Gabriel L. Helman Gabriel L. Helman

Adaptations as Commentary

I got into a conversation with the kids about the changes the made to Lord of the Rings from the books to the movies, and it struck me, kind of for the first time, how much those changes reflect the world of the late ‘90s.

To turn into Caption Obvious for a moment: All art is inexorably linked the cultural and social context of the time of its creation, and adaptations get it two ways, both the context from the original work, and then its own context. In the best case, you can use the one to comment on the other. As the adaptations slip away, and the context drifts, it gets easier to see which parts really were “better storytelling technology” and which were, oh, that’s just what the 90s were like.

I chewed over the changes in their own right around this time last year, but what I’m saying is, I don’t think anyone would consider “we went left home to fight evil, and then when we came back discovered it had taken root at home” boring and anticlimactic now. Cutting the Scouring of the Shire says a lot more about “the west” circa 2000 than it does about the book’s pacing. That they thought that wasn’t interesting enough to keep kinda feels like one of the skeleton keys that unlocks everything that happened in real life over the last quarter-century.

My point is I think a LotR movie made today would handle that whole end very differently. Very differently.

On the one hand, there are two many remakes and reboots and unasked-for sequels, and on the other hand I genuinely want to see what LotR would look like made by people who lived through the various catastrophes of the 21st century, instead of by people who grew up in a world where “bad things” only happen “over there.”

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Gabriel L. Helman Gabriel L. Helman

Don’t Panic: Infocom’s Hitchhiker’s Guide to the Galaxy at 40

Well! It turns out that this coming weekend is the 40th anniversary of Infocom’s Hitchhiker’s Guide to the Galaxy text adventure game by Douglas Adams and Steve Meretzky. I mentioned the game in passing back in July when talking about Salmon of Doubt, but I’ll take an excuse to talk about it more.

To recap: Hitchhiker started as a six-part radio show in 1978, which was a surprise hit, and was quickly followed by a second series, an album—which was a rewrite and re-record with the original cast instead of just being a straight release of the radio show—a 2-part book adaptation, a TV adaptation, and by 1984, a third book with a fourth on the way. Hitchhiker was a huge hit.

Somewhere in there, Adams discovered computers, and (so legend has it) also became a fan of Infocom’s style of literate Interactive Fiction. They were fans of his as well, and to say their respective fan-bases had a lot of overlap would be an understatement. A collaboration seemed obvious.

(For the details on how the game actually got made, I’ll point you at The Digital Antiquarian’s series of philosophical blockbusters Douglas Adams, The Computerized Hitchhiker’s, and Hitchhiking the Galaxy Infocom-Style.)

These are two of my absolute favorite things—Infocom games and Hitchhiker—so this should be a “two great tastes taste great together” situation, right? Well, unfortunately, it’s a little less “peanut butter cup” and a little more “orange juice on my corn chex.”

“Book adaptation” is the sort of thing that seemed like an obvious fit for Infocom, and they did several of them, and they were all aggressively mediocre. Either the adaptation sticks too close to the book, and you end up painfully recreating the source text, usually while you “wait” and let the book keep going until you have something to do, or you lean the other way and end up with something “inspired by” rather than “based on.” Hitchhiker, amusingly, manages to do both.

By this point Adams had well established his reputation for blowing deadlines (and loving “the whooshing noise they make as they go by”) so Infocom did the sane thing and teamed him up Steve Meretzky, who had just written the spectacular—and not terribly dissimilar from Hitchhiker—Planetfall, with the understanding that Meretzky would do the programming and if Adams flagged then Meretzky could step in and push the game over the finish line.

The game would cover roughly the start of the story; starting with Arthur’s house being knocked down, continuing through the Vogon ship, arriving on the Heart of Gold, and then ending as they land on Magrathea. So, depending on your point of view, about the first two episodes of the radio and TV versions, or the first half of the first book. This was Adams’ fourth revision of this same basic set of jokes, and one senses his enthusiasm waning.

You play as Arthur (mostly, but we’ll get to that,) and the game tracks very closely to the other versions up through Arthur and Ford getting picked up by the Heart of Gold. At that point, the game starts doing its own thing, and it’s hard not to wonder if that’s where Adams got bored and let Meretzky take over.

The game—or at least the first part—wants to be terribly meta and subversive about being a text adventure game, but more often than not offers up things that are joke-shaped, but are far more irritating than funny.

The first puzzle in the game is that it is dark, and you have to open your eyes. This is a little clever, since finding and maintaining light sources are a major theme in earlier Zork-style Infocom games, and here you don’t need a battery-powered brass lantern or a glowing elvish sword, you can just open your eyes! Haha, no grues in this game, chief! Then the second puzzle is where the game really shows its colors.

Because, you see, you’ve woken up with a hangover, and you need to find and take some painkillers. Again, this is a text adventure, so you need to actually type the names of anything you want to interact with. This is long before point-and-click interfaces, or even terminal-style tab-complete. Most text games tried to keep the names of nouns you need to interact with as short as possible for ergonomic reasons, so in a normal game, the painkillers would be “pills”, or “drugs”, or “tablets”, or some other short name. Bur no, in this game, the only phrase the game recognizes for the meds is “buffered analgesic”. And look, that’s the sort of think that I’m sure sounds funny ahead of time, but is just plain irritating to actually type. (Although, credit where credit is due, four decades later, I can still type “buffered analgesic” really fast.)

And for extra gear-griding, the verb you’d use in reglar speech to consume a “buffered analgesic” would be to “take” it, except that’s the verb Infocom games use to mean “pick something up and put it in your inventory” so then you get to do a little extra puzzle where you have to guess what other verb Adams used to mean put it in your mouth and swallow.

The really famous puzzle shows up a little later: the Babel Fish. This seems to be the one that most people gave up at, and there was a stretch where Infocom was selling t-shirts that read “I got the Babel Fish!”

The setup is this: You, as Arthur, have hitchhiked on to the Vogon ship with Ford. The ship has a Babel Fish dispenser (an idea taken from the TV version, as opposed to earlier iterations where Ford was just carrying a spare.) You need to get the Babel fish into your ear so that it’ll start translating for you and you can understand what the Vogons yell at you when they show up to throw you off the ship in a little bit. So, you press the button on the machine, and a fish flies out and vanishes into a crack in the wall.

What follows is a pretty solid early-80s adventure game puzzle. You hang your bathrobe over the crack, press the button again, and then the fish hits the bathrobe, slides down, and falls into a grate on the floor. And so on, and you build out a Rube Goldberg–style solution to catch the fish. The 80s-style difficulty is that there are only a few fish in the dispenser, and when you run out you have to reload your game to before you started trying to dispense fish. This, from the era where game length was extended by making you sit and wait for your five-inch floppy drive to grind through another game load.

Everything you need to solve the puzzle is in the room, except one: the last thing you need to get the fish is the pile of junk mail from Arthur’s front porch, which you needed to have picked up on your way to lie in front of the bulldozer way back a the start of the game. No one thinks to do this the first time, or even first dozen times, and so you end up endlessly replaying the first hour of the game, trying to find what you missed.

(The Babel Fish isn’t called out by name in Why Adventure Games Suck, but one suspects it was top of Ron Gilbert’s mind when he wrote out his manifesto for Monkey Island four years later.)

The usual reaction, upon learning that the missing element was the junk mail, and coming after the thing with the eyes and the “buffered analgesic” is to mutter, screw this and stop playing.

