Showing posts with label gender. Show all posts
Showing posts with label gender. Show all posts

Sunday, January 21, 2018

[Movie Review] Fried Green Tomatoes



Image result for fried green tomatoes poster

Director: Jon Avnet
Producers: Jon Avnet, Norman Lear
Writers: Fannie Flagg, Carol Sobieski
Based upon: the novel Fried Green Tomatoes at the Whistle Stop Cafe, by Fannie Flagg
Starring: Kathy Bates, Jessica Tandy, Mary Stuart Masterson, Mary-Louise Parker, Cicely Tyson

This was actually the second or third time I've watched what Manjula Nahasapeemapetilon famously called her "favorite book, movie, and food". Since this film is so well-known (and so old), and since I'm not recording my first thoughts on the subject, I'm going to try something a little different for this review. Instead of summarizing the plot for you, I'm just going to launch right into some of my thoughts and musings on this rightly-famous classic of American cinema.

If you've never seen it, I'd like to take this opportunity to issue a SPOILER WARNING (though I'm pretty sure the statute of limitations on spoilers has expired by now).

The first thing that struck me about this movie was how quickly we're made to feel a strong emotional attachment to Buddy: in the space of a single scene, we're introduced to this caring and loving older brother to tomboyish Idgie (and beau to the young and beautiful Ruth), made to understand that he is a caring and loving individual, charming and sweet besides, and to appreciate his gift for both storytelling and chivalry -- which, of course, leads to his heart-wrenching demise at the wheels of an oncoming train.

Related image
"C'mon, Buddy! Get out! Get outta there!"

When Buddy dies, we're mainly led to feel bad for Ruth and Idgie, but I had never before considered the fact that Idgie's father nearly bankrupted himself to pay for her older sister's wedding, which was to take place later that day -- a wedding which said older sister feared would be "ruined" by Idgie's unladylike behavior, but was instead ruined by the unexpected and brutal death of the family's oldest son, just yards away from the family home. Not only did this tragedy leave both Idgie and Ruth emotionally scarred, it also ruined what was supposed to be the happiest day of her older sister's life, and must have resulted in the total loss of nearly all of the considerable sum her father expended on the wedding and its paraphernalia (the movie never does say whether the wedding was rescheduled, but I hope it was, because otherwise Buddy's death would cast a black cloud over the older sister's wedding anniversaries in perpetuity -- which I admit seems kind of small compared to the loss of a son and brother, but it is another twist of the knife nonetheless).

Preach, sister.

Speaking of knives, Big George must love Idgie a lot if he's willing to threaten -- albeit indirectly -- a white man in 1920s Alabama. George would have known he was taking his life (and possibly the lives of his family) into his hands when he pulled the knife from his pocket and began nonchalantly trimming his nails with it, though I suspect that seeing a man push his pregnant wife down a flight of stairs probably lent him courage. However, I thought it was a little unrealistic that any man, no matter how big and strong he is, could endure a horse-whipping from a Klansman without even grunting, let alone crying out in pain. I mean, it's an autonomic response: you can't help but scream when someone uses a strip of rough leather, moving at supersonic speeds, to take chunks out of your back. There's no shame in crying out, but I felt that George's stoicism made him seem a little passive, even animalistic, in his refusal (or inability?) to use his voice to cry out in pain.

Related image
"Oh, don't mind me. Nothin' to see here."
I also paid more attention to the character of Smokey Lonesome, the palsied drifter whom Idgie and Ruth take under their wing. As a younger person I felt bad for him, but I never really thought about how difficult his life in the rural South must have been, in an era before the ADA and physical therapy, an era where harassing beggars and cripples was an acceptable pastime for both children and adults. For a man who's been so beaten-down by life, I realized for the first time what tremendous courage and love Smokey must have had, to be willing to stand up to Frank Bennet -- a young, strong, fit man, a man whom Smokey knew to be a Klansman and a wife-beater -- and tell him that he "ain't goin' nowhere with Miss Ruth's baby." There was every possibility that Frank Bennet would have killed him just for being a witness, let alone actually trying to prevent him from leaving with his infant son.

Finally, I was once again shocked by how cavalier everyone is about the whole issue of covering up a murder (of an admittedly horrible person) with HUMAN CANNIBALISM! I understand that they didn't have a lot of options for disposing of Frank's body, but Sheriff Smoote wasn't the only person who ate those ribs! Idgie and Co. fed a human corpse to their unsuspecting customers! And when Ninny Threadgoode explains to Evelyn exactly how clever Ruth and Idgie tricked the mean old sheriff into eating the evidence, instead of being horrified, Evelyn laughs, like she's just been let in on some hilarious joke!

