Posts Tagged ‘Seven’
The act of killing
Over the weekend, my wife and I watched the first two episodes of Mindhunter, the new Netflix series created by Joe Penhall and produced by David Fincher. We took in the installments over successive nights, but if you can, I’d recommend viewing them back to back—they really add up to a single pilot episode, arbitrarily divided in half, and they amount to a new movie from one of the five most interesting American directors under sixty. After the first episode, I was a little mixed, but I felt better after the next one, and although I still have some reservations, I expect that I’ll keep going. The writing tends to spell things out a little too clearly; it doesn’t always avoid clichés; and there are times when it feels like a first draft of a stronger show to come. Fincher, characteristically, sometimes seems less interested in the big picture than in small, finicky details, like the huge titles used to identify the locations onscreen, or the fussily perfect sound that the springs of the chair make whenever the bulky serial killer Ed Kemper sits down. (He also gives us two virtuoso sequences of the kind that he does better than just about anyone else—a scene in a noisy club with subtitled dialogue, which I’ve been waiting to see for years, and a long, very funny montage of two FBI agents on the road.) For long stretches, the show is about little else than the capabilities of the Red Xenomorph digital camera. Yet it also feels like a skeleton key for approaching the work of a man who, in fits and starts, has come to seem like the crucial director of our time, in large part because of his own ambivalence toward his fantasies of control.
Mindhunter is based on a book of the same name by John Douglas and Mark Olshaker about the development of behavioral science at the FBI. I read it over twenty years ago, at the peak of my morbid interest in serial killers, which is a phase that a lot of us pass through and that Fincher, revealingly, has never outgrown. Apart from Alien 3, which was project that he barely understood and couldn’t control, his real debut was Seven, in which he benefited from a mechanical but undeniably compelling script by Andrew Kevin Walker and a central figure who has obsessed him ever since. John Doe, the killer, is still the greatest example of the villain who seems to be writing the screenplay for the movie in which he appears. (As David Thomson says of Donald Sutherland’s character in JFK: “[He’s] so omniscient he must be the scriptwriter.”) Doe’s notebooks, rendered in comically lavish detail, are like a nightmare version of the notes, plans, and storyboards that every film generates, and he alternately assumes the role of writer, art director, prop master, and producer. By the end, with the hero detectives reduced to acting out their assigned parts in his play, the distinction between Doe and the director—a technical perfectionist who would later become notorious for asking his performers for hundreds of takes—seems to disappear completely. It seems to have simultaneously exhilarated and troubled Fincher, much as it did Christopher Nolan as he teased out his affinities with the Joker in The Dark Knight, and both men have spent much of their subsequent careers working through the implications of that discovery.
Fincher hasn’t always been comfortable with his association with serial killers, to the extent that he made a point of having the characters in The Girl With the Dragon Tattoo refer to “a serial murderer,” as if we’d be fooled by the change in terminology. Yet the main line of his filmography is an attempt by a surprisingly smart, thoughtful director to come to terms with his own history of violence. There were glimpses of it as early as The Game, and Zodiac, his masterpiece, is a deconstruction of the formula that turned out to be so lucrative in Seven—the killer, wearing a mask, appears onscreen for just five minutes, and some of the scariest scenes don’t have anything to do with him at all, even as his actions reverberate outward to affect the lives of everyone they touch. Dragon Tattoo, which is a movie that looks a lot better with time, identifies its murder investigation with the work of the director and his editors, who seemed to be asking us to appreciate their ingenuity in turning the elements of the book, with its five acts and endless procession of interchangeable suspects, into a coherent film. And while Gone Girl wasn’t technically a serial killer movie, it gave us his most fully realized version to date of the antagonist as the movie’s secret writer, even if she let us down with the ending that she wrote for herself. In each case, Fincher was processing his identity as a director who was drawn to big technical challenges, from The Curious Case of Benjamin Button to The Social Network, without losing track of the human thread. And he seems to have sensed how easily he could become a kind of John Doe, a master technician who toys sadistically with the lives of others.
And although Mindhunter takes a little while to reveal its strengths, it looks like it will be worth watching as Fincher’s most extended attempt to literally interrogate his assumptions. (Fincher only directed the first two episodes, but this doesn’t detract from what might have attracted him to this particular project, or the role that he played in shaping it as a producer.) The show follows two FBI agents as they interview serial killers in search of insights into their madness, with the tone set by a chilling monologue by Ed Kemper:
People who hunt other people for a vocation—all we want to talk about is what it’s like. The shit that went down. The entire fucked-upness of it. It’s not easy butchering people. It’s hard work. Physically and mentally, I don’t think people realize. You need to vent…Look at the consequences. The stakes are very high.
