Alec Nevala-Lee

Thoughts on art, creativity, and the writing life.

Posts Tagged ‘Children of Men

Designing the future

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Over the last half century or so, our culture has increasingly turned to film and television, rather than to the written word, as its primary reference point when we talk about the future. This is partially because more people are likely to have seen a blockbuster movie than to have read even the most successful novel, but the visual arts might also be more useful when it comes to certain kinds of speculation. As I browsed recently through the book Speculative Everything, I was repeatedly struck by the thought that dealing with physical materials can lead to insights that can’t be reached through words alone. In his classic New Yorker profile of Stanley Kubrick, the science writer Jeremy Bernstein provided a portrait of one such master at work:

In the film [2001], the astronauts will wear space suits when they are working outside their ships, and Kubrick was very anxious that they should look like the space suits of thirty-five years from now…They were studying a vast array of samples of cloth to find one that would look right and photograph well. While this was going on, people were constantly dropping into the office with drawings, models, letters, cables, and various props, such as a model of a lens for one of the telescopes in a spaceship. (Kubrick rejected it because it looked too crude.) At the end of the day, when my head was beginning to spin, someone came by with a wristwatch that the astronauts were going to use on their Jupiter voyage (which Kubrick rejected) and a plastic drinking glass for the moon hotel (which Kubrick thought looked fine).

This is a level of detail that most writers would lack the patience or ability to develop, and even if it were possible, there’s a huge difference between describing such objects at length on the page, which is rightly discouraged, and showing it to the viewer without comment. It can also lead to new ideas or discoveries that can feed into the story itself. I never tire of quoting a piece of advice from Shamus Culhane’s Animation: From Script to Screen, in which he recommends using a list of props to generate plot points and bits of business for a short cartoon:

One good method of developing a story is to make a list of details. For example [for a cartoon about elves as clock cleaners in a cathedral], what architectural features come to mind—steeples, bells, windows, gargoyles? What props would the elves use—brushes, pails, mops, sponges…what else? Keep on compiling lists without stopping to think about them. Let your mind flow effortlessly, and don’t try to be neat or orderly. Scribble as fast as you can until you run out of ideas.

In animation—or in a medium like comics or the graphic novel—this kind of brainstorming requires nothing more than a pencil and piece of paper. Kubrick’s great achievement in 2001 was to spend the same amount of time and attention, as well as considerably more money, on solving design problems in tangible form, and in the process, he set a standard for this kind of speculation that both filmmakers and other artists have done their best to meet ever since.

In Speculative Everything, Anthony Dunne and Fiona Raby suggest that the function of a prop in a movie might limit the range of possibilities that it can explore, since it has “to be legible and support plot development.” But this might also be a hidden strength. I don’t think it’s an accident that Minority Report is both the most influential piece of futurology in recent memory and one of the few science fiction films that manages to construct a truly ingenious mystery. And in another masterpiece from the same period, Children of Men, you can clearly see the prop maker’s pragmatism at work. Dunne and Raby quote the director Alfonso Cuarón, who says in one of the special features on the DVD:

Rule number one in the film was recognizability. We didn’t want to do Blade Runner. Actually, we thought about being the anti-Blade Runner in the sense of how we were approaching reality, and that was kind of difficult for the art department, because I would say, “I don’t want inventiveness. I want reference. Don’t show me the great idea, show me the reference in real life. And more importantly, I would like—as much as possible—references of contemporary iconography that is already engraved in human consciousness.”

Consciously or otherwise, Cuarón is echoing one of my favorite pieces of writing advice from David Mamet, who had exactly one rule when it came to designing props: You’ve got to be able to recognize it.” And the need to emphasize clarity and readability in unfamiliar contexts can push production designers in directions that they never would have taken otherwise.

Yet there’s also a case to be made for engaging in visual or sculptural thinking for its own sake, which is what makes speculative design such an interesting avenue of exploration. Dunne and Raby focus on more recent examples, but there’s a surprisingly long history of futurology in pictures. (For instance, a series of French postcards dating from the late nineteenth century imagined life a hundred years in the future, which Isaac Asimov discusses in his book Futuredays, and the book and exhibition Yesterday’s Tomorrows collects many other vintage examples of artwork about the future of America.) Some of these efforts lack the discipline that a narrative imposes, but the physical constraints of the materials can lead to a similar kind of ingenuity, and the result is a distinct tradition that draws on a different set of skills than the ones that writers tend to use. But the best solution might be one that combines both words and images at a reasonable cost. The science fiction of the golden age can sometimes seem curiously lacking in visual description—it can be hard to figure out how anything is supposed to look in Asimov’s stories—and such magazines as Astounding leaned hard on its artists to fill in the blanks. And this might have been a reasonable division of labor. The fans don’t seem to have made any distinction between the stories and their illustrations, and both played a crucial role in defining the genre. Movies and television may be our current touchstones for the future, but the literary and visual arts have been conspiring to imagine the world of tomorrow for longer than we tend to remember. As Speculative Everything demonstrates, each medium can come up with remarkable things when allowed to work on its own. But they have even more power when they join forces.

