Showing posts with label Tim Burton. Show all posts
Showing posts with label Tim Burton. Show all posts

Sunday, January 11, 2009

Ten Favorite Films of 2007: Pt II - My Ten Favorite Films of 2007!

Just in time!

10. Trance State: There Will Be Blood (dir., scr. Paul T. Anderson, yeah-right-based on a novel by Upton Sinclair)

Perhaps misanthrope oil baron Daniel Plainview eventually gets everything he wants, in the last moments of There Will Be Blood. He hunches and teeters alone in his wasteland basement bowling alley, eating greasy meat with his paws, all social pretense and facade burnt away, nothing but boney, scraping madness. All he wanted ever was to be the only human on the tattered surface of the planet. Through determination and will, he conquered the world of men as best the pamphlet explains; biggest house, most money, most power. Through monomaniacal focus, his madness has winnowed the human race down to one man, Eli Sunday, and on his private island, Plainview clubs to death the only other beast. And he wins. He's finished.

What do you want There Will Be Blood to say about history? About capitalism? Or about religion or power or the shaping of American society? Consider your answer carefully. Consider that There Will Be Blood might not say any of those things. Maybe it doesn't say anything. It emits a low, long dissonant tone that terrorizes the inner ear and forces the vision to blur out in a field of black and brown spots.

Ideas for suggested allegorical reading are wired like tantalizing wrong paths through There Will Be Blood. For starters, Plainview (Daniel Day-Lewis, simmering with internal apocalypse) as avatar for capitalist drive, his nemesis Eli Sunday (Paul Dano) as Christian fundamentalism emboodied, but this circuit is dead. They are not opposing forces, for Eli's holy man act is a sham, Plainview's fierce self-interest is not in opposition but a variation. So then, maybe they are twin demons. But both are straw men as symbols. If There Will Be Blood were to posit them as dual ideological forces that shaped the nation, the more scathing indictment would be if they worked together as cynical manipulators; but that's hollow and doesn't work. Unless the statement is that these pervasive, potentially nasty sets of ideals shaped, and continue to form the terrain of the nation, forever irreconcilable, at each others' throats. But then...

And so it goes, the ominous vibration of There Will Be Blood shaking apart any pat solution and drowning any sloganeering. Not a statement, but a story (and how rare is that for a supposed historical epic in 2007?). Plainview and Sunday are instead, characters in a game of Who Is Worse? Both men may be bilking a fortune from worker-followers for peronal gain, both armed with callow low regard for humanity and a finesse for PR, but who is worse? Plainview's simple goal is to hard-win enough success to build an isolation box, where as Agent Smith of the Matrix might put it, he needn't be infected by the stink of humanity. He announces as much, in the best glimpse between the crags of Plainview's emotional tundra, telling his long-lost brother that indeed "I look at people and I see nothing worth liking". And so he tries to build a fortress of solitude, which seems attainable because when Mr. Plainview intends to meet a goal, such as accumulating all the oil or hauling his broken-legged carcass out of a gold mine shaft, well. He does it.

Paul Thomas Anderson's deep humanist steak slashes through There Will Be Blood, for there is something vulnerable, understandable, and misguided in Plainview's soul-sick journey. The picture is an un-epic, narrowing its focus on one unknowable character, until the lens is so close to the slide that perhaps we do know Daniel Plainview after all. Maybe not to sympathize with, and maybe it is too much to bear, but his bottomless stubbornness is one we come to understand. The stated, demonstrated attempt to wall himself from human contact is a frail-winged effort to begin with. Plainview undertakes an enormous amount of difficult labor in pursuit of a nihilistic non-dream. He's not pursuing happiness, not comfort, not pursuing anything. Just aloneness. As his business requires regular contact with others -- his adopted son taken as "partner", other oil men, the communities he financially rapes -- Plainview is bound and destined to fail because the pursuit is self-contradictory. We may be reminded of a lesson learned by Julie Vignon in Krzysztof Kieślowski's Blue (1993), but illustrated in inverted fashion. As Julie attempts to run from the force of love, only to find that wherever you go, someone ends up caring, Plainview wants to burn every bridge across the river of souls, but they just keep regenerating. The rancher he ignores while buying land because it's too much effort to pay a personal visit ends up blackmailing him. He abandons his son but ultimately has to deal with him. Eli Sunday bedevils him for a decade, even when Plainview has locked himself away, and possibly undergone psychotic break. And so on. People keep getting in his way, the problems of responsibility and power impossible to solve. If there is a seachange in this man, it is akin to a computer memory writeover, block by block replacing Plainview's seething hate with raging madness.

There Will Be Blood, like Paul Thomas Anderson's Punch-Drunk Love, seems to emanate from the peculiar psyche of it's central character. It is not quite relayed from Plainview's "point of view" or his "perspective" or precisely duplicate his mind's eye, but holds the man at the center of a muddy, relentless spinning vortex. Paradoxically, the story is simple, straightforward, monosyllabic, but the film unfolds with bewildering opacity. Strange narratological gaps and baffled staging and shooting strategies continually turn the film into disorienting, oblique poetry. There Will Be Blood seems afflicted by some frightening synesthesia. It begins with a vignette that looks like grubby charcoal sketches, about Plainview metaphorically dying in the gold mine and being reborn as a hard thing spat from the earth. It ends with the beginning of 2001, in which apes discover the first tool -- a bludgeon -- and seize control of the water hole. The soundtrack whines and drones like composer Johnny Greenwood is making music by circuit bending Plainview's brain. It is impossible to tell what is going on with any characters on the periphery (which is everyone excepting?/including? Plainview), including some who may not exist. Jack Fisk's set designs are likely historically authentic, but the spindly derricks and makeshift settlements look torn from pulp s-f paperback covers, more so when blazing with massive sails of fire. Daniel Plainview stands before the sheets of flame, angry astronaut in black silhouette. He's not adventuring. He's not questing. He has no wanderlust. No lust at all. He wants to be alone. He wants to be Not Here. He's finished.

9. Sit Closer Together and Keep Your Ruddy Hands Inboard!:
Pirates of the Caribbean: At World's End (dir. Gore Verbinski, scr. Ted Elliot, Terry Rossio)

You know what happens to men who fall in love with the sea. These notes are less about the filmmaking and plot of At World's End itself, than on the bountiful shape and psychoacoustics of this three movement sea shanty. Critically maligned, beloved by fanfic writers, attended by every man, woman, child and key-stealing dog in the world, the curse of the Pirates films is that they are barely taken seriously by anyone. I was reminded recently that upon exiting Dead Man's Chest, my first reaction was to effuse: that was a lot of movie.

Pirates of the Caribbean: At World's End is a whopping daedal pageant. Three movies, for it's a Trilogy Proper, wide-scoped and chapter-structured as your Star Wars, your Lord of the Rings (the second and third installments written and shot back-to-back Matrix sequel style). Every square foot of its beachhead littered with buried treasure, the jungle is dense with thickets of story, tangled character arcs fusing together, branching apart. The Pirates trilogy is loaded with stuff; boatloads of colorfully painted characters, a whole population so driven by their own desires, passions and miseries they never quite become an ensemble, bouncing around a vast, richly imagined world, a map with no dead space, every mountain, island, township, cove and crevasse hand sculpted with care. The Imagineers have gone all-out, barred no holds, tended every detail. What we have, then, is the motion picture equivalent of Disneyland. No? Yes? Sort of.

From one perspective, Disneyland is nothing but a walk through a thoroughly imagined, obsessively art directed garden. Meticulously landscaped, a planned environment that is attractive from every angle. And it's pretty, but it is not intended to engage any emotion but delight. This is not an unsympathetic perspective. While there is an impressive sense of narrative elements at every turn, these stories are generally sketchy (Haunted Mansion, Pirates), impressionistic (the "story of the land" narratives of Big Thunder Mountain, the Matterhorn, the landscaping itself) or require extratextual referents for coherence (the movie-themed dark rides). Disneyland, in its attractions, rides and shows, does not tell us stories of any depth (besides the historical narrative of those of us emotionally attached to the development and history of the park itself; Disneyland, in every window and tree, is also crammed with stories). The counterargument goes that Disneyland pummels the imagination and the walking tour through mechanized, preplotted semistories provide only, as Douglas Copeland put it, "Adventure without Risk". The Pirates films share this design sensibility, creating gilded fantasy map, packed with eccentric detail. They are funland environments to visit on long movie vacations.

When the animatronic pirates duel and loot and carouse in Anaheim or Orlando, there is no context but the generalized milieu of High Seas Adventure, a hint of Spookhouse Karmic Retribution (ride-story in reverse: here are the corpses among riches -> here are the sins that landed them here), and otherwise it is a parade in limited motion: we float past the floats, march past the merry band. The Pirates movies however, are a story proper.

There is a plot development in Fritz Lang's dreamy jittery crime thriller M (1931), in which the leaders of the criminal underground hold a meeting and decide something must be done about the child killer giving crooks all over town a bad name. We've seen plenty of sit-downs between crime boses, but M's idea that each criminal specialty has an organized union with representatives who attend problem solving and policy conferences shoves an already distorted nightmare vision of Berlin into a dizzying fantasy world. It takes a story, a setting, a feeling that was already riveting and pops off the top to reveal the story is full of folded space. The surface area grows, exponentially. At World's End has a scene not unlike the M crime council, a convention of the pirate Brethren Court, a plot surprise that reverberates back through all three films. These other Pirate Kings were always there, out having adventures of their own; the social structure was always in place. We just didn't get to hear about it until now.

There are the wild unruly dreams and shortcomings of the characters, the fuel called "motivation", and there is adventure here, which may be of arguable risk and variable investment for the audience, but there are stories, and they are About something. World's End is an occult-tinged, melancholy tale of frontiers stretching thin, of modern civilization tightening around the neck of wanderers and dreamers, of what it means to be free -- in a sociopolitical sense, a personal sense, a spiritual sense, in, ultimately, an existential sense -- and of the value and peril of passionate love; whether that be for a lover, for power, for property, for adventure, for rum or the sea. But you know: You know what happens to men who fall in love with the sea. Though somewhat schematic by the fifth act (the Pirates pictures adhere to something like Shakespearean structure rather than modern Hollywood drama rules), the eight principals and a half-dozen supporting players are all working through some personal variation on the themes. At World's End is a Dusk of an Era elegy, like The Wild Bunch, and Once Upon a Time in the West, but the sunset is falling over a world of fantasy and romance; it's about the death of frivolity and dreaming.

8. STOP PLAYING DONKEY KOOOONG!: The King of Kong: A Fistful of Quarters (dir. Seth Gordon)

I can beat Super Mario Bros. in less than six minutes. I can even do it drunk sometimes. I don't know down to the second, but my casual glance-at-clock timing puts my best speed at 5:18-ish. Browsing the scoreboard of Twin Galaxies, the "official" rule-keepers on such things, I see this would place me as the 5th best Super Mario Bros. player in the world. Huh.

This is an idle boast. For the time to be officially recognized, I'd have to tape myself achieving such a time attack and begin the video by displaying my TV and Nintendo and the A/V hookups and... I'm yawning already. Because trying to beat Super Mario Bros. as fast as possible is a hobby of mine, but I'm in no way serious about it. I'm not in it to prove something. Or compete. Just for fun. The fastest (sanctioned, no exploitation of programing glitches) time in the world is currently 5:08. To that, I give an appreciative whistle. Most people don't have a context for the difficulty of playing at that level. 5:08 is superhuman. It would require such discipline and effort to shave even five seconds off my time that it doesn't sound fun to me, but ye gads, it makes me grin to watch any attack under 5:15. The catch is, I wonder if my attitude would be different if I were anywhere close to #1. That question is, in part, what makes The King of Kong work as such an affecting exploration of the human competitive drive.

Story: A giant gorilla grabbed a lady and took her to the top of a construction site, dispatching barrels and fireballs with eyeballs to snooker the hammer-wielding Mario from saving the dame.

Approximate symbol-figures as seen in the documentary The King of Kong: Our Donkey Kong is Mr. Billy Mitchell, the champion high-scorer of classic arcade gaming since the early 1980s turned hot sauce magnate, possessed of a 1) singularly poor grasp of social niceties and 2) atrocious fashion sense, 3) ferocious gaming skill and determination to excel at everything he undertakes. The Mario (technically: "Jumpman" not yet the Japanese-Italian of corporate mascotship) is Mr. Steve Wiebe, ex-Boeing employee turned math teacher, soft-spoken suburban dad, generally likable schlub.

The beauty for which these warriors vie, the damsel in distress, is the high score on the 1981 Nintendo arcade game Donkey Kong. Steve Wiebe and Billy Mitchell may not be cool guys. But they're goddamn amazing Donkey Kong players. You know, Babe Ruth wasn't that cool of a guy, either. Mitchell has the world record, has since '82. Wiebe beats it from his garage. Mitchell fights back. Game on. As the intro screen for each level of Donkey Kong asks, "HOW HIGH CAN YOU GO?"

The fireballs and barrels? Sundry other retro gamers, all of whom are exotic species of the total nerd genus, most portrayed as Mitchell sycophants and sometime flunkies. If there is a King of Kong stand-in for the perilous construction site, the row of red girders itself, it must be the institution of Twin Galaxies, competitive gaming's self-appointed regulatory committee founded by Iowa arcade owner Walter Day, who seems to wear nothing but his referee uniform. They all seem to be in completely unnecessary conspiracy to deny Weibe's high score from entering the books.*

Of each of these characters, organizations, behaviors, and events, The King of Kong asks the same question: Why? Why the fuck are you doing this? It may be a pertinent question that will always get funny or revealing or frightening results when asked of any person, fictional or otherwise, but King of Kong begs the question at every moment.

Director Seth Gordon has shaped his footage into a strong traditional underdog sports story with surprising left turns that seem out of an unfilmed early Zemeckis-Gale script. The found narrative is more engaging than fictional sports stories because the suspense is real rather than scripted, even if only a limited audience is inherently interested in watching championship level Donkey Kong play. The game is difficult. The controls are a bit stiff, the game physics are screwy, and there are randomized obstacles that require improvised solutions. An efficient expository section of King of Kong runs viewers through Donkey Kong 101, outlining the mechanics, and slides right into DK202, with some advanced tactics (Wiebe explains "you can actually control the barrels!" Dude, don't tell people that!). The sequences plunging into the subculture of competitive classic gaming are deft filmmaking, because there's an enormous amount of information to plow through, the least of which is the hurdle of explaining that the hobby exists at all. It's not about the game though, but a sweet and desperately hilarious character comedy of non-confrontation. Mitchell engages in long, passive-aggressive battle to thwart Wiebe. In response, Wiebe patiently plugs away at his game cabinet, sometimes quietly crying. His calm and humility seem an admirable contrast to Mitchell's preening Type A bragging... except when joining the monastic order of Donkey Kong means he can't drag himself away from the machine to find work, tend his marriage, wipe his kid's butt, or readjust his sense of self worth. Why are they doing this?

Billy Mitchell is The King of Kong's ace in the hole. He's constructed as the plot's villain, arrogant and mean-spirited. Why is he doing this? The portrayal may be a dubiously truthful manipulation on Seth Gordon's part, for the real Mitchell has a family and friends, does charity work and seems to be so serious about being the public face of retro gaming because he believes it is a wholesome passtime for kids, and that he's a viable role model. But he aids and abets the filmmakers because he never lets down his guard, never lets slip the public persona that would let him be seen as anything but an A-1 Winner. By being so guarded and simultaneously so transparent, Billy Mitchell becomes one of the most fascinating screen characters of 2007.

*[Ed. Note: Twin Galaxies wants you to know the truth is a little more complicated. Also more "boring".]

For the curious, my Donkey Kong high score is a pitiful 60,400. Checking the Galaxies board I see I would rank as the 51st best in the world. Don't be fooled. This is only because no one bothers to submit such low scores, and nobody can touch the top dogs.

7. Strange Beast: The Host (dir. Bong Joon-ho, scr. Baek Chul-hyun, Bong, Ha Won-jun)

The generally juvenile tone of the average kaiju eiga or Harryhausen extravaganza is not really a weakness, it is just what prevents well-adjusted adults from taking them seriously. Excluding King Kong, and not really excluding King Kong, the Achilles heel of giant monster rampage pictures is the story of the humans being terrorized by the enormous beasts. Even as I type this, I'm formulating a list of exceptions to the rule, but it seems beside the point. With The Host, the concern simply no longer applies. The core of the picture is a bittersweet family comedy about the barely functional Park family, and how the abduction of youngest member Hyun-seo draws to the surface the finest qualities and interpersonal battles of the adult depressives, screwups and idiots. The abduction just happens to be at the hands (prehensile tail?) of a slimey bone-barfing river monster. We'll mainly latch onto Gang-du, the girl's father and all around slovenly slacker. Song Kang-ho plays Gang-du as if half awake, bleached blonde shag hanging in his bleary eyes; it's a terrific sloppy clown performance and the dope sparks with life when his resourceful child enters the room. She's less his daughter than a big sister and indulgent playmate. Gang-du's dad, TV favorite Byeon Hee-bong, is angry, nagging, frustrated with his three adult children, as even as his daughter national medalist archer Nam-Joo chokes in the middle of a competition. Lithe, dolorous Bae Doona plays the archer as if staggering around with an unexhaled sigh in her chest.

The Host is also formed of sociopolitical themes; American military presence, ecological disaster inspired by real events leading to the pollution of the Han River, a satire of Agent Orange, government cover-up conspiracy and bureaucratic incompetence all propel the story. This political commentary is continually complicated and wavers between reserved criticism and anarchic black comedy; whenever the finger seems to be pointing, the joints are crooked. In the The Host, all manner of agents are responsible for special contributions to/manifestations of anxious, confused society. From the small and personal -- Gang-du's brother Hae-il is a burned-out drunken ex-youth protester who's lost his cause -- to the large and national -- the army basically puts Seoul on martial law lockdown and manufactures a cover story that the river creature carries a deadly virus -- to the vast, universal: cultural malaise, the sick joke humor of fortune.

That it has a social conscience or politicized subconscious, does not make The Host unique, among even giant beast films. The catharsis of watching our cities spectacularly destroyed creates a therapeutic space in their stead. Like all good giant monsters, everyone is responsible for this one. It's summoned by whatever dread and sadness is inflicting a society at the time. Whether the host city is NYC '33, Tokyo '54, London '61, Seoul '06, monsters arrive as guests. They help us work it out.

No, what makes The Host stand out is its focus on story driven by characters and emotions. By various turns the film mutates from black political satire through suspense rescue drama, goopy gross-out horror of the variety that is one regurgitation from high comedy, child-in-peril crisis drama, slapstick melodrama, and family comedy. It seems unnecessary to point out that these things tend to be about the dysfunction and peculiar functions of lovable eccentrics; all families are eccentric up close, all comedy is about dysfunction small or catastrophic, thus has it always been, from sitcom-square My Three Sons to Wes Anderson's repressed mod circuses. While it leaps some of the hurdles of giant monster opuses that trip up unsympathetic audiences, it does so without succumbing to the jangled nerve hip shocks of Extreme Asian Horror; The Host shifts fluidly between these highs, poking its head down interesting alleys as it runs around the city willy-nilly.

6.I'm Alive at Last!/ And I'm Full of Joy!:
Sweeney Todd: The Demon Barber of Fleet Street (dir. Tim Burton, scr. John Logan from the musical by Stephen Sondheim, Hugh Wheeler)

Hot Topic wardrobe and whimsy-sick Tod Slaughter trappings aside, Stephen Sondheim's Sweeny Todd was not a natural, comfortable fit for film adaptation by Tim Burton. The the intricate spatter-patterns of this most vehemently misanthropic of musicals are antithetical to the ideals and tendencies in Burton's work beyond anything but surface aesthetics. Sondheim's obsidian slab of a show glistens with hate and anguish at every facet, a massive black mirror of humanity that reflects nothing but the struggle of men to use and feed off one another, the only possible responses anger, fear, madness, the only choices loss of dignity, or to join the wicked game. Unjustly jailed, and having lost his wife and daughter to the grotesque appetites of Judge Turpin , Victorian-era barber Benjamin Barker returns to London, damaged and looking to reclaim his life. All forces having conspired to demolish the last scraps of the barber's happiness, Barker loses his grip, and finds his calling, and reinvents himself as Sweeney Todd, scarred, charred demon bent on revenge. Revenge on the Judge. Revenge on the weak man he used to be. Revenge on the London class system that pins its residents in place like catalogued moths. Revenge on human nature. Revenge on God. So he slashes as many throats as he can seat in his barber chair, and bakes them into pies with the assistance of landlord-cum-business partner Mrs. Lovett. This ugly premise does not exactly unfold or arc so much as fatalistically tighten around itself. After the Prelude, the very first number announces the map of the story: "There's a hole in the world like a great black pit..." Todd dives in. Is there a bottom? An exit? Or just more black hole?

While all of Burton's films have launched wounded dreamer protagonists against a world designed to grind them down, his sense of humor is silly, childlike and corny. He may make movies about ghosts and living corpses and men who dress up as giant bats, but his tone is still Famous Monsters -- or more like Cracked Monster Party -- not grim, not joyless. Tim Burton is a romantic and soft-hearted filmmaker, and Sweeney Todd is deeply cynical, and cruel. Assuming the director is engaged with his material (not always a safe assumption with Burton), it is natural that his abundant visual imagination could reconfigure the stage show with suitably soaring cinematic language. And soar Burton's camera certainly does, with a curlicue baroque style that doubles Sondheim's musical latticework. Without betraying the show, Burton latches onto what is passionate and tragic and funny about Sweeney Todd. Without being slavish and submerging his style, or resistant and betraying the musical, Burton has directed an uncompromised personal take on the show.

My bias in musical theater is for actors who can sort-of sing over singers who can sort-of act. As Sweeney, Johnny Depp acts his way through songs, and that is the proper strategy for a semi-singer to survive a musical. Depp figures out how to sell a song by making his limited range and shaky breath support part of his characterization, smoldering inside as if he's swallowed a fireplace log. It would be great if when Sweeney explodes in "Epiphany", Depp could've opened up his middle voice more, but he's not holding any such surprises. His accent tends to go ragged when he's rushing through difficult passages and the need to enunciate Sondheim's boggling rhyme barrages start to overwhelm Depp's usually seamless character work. That said, he's at his best when surrounded by other adequate voices, so in "Pretty Women" with Alan Rickman (as Turpin, dour as usual, but unusually perverted), we're not hearing a dream-cast at work, but two great actors are acting through the song in a compelling fashion.

If Sweeney Todd has a major shortcoming, it is the casting of Helena Bonham Carter as Mrs. Lovett. To her credit, Bonham Carter has reinterpreted Lovett as less shrieking harridan, more wildeyed and wispy -- not 180 degrees from Angela Lansbury, but maybe 120 degrees -- but she is a weak vocalist in a role that traditionally requires a shrill, loud set of pipes. She can't keep up, and rather than go too mush-mouthed (which is still a problem) through the crazier parts of "God, That's Good!" and "Worst Pies in London", she affects a breathy / raspy speak-sing delivery to pull her through. So Bonham Carter gives an otherwise snazzy half-hinged performance without being able to control half an actor's tools for expression; she's fighting her voice for two hours. She pushes her past her range in the "My Friends" duet, and it sounds like she's hurting herself. The only time time Bonham Carter's voice is interesting is a totally crazed "By the Sea," which the movie transforms into a comic show-stopper. Tim Burton has imagined it as a series of acid-bright colored picture postcards staged by Charles Addams, and the whole number is so hysteria-driven that Bonham Carter's cracked vocal makes sense, even if she's not doing the music any service.

I dunno how you cut that score down. With 3000 leitmotifs stitching the show together, any reductions start to do structural damage to scenes forward and backward. The film does pretty admirable editing work in the face of hard choices, and the majority of cuts are logical (the signature "Ballad of Sweeney Todd" is painful to lose, this show's musical anchor has lyrics which add no narrative information) or make gut-level sense (I miss "Parlor Songs" but...). The gutted "God, That's Good!" and final act (important reprises like "No Place Like London" and "City on Fire" don't pay off in the movie) may make those with sensitive ears wince, though. The paring of the music means the secondary plots are slimmed, and sapped of emotional resonance; this Sweeney is less epic, but also steelier, sharper, colder: this is Sweeney Todd shaved dow the central love triangle of a man, his hate, his razors.

Bonus Buffy obsessive gripe: Anthony Stewart Head spotted at "The Contest". Look, either give the people Head, or don't, Tim Burton, but don't tease.

5. Sweet Lime: The Darjeeling Limited (dir. Wes Anderson, scr. Anderson, Jason Schwartzman, Roman Coppola)

Three affluent dopes with their hearts, brains and better impulses in various stages of arrested development, ride a train around India in hopes of spiritual enlightenment or maybe nothing, hauling Daddy's baggage the whole way. The Darjeeling Limited is that blunt about what it is about, that the central symbol is the literal equivalent of the colloquial metaphor, and being ported about by the characters. That is the standard shape of Wes Anderson's stories; adventures and external plot circumstances don't force characters to confront symbol-demons of their internal-conflict-as-scripted, rather, his characters tend to exhibit preoccupation with their own emotional crises, and that is the plot itself. It is hardly Rushmore's subtext that Max Fischer's story of unrequited puppy love and of ambition outstripping talent are made concrete in the illusory Eden of Rushmore Academy: Max knows it, he says it out loud. It is not a secret in The Life Aquatic that Steve Zissou knows he's on a sea voyage to bond with his possibly-son Ned Plimpton and not really to avenge a dead friend by killing a shark: he says it out loud. These surprising self-aware announcements do not come at the terminal end of clichéd Journey to Knowing, but somewhere in the middle. None of these persons are on the trip they think they're on.

So in The Darjeeling Limited, Francis Whitman, who is Owen Wilson but with different brothers and his face banged to shit and bandaged up, asks, apropos of very little, "Did I raise us, kind of?" The track to self-discovery he thinks he's on is... well, he's already come to terms with the idea that he kind of raised his brothers. And Jack (Jason Schwartzman, coping on-screen with the notion of being a sex symbol for disaffected youth) already knows he needs to get over his bitchy, manipulative ex and stop hunting easy sex. And Peter (Adrian Brody, distracted, irritable, self-loathing and self-satisfied in equal measure) knows full well he needs to stop shutting out his wife, man up and be a father very soon. They all three know they'll have to do these things without a central guiding male role-model. This tendency in Anderson's writing is gratifyingly smart and more compelling than watching plywood humans who can't figure out their pretend problems until the third act, because it says that we manufacture dramas to distract ourselves while avoiding the core problems, without belittling or bleeding the poignancy and comic agony of immediate circumstance. The Darjeeling Limited believes the Whitman brothers have a larger, more fundamental problem, that of acknowledging a world outside themselves. It may be less that Wes Anderson People simply need to stop feeling sorry for themselves than to recognize when sorrow is an appropriate reaction.

The above doesn't sound terribly different from personal lessons hard learned that pass for character growth in any drama, but what Anderson illustrates is closer to small epiphanies, subtle but crucial shift in behaviors. By virtue of sheer primal impact, Darjeeling's most shattering sequence is one in which the brothers have been exiled from the train -- the cozy blue Limited itself -- for the crime, as Divine would've put it, of persistent assholism. Forced to continue on foot, the Whitmans witness children from a nearby village falling into a river, and jump into rescue them. One of the boys dies. There is a sun-drenched, colorful slow motion funeral. End emotional setpiece. Because the film's (all five of Anderson's films, really) principle mode is comic deadpan droopiness, the inevitable moments of unironic violence and pain leap out, announce themselves like a pop-up book. Darjeeling is not saying anything so callow as that the idiot white men needed to witness the death of a native child to cheer them up. The brothers are part-way down the track already, and though the end of the film may show them triumphantly shedding their father's luggage and leaping aboard a new train, it presents nothing like fully healed, solved, fixed human beings. Certainly this rescue, this death, this funeral do not fix them, or even immediately wash away the Whitmans' self-absorption and clueless Orientalism (Peter's earnest, embarrassing, condescending, wrenching reaction is: "I didn't save mine"). But they erode a little bit.

If there is a climax to Darjeeling, it is a flashback chapter, a cