits and obtain permission for an exorcism to be performed, the Warrens set up surveillance in the Perrons' home and begin camping out to confront the demons, or at the very least prove their presence.  What unfolds over the next few nights defies all explanation, even for the season veterans in Ed and Lorraine, as the notions of spatial presence are completely deconstructed when the demon moves not only through the house but seemingly transferring itself long distances without any explanation.  Realizing the impending harm that could come from continued demonic infiltration, Ed eventually takes matters into his own hands and performs the exorcism himself, despite not being a man of the cloth proper.  The results while favorable for all involved, seem to suggests a temporary fix as the demons linger, awaiting to infiltrate another susceptible being at a moments notice.


This film does so many things right and I really understand the praise it is receive for such choices, I myself am completely on board with its praise visually.  The choice to use digital to add the layer of fabricated blackness to the films really made me lean forward, or more often backwards, wondering what was just beyond the veneer of absolute darkness, only to be shown not a creature jumping out but one that is present through a jump cut or something of a non-tradtional reveal.  In fact, one could almost say by lingering on the darkness and at times not ending in a jump scare, the film forces viewers to will the demonic presence into the work.  Indeed, it is in this stylistic choice that The Conjuring is most similar to its clear inspiration The Exorcist.  A film that has ghastly images infiltrate the screen, or superimpose themselves into unlikely situations, The Conjuring, at times does the same, cutting to white noise or revealing a sheet thats composition is quite similar to that of a dangling corpse not as a means to blatantly scare viewers, but to subtly reinforce the constant presence of the non-human entity something almost ordained by the film itself, more so than the diagetic world.  This decided fabrication is doubled through the degree of metacinema that runs throughout.  I would argue that there are at least three layers going on within the film, the first being the documentary-like establishment of the Warren's, the second being the narrative proper focusing on the Perron family haunting and the third being the filming of the paranormal activity occurring in the house.  Indeed then, a fourth possible layer exists wherein the film viewed is its own presence, again like The Exorcist willing its presence into the narrative at times, in moments of POV shots and bizarre angles.  All of this is absolutely astounding and visually challenging and would be flawless if it had a narrative to match, but what I can only assume to be a result of studio executives concerns, leads to a cookie cutter narrative whose strings are seen throughout, whether it be a vague (on at least one occasion glaringly direct) suggestion of Lorraine's previous loss of a child or the forced relationship between a white cop and an Asian paranormal investigator it seems sickeningly forced, much like moments of acting.  I guess this is to be expected in boundary pushing genre films though.  I am sure if I were to revisit the major game changers in horror, I would find similar occurrences.  Nonetheless, this is a solid work and understandably worth checking out.

Key Scene:  There is a scene where a demonic attack occurs in a house that is not that of the Perron's.  It is the most intense moment in the film and clearly owes its existence to The Exorcist, however, it adds a freshness to it that has been long needed in the genre.

Go to a movie theater and see this, while I was initially hesitant about adoring it, just writing this blog made me affirm my adoration of it fully.

11.2.13

I'm Bad, And That's Good: Wreck-It Ralph (2012)

I am quite uncertain about the overarching message relating to Wreck-It Ralph, while it appears to be a scathing critique of capitalist based endeavors, it also does little to clearly condemn the notion of conformity as the only means to assure safety and order.  What is excellent about the film, regardless of a convoluted moral message, is its sheer degree of watchability, particularly visually.  A diehard video game fan will likely react to this film in one of two ways.  Either they will dismiss the very minimal use of famous video game iconography due to licensing issues and thus find it to be an all around failure in concerns to the notion of a game about games (I assure you it is not quite that meta).  The other reaction to the film will be one that embraces the minimal use of video game iconography in favor of a visual style that commits to some of the movements and works of gaming, both in regards to contemporary high definition game, as well as in relation to the pixelated simplicity of games from eras far gone.  I am certainly within the latter camp, in that I found its visual offering quite easy to embrace and was actually worried that the film would spend far too much time clinging to video game references, yet under the direction of Rich Moore, whose involvement with work like Futurama clearly shows through, as the references, like those in the show about a nineties guy living in the future, serves as a means to an end.  Every use of Q*Bert or Pac-Man exist as a means to compile a narrative and the film, instead creates its own set of excellent fictional characters to fill the world, in fact, the one classic character who seems to get more screen time than any other appears to be Zangeif of Street Fighter fame and to be honest, in that situation doesn't everybody win?  Wreck-It Ralph is an absolutely funny film, perfectly navigating the line between children and adult humor, often coexisting within the same scenes and it does not take a detailed understanding of the history of video games to really appreciate this film, although the film certainly provides some moments of reference that are so very obscure that even the most versed of fan boys will find themselves jogging their memory of the classics.


Wreck-It Ralph focuses on the title character of Ralph (John C. Reilly) a bad guy in the world of arcade games, something he is coming to despise that it means he must live in the world of bad guy land, or in his case in a brick dump right outside of his game space.  The game he exists within is occupied by the hero Fix It Felix, Jr. (Jack McBrayer) for which the game shares the same name, and Felix, Jr. is the heralded champion of their space, considering that it is often he who saves the penthouse that Ralph destroys.  Even though the space clearly designates between good and evil, Ralph often travels outside of his game to the game center to hang out with fellow bad guys in Bad-Anon meetings, where he attempts to come to grips with his badness.  Yet, Ralph simply wants to obtain a gold medal and be appreciated and when he is not acknowledged on the thirtieth anniversary of the game he ends up "going Turbo" a phrase designated for a former racing game character who became jealous of the success of another game, leading to his moving to that game and subsequently destroying its space.  Ralph's movement through the other game spaces is in no way malicious and he simply desires to obtain an icon of success, actually winning a gold medal in the game Hero's Duty, much to the frustration of its lead character Calhoun (Jane Lynch).  Yet during his existence in the space of this game, he brings along a bug that transfers to his next game space Sugar Rush threatening to infiltrate the sugar pop world and destroy its very core, of course Ralph is oblivious to this all despite being chased by both Calhoun and Felix, Jr. at this point.  During his movement through Sugar Rush he meets up with Penelope (Sarah Silverman) a wily and bratty girl who desires to be a racer in the world, despite being a glitch within the game, something that causes her to be a point of condemnation within the world, particularly in the eyes of world's leader King Candy (Alan Tudyk).  From here on the narrative centers on both Ralph and Penelope as they push towards proving that they are certainly more than their coded identities, something that takes a considerable amount of drive and determination, as well as some confrontation with the very fabrication of the game spaces in which they exist, something they realize has been tampered with far before their arrival.  Needless to say things are returned to order, Ralph embraces his identity as a bad guy, while Penelope learns to adapt her glitch to the game.   For extra kicks, Calhoun and Felix, Jr. even get married.

One can certainly create a quarrel over the positive or negative themes spouted within this film, after all it is a Disney offering and, unlike the previously reviewed Frankenweenie, it is not afforded the artistic reigns of a Tim Burton and must adhere to certain ideologies.  With that being said, I would argue that Wreck-It Ralph is easily the most scathing critique of blind capitalist ambition since Wall-E, while also being extremely concerned with adhering to conformity, something more in line with the Disney films of yore.  I will say this about Wreck-It Ralph, overlooking the other two themes, I would instead focus on its concern for the nature of relevance and staying fresh as it relates to society.  In fact, it is as much a narrative about the woes of growing old as it is anything else.  Much of Ralph's woes come from him not receive appreciation for his job, but that could certainly double as regret for being stuck in the same place for way longer than he planed, a metaphor for the dead end job mentality perhaps, or take Felix, Jr. whose name suggests his own existence within a lineage, something that he, at first, does not outright reject, but upon his meeting of Calhoun he certainly changes his tune ever so slightly.  Even Calhoun has her issues, especially considering that she has lost her fiancĂ© in the past to the creatures of a game which she can never leave.  Even the arcade itself plays into this metaphor (perhaps this film is more meta than I suggested) in that the aging Mr. Litwak (Ed O'Neil) clearly moves with a blasĂ© attitude through is flailing arcade, knowing it is only a matter of time before it is financially illogical to stay open, considering that attendance has dwindled, which is quite a true statement if anybody has seen an arcade as of late, let alone one in operation.  The narrative then rests almost entirely in Penelope who desires nothing more than to exist in the moment and race, she is not only oblivious to the woes of aging or staying important, but almost transcends them, this helps contextualize her glitching as an act of almost nirvana in that she is clearly able to detach herself from the constraints of temporal and spatial existence for her benefit, and, in the end, the benefit of the entirety of the arcade.  The narrative cleverly embraces an idea of continued relevance through incorporation of the past into the present, an acknowledgement of the retro is a term the film uses.  It is clever considering that Disney created this film and at this point they seem to own everything for every persons' childhood (the metaness of this film only grows).