The children are our future

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Clive Owen and Clare-Hope Ashitey in Children of Men

Sometimes a great film takes years to reveal its full power. Occasionally, you know what you’ve witnessed as soon as the closing credits begin to roll. And very rarely, you realize in the middle of the movie that you’re watching something extraordinary. I’ve experienced this last feeling only a handful of times in my life, and my most vivid memory of it is from ten years ago, when I saw Children of Men. I’d been looking forward to it ever since seeing the trailer, and for the first twenty minutes or so, it more than lived up to my expectations. But halfway through a crucial scene—and if you’ve seen the movie, you know the one I mean—I began to feel the movie expanding in my head, as Pauline Kael said of The Godfather Part II, “like a soft bullet.” Two weeks later, I wrote to a friend: “Alfonso Cuarón has just raised the bar for every director in the world.” And I still believe this, even if the ensuing decade has clarified the film’s place in the history of movies. Cuarón hasn’t had the productive career that I’d hoped he would, and it took him years to follow up on his masterpiece, although he finally earned his Oscar for Gravity. The only unambiguous winner to come out of it all was the cinematographer Emmanuel Lubzeki, who has won three Academy Awards in a row for refinements of the discoveries that he made here. And the story now seems prescient, of course, as Abraham Riesman of Vulture recently noted: “The film, in hindsight, seems like a documentary about a future that, in 2016, finally arrived.” If nothing else, the world certainly appears to be run by exactly the sort of people of whom Jarvis Cocker was warning us.

But the most noteworthy thing about Children of Men, and the one aspect of it that its fans and imitators should keep in mind, is the insistently visceral nature of its impact. I don’t think I’m alone when I say that I was blown away the most by three elements: the tracking shots, the use of music, and the level of background detail in every scene. These are all qualities that are independent of its politics, its message, and even, to some extent, its script, which might be its weakest point. The movie can be refreshingly elliptical when it comes to the backstory of its characters and its world, but there are also holes and shortcuts that are harder to forgive. (Its clumsiest moment, for me, is when Theo is somehow able to observe and overhear Jasper’s death—an effective scene in itself—from higher ground without being noticed by anyone else. We aren’t sure where he’s standing in relation to the house, so it feels contrived and stagy, a strange lapse for a movie that is otherwise so bracingly specific about its geography.) But maybe that’s how it had to be. If the screenplay were as rich and crowded as the images, it would turn into a Christopher Nolan movie, for better or worse, and Cuarón is a very different sort of filmmaker. He’s content to leave entire swaths of the story in outline form, as if he forgot to fill in the blanks, and he’s happy to settle for a cliché if it saves time, just because his attention is so intensely focused elsewhere.

Michael Caine in Children of Men

Occasionally, this has led his movies to be something less than they should be. I really want to believe that Harry Potter and the Prisoner of Azkaban is the strongest installment in the series, but it has real structural problems that stem precisely from Cuarón’s indifference to exposition: he cuts out an important chunk of dialogue that leaves the climax almost incomprehensible, so that nonreaders have to scramble to figure out what the hell is going on, when we should be caught up in the action. Gravity impressed me enormously when I saw it on the big screen, but I’m not particularly anxious to revisit it at home, where its technical marvels run the risk of being swallowed up by its rudimentary characters and dialogue. (It strikes me now that Gravity might have some of the same problems, to a much lesser extent, as Birdman, in which the use of extended takes makes it impossible to give scenes the necessary polish in the editing room. Which also implies that if you’re going to hire Lubzeki as your cinematographer, you’d better have a really good script.) But Children of Men is the one film in which Cuarón’s shortcomings are inseparable from his strengths. His usual omissions and touches of carelessness were made for a story in which we’re only meant to glimpse the overall picture. And its allegory is so vague that we can apply it to whatever we like.