Related image
Actually, I take it all back. The bastard had it coming.
Despite this dose of third-act squick, Fried Green Tomatoes remains, in my opinion, one of the most excellent stories ever committed to film. Idgie and Ruth's passionate friendship -- which was apparently an outright lesbian romance in the book -- is one of the most sensitive and nuanced portrayals of female solidarity and love that I've ever encountered in film or print. The long, stationary shot of Ruth's last moments (juxtaposed with Idgie's poignant, tear-filled retelling of Buddy's story about The Lake That Used To Be Here) can still bring a tear to even the most jaundiced eye. So dust off your VHS collection, pop this old gem into your VCR, and give it another try: after all, who doesn't love taking a big, crunchy bite out of a freshly fried green tomato?

Thursday, October 1, 2015

[Video Game Review] Journey

journey screenshot

Journey, © 2012 Thatgamecompany

This game almost makes me wish I smoked, because I think I need a cigarette after playing it.

The best word I can think of to describe Journey is "exquisite": in terms of design, visuals, music, playability, length, fun factor, and overall gestalt. I haven't really been part of the video gaming scene since I finished college, but this might be the most beautiful game I've ever played (and I mean that in more than just a graphical sense).

Indeed, I would go as far as to say that Journey has truly spiritual dimensions. It feels like an interactive parable from one of the world's great religions, one about the human soul, life and death, friendship, and the rewards which flow from striving towards something greater than oneself, even at great personal cost. This game has a lot of depth for something you can finish in under three hours.

As a matter of fact, I'm not sure that I can even really say that Journey is a game at all, at least in the traditional sense. It's impossible to take damage (the worst that can happen is losing a bit of your "scarf"; the longer it gets, the farther you can jump), there's no time limit, and the "puzzles" are very simplistic. There is no loss condition, and basically nothing to do except move forward. Despite this, there were moments, deep in the bowels of some ancient ruin, being pursued by unstoppable, flying serpent-guardians made of stone, where I was truly afraid, despite knowing for a fact that there was nothing they could do to hurt or kill me, even in-game.

Thatgamecompany is renowned for not simply releasing action-oriented titles, but interactive works of art, which are specifically designed to provoke emotional responses in players. I would say that Journey achieves this goal in spectacular fashion.

You'll grow far more attached to this nameless, faceless avatar than you would expect.

The game opens on a vast and endless desert, with the player's non-gendered avatar sitting in the sand. It stands, and after a brief, wordless tutorial on how to manipulate the camera, the player is left to decide which way to go. That's it: no half-hour unskippable opening cinematic, no backstory, no text, no voice-over, no nothing. I found it deeply refreshing to simply be thrust into the game-world and allowed to make my own decisions about where to go and what to do.

Since the only moving thing in this featureless world of sand is a flapping "scarf" atop a nearby dune, the player will most likely decide to move towards that. As you crest the dune, the camera pulls back to simultaneously reveal a shining mountaintop in the impossibly-far distance, and a stunning panoramic vista of ancient sand-choked ruins. The word "Journey" fades into view above the mountaintop, and you realize that the developers have just gotten you to willingly walk right into the title-screen without even realizing that you were playing right along. Journey is full of moments like this, where gameplay and game-design work together, instead of at cross-purposes. Sometimes the camera-work was so smooth that it was hard to tell whether I was playing a game or directing a movie.

Another thing that I loved is that there's zero dialogue in this game. No text, no narration, no spoken dialogue, not even a HUD. Asides from the aforementioned title-screen and the end credits, Journey is a game totally devoid of linguistic content. Just like in real life, there's nothing blinking in the corner of your vision to distract you from what you're seeing and doing, which has the effect of keeping the player in the here-and-now, rather than distracted how many points they've got left or have earned so far. This game isn't about winning, it's about... well, the journey.

And what a journey it is.

When this vista opened up, I was literally struck dumb in the middle of a sentence; all I could do was stare in awe.

This game will take you over sand and under the sea and through the earth and up, up, up into the very highest reaches of the stratosphere. You'll run, leap, fly, swim, and even sneak your way through a world which feels simultaneously solid and otherworldly, plausible and fantastic. You'll feel wonder, foreboding, fear, sorrow, and even the tender concern for a beloved traveling companion.

You might even make a friend along the way: about two-thirds of the way through, I realized that I suddenly had a companion, a second figure identical to myself. Like me, it seemed unable to talk, but we could "sing" to each other (if you can call it that; it's really more like a pulse of white light accompanied by a tone and a glowing glyph). Since singing and touching refilled each other's jump-power, we stuck close together whenever possible. By the end, I was surprised at how emotionally attached I got to my nameless, faceless "buddy", even if s/he couldn't communicate with me in any linguistic sense (kind of like the Companion Cube from Portal).

"I am glad you are here with me. Here at the end of all things, Sam."

Journey is full of genuinely touching moments, despite not having a single word of written nor spoken dialogue. It's packed from beginning to end with a sense of wonder and exploration, of mind-blowing revelations and stunning, silencing vistas which emerge without warning. The desert (indeed, the entire game) reminded me of trekking over Sleeping Bear Dunes as a child: you never know what you're going to see when you crest the next rise, but it's sure to blow you away.

Tuesday, March 22, 2011

Gender, On- and Off-Court

I recently heard a coworker comment that women's sports leagues are so very badly under-exposed and under-watched, because:
1) sports are a male-dominated field,
2) men don't watch women's sports, and
3) women who watch sports spend most of their time watching men's leagues anyway.

This got me thinking. Are we being fair to female players by making them compete only with other women? Are we ghettoizing them for having different bodies, for being female?

Now, I know just as well as the next person that women and men have different bodies and different skills. Women, by and large, are simply not as strong as their male counterparts. But not all women are less strong than all men! Women bring a different set of skills to the table, such as a lower center of gravity and better endurance. Aren't these valuable qualities? Couldn't any good coach find a place on his team for a male player who displayed such attributes?

Some people who I've discussed this with (including my girlfriend) say that women should be divided from men in sports, because without a male presence on the field, women will play much more aggressively. In the presence of men, they become weak and ladylike.

But perhaps this is merely a function of the fact that girls are never pushed to compete against men, or alongside them? What if all sports were gender-integrated from elementary on up? Would boys stop being unconsciously domineering towards their female teammates? Would they see them not as girl players, but as fellow players who possess different strengths and weaknesses? Maybe they'd just see 'em as "one of the guys".


One problem with this approach is the spectators who fund these leagues. They want faster, harder, more brutal plays. Plays which female players simply cannot deliver. But as my Political Science professor said to me on my first day of college, "Rules influence outcomes." Sure, maybe games like basketball and football discourage females from playing alongside males, but maybe that's just a function of the rules. Could the rules of these games be changed in such a way that would allow women to compete alongside men? Not just make it possible for them to hold their own, but to actually excel? For female players, playing in an integrated league, to attain fame equal to that of big names like Kobe Bryant or Brett Favre? Not because they're such brave little troopers, carrying on against all odds in a male-controlled sport, but because they're actually the best players in the league.

I don't know if changing the rules will "solve" sexism. Could it usher in a new era, in which men do not view women as weak or deficient, but as equal partners and teammates in life? I don't know, but I doubt that the solution could be as simple as changing a few rules here and there. I just feel that we're sending mixed messages to our daughters, if we tell them that they can do anything a man can do, as long as they don't try to physically stand up to one.

Sunday, February 27, 2011

Gender Rolls

Last Friday night, I was hanging out with my brother Eric and my friend John, playing some D&D. (Well, actually it was a D&D adaptation of Robert Jordan's The Wheel of Time series, but that's beside the point.) Since The Wheel of Time deals a lot with gender, I decided it would be a good opportunity for me to try something I'd never ever done before: play a female character.

Afterward, I was struck by the fact that such a decision should not have been anything unusual. I've played dwarves, monsters, vampires, elves, demigods, and wizards. I've played people from other countries (both real and fictional); I've played as warriors and mages, saints and sinners, the faithful, the faithless, and even the insane. But despite my eagerness to learn about roles and society by playing them out, there was always a slight hesitation, a sense of unease at the thought of playing a woman.

Why should this be? I wondered. Am I afraid of showing any feminine qualities? Am I secretly sexist or something? (I do this to myself all the time. I have no idea why.)

But nobody I know (at least, nobody I play with) has ever, to my knowledge, played any character not of their own gender. In a game where you could play as literally anyone, become virtually anything, why is it that so many players refuse to step outside their own gender, when they would eagerly play a character of a different race, religion, status, socioeconomic background, profession, alignment, age, and even species? This seems like an odd line to be unwilling to cross.



(Maybe they just don't want to deal with
having to actually roleplay the clothes.)


Many players might argue that "I'm a man, and therefore I don't know how a woman would think, so I just won't play as a woman." Well, yeah, but you play as dwarves all the time, and no one knows how they think! They don't even exist!

Hang on, maybe I just hit the nail on the head.

Since no one knows how a dwarf would act, no one can accuse you of getting it wrong, or of being culturally insensitive. You're free to make it up as you go, rather than having to mimic reality.

Then again, maybe players are simply afraid of getting it too right. The players of tabletop RPGs are for the most part male, and dislike showing any side of themselves that might be labeled "feminine", for fear of setting off a wave of all-too-familiar hetero-normative panic.

A fourth option: most tabletop RPGs are created by male designers, with a largely-male audience in mind. As a result, RPGs tend (in both theory and practice) towards a male perspective and a male play-style. From a tween or teenage boy's perspective, a female character lacks the strength for how he wants to play (i.e., hack-and-slash), and her social skills would appear irrelevant and "lame" to him.

But I have noticed an interesting corollary to the above observation: playing a female character is not at all uncommon among the male players of MMOs like "World of Warcraft". Perhaps this is because online play tends to involve very little roleplaying, so boys don't feel like they're required to "act all girly" if they do choose to play a female.

Is this a sign that boys of today are more comfortable with female roles? Or does it suggest that our boys increasingly view women's bodies as objects, as pretty shapes to stare at while they run around an online environment?

Only time will tell.