Key Scene:  The Bad-Anon meetings are quite hilarious and only one of the many genuine laughs within the film.

This is still in theaters and certainly benefits from being on the big screen, I suggest taking along somebody of a varied age as it helps to pick up on many of the multiple facets to this complex film, also the animated short at the beginning is quite beautiful.

10.2.13

Your Dog Is Alive!: Frankenweenie (2012)

As I get closer to compiling the ever important best films of last year list (at least in my head I have blown it to such proportions) I considered creating a tie at number ten for Django Unchained and Moonrise Kingdom, two solid films by well-established directors that were not their greatest work, but managed to prove quite decent...and then I saw Frankenweenie.  Now I am quite aware that Tim Burton is tied to Dark Shadows, for which I have not seen, but have, nonetheless heard to be quite bad.  I say that this changed my opinion of Django Unchained and Moonrise Kingdom only because while those films were good they failed to depict either Tarantino or Anderson taking any serious leaps as directors.  What viewers are provided with in regards to Frankenweenie is a film in which a director has clearly chosen to create something fresh, new and has certainly attempted to expand artistically.  Frankenweenie is, of course, a visual masterpiece, something that is often assumed with the work of Burton and its clear homage to the classic era of monster movies is much welcomed by myself and from what I have been able to glean, pretty much anyone else either old enough or film literate enough to appreciate the references.  However, the visual elements are only a minor factor in the larger magic of Burton's pseudo-remake of a short film from earlier in his career.  It is much more than the story of attempting to reattain a dead animal and becomes a deeply sobering consideration of the larger concept of loss, as well as a fitting comfortably within a world of ill-fitting conformities.  The film demands that viewers consider their own implications within a society of oppression and condemnation for anything even remotely unconventional, while also challenging the notion that to question anything is to inherently desire an undermining of systematic order.  Also, the very adult nature of the images, as well as the themes, makes one consider its category as a Disney film, particularly an animated one at that.  In fact, if it were not for the existence of The Straight Story within their production collection, I would outright call this the biggest surprise in regards to Disney films to date.

Frankenweenie focuses on the aptly named young Victor Frankenstein (Charlie Tahan) whose desire to make homemade sic-fi movies on his low budget camera that star his dog Sparky seems to be more than enough to make his life happy, even though is parents seem somewhat concerned about his rather introverted lifestyle.  Victor lives within the town of New Holland which is overseen by the rather cantankerous and fear-mongering Mr. Burgemeister (Martin Short) whose hopes for New Holland being a land of ideal living are forced upon the community as well as his niece Elsa Van Helsing (Winona Ryder) who attempts to befriend Victor on multiple occasions.  During one of his days at school, Victor becomes fascinated with the possibility of winning his school science fair supervised by the ghastly Mr. Rzykruski, for whom Victor has taken a liking.  Victor's dad, also voiced by Martin Short, encourages his interest in the sciences, but also suggests that the young boy attempt sports as a means of making new friends and rounding himself out.  It is during his first game that Victor finds success hitting a ball out of the park, yet when Sparky chases after the ball gleefully he becomes victim to an car accident, dying on the spot.  Victor, is understandably devastated by the occurrence and takes to living as a hermit yet again, until he learns about the power of electricity to revive the muscles in a dead being.  Creating his own traditional Frankenstein experiment on Sparky, Victor is able to successfully revive his dead dog, although the bizarre nature of such an act forces him to sequester the happy pup into hiding, leading to suspicion from his classmates, parents and Elsa who desperately attempts to gain his attention.  A young boy named Edgar "E" Gore (Atticus Shaffer) learns of Victor's secret and exploits him in order to gain information for his own science project, leading to larger suspicions on the part of the youth in the community, eventually resulting in their own bizarre science experiments that, ultimately, lead to giant turtles, mutated sea monkeys and vampire cats roaming the town of New Holland, much to the frustration of Mr. Burgemeister.  Victor is required to put his scientific brain to the test in reversing all the experiments, eventually leading to an intense final climax at the towns windmill, which is now in flames and he learns a larger lesson on sacrifice from Sparky in the process.