This might sound like a criticism, but it isn’t: Children of Men is undeniably one of the major movies of my lifetime. And its message is more insightful than it seems, even if it takes a minute of thought to unpack. Its world falls apart as soon as humanity realizes that it doesn’t have a future, which isn’t so far from where we are now. We find it very hard, as a species, to keep the future in mind, and we often behave—even in the presence of our own children—as if this generation will be the last. When a society has some measure of economic and political security, it can make efforts to plan ahead for a decade or two, but even that modest degree of foresight disappears as soon as stability does. In Children of Men, the childbirth crisis, which doesn’t respect national or racial boundaries, takes the sort of disruptions that tend to occur far from the developed world and brings them into the heart of Europe and America, and it doesn’t even need to change any of the details. The most frightening thing about Cuarón’s movie, and what makes it most relevant to our current predicament, is that its extrapolations aren’t across time, but across the map of the world as it exists today. You don’t need to look far to see landscapes like the ones through which the characters move, or the ways in which they could spread across the planet. In the words of William Gibson, the future of Children of Men is already here. It just isn’t evenly distributed yet.

The holy grail of props

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Grail diary from Indiana Jones and the Last Crusade

Note: Every Friday, The A.V. Club, my favorite pop cultural site on the Internet, throws out a question to its staff members for discussion, and I’ve decided that I want to join in on the fun. This week’s question: “What movie prop would you love to own?”

Twenty years ago, when I first saw Jurassic Park, the moment that stuck with me the most wasn’t the raptor attack or even Jeff Goldblum’s creepy laugh: it was the park brochure that appears briefly onscreen before Laura Dern tramples it into the mud. We see it for little more than a second, but the brevity of its role is exactly what struck me. A prop artist—or, more likely, a whole team of them—had painstakingly written, typeset, and printed a tangible piece of ephemera for the sake of that fleeting gag. In a way, it seemed to stand in for the unseen efforts that lie behind every frame of film, those invisible touches of craft and meticulous labor that add up to make the story a little more real. Looking back, I recognize how showy that shot really is: it wasn’t captured by accident, even if it’s staged like a throwaway, and it calls attention to itself in a degree that most good props probably shouldn’t. And my reaction makes me feel uncomfortably like the hypothetical moviegoers that Pauline Kael imagined being impressed by Doctor Zhivago: “The same sort of people who are delighted when a stage set has running water or a painted horse looks real enough to ride.”

But it’s still delightful. I’ve always been fascinated by movie props, perhaps because they feel like the purest expression of the glorious waste of filmmaking: an object is lovingly crafted and aged by hand simply to be photographed, or to sit out of focus in the background of a single shot. My appreciation of the Lord of the Rings trilogy went up another notch after I watched hours of production featurettes last winter, many of which focused on the prop department. I learned, for instance, that the artisans who made the hundreds of sets of chain mail wore down their own fingerprints in the process, and that Theoden’s armor included a golden sun stamped on the inside of the breastplate, where no one but Bernard Hill would ever see it. Each touch is imperceptible, but in the aggregate, they add up to a vision of a world that remains totally convincing: even if we quibble over Peter Jackson’s narrative choices, it’s impossible not to be impressed by his determination to build up so much detail before an audience even existed to see it—if they ever noticed it at all. Props are designed to serve the story, not to dominate it, and I’d be inclined to call it a thankless task if I weren’t so profoundly grateful for the result.

Brochure from Jurassic Park

Maybe because I’m an author, I’ve always been especially taken by props that involve written text, whether they’re John Doe’s notebooks from Seven or the obsessively detailed newspapers of the future that we glimpse in Children of Men. I think I find such props so fascinating because they feel like a reversal of the way words and filmed images naturally relate: if a screenplay serves as the engine or blueprint of the movie as a whole, these words exist only for their visual properties, which can only be convincing if someone has taken the time to treat them as if they were meant to be read in their own right. When a movie falls short here, it can pull you out of the story even more drastically than most comparable mistakes: my favorite example is from The Godfather Part III, which prominently displays a headline from The Wall Street Journal with text that seems to have been copied and pasted from a computer instruction manual. (These days, movies seem aware of how much every shot is likely to be scrutinized, so they’re more likely to take the time to write something up for the sake of viewers and their pause buttons, like Captain America’s to-do list.)