Take out the references to murder, and it might be the director talking. Kemper later casually refers to his “oeuvre,” leading one of the two agents to crack: “Is he Stanley Kubrick?” It’s a little out of character, but also enormously revealing. Fincher, like Nolan, has spent his career in dialogue with Kubrick, who, fairly or not, still sets the standard for obsessive, meticulous, controlling directors. Kubrick never made a movie about a serial killer, but he took the equation between the creative urge and violence—particularly in A Clockwork Orange and The Shining—as far as anyone ever has. And Mindhunter will only become the great show that it has the potential to be if it asks why these directors, and their fans, are so drawn to these stories in the first place.
The holy grail of props
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.
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.
The monster in the mirror
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: “If you were a horror movie villain, what would be your hook?”
In horror movies, we’re supposed to relate to the victims, but some of the genre’s most enduring works implicate us into an uneasy identification with the monster. I’m not talking about the films that invite the audience to cheer as another mad slasher takes out a platoon of teenagers, or even more sophisticated examples like the original Halloween, which locks us into the killer’s eyes with its opening tracking shot. What I have in mind is something more like Norman Bates. Norman is “nutty as a fruitcake,” to use Roger Ebert’s memorable words, but he’s also immensely appealing and sympathetic in the middle sequence of Psycho, much more so than John Gavin’s square, conventional hero. The connection Norman has with Marion as she eats her sandwich in the parlor is real, or at least real enough to convince her to return the stolen money, and it fools us temporarily into thinking that this movie will be an adventure involving these two shy souls. Because what defines Norman isn’t his insanity, or even his mother issues, but his loneliness. As he says wistfully to Marion: “Twelve cabins, twelve vacancies. They moved away the highway.”
Which is only to say that in Norman, we’re confronted with a weird, distorted image of our own introversion, with his teenager’s room and Beethoven’s Eroica on the record player. Other memorable villains force us to confront other aspects of ourselves by taking these tendencies to their murderous conclusion. Hannibal Lecter is a strange case, since he’s so superficially seductive, and he was ultimately transformed into the hero of his own series. What he really represents, though, is aestheticism run amok. We’d all love to have his tastes in books, music, and food—well, maybe not entirely the latter—but they come at the price of his complete estrangement from all human connection, or an inability to regard other people as anything other than items on a menu. Sometimes, it’s literal; at others, it’s figurative, as he takes an interest in Will Graham or Clarice Starling only to the extent that they can relieve his boredom. Lecter, we’re told, eats only the rude, but “rude” can have two meanings, and for the most part, it ends up referring to those too lowly or rough to meet his own high standards. (Bryan Fuller, to his credit, has given us multiple reminders of how psychotic Lecter’s behavior really is.)
And if Lecter cautions us against the perversion of our most refined impulses, Jack Torrance represents the opposite: “The susceptible imagination,” as David Thomson notes, “of a man who lacks the skills to be a writer.” Along with so much else, The Shining is the best portrait of a writer we have on film, because we can all relate to Jack’s isolation and frustration. The huge, echoing halls of the Overlook are as good a metaphor as I’ve ever seen for writer’s block or creative standstill: you’re surrounded by gorgeous empty spaces, as well as the ghosts of your own ambitions, and all you can manage to do is bounce a tennis ball against the wall, again and again and again. There isn’t a writer who hasn’t looked at a pile of manuscript and wondered, deep down, if it isn’t basically the same as the stack of pages that Jack Torrance lovingly ruffles in his climactic scene with Wendy, and whenever I tell people what I’m working on at the moment, I can’t help but hear a whisper of Jack’s cheerful statement to Ullman: “I’m outlining a new writing project, and five months of peace is just what I want.”
There’s another monster who gets at an even darker aspect of the writer’s craft: John Doe in Seven. I don’t think there’s another horror movie that binds the process of its own making so intimately to the villain’s pathology: Seven is so beautifully constructed and so ingenious that it takes us a while to realize that John Doe is essentially writing the screenplay. Andrew Kevin Walker’s script was sensational enough to get him out of a job at Tower Records, but despite the moral center that Morgan Freeman’s character provides, it’s hard to escape the sense that the film delights more in its killer’s cleverness, which can’t be separated from the writer’s. Unlike Jack Torrance, John Doe is superbly good at what he does, and he’s frightening primarily as an example of genius and facility without heart. The impulse that pushes him to use human lives as pieces in his masterpiece of murder is only the absurdist conclusion of the tendency in so many writers, including me, to treat violence as a narrative tool, a series of marks that the plot needs to hit to keep the story moving. I’m not saying that the two are morally equivalent. But Seven—even in its final limitations, which Fincher later went on to explode in Zodiac—is still a scary film for any writer who ever catches himself treating life and death as a game.
“You know how this works…”
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Note: This post is the twenty-first installment in my author’s commentary for Eternal Empire, covering Chapter 22. You can read the previous installments here.
“An artist,” Edgar Degas wrote, “must approach his work in the spirit of the criminal about to commit a crime.” In other words, with diligence, cunning, thoroughness, and full awareness that even the smallest mistake could betray him. Of course, in real life, most crimes aren’t carried out with nearly this degree of intention: they’re impulsive, messy, and poorly planned. When a robbery or con game rises to the standard of ingenuity set by fiction, it’s so rare that it becomes newsworthy, and the press coverage tends to start by comparing it to a scene out of the movies. Reading about the recent prison break in upstate New York, we’re both horrified by the idea of two convicted murderers on the loose and oddly tickled by the details: stuffed dummies, a taunting note left behind for the authorities, and a long crawl through a pipe straight out of The Shawshank Redemption. And it’s hard to escape the implication that the prisoners were explicitly thinking in those terms. The specifics of the plan might have been determined by the vulnerabilities of the prison itself, but its overall effect, it comes off almost as an homage to what the movies have taught us an escape like this ought to look like.
Of all the forms of criminal activity available as subjects for fiction, writers have shown a particular interest in three types: the prison break, yes, but also the heist and the confidence game. Each one emphasizes a different set of qualities that recalls the act of writing itself. A heist represents the moment when meticulous planning collides with a few precious moments of luck or serendipity; a con game is about the creation of trust and plausibility out of countless careful details. (On a queasier level, you could also say that fiction’s persistent fascination with serial killers comes from a similar place. The ingenious predators of Saw or The Following have less in common with their counterparts in real life than with the screenwriters who created them, and if there’s an element of wish fulfillment in the depiction, it’s not so much about killing as about control. Jigsaw is so omniscient that he might as well have written the script for his own movie, and it runs both ways. When you look at the notebooks of the Aurora theater shooter James Holmes, they look eerily like props, as if he’d taken his cues—if not his intentions—directly from John Doe in Seven.)
As for a prison break, it’s nothing if not a lesson about the importance of constraints. That said, there’s a touch of dishonesty in the way most novels and movies approach any “impossible” heist or escape: the protagonists always show great apparent resourcefulness in defeating the security measures and eluding the guards, but both sides of the equation have been manipulated in advance by the writer, who sets each obstacle in place with an eye to how to overcome it. Hence the convenient ventilation shafts that materialize wherever necessary; the moving laser beams that follow a predictable pattern, rather than simply creating an impassable grid; or the impregnable vaults, like the one in the first Mission: Impossible movie, equipped with every deterrent device imaginable except a functional security camera. For fans of the genre, spotting the writer’s workarounds is part of the fun. And if prison breaks sometimes feel more satisfying than heists, it’s because the author, like his characters, is forced to deal with problems that can’t be waved away. Stone walls may not a prison make, nor iron bars a cage—but that doesn’t mean they aren’t always there.
The prison break sequence in Eternal Empire, which reaches its climax in Chapter 22, was cobbled together out of many such components. Some of the details, like the limpet mines that the attackers affix to the prison van’s doors, or the way in which one of the criminals poses as a traffic policeman to cheerfully wave other cars toward an alternate route, were taken from similar incidents in real life; others were determined by the physical demands of the location, or nods to scenes I’d enjoyed in other books or movies. (The vehicles that surround the van, boxing it in, come straight from The Usual Suspects.) If there’s one thing that dissatisfies me, it’s the white surgical masks that the assailants wear: I wanted to give them something distinctive, but ever since Point Break raised the bar, the movies have given us heists with thieves masked as clowns, nuns, and whatever else a writer can imagine, and the well of ideas is running a little dry. Still, the result is one of the most effective set pieces in any of these novels, or at least one of the few I can stand to read over again. It’s the kind of scene every writer ought to write at least once. And like most good prison breaks, it never goes quite as smoothly as planned…
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Written by nevalalee
June 11, 2015 at 10:41 am
Posted in Books, Writing
Tagged with Eternal Empire commentary, Mission: Impossible, Point Break, Saw, Seven, The Following, The Shawshank Redemption, The Usual Suspects