There’s also a bit right after that where the parser starts lying to you and you have to argue with it to tell you what’s in a room, which is also the kind of joke that only sounds funny if you’re not playing the game, and probably accounted for the rest of the people throwing their hands up in the air and doing literally anything else with their time.

Which is a terrible shame, because just after that, you end up on the Heart of Gold and the game stops painfully rewriting the book or trying to be arch about being a game. Fairly quickly, Ford, Zaphod, and Trillian go hang out in the HoG’s sauna, leaving you to do your own thing. Your own thing ends up being using the backup Improbability Generator to teleport yourself around the galaxy, either as yourself or “quantum leap-style” jumping into other people. You play out sequences as all of Ford, Zaphod, and Trillian, and end up in places the main characters never end up in any of the other versions—on board the battlefleet that Arthur’s careless coment sets in motion, inside the whale, outside the lair of the Ravenous Bugblatter Beast of Traal. The various locations can be played in any order, and like an RPG from fifteen years later, the thing you need to beat the game has one piece in each location.

This is where the game settles in and turns into an actual adventure game instead of a retelling of the same half-dozen skits. And, more to the point, this is where the game starts doing interesting riffs on the source material instead of just recreating it.

As an example, at one point, you end up outside the cave of the Ravenenous Bugblatter Beast of Traal, and the way you keep it from eating you is by carving your name on the memorial to the Beast’s victims, so that it thinks it has already eaten you. This is a solid spin on the book’s joke that the Beast is so dumb that it thinks that if you can’t see it, it can’t see you, but manges to make having read the book a bonus but not a requirement.

As in the book, to make the backup Improbability Drive work you need a source of Brownian Motion, like a cup of hot liquid. At first, you get a cup of Advanced Tea Substitute from the Nutrimat—the thing that’s almost, but not quite, entirely unlike tea. Later, after some puzzles and the missile attack, you can get a cup of real tea to plug into the drive, which allows it work better and makes it possible to choose your destination instead of it being random. Again, that’s three different jokes from the source material mashed together in an interesting and new way.

There’s a bit towards the end where you need to prove to Marvin that you’re intelligent, and the way you do that is by holding “tea” and “no tea” at the same time. The way you do that is by using the backup Improbably Drive to teleport into your own brain and removing your common sense particle, which is a really solid Hitchhiker joke that only appears in the game.

The game was a huge success at the time, but the general consensus seemed to be that it was very funny but very hard. You got the sense that a very small percentage of the people who played the game beat it, even grading on the curve of Infocom’s usual DNF rate. You also got the sense that there were a whole lot of people for whom HHGG was both their first and last Infocom game. Like Myst a decade later, it seemed to be the kind of game people who didn’t play games got bought for them, and didn’t convert a lot of people.

In retrospect, it’s baffling that Infocom would allow what was sure to be their best-selling game amongst new customers to be so obtuse and off-putting. It’s wild that HHGG came out the same year as Seastalker, their science fiction–themed game designed for “junior level” difficulty, and was followed by the brilliant jewel of Wishbringer, their “Introductory” game which was an absolute clinic in teaching people how to play text adventure games. Hitchhiker sold more than twice those two games combined.

(For fun, See Infocom Sales Figures, 1981-1986 | Jason Scott | Flickr)

Infocom made great art, but was not a company overly-burdened by business acumen. The company was run by people who thought of games as a way to bootstrap the company, with the intent to eventually graduate to “real” business software. The next year they “finally” released Cornerstone—their relational database product that was going to get them to the big leagues. It did not; sales were disastrous compared to the amount of money spent on development, the year after that, Infocom would sell itself to Activision; Activision would shut them down completely in 1989.

Cornerstone was a huge, self-inflicted wound, but it’s hard not to look at those sales figures, with Hitchhiker wildly outstripping everything else other than Zork I, and wonder what would have happened if Hitchhiker had left new players eager for more instead of trying to remember how to spell “analgesic.”

As Infocom recedes into the past and the memories of old people and enthusiasts, Hitchhiker maintains it’s name recognition. People who never would have heard the name “Zork” stumble across the game as the other, other, other version of Hitchhiker Adams worked on.

And so, the reality is that nowadays HHGG is likely to be most people’s first—and only—encounter with an Infocom game, and that’s too bad, because it’s really not a good example of what their games were actually like. If you’re looking for recommendation, scare up a copy of Enchanter. I’d recommend that, Wishbringer, Planetfall, and Zork II long before getting to Hitchhiker. (Zork is the famous game with the name recognition, but the second one is by far the best of the five games with “Zork” in the title.)

BBC Radio 4 did a 30th anniversary web version some years ago, which added graphics in the same style as the guide entries from the TV show, done by the same people, which feels like a re-release Infocom would have done in the late 80s if the company hadn’t been busy drowning in consequences of their bad decisions.

It’s still fun, taken on its own terms. I’d recommend the game to any fan of the other iterations of the Guide, with the caveat that it should be played with a cup of tea in one hand and a walkthrough within easy reach of the other.

All that said, it’s easy to sit here in the future and be too hard on it. The Secret of Monkey Island was a conceptual thermocline for adventure games as a genre, it’s so well designed, and it’s design philosophy is so well expressed in that design, that once you’ve played it it’s incredibly obvious what every game before it did wrong.

As a kid, though, this game fascinated me. It was baffling, and seemingly impossible, but I kept plowing at it. I loved Hitchhiker, still do, and there I was, playing Arthur Dent, looking things up in my copy of the Guide and figuring out how to make the Improbability Drive work. It wasn’t great, it wasn’t amazing, it was amazingly amazing. At one point I printed out all the Guide entries from the game and made a physical Guide out of cardboard?

As an adult, what irritates me is that the game’s “questionable” design means that it’s impossible to share that magic from when I was 10. There are plenty of other things I loved at that time I can show people now, and the magic still works—Star Wars, Earthsea, Monkey Island, the other iterations of Hitchhiker, other Infocom games. This game, though, is lost. It was too much of its exact time, and while you can still play it, it’s impossible to recreate what it was like to realize you can pick up the junk mail. Not all magic lasts. Normally, this is where I’d type something like “and that’s okay”, but in this particular case, I wish they’d tried to make it last a little harder.


As a postscript, Meretzky was something of a packrat, and it turns out he saved everything. He donated his “Infocom Cabinet” to the Internet Archive, and it’s an absolute treasure trove of behind-the-scenes information, memos, designs, artwork. The Hitchhiker material is here: Infocom Cabinet: Hitchhikers Guide to the Galaxy : Steve Meretzky and Douglas Adams

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Gabriel L. Helman Gabriel L. Helman

Movies from This Year I Finally Saw: Dune Part 2

Spoilers Ahoy

The desert is beautiful in exactly the way that means it’s something that can kill you. It’s vast, and terrifying, and gorgeous. The only thing that compares is the sea; but the sea is totally alien, and to survive there, we need to bring tiny islands of our world with us to survive. The desert allows no such vessels, it demands that we join it, live as it does.

My Dad grew up on the edge of the low desert, I spent a lot of time as a kid there. I mention all this so that I can tell this story: when we watched the 2001 Sci-Fi channel version of Dune, the first time the Fremen arrived on screen my Dad burst into laugher; “Look how fat they are!” he roared, “they’ve never been in the desert a day in their lives!”

He did not say that when we watched the new movies.