As far as I’m concerned, the greatest prop of them all has to be the grail diary in Indiana Jones and the Last Crusade. We see it clearly for maybe a total of thirty seconds, but those few glimpses were enough to fuel a lifetime’s worth of daydreams: I sometimes think I owe half of my inner life to Henry Jones’s battered little notebook. As it happens, you can read the whole thing online, or some simulacrum of it, thanks to the efforts of such prop replica masters as Indy Magnoli, whose work goes on eBay for nine hundred dollars or more—and I can’t say that I wasn’t tempted, years ago, to pick up one for myself. Recently, the original prop went up for auction at Christie’s, and while I’ve love to be able to tell you that I was the one who shelled out $30,000 for it, sadly, it wasn’t me. Still, I’m probably better off. Up close, a prop rarely has the same magic that it had in the scant seconds you saw it onscreen; an object that seemed unbearably precious can turn out to be made of pasteboard and hot glue. If we believed in it for the brief interval of time in which it appeared on camera, it succeeded. Which is true of everything about the movies. And if we dreamed about it afterward, well, then it belongs to us all the more.

Looper and the secret of good science fiction

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There are a lot of things to recommend about Looper, the excellent new science-fiction thriller from writer and director Rian Johnson, but one of my favorite elements is the movie’s time machine. It looks something like an industrial washer-dryer, and we only see it for a few seconds, housed in a dingy warehouse somewhere in China. To use it, you just shove someone inside, and he comes out the other end at a specific location thirty years in the past. None of the characters seem especially interested in knowing how it works, any more than we’d be curious about, say, the mechanics of our local subway—and this is exactly how it should be. Like Inception, which never really explains its dream invasion technology, Looper takes its biggest imaginative leap for granted, which accounts for a lot of its brainy but grounded appeal. (Actually, to be perfectly accurate, time travel is only the second-biggest imaginative leap in the movie…but I can’t say anything more without giving the plot away.)

This is how science fiction ought to be: less science, more fiction. I don’t know what the writing process behind Looper was like, but I imagine that Johnson received a fair amount of pressure from outside readers to spell out this information in greater detail—studio executives love exposition—and managed to resist it. (Evidently, Johnson shot, or at least conceived, a special-effects sequence depicting the process of time travel, with the help of Primer director Shane Carruth, but none of this seems to have survived in the final cut.) Instead, he takes time travel as a given and uses it to tell a complicated but always lucid story that cleverly teases out the potential of its premise. I’m a sucker for time travel movies with even a modicum of ambition—I even liked Déjà Vu—and Looper deserves a lot of credit for presenting its paradoxes without holding the audience’s hand. It’s hard to overstate how difficult this is, and one of the movie’s great virtues is that it makes it look so easy.

This is, in short, a very smart screenplay, and it’s one that I expect to cite approvingly at various points on this blog. Among other things, it provides one of the best recent examples of the anthropic principle of fiction, by casually introducing telekinesis as a minor plot point—certain characters can move small objects with their minds, but only at the level of a parlor trick—in order for it to pay off down the line in a major way. It doesn’t indulge in stylistic flourishes for their own sake, but it’s more than capable of big formal conceptions when necessary, as in one dazzling montage that follows one possible timeline over the course of three decades. It quietly develops two persuasive futures without making a point of it, and gives us an unusually interesting supporting cast. (I especially liked Jeff Daniels in the role of a man from the future, whose knowledge of coming events is rivaled only by that of Will McAvoy.) And it’s also ready to make its leads unsympathetic, as when the character played by Bruce Willis makes an agonizing choice that few other movies would be willing to follow to its logical conclusion.

If there’s one small disappointment that prevents Looper from becoming a stone classic out of the gate, it’s that its action isn’t quite as inventive as the story surrounding it. There’s nothing that says an innovative science-fiction thriller is required to deliver sensational action, but when you look at the short list of recent movies that have pushed the envelope in the genre—The Matrix, Minority Report, Children of Men, and Inception—you often find writers and directors who are just as eager to show us something new on a visceral level as to tell us a mind-bending story. Looper doesn’t seem as committed to redefining its boundaries in all directions, and its chases and gunfights are all fairly routine. (Its most memorable action beat is a direct lift from The Fury, but not remotely as effective.) Still, that shouldn’t minimize what Johnson has accomplished: he’s set a lot of challenges for himself, met nearly all of them, and come up with one of the two or three best movies I’ve seen all year.

Written by nevalalee

October 1, 2012 at 9:59 am

In Time and the broken ticking clock

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Ah, the ticking clock. In many ways, it’s both the hoariest and most effective of all suspense tropes: the protagonist has something difficult and dangerous to accomplish, but a limited amount of time, and by the way, the countdown starts now. This convention was mined most brilliantly by the first five seasons of 24, but countless thrillers have made use of it in various ways, to the point where Dean Koontz lists it as one of the three central devices for generating suspense, along with the chase and the anticipation of a violent event. And for all its familiarity, it still works, despite being frequently parodied. (My favorite subversion comes courtesy of Fat Tony on The Simpsons: “You have twenty-four hours to give us our money. And to show you we’re serious…you have twelve hours.”)

You would think, then, that a movie like Andrew Niccol’s In Time would be deliciously suspenseful, with the ticking clock built into the fabric of the story itself. The film takes place in a world in which all humans have been genetically engineered to stop aging after they turn twenty-five, but after that, they only have one year left. Time thus becomes the only form of currency: you can earn, borrow, or steal more, with your remaining time constantly displayed in a glowing readout on your left arm, and once the clock runs out, you die. No exceptions. Clearly, this is a great tool for suspense, since at any given moment, we know that our hero, appealingly played by Justin Timberlake, has only a fixed amount of time to live—and it’s especially tense when the countdown can be measured in minutes or seconds, so it coincides with the real time of the movie itself.

It’s astonishing, then, how little suspense In Time manages to milk from its underlying premise, as if Niccol didn’t understand the promise of his own story. The film’s logic isn’t that hard to understand, but it still has trouble explaining the rules, especially the fact that one’s time is worth more or less in different zones of the city—an omission that makes nonsense of an early scene in which Olivia Wilde’s character, with only a few minutes left, races desperately home for reasons that aren’t made clear. Worse, the movie lets its hero’s remaining time fluctuate enormously: it goes up and down with gifts and gambling and double-crosses, until any sense of momentum is lost. Far better, from a storytelling perspective, to take everything away except an hour and a half, keep the countdown fixed, and let us sweat it out with him in real time. (In fact, there’s a scene where the movie does exactly this, only to drop the issue almost at once, giving up its most promising narrative device in the process.)

Of course, using a fixed countdown to drive the plot would result in a different movie altogether, which wouldn’t be a bad thing. In Time has a great concept and a lot of style, with some nifty art direction by Alex McDowell, but it never quite figures out how to exploit its own premise. Instead of getting caught up in the story, we spend half the movie noticing holes in the plot. And while many of these lapses can be explained away, the point is that it shouldn’t matter. A movie like Children of Men, or even the ludicrous Equilibrium, may or may not have a wholly consistent set of rules, but while we’re watching the movie, we’re too excited to care. Meanwhile, In Time, which has devoted a fair amount of attention to its world’s internal logic, has so little drive that we can’t believe in it at all. The result is superficially smart, but viscerally adrift. It has a ticking clock at its heart, but it’s broken.

Written by nevalalee

October 31, 2011 at 9:10 am

Why science fiction?

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When I look at my writing from the past few years, I’m struck by a sharp division in my work, which sometimes resembles the output of two different authors. On the novel side, I’ve focused almost exclusively on suspense fiction, with the occasional literary touch: The Icon Thief is basically my take on the paranoid conspiracy novel, while its sequel—once called Midrash, currently untitled—is even more of a straight thriller. I love writing books like this, and one of the great pleasures of my recent life has been exploring the genre’s conventions and learning what makes such novels tick. But at the same time, I’ve been living an alternate, almost entirely separate life as a writer of short science fiction. And now that my novelette “Kawataro” is in stores, it’s probably worth asking why I write this stuff in the first place.

Because it certainly isn’t for the money. Analog‘s payment rate is pretty modest—at the moment, for a novelette, it’s between five and six cents a word—and while it still pays better than most other magazines, where payment can consist of nothing but a few contributors’ copies, devoting two or more weeks to writing a 12,000-word novelette isn’t an especially lucrative way of spending one’s time. And while I’m always immensely gratified to read reviews of my short fiction online, the fact remains that a writer can make a bigger impression with a single novel than with a dozen short stories. There doesn’t seem to be any rational reason, then, why I should spend my time writing stuff for Analog. And yet I still try to write at least a couple of short stories a year, and whenever I’m not writing one, I really miss it.

So why is that? The real question, I suppose, is why I write science fiction at all, instead of some other genre. (Mystery fiction, for one, has an honorable history, and there are still a couple of good genre magazines on the market.) Writers, not surprisingly, are drawn to science fiction for all sorts of reasons. Many of the writers in Analog, which remains the leading voice of hard science fiction, seem to have been brought to it by a deep love of science itself, with stories that methodically work out the details of a particular scientific problem. Other authors write science fiction because it gives them the opportunity to discuss major issues involving humanity’s future, to build entire worlds, or to allegorize a contemporary issue (as in Children of Men, which takes our reluctance to plan for the future and turns it into a world in which there is no future). Others, maybe most, are drawn to science fiction simply because it was the kind of fiction they loved best growing up.

This last reason comes fairly close for me, although it isn’t the whole story. Growing up, one of my favorite books was the wonderful anthology 100 Great Science Fiction Short Short Stories, which I highly recommend if you can track down a copy. Reading these and similar stories—many of which I still know practically by heart—I was deeply impressed by their clarity, their precision, and above all their ingenuity. On the cinematic side, my favorite movie for many years was 2001, which, in turn, served as a gateway to such authors as Arthur C. Clarke, Orson Scott Card, and Robert Anton Wilson—the last of whom, in particular, remains one of my intellectual heroes. And I’ve already spoken of my love for The X-Files, which has given my stories much of their overall tone and shape.

Above all else, though, I love science fiction because it gives me a chance to make beautiful toys. The toymaking aspect of fiction has always been important to me, and hopefully this comes through in my novels, which I like to think of as intricate games between myself and the reader. And the science fiction short story—because of its love of ideas, its range of possible subjects, and the rewards it offers to ingenuity—has always been an ideal medium for play. While my stories occasionally tackle larger social themes, the motivation for writing them in the first place is always one of playfulness: I have an idea, an image, a twist, and want to see how far I can mislead the reader while still making the story an exciting one.  Writing novels is joyous work, but it’s still work. Writing short fiction, especially science fiction, is closer to a game. And as far as I’m concerned, it’s the greatest game in the world.

Source Code and the state of modern science fiction

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On Saturday, my wife and I finally saw Source Code, the new science fiction thriller directed by Moon‘s Duncan Jones. I liked Moon a lot, but wasn’t sure what to expect from his latest film, and was pleasantly surprised when it turned out to be the best new movie I’ve seen this year. Admittedly, this is rather faint praise—by any measure, this has been a slow three months for moviegoers. And Source Code has its share of problems. It unfolds almost perfectly for more than an hour, then gets mired in an ending that tries, not entirely successfully, to be emotionally resonant and tie up all its loose ends, testing the audience’s patience at the worst possible time. Still, I really enjoyed it. The story draws you in viscerally and is logically consistent, at least up to a point, and amounts to a rare example of real science fiction in a mainstream Hollywood movie.

By “real” science fiction, of course, I don’t mean that the science is plausible. The science in Source Code is cheerfully absurd, explained with a bit of handwaving about quantum mechanics and parabolic calculus, but the movie is unusual in having the courage to follow a tantalizing premise—what if you could repeatedly inhabit the mind of a dead man eight minutes before he died?—through most of its possible variations. This is what the best science fiction does: it starts with an outlandish idea and follows it relentlessly through all its implications, while never violating the rules that the story has established. And one of the subtlest pleasures of Ben Ripley’s screenplay for Source Code lies in its gradual reveal of what the rules actually are. (If anything, I wish I’d known less about the story before entering the theater.)

This may sound like a modest accomplishment, but it’s actually extraordinarily rare. Most of what we call science fiction in film is thinly veiled fantasy with a technological sheen. A movie like Avatar could be set almost anywhere—the futuristic trappings are incidental to a story that could have been lifted from any western or war movie. (Walter Murch even suggests that George Lucas based the plot of Star Wars on the work he did developing Apocalypse Now.) Star Trek was often a show about ideas, but its big-screen incarnation is much more about action and spectacle: Wrath of Khan, which I think is the best science fiction film ever made, has been aptly described as Horatio Hornblower in space. And many of the greatest sci-fi movies—Children of Men, Blade Runner, Brazil—are more about creating the look and feel of a speculative future than any sense of how it might actually work.

And this is exactly how it should be. Movies, after all, aren’t especially good at conveying ideas; a short story, or even an episode of a television show, is a much better vehicle for working out a clever premise than a feature film. Because movies are primarily about action, character, and image, it isn’t surprising that Hollywood has appropriated certain elements of science fiction and left the rest behind. What’s heartening about Source Code, especially so soon after the breakthrough of Inception, is how it harnesses its fairly ingenious premise to a story that works as pure entertainment. There’s something deeply satisfying about seeing the high and low aspects of the genre joined so seamlessly, and it requires a peculiar set of skills on the part of the director, who needs to be both fluent with action and committed to ideas. Chris Nolan is one; Duncan Jones, I’m excited to say, looks very much like another.

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