This film is a veritable prose poem on the nature of loss both in terms of innocence and a close intimate connection.  While it does not outright say it and I have not done any researrch to verify it, I would imagine that the concept for this story came from a very personal part of Burton's soul as the means by which he depicts losing a childhood pet is quite accurate.  I never personally lost a dog, but I know the devastation of losing a cat at a very young age, something that is often a child's first experience with death.  The second element of this narrative seems to suggest a passion for refusing to give up on anything you love, even if that thing changes, sure this is evidenced in Victor's desire to bring Sparky back to live, but it also rings true in his quest for scientific truth.  As Mr. Rzykruski reminds him, no truth can occur in science without a person truly loving the experiment with which they are engaged.  The town of course is entirely opposed to this concept as they see it as a cause in one local boy being injured, although the narrative seems quite intent on suggesting it a result of some rather direct bullying.  Victor's parents are certainly loving towards the troubled youth, but even their liberal and progressive mindset proves challenged when they are asked to not only go against an entire anti-science community, but also accept that their son has brought an inanimate object back to life and expects it to be treated like part of the family.  Burton's choice to set the film within a clearly fifties setting, while also making it a contemporary dialogue is likely intended to cause viewers to consider their separation from the fear and blindness of Cold War America, something that the various monster movies referenced within the film reinforce beautifully.  I cannot begin to list the other commentaries existing within this film as they are both broad and specific to scenes, suffice to say this is the single best thing offered by a Disney subsidiary since Up and reminds me that there is a clear division between this and some of the conservative oriented crap they tend to release.

Key Scene:  The introduction of the various science experiement monsters will make any lover of old sci-fi/horror movies gush with enjoyment.

Buy this bluray, I certainly intend to at some point, even if it does have a bit of a hefty price tag.  Until its release date I would suggest renting it from a Redbox.

18.11.12

Art And Masturbation. Two Areas In Which I Am An Absolute Expert: Stardust Memories (1980)

I have viewed a handful of Woody Allen films on the blog since its inception, looking quite favorably upon his 2011 work Midnight In Paris, while being a bit more cautious about liking Shadows and Fog, one of the directors lesser known works.  However, I have yet to tackle one of his more well received and critically acclaimed films, in this case Stardust Memories.  Sure I have mentioned Allen's work on at least one or two occasions via Top Ten Thursdays, but have yet to really tackle one of his more interesting cinematic offerings.  Fortunately, Stardust Memories more than offers me an opportunity to deal with what can be agreed upon as some of his traditional themes.  Stardust Memories, is incredibly referential in its existence, making clear its homage status towards Fellini's 8 1/2, while also making note of Allen's direct influence via The Marx Brothers, as well as other contemporary filmmakers.  In fact, Allen is so up front in his purpose full references to the classic European directors that you can instantly forget this and realize that Stardust Memories is very much its own work, one of such sweet sentimentality and bitter regret that it does not take the constant bemoaning of existential motifs to clearly identify this as a work by the established comedic director.  Stardust Memories, is inarguably Allen's most artisticly oriented work, which is understandable because the director is clearly contesting the nature of art and its place in an individuals daily life, whether it be as an overarching metaphor to their every action or as a driving force in the manner with which they engage society.  I always laugh during Woody Allen films, I would be hard pressed to find anyone who deems themselves an intellectual that would not find his movies funny, but with this film in particular I often found my laughter to be rooted in the close to home nature of many of the main characters struggles, sure he is trying to find a means to justify his place artistically, but so much of the larger schema of the film is the character merely figuring out why he exists at all...a constant existential crisis I seem to find reemerging on a daily basis and something that appears to constantly prey upon Woody Allen to this day.

Stardust Memories focuses on Sandy Bates (Woody Allen) a well-established director who is suffering from a considerable loss of fan base because he is failing to make films that were blatantly funny, like some of his original works, instead; he has meandered into metaphor and despair as his latest work suggest, which focuses on a set of train passengers riding off inexplicably into what appears to be a garbage dump.  Despite chastising and pleading via everyone from his lovers to his producers, Sandy adamantly believes that his newer films speak more to the human condition than his earlier comedies which he finds childish and ignorant.  At the urging of his wife and company executives, Sandy agrees to attend a retrospective of his works up until this point in his career, an event held at the Stardust Hotel which proves to be essentially exactly what he expected, a series of people asking fluff questions while simultaneously begging him to either procure an autograph or agree to attend a slew of various charitable events and auctions.  The occurrences seem rather rudimentary and uneventful until a lover from his past emerges, a French actress named Isobel (Marie-Christine Barrault) causes Sandy to question his life up until this point, particularly his relationship with his wife Dorrie (Charlotte Rampling) who has stayed adamantly beside him despite his clear history of infidelity and constant harping on his own existential being.  As Sandy deals with the issues his past films begin to collide far to beautifully with his own struggles paralleling his life as he flails to deal with it.  It is only after a "literal" otherworldly experience that Sandy realizes his futile efforts to struggle with a grander human existence and, instead, celebrates the most simple moments of his life, in a meta-meta-cinema moment the film within a film, which happens to also be within a film ends, with Sandy (or Woody) leaving the screening of Stardust Memories, the individuals reflecting on the films closing, asking the same questions that the assumedly fictional critics did within the films opening scenes.  In Woody Allen's world life imitates art, not the other way around.

In the hands of any other director a flat out homage to, and at some points remake of 8 1/2 would be pretentious and self-serving, yet even when Stardust Memories is clearly existing to serve the cause of Woody Allen it manages to be such an artistically sound piece of cinema that its validity and beauty is not to be questioned.  The fact that Allen is so self-aware throughout the film certainly helps to explain the work as being detached from pretension.  Sure the images of Grucho Marx on the wall juxtaposed with the violence in Vietnam could be deemed in bad taste, but I would adamantly argue that they exist in the film to display the foolish notion that an artist should always and at once be commenting on the tragedies within the world while also being accessible.  The characters in Stardust Memories miss Sandy's old funny pictures, but are incapable of realizing that the questions he seeks to answer and study are not possible within a comedic setting, because lets face it there is no funny way to deal with the now infamous image of a man being shot in the streets of Vietnam, yet some moviegoers seem to desire this occurrence, without realizing its inherent flaw in logic, as well as its overall bad taste.  Allen's films are, as opposed to someone like Jean-Luc Godard, rarely concerned with the political suffering of other countries, instead he contests the problems of guilt related to realizing you having nothing to suffer from, certainly not economic woe or physical harm.  While there is something to be said about the zealous approach to how Godard merges comedy, cinema and politics, it often fails miserably, as opposed to Allen, who in Stardust Memories manages to take a very personal guilt about lacking a critical global eye and not only mock it, but in the end justify it as a reminder that he chooses not to speak on certain blatantly corrupt acts, because his filmic medium would do no good to its level of seriousness, instead, Stardust Memories offers both a means of comedic escape as well as one of cinematic art at its finest.

Key Scene:  As it stands right now the hot air balloon scene is the second most beautiful thing I have seen shot on black and white, only to that of Godzilla's death in the original version of the film.

Tragically there is no bluray available for this film at the moment, as such I suggest waiting patiently for its release because it will only make an already gorgeous film that much nicer.