And so yes, I finally saw the second half of Dune. I liked it. I liked it a lot. I think this has to go down as the new definitive example of how to turn a great book into a great movie (the examples for how to turn “decent-but-not-great” and “bad” books into great movies remain Jurassic Park and Jaws, respectively.)

It’s vast, it’s grand, it looks great, the acting is phenomenal, it’s fun, it’s exciting. It’s the sort of movie where you can list ten things about it at random and someone is likely to say “oh yeah, that was my favorite part.”

Denis Villeneuve has two huge advantages, and wastes neither. First, this is the third attempt at filming Dune, and as such he has a whole array of examples of things that do and don’t work. Second, he even has an advantage over Frank Herbert, in that unlike the author of the book, Villeneuve knows what’s going to happen in the next one, and can steer into it.

It’s immediately obvious that splitting the book into two movies was an even better idea than it first looked. While stretching a book-to-movie adaptation into two movies has become something of a cliche, Dune is different, if for no other reason than when they announced that they were going to make two films, literally everyone who’d ever read the book correctly guessed where the break was going to be.

But in addition to giving the story enough room to stretch out and get comfortable, the break between movies itself also turns out to have been a boost, because everyone seems more relaxed. The actors, who were all phenomenal in the first part, are better here, the effects are better, the direction is more interesting. Everyone involved clearly spent the two years thinking about “what they’d do next time” and it shows.

It looks great. The desert is appropriately vast and terrible and beautiful. The worms are incredible, landing both as semi-supernatural forces of nature but also clearly real creatures. All the stuff looks great, every single item or costume or set looks like it was designed by someone in the that world for a reason. The movie takes the Star Wars/Alien lived-in-future aesthetic and runs with it; the Fremen gear looks battered and used, the Harkonnen stuff is a little too clean, the Imperial stuff is clean as a statement of power, the smooth mirrored globe of a ship hanging over the battered desert outpost.

The book casually mentions that Fremen stillsuits are the best but then doesn’t talk more about that; the movie revels in showing the different worse protective gear everyone else wears. The Fremen stillsuits looks functional, comfortable, the kind of thing you could easily wear all day. The various Harkonnen and Imperial and smuggler suits all look bulky and uncomfortable and impractical, more like space suits than clothes; the opening scene lingers on the cooling fans in the back of Harkonnen stillsuit’s helmets, a group of soldiers in over their heads trying to bring a bubble of their world with them, and failing. In the end, those fans are all food for Shai-halud.

Every adaptation like this has an editorial quality; even with the expanded runtime we’re playing with here, the filmmakers have to choose what stays and what to cut. Generally, we tend to focus on what got left out, and there’s plenty that’s not here (looking at you, The Spacing Guild.) But oftentimes, the more interesting subject is what they choose to leave in, what to focus on. One detail Villeneuve zooms in on here is that everyone in this movie is absolutely obsessed with something.

Silgar is obsessed that his religion might be coming true. Gurney is obsessed with revenge at any cost. The Baron is obsessed with retaking Arrakis. The Bene Gesserit are obsessed with regaining control of their schemes. Elvis is obsessed with proving his worth to his uncle.

Rebecca Ferguson plays Jessica as absolutely consumed with the twin desires for safety and for her son to reach his full potential, whatever the cost. She has a permanently crazed look in her eyes, and the movie keeps it ambiguous how much of that is really her, and how much is PTSD mixed with side-effects of that poison.

At first, Paul is a kid with no agency, and no particular obsessions. He’s upset, certainly, but he someone who’s adrift on other people’s manipulations, either overt or hidden. You get the sense that once they join up with the Fremen, he’d be happy to just do that forever. But one the spice starts to kick in, Timothée Chalamet plays him as a man desperately trying to avoid a future he can barely glimpse. When reality finally conspires to make that future inevitable, he decides the only way forward is to sieze agency from everything and everyone around him, and from that point plays the part as a man possessed, half-crazed and desparate to wrestle him and the people he cares about through the only path he can see that doesn’t lead to total disaster.

My favorite character was Zendaya’s Chani. Chani was, to put it mildly, a little undercooked in the book, and one of the movie’s most interesting and savvy changes is to make her the only character that isn’t obsessed with the future, but as the only character who can clearly see “now”, a sort of reverse-Cassandra. While everyone else is consumed with plots and goals and Big Obsessions, she’s the only one that can see what the cost is going to be, what it already is. The heart of the movie is Zendaya finding new ways to express “this isn’t going to work out” or “oh shit” or “you have got to be fuckin’ kidding me” with just her face, as things get steadily out of control around her. It’s an incredible performance.

Chani also sits at the center of the movie’s biggest change: the ending.

In the book, Chani and Jessica aren’t exactly friends, but they’re not opposed to each other. The story ends with Paul ascending to the Imperial throne, with the implicit assent of the Spacing Guild and a collective shrug from the other great houses, and the story’s point-of-view slides off him and onto the two woman, as they commiserate over the fact that the men in their lives are formally married to other people, but “history will call us wives.”

Then, Dune Messiah opens a decade later after a giant war where the Fremen invaded the universe, and killed some billions of people. It’s not a retcon in the modern sense of the word exactly, but the shift from the seeming peaceful transition of power and “jihad averted” ending of the first book to the post-war wreckage of the opening of the second is a little jarring. Of course, Dune Messiah isn’t a novel so much as it’s 200 pages of Frank Herbert making exasperated noises and saying “look, what I meant was…”

Villeneuve knows how the second book starts, and more important, knows he’s going to make that the third movie, so he can steer into it in a way Herbert didn’t. So here, rather than vague allies, Jessica and Chani stand as opposing views on Paul’s future. The end of the film skips the headfake of a peaceful transition, and starts the galactic jihad against the houses opposed to Paul’s rule, and then the movie does the same POV shift to Chani that the book does, except now it’s her walking off in horror, the only person convinced that this will all end in flames and ruin. (Spoiler: she’s right.)

It’s a fascinating structure, to adapt one long book and its shorter sequel into a trilogy, with the not-quite-as-triumphant-as-it-looks ending of the first book now operating as (if you’ll forgive the comparison) an Empire Strikes Back–style cliffhanger.

It’s also a change that both excuses and explains the absense of the Spacing Guild from the movie, it’s much easier to light off a galactic war in one scene if there isn’t a monopoly on space travel that has a vested interest in things staying calm.

Dune is a big, weird, overstuffed book. The prose is the kind that’s politely described as “functional” before you change the subject, it doesn’t really have a beginning, and the end kind of lurches to a halt mid-scene. (And it must be said that it is significantly better written than any of Herbert’s other works. Dune started life as fixup of serialized short stories; the novel’s text implies the influence of either a strong editor or someone who gave a lot of productive feedback. Whatever the source, that influence wouldn’t show up for any of the sequels.) It’s a dense, talky book, with scene after scene of people expositing at each other, including both their conversation and respective internal monologies.

Despite it’s flaws, It’s a great book, and a classic for a reason, mostly because whatever else you can say about it, Dune is a book absolutely fizzing with ideas.

This is a book with a culture where computers are outlawed because of a long-ago war against “Thinking Machines”, and a guild of humans trained from birth to replace computers. There are plenty of authors who would have milked that as a book on its own, here it gets treated as an aside, the name “Butlerian Jihad” only appearing in the appendix.

Taking that a step further, the guild of analytical thinking people are all men, and their counterpart guild—the Bene Gesserit—are the scheming concubine all-woman guild. And yeah, there’s some gender stereotypes there, but that’s also the point, it’s not hidden. They’re both “what if we took these stereotypes and just went all the way.”

The book is constantly throwing out new concepts and ideas, tripping over them as it runs to the next. Even the stock mid-century science fiction ideas get a twist, and we end up with things like what if Asimov’s Galactic Empire was a little less “Roman” and a little more “Holy Roman”. And that’s before we get to the amount of word-building heavy-lifting done by phrases like “zensunni wanderers.”

And on top of all that, Herbert was clearly a Weird Guy (complementary.) The whole book is positively bubbling over with The Writer's Barely-Disguised Fetish, and while that would swamp the later books, here the weird stuff about politics or sex or religion mostly just makes the book more interesting—with a big exception around the weird (derogatory) homophobia.

And this is where I start a paragraph with “however”—However most of those ideas don’t really pay off in a narratively compelling way. They’re mostly texture, which is fine in a sprawling talky novel like Dune, but harder to spare room for in a movie, or even in two long ones.

An an example: Personal shields are another fun piece of texture to the setting, as well as artfully lampshading why this futuristic space opera has mostly melee combat, but they don’t really influence the outcome in a meaningful way. You can’t use them on Arrakis because they arger the worms, which sort of explains part of the combat edge the Fremen have, but then in the book it just sorta doesn’t come up again. The book never gives the Fremen a fighting style or weapons that take advantage of the fact their opponents don’t have shields but are used to having them. Instead, the Fremen are just the best fighters in the universe, shields or no shields, and use the same sorts of knives as everyone else.

The movies try to split the difference; shields are there, and we get the exposition scene at the start to explain how they work, but the actual fights don’t put a lot of effort in showing “the slow blade penetrates”, just sometimes you can force a blade through a shield and sometimes you can’t.

Visually, this does get gestured in a few ways: those suspensor torpedoes that slow down and “tunnel” through the shields are a very cool deployment of the idea, and the second movie opens with a scene where a group of Harkonnens are picked apart by snipers but never think to take cover, because they usually don’t have to.

And this is how the movie—I think correctly—chooses to handle most of those kinds of world-building details. They’re there, but with the volume dialed way down. The various guilds and schools are treated the same way; Dr Yueh turning traitor is unthinkable because he’s a trusted loyal member of the house, the Suk School conditioning is never mentioned, because it’s a detail that really doesn’t matter.

As someone who loves the book, It’s hard not to do a little monday-morning quarterbacking on where the focus landed. I’d have traded the stuff at the Ecological Testing Station for the dinner with the various traders and local bigwings, Count Fenring is much missed, I’d have preferred the Spacing Guild was there. But it works. This isn’t a Tom Bombadil/Souring of the Shire “wait, what did you think the book was about?” moment, they’re all sane & reasonable choices.

It turns out letting someone adapt the book who doesn’t like dialoge is the right choice, because the solution turned out to be to cut basically all of it, and let the story play out without the constant talking.

And this leads into the other interesting stylistic changes, which is that while Dune the book is deliriously weird, Dune the movies are not. Instead, they treat everything with total sincerity, and anything they can’t figure out how to ground they leave out.

I think this is a pretty savvy call for making a Dune in the Twenties. Most of the stuff that made Dune weird in the 60s has been normalized over the last few decades of post-Star Wars blockbusters, such that we live in a world where Ditko’s psychedelic Dr. Strange has starred in six different big budget movies, and one of the highest grossing movies of last year co-starred a talking tree and a cyborg raccoon. There’s no out-weirding that, the correct answer is, ironically, to take a cue from George Lucas and shoot it like it’s a documentary about a place that doesn’t exist.

So most of the movie, the fights, the worms, gets shot with total seriousness, and then Paul’s powers get visually reduced to the point where the movie is ambiguous about if he can really see the future or not. Even something as out-there-bananas as Alia is stripped down to the minimum, with the story’s timeline being compressed from multiple years to a couple of months so that we don’t have to figure out how to make a toddler with the mind of an adult work on the screen.

Which brings me to the last topic I want to cover here, which is that David Lynch’s Dune hangs over this movie like a shadow. It’s clear that everyone making this movie has seen that one. This is almost always to this movie’s benefit, both in terms of what’s there and what isn’t.

To wit: if anyone could have made something as very-specifically weird as “toddler with the mind of an adult” work, it was Lynch, and he didn’t, so the new movie stays clear. The look of both the Atreides and the Harkonnens owes more to the Lynch film than it does to the book, and there are any number of other aspects that feel like a direct response to that movie—either copy it, or get as far away as possible.

I picture Villeneuve with an effects pedal labeled “Lynch”, and he’d occasionally press on it.

I really, really liked these two movies. They’re far better than the Lynch film both as an adaptation of the book and as movies in their own right. But I really hope that pedal gets a little more of a workout in Dune Messiah.

You know, I really, really, really wanted to hear Christopher Walken say “Bring in that floating fat man—the baron!” I can hear it!

This means that the music video for Weapon of Choice is a prequel, right?

A final thought. Lynch’s Dune opens with Princess Irulan looking the camera dead in the eye and explaining the premise of the film, a sort of sci-fi Chorus asking for a muse of fire, but clunkier. Denis Villeneuve’s first part—correctly—does away with all that and just starts the movie.

Before this second movie came out, I joked that the real power move would be to open the this film with Irulan narrating (“The beginning was a dangerous time”,) to act as the ‘previously on Dune’ recap.

Reader, you cannot possibly imagine my surprise and delight when that actually happened.

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Gabriel L. Helman Gabriel L. Helman

Movie Review Flashback: Zack Snyder’s Justice League

Programming Note: Back in March/April of 2021, I wrote a review of the then just-released Snydercut of Justice League for [REDACTED, but a different REDACTED than last time]. I’m actually not a thousand percent sure this actually got published back then, but I’m putting it up here now for roughly its 3rd anniversary. I did a little cleanup, but mostly I left it as it was, three years ago. On an amusing personal note, writing this was one of the things that caused me to think “you know, I should really re-light the blog.”

So, #snydercut. The tl;dr is that by any reasonable metric it's a lightyears better movie than the theatrical Whedon version, and that it's absolutely a Justice League movie by the guy that made 300.

Is it any good, though?

There's something to be said for just raw, un-compromised artistic vision, and this is clearly the movie ZS set out to make, and dang did he ever make the heck out of it.

It's extremely Zack Snyder. The guy has a style, and this might be its apotheosis. If nothing else, he knows how to make stuff look cool, and every character has at least one moment where they're doing the coolest thing imaginable. If I'd had seen this at 15 I'd have lost my damn mind. And that's kind of the point—this is a 15-year old's idea of what cool and grownup is.

The whole thing operates at this level of just Operatic Pomposity. Extremely silly stuff is happening constantly, and the movie just plays it completely straight-faced, as if this was the most amazing stuff you have ever seen. I mean, SIXTEEN minutes into the movie, the literal greek god Zeus shoots a Jack Kirby character with lightning, and the movie shoots it like it’s the end of Macbeth.

And you can kind of see why. The "other guys" have established a brand for self-aware, slightly self-deprecating superhero movies, and you want to carve out a space where you don't look like an Avengers knock off. Problem is, the only space where this material can work other than "Robert Downey Jr smirking" is "as goddamn serious as possible", so they went with that, and it's hard to blame them. Well, and there's also a genuine audience of people who think Frank Miller is a genius non-ironically, and I'm glad those people got a movie for them.

Having the movie at full prescription strength is intersting, because all the bad ideas are still bad, but they're fully baked, and you can see where they were going with it.

It's almost boiling over with ideas it can't figure out how to land.

ZS knows instinctually that character conflict is interesting, but can’t figure out how that works. Instead, everyone settles into this kind of grumpy-surly mode, but never actually disagree about anything.

It keep gesturing at other, better movies. There's an absolutely lyrical scene where Barry Allen saves Iris West from a car crash in the middle of a job interview that both nails Barry's character as well as finally figuring out how to show The Flash's powers in live action. Wonder Woman stars in a 10 minute Indiana Jones movie with torches and secret doors and everything. There's a really neat sketch for a movie about Lois Lane and Martha Kent dealing with their shared grief over Clark's death, and exploring what it's like for the people who knew the real person when a famous person dies, and THEN, as soon as Lois decices to move on, Clark comes back to life.

Heck, I'd take any of those blown out to 90 minutes, no question. Still, abbreviated as these sketches are, they’re good!

But, theres at least two colossal conceptual screwups in the movie that even this version can't do anything about.

The first is trying to invert the Avengers model, and introduce everyone in this movie and then spin them off. It ends up as an amazing counter-example of how well put together the first Avengers really was. Consider: basically every speaking character—Heroes AND Villains—as well as the core McGuffin, had already been introduced, so all that movie had to do was remind the audience who everyone was and then say "oh no! this guy from that movie has teamed up with aliens to get that thing from that other movie!" And BAM, you get to start 2/3 into the story and just RUN. Justice League has to spend the first 120 minutes just explaining things so that the rest of the movie can even happen.

The second big screwup is trying to go for the Kirby Fourth World / New Gods / Darkside stuff in one gulp. There’s so much there, and this movie has to push most of it to the margins. The result is a movie where the actual bad guy only shows up right at the end and has no lines, while the rest of the time they fight his least-interesting henchman.

As kind of a bonus mistake, the movie picks up where BvS left off, which means a dead Superman, which means most of the middle of the movie is a speedrun of “The Search for Spock” but for Superman. And it’s massively irritating, because the emphasis is all in the wrong places. Literally no one on earth thought Superman was going to stay dead, and even less people thought that he was going to sit out a Justice League movie. So the Return of Superman stuff in the middle is never interesting, it just feels like padding in a movie that already has too much going on. One more sublot jammed in that could have easily been stretched out into it’s own story, or should have been left behind in the conceptual phase.

There were some things I really liked, though. As I alluded to earlier the way they represent the Flash by having him stay the same speed but having the rest of the world go into slow motion is absolute genius, a perfect fit for Snyder's slow motion fetish, and forehead-slappingly obvious once you've seen it. And even though Days of Future Past had done something similar with Quicksilver three years earlier, this movie keeps finding new ways to use the idea, and even the lighting, instead of being ridiculous, serves as a snazzy indicator that Flash speed has kicked in before you have time to process that the background has slowed down. The shot where he steps back and catches the batarang is brilliant, and was rightly the center of the trailer.

I basically loved everything they did with Wonder Woman? Great use of a great character.

I also like that they way they solve the “Superman is too overpowered" problem is to lean all the way into it, and just show him as being on a completely different level from everyone else. That shot when he's fighting the League, and Flash is running by the frozen slow motion melee, and then Superman's eye suddenly moves to follow Flash? That's one of the best things anyone's ever done with Superman in live action. And it almost makes the “Search for Superman” stuff work, because he operates less like a character and more like a bonus mcguffin—he’s the Death Star plans, and once the League has him back on his feet they’re in good shape.

But, here in 2021, the biggest ding on JL is that absolutely everything that this movie tries to do in terms of tone or content, Infinity War / Endgame does better. The way this movie tries to be all edgelord dark looks downright amateur hour in a world where the "goofy" superhero francise made a movie where the bad guy wins and half the main characters die, and then rolls silent credits in front of a stunned audience.

[TEMPORAL INTRUSION: Hi, Gabe from ’24 here.  The original version of this had a horizontal line marking a transition here, but I’m going to replace that with something a little more thematically appropriate and #helmancut my own review from 3 years in the future.

Obviously, this was all written before we knew they were going to finally put that cycle of DC movies out of their misery and hand the keys to the guy Disney accidentally fired over some tweets, or that Marvel was going to spend the next several years exclusively stepping on rakes they had carefully placed in front of themselves.  I’m on the record as saying I think “superhero fatigue” is really “bad-movie-with-assigned-homework fatigue”, but either way, it’s a real thing.  I agree with everything I wrote here, but after years of relentlessly bad superhero and superhero-adjacent movies, I wouldn’t have written all this in such an upbeat tone.  And also, I sorta failed to point this out before, but those last two Avengers movies weren’t that great either.  “Grimdark bummer-times serious” just isn’t a key superheros play well in.

What’s remarkable to me now is that in the spring of ’21, waiting out what we thought was the tail end pandemic and just before our fall plans were wrecked by the Delta variant, I still remembered enough about the theatrical JL that I could do a comparison without a rewatch; now, I’m not sure I could tell you anything that happened in any of those movies.  Honestly, the only part of either version of JL that I still really remember is that mini–Indiana Jones movie starring Gal Godot at the beginning.  With the entire exercise now in the rear-view mirror:  They should have done a lot more of that.

We now return to the spring of 2021.]

I may be slightly more interested in the practice of turning a "long bad movie" into a "shorter, less bad" movie than the average person, but I think it's fascinating to see this, the original, and compare it to what they shipped in 2017. It's clear what Whedon's marching orders were: "cut it down to two hours, and add jokes". And that first one is a hell of a thing. You can squint and see there's a decent 3 hour version of this with a really solid deleted scenes section on the DVD, but cutting out half the movie is going to require some serious restructuring. For starters, you gotta pick a main character. There's two obvious choices:

Cyborg is clearly meant to be the emotional center of the movie. He's the only character with an actual "arc" who ends the movie in a different place that he starts. There's a kind of neat story in there about moving through the stages of grief, learning how to deal with the cards life deals you, and then finding a new family and purpose. The problem is—and this is a darkly hilarious punchline after all the allegations and drama—it turns out Ray Fisher really can't act. He's utterly out of his depth the entire time, and is utterly unable to deliver what the movie needs him to. He seems like a neat guy who everyone likes, and he was clearly treated abominably, and Whedon is a garbage person, but cutting his part to the bone was clearly the right call. That guy has no business being anywhere near a big movie, much less anchoring one.

Fortunately, however, the actual main character of the movie is clearly Wonder Woman. All the critical decisions in the movie are hers, she's the one that figures things out and gets the big exposition, she's the only one that gets a side adventure at the beginning—she's even the only one that gets her own theme music. This is a fairly clear "Wonder Woman and the Justice League" cut where it sticks with her as a the spine as she figures things out and recruits a team; not unlike the way Steve Rogers stays as the spine of the first Avengers movie.

So Whedon, of course, cuts out all her scenes and shoots a bunch of new stuff to make Batman the main guy. And you can almost see the panic-logic here. Suicide Squad bombed, BvS got a much more tepid reaction than they were expecting, Wonder Woman wasn't out yet. Recentering the movie on the one DC character thats proven able to hold down a franchise is an easy call to make, and "this movie needs more Batman" is a seemingly safe choice. But damn, what a screw up. And then it gets all extra icky once you roll in all the stuff we now know about "Joss Whedon, Fake Feminist".

Were there better ways to spend that 70 million bucks? Probably. It it a great movie? Not really. This isn't a Blade Runner-style "good movie becomes great" recut, this a Heavens Gate-style "oh, it turns out they really weren’t incompetent".

I'm glad they did this though. Its easy to see why the cast was so disgruntled, and I'm glad we got to see the movie they signed up to make. As the various studios figure out what to do with their personal streaming services, I hope "original cuts" of movies becomes a thing. If nothing else, I hope this encourages Disney to drop the first version of Rogue One on Disney+, or even, dare I say it, the real Star Wars.

But you know what? We've all had our work fucked up by other people. I'm glad someone got to haul their real work back out the trash and say "no, I made THIS."

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Gabriel L. Helman Gabriel L. Helman

Fallout (2024)

I found myself with more free time than I was expecting last weekend, and as I was also lacking in appropriate supervision, I “accidentally” watched all eight episodes of the new Fallout tv show.

I liked it! I liked a lot. It was fun, exciting, funny, great cast, looked amazing. But I’ve been wrestling with this post a little, because this is one of those weird bits of art where I genuinely liked it, I enjoyed watching it, and yet find myself with mostly only critical things to say.

Let’s get my biggest surprise out of the way first: Ron Perlman wasn’t in it. It’s a weird omission, considering how closely his voice is associated with the source material. Without getting too heavy into the spoilers, there was a scene near the end where a character looks over at a shadowy figure, and I thought to myself, “this is perfect, Ron is going to lean into the light, look the camera right in the eye and say the line.” And instead the shadowy figure stayed there and that other character looked the camera in the eye and said the line. Maybe it was a scheduling thing, and he was too busy teaching people how many ways there are to lose a house?

But okay, what did I like?

I liked the three main characters very much. Lucy, the most main of the main three manages to hit the very tricky spot of being “naïve”, but not “stupid” or “incompetent.” She’s just got a different set of experiences and skills than everyone else, but she learns fast and she figures out how to apply those skills to the new situations she finds herself in. She also manages the equally tricky maneuver of being a genuinely good person who stays a genuinely good person as the world around her gets weirder and more complex. She pretty much consistently finds the right reasons to do the right things, no matter how morally gray the world around her gets. She also looks remarkably like the starting model for the player character in the first game.

Maximus, on the other hand, manages to covey a sense of always being morally ambiguous and compromised no matter what he’s doing. It’s also a tricky performance, a character whose always likable despite the audience never really knowing why he’s doing what he’s doing. He’s always thinking, but you never know about what.

Rounding out the triptych of leads is The Ghoul, who is clearly designed to be everyone’s favorite character—the sort of hyper-competent amoral badass gunslinger thats always fun to watch. In addition, he’s played by Walton Goggins, who dials the goggins-o-meter all the way up to 11 and seems to be having an absolute blast. Goggins effectively plays two roles—the Ghoul in the post-apocalyptic present of the show, and Cooper Howard, the fading western actor-turned Vault-Tec spokesman in world before the bombs drop.

But the rest of the cast is outstanding as well. Everyone is great, they get the tone they’re supposed to be going for. And then, special mention for Kyle McLachlan—that’s right, hero to children Dale Cooper himself—who shows up for a tiny part right at the start and again at the end, and just absolutely owns the room. I’m not sure any actor has ever “understood the assignment” more than Kyle does in this.

My favorite parts of the show were those flashbacks to the world before the war—a world where there are robots and futuristic cars, but it’s been the 50s for a century. The production design here is outstanding; at first glance it’s the 50s, trilbies, poodle skirts, but with just enough high-tech stuff around the edges to produce a subtle dissonance. And then the show opens with every nightmare we had as kids growing up in the cold war.

Mostly, the show is those three out in the wasteland, paths intersecting, running into weird stuff. Their relative goals are less important—and frankly, underbaked—compared to them bouncing off each other and the various dangers of their world. The maguffin itself feels almost perfunctory, we have to have one for genre reasons, so this’ll do. The star attraction is the wasteland itself, a Mad Max meets spaghetti western desert full of monsters, mutants, skeletons. Whenever the show was about those three out having crazy sidequest adventures, following “the golden rule”, it sang.

But let’s step back and talk about Fallout as a whole for a sec. To recap: Fallout is a series of CRPG video games. The first kicked off the late 90s renaissance of “western-style” CRPGs. Fallout acts as kind of the “parent dojo” for a lot of the CRPG world; the leads for the first game would go on to form Troika Games, the team that made Fallout 2 would form the nucleus of Black Isle studios inside Interplay, which also worked with and helped launch Bioware with Baldur’s Gate. A Fallout 3 was in the early stages, but cancelled as Interplay finished going out of business.

After Interplay imploded, Bethesda picked up the rights to the series in the fire sale, and ten years later published Fallout 3. Meanwhile, many of the crew from Black Isle had reformed as Obsidian Entertainment, which would then work with Bethesda to make Fallout: New Vegas with a team composed of many of the people who worked on the original cancelled Fallout 3, and using some of the same designs. Finally, this was all capped off with Fallout 4 once again by Bethesda.

The point to all that is that the series is five games, each made by different people, at different companies, starring different characters, all with different tones and takes on the material, across nearly 20 years. I think it’s best thought of as an anthology series riffing on the same concepts rather than any sort of single vision or viewpoint. There’s a few core pieces—that mad max–meets–westerns wasteland, vaults full of elites waiting out the end of the world, mutant monsters, and a tone described as “satirical” by people who think that’s just a fancy synonym for “dark humor”—but otherwise, each game does its own thing.

How do you adapt all that in to 8 episodes on Amazon Prime? This adaptation makes a really interesting choice, in that rather than directly adapting any of the plots of the previous games, or mix-and-matching elements from them, it tells a new story with new characters in the same world. It’s effectively “Fallout 5”. This turns out to be a great idea, and it’s one I can’t believe more video game adaptations haven’t done.

It also, in a pleasant surprise in this age of prequels, is set after the other games, so those stories are vaguely treated as having “happened” and then here are some things that happened next.

As such, the show gives itself the flexibility to pick and choose various bits from the games to use or not, as well as threading new new inventions. It manages to hit a sort of “median-value” Fallout vibe, equidistant from all the games, which is a harder accomplishment than it makes it look.

Tone-wise the show settles on something best summed up as “Diet Westworld”. Because, of course, this is made by the same team that made the “stayed on too long” Westworld for HBO and the “killed too soon” The Peripheral for Amazon.

It has a lot in common with Westworld: multiple characters stories interweaving, a story that plays out in two time periods, The Ghoul is who Ed Harris’ Man in Black wanted to be when he grew up, a sort of jovial nihilism. It’s not simplified so much as streamlined, the time periods are obvious, the list of characters is shorter.

It definitely inherits Westworld’s desire to have everything be the result of one mystery of another, it’s a show that constantly wants to be opening locked boxes to find another locked box inside.

And this is too bad, because for me, Fallout is one of those settings that works much better when it’s operating a vibes-over-lore mode. You’re out in the wasteland, and it’s full of weird stuff that no one can explain, because anyone who could died before we were born, and we’ve got better things to do than speculate. Why are these vaults here? Grandma’s notes don’t say. Rad scorpions, huh? Yeah, they seem bad. Super-mutants? Yeah, don’t get near them.

Unfortunately, the games, and now the show, have trended more towards the “explain everything and fill in every detail” school of design, which… sure. It’s fine. I bring this up because the show leans hard into my single least favorite corner of the setting, namely that Vault-Tec, the company that built the vaults, was Up To Something, and Dark Secrets Abound. And this has always made me make a kind of exasperated sound and throw my hands up in the air because, really? “A third of a percent of the population decided to wait out the end of the world in luxury apartments while everyone else did the work to survive and the rebuild, so their grandchildren could emerge and take over” wasn’t enough satirical payload for you? You had to also make them Lex Luthor? And this is probably because this happened during Peak X-Files, and wheels-within-wheels conspiracies were cool and trendy in the late 90s, but now that just makes me tired.

The show even kisses up against the Thumb Thing. Let me explain. The mascot of both the franchise and Vault-Tec is the Vault Boy, a 50s-esque smiling cartoon character usually shown throwing a thumbs-up. No matter how bad things get, there’s the Vault-Boy, happy as can be.

There’s this urban rumor meets fan theory that the reason the Vault-Boy has his thumb up is that this is a way to gauge how close you are to an atomic bomb going off; if the mushroom cloud is smaller than your thumb, you have time to get to shelter. And, this is the most Lore Brain thing I’ve ever heard. Of course that’s not why he has his thumb up, he’s doing that because it’s funny to have a relentlessly optimistic cartoon character in the face of the terrible horrors of the aftermath of a nuclear war. But the people poisoned with Lore Brain need everything to Mean Something, so this rumor persists, until the show dances right up to the edge of endorsing it. And this drives me crazy, because not everything needs to have some complicated explanation you can read about in the wiki, stuff can just be thematic, you know?

The show also picked up Westworld’s (and The Peripheral’s) grim sense of humor. I preferred the Fallout games when they were on the funnier end of the spectrum, and I could have gone with a funnier show. It’s not not funny, but it’s also a show that cast Matt Berry in a fully serious part, which feels wasteful.

And a final thing Fallout inherited from Westworld is the “adult-ness” of the content. I promise I’m not one of those weirdoes that thinks movies shouldn’t have sex scenes, but my hottest take is that most movies would be better one rating lower than they are. And normally, this wouldn’t bug me, except I have a 12-year old at home who loves Fallout, and I can’t in good conscience show him the show.

Because I lied up at the top, I didn’t just happen to watch it over a weekend, I previewed the first part to see if I could watch it with the kids, realized that the answer was “…probably not?” and then jammed the rest of the show to see if I was right.

And what really grinds my gears about that is the content is only barely over the line into that TV-MA / R level, it wouldn’t have taken that much to knock it down to a stiff PG-13. And, like, if you’re going to go “adult”, go all the way, you know? I kept grumbling “pick a lane!” under my breath while watching it; it kept feeling like one of those 80s movies that threw one dramatic stabbing or topless scene in just to get their PG movie up into R so the teenagers wouldn’t think they’d gone soft. If you’re not going to let my kid watch it, go full Robocop, you know? Or, more to the point, full Westworld.

Because, unlike Westworld, none of that stuff mattered! Whereas Westworld was fundamentally The Writer's Barely-Disguised Fetish (In Color!), here it’s all basically frosting. You could have cut around it, or panned away, and really not lost anything. On the other hand, if I’m honest, it wasn’t the mild sexy stuff or the CG gore that tipped it over the line to “nope, wait til he’s older”, it’s that there’s a sequence halfway through the first episode that’s every nightmare he’s ever had about a school shooting. And in fairness, that part is key to the plot the way the sexytimes and cartoon gore is not, so this is where I throw my hands up and say Libya is a land of contrasts, and that I get it, I really do, but I would have really preferred watching this show with my kid than not.

And my final gripe I’m going to air out here is that the show ended up with a worse case of Surf Dracula syndrome than it originally looked like it was going to have. She gets out of the vault in the first episode, but then the last episode ends on a note that’s clearly supposed to tease the next season, but instead feels more like they’ve finally arrived at the premise of the show. There’s a much better version of this show that got to that set of plot beats at the end of the first hour and built up from there.

Or to put that a different way, it feels like the show ended at the end of the first act of the main quest-line, after mostly draining side quests.

TV is in a weird place right now, and Fallout reflects the current anxiety over the form. It’s certainly not a old-style traditional episodic show, but nor is it the “badly-paced 8-hour movie” so many streaming shows tend to be, nor does it manage “heavily serialized but every episode does it’s own thing” as well as Westworld did. Instead it lands somewhere in the middle of all of that, and ends up feeling like a show that’s both very busy but also killing time until the next season.

And I don’t think dropping the whole show at once did them any favors. Whereas Westworld dominated the conversation for weeks at a time, this show is almost impossible to talk about, because everyone has seen a different number of episodes, so instead of talking about anything interesting, the web swirls around Vault-Boy’s thumb and dates on chalkboards. There’s a lot to talk about, and I notice every website that might want to talk about them already have the quality of walking back into the room saying “…and another thing!” long after the conversation was over.

I’m getting dangerously close to saying “I wish they had made a different show,” but I wish they’d leaned a little harder into the 50s aesthetics and had each episode be standalone new wacky adventures every week with the premise explained by the words to the theme song.

And this is all the nature of the medium here in 2024, but I really wish that last “okey-dokey” felt earned, that it felt like a punch-the-air climax to what had come before, instead of feeling like Dracula was finally getting his surfboard out.

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Gabriel L. Helman Gabriel L. Helman

Good Adaptations and the Lord of the Rings at 20 (and 68)

What makes a good book-to-movie adaptation?

Or to look at it the other way, what makes a bad one?

Books and movies are very different mediums and therefore—obviously—are good at very different things. Maybe the most obvious difference is that books are significantly more information-dense than movies are, so any adaptation has to pick and choose what material to keep.

The best adaptations, though, are the ones that keep the the themes and characters—what the book is about— and move around, eliminate, or combine the incidents of the plot to support them. The most successful, like Jaws or Jurassic Park for example, are arguably better than their source material, jettisoning extraneous sideplots to focus on the main concepts.

Conversely, the worst adaptations are the ones that drop the themes and change the point of the story. Stephen King somewhat famously hates the movie version of The Shining because he wrote a very personal book about his struggle with alcoholism disguised as a haunted hotel story, and Kubrick kept the ghosts but not the rest. The movie version of The Hitch-Hiker’s Guide to the Galaxy was made by people who thought the details of the plot were more important than the jokes, rather than the other way around, and didn’t understand why the Nutrimat was bad.

And really, it’s the themes, the concepts, the characters, that make stories appeal to us. It’s not the incidents of the plot we connect to, it’s what the story is about. That’s what we make the emotional connection with.

And this is part of what makes a bad adaptation so frustrating.

While the existence of a movie doesn’t erase the book it was based on, it’s a fact that movies have higher profiles, reach bigger audiences. So it’s terribly disheartening to have someone tell you they watched a movie based on that book you like that they didn’t read, when you know all the things that mattered to you didn’t make it into the movie.

And so we come to The Lord of the Rings! The third movie, Return of the King turned 20 this week, and those movies are unique in that you’ll think they’re either a fantastic or a terrible adaptation based on which character was your favorite.

Broadly speaking, Lord of the Rings tells two stories in parallel. The first, is a big epic fantasy, with Dark Lords, and Rings of Power, and Wizards, and Kings in Exile. Strider is the main character of this story, with a supporting cast of Elves, Dwarves, and Horse Vikings. The second is a story about some regular guys who are drawn into a terrifying and overwhelming adventure, and return home, changed by the experience. Sam is the main character of the second story, supported by the other Hobbits.

(Frodo is an interestingly transgressive character, because he floats between the two stories, never committing to either. But that’s a whole different topic.)

And so the book switches modes based on which characters are around. The biggest difference between the modes is the treatment of the Ring. When Strider or Gandalf or any other character from the first story are around, the Ring is the most evil thing in existence—it has to be. So Gandalf refuses to take it, Galadriel recoils, it’s a source of unstoppable corruption.

But when it’s just the Hobbits, things are different. That second story is both smaller and larger at the the same time—constantly cutting the threat of the Ring off at the knees by showing that there are larger and older things than the Ring, and pointing out thats it’s the small things really matter. So Tom Bombadil is unaffected, Faramir gives it back without temptation, Sam sees the stars through the clouds in Mordor. There are greater beauties and greater powers than some artifact could ever be.

This is, to be clear, not a unique structure. To pull an obvious example, Star Wars does the same thing, paralleling Luke’s kid from the sticks leaving home and growing into his own person with the epic struggle for the future of the entire galaxy between the Evil Galactic Empire and the Rebel Alliance. In keeping with that movie’s clockwork structure, Lucas manages to have the climax of both stories be literally the exact same moment—Luke firing the torpedoes into the exhaust port.

Tolkien is up to something different however, and climaxes his two stories fifty pages apart. The Big Fantasy Epic winds down, and then the cast reduces to the Hobbits again and they go home, where they have to use everything they’ve learned to solve their own problems instead of helping solve somebody else’s.

In my experience, everyone connects more strongly with one of the two stories. The tends to boil down to who your favorite character is—Strider or Sam. Just about everyone picks one of those two as their favorite. It’s like Elvis vs. The Beatles; most people like both, but everyone has a preference.

(And yeah, there’s always some wag that says Boromir/The Who.)

Just to put all my cards on the table, my favorite character is Sam. (And I prefer The Beatles.)

Based on how the beginning and end of the books work, it seems clear that Tolkien thought of that story—the regular guys being changed by the wide world story—as the “main one”, and the Big Epic was there to provide a backdrop.

There’s an entire cottage industry of people explaining what “Tolkien really meant” in the books, and so there’s not a lot of new ground to cover there, so I’ll just mention that the “regular dudes” story is clearly the one influenced—not “based on”, but influenced—by his own WWI experiences and move on.

Which brings us back to the movies.

Even with three very long movies, there’s a lot more material in the books than could possibly fit. And, there’s an awful lot of things that are basically internal or delivered through narration that need dramatizing in a physical way to work as a film.

So the filmmakers made the decision to adapt only that first story, and jettison basically everything from the second.

This is somewhat understandable? That first story has all the battles and orcs and wargs and wizards and things. That second story, if you’re coming at it from the perspective of trying to make an action movie, is mostly Sam missing his garden? From a commercial point of view, it’s hard to fault the approach. And the box office clearly agreed.

And this perfectly explains all the otherwise bizarre changes. First, anything that undercuts the Ring has to go. So, we cut Bombadil and everything around him for time, yes, but also we can’t have a happy guy with a funny hat shake off the Ring in the first hour before Elrond has even had a chance to say any of the spooky lines from the trailer. Faramir has to be a completely different character with a different role. Sam and Frodo’s journey across the plains of Mordor has to play different, becase the whole movie has to align on how terrible the Ring is, and no stars can peek through the clouds to give hope, no pots can clatter into a crevasse to remind Sam of home. Most maddeningly, Frodo has to turn on Sam, because the Ring is all-powerful, and we can’t have an undercurrent showing that there are some things even the Ring can’t touch.

In the book, Sam is the “hero’s journey” characer. But, since that whole story is gone, he gets demoted to comedy sidekick, and Aragorn is reimagined into that role, and as such needs all the trappings of the Hero with a Thousand Faces retrofitted on to him. Far from the confident, legendary superhero of the books, he’s now full of doubt, and has to Refuse the Call, have a mentor, cross A Guarded Threshold, suffer ordeals, because he’s now got to shoulder a big chunk of the emotional storytelling, instead of being an inspirational icon for the real main characters.

While efficient, this all has the effect of pulling out the center of the story—what it’s about.

It’s also mostly crap, because the grafted-on hero’s journey stuff doesn’t fit well. Meanwhile, one of the definitive Campbell-style narratives is lying on the cutting room floor.

One of the things that makes Sam such a great character is his stealth. He’s there from the very beginning, present at every major moment, an absolutely key element in every success, but the book keeps him just out of focus—not “off stage”, but mostly out of the spotlight.

It’s not until the last scene—the literal last line—of the book that you realize that he was actually the main character the whole time, you just didn’t notice.

The hero wasn’t the guy who became King, it was the guy who became mayor.

He’s why my laptop bag always has a coil of rope in the side pocket—because you’ll want if if you don’t have it.

(I also keep a towel in it, because it’s a rough universe.)

And all this is what makes those movies so terribly frustrating—because they are an absolutely incredible adaptation of the Epic Fantasy parts. Everything looks great! The design is unbelievable! The acting, the costumes, the camera work. The battles are amazing. Helm’s Deep is one of those truly great cinematic achievements. My favorite shot in all three movies—and this is not a joke—is the shot of the orc with the torch running towards the piled up explsoves to breach the Deeping Wall like he’s about to light the olympic torch. And, in the department of good changes, the cut down speech Theoden gives in the movie as they ride out to meet the invaders—“Ride for ruin, Ride for Rohan!”—is an absolutely incredible piece of filmmaking. The Balrog! And, credit where credit is due, everything with Boromir is arguably better than in the book, mostly because Sean Bean makes the character into an actual character instead of a walking skepticism machine.

So if those parts were your jam, great! Best fantasy movies of all time! However, if the other half was your jam, all the parts that you connected to just weren’t there.

I’m softer on the “breakdancing wizards” fight from the first movie than a lot of fellow book purists, but my goodness do I prefer Gandalf’s understated “I liked white better,” over Magneto yelling about trading reason for madness. I understand wanting to goose the emotion, but I think McKellen could have made that one sing.

There’s a common complaint about the movie that it “has too many endings.” And yeah, the end of the movie version of Return of the King is very strange, playing out a whole series of what amount to head-fake endings and then continuing to play for another half an hour.

And the reason is obvious—the movie leaves the actual ending out! The actual ending is the Hobbits returning home and using everything they’ve learned to save the Shire; the movie cuts all that, and tries to cobble a resolution of out the intentionally anti-climactic falling action that’s supposed to lead into that.

Lord of the Rings: the Movie, is a story about a D&D party who go on an exciting grueling journey to destroy an evil ring, and then one of them becomes the King. Lord of the Rings: the Book, is a story about four regular people who learn a bunch of skills they don’t want to learn while doing things they don’t want to do, and then come home and use those skills to save their family and friends.

I know which one I prefer.

What makes a good adaptation? Or a bad one?

Does it matter if the filmmaker’s are on the same page as the author?

What happens when they’re only on the same page with half of the audience?

The movies are phenomenally well made, incredibly successful films that took one of the great heros of fiction and sandblasted him down to the point where there’s a whole set of kids under thirty who think his signature moment was yelling “po-TAY-toes” at some computer animation.

For the record: yes, I am gonna die mad about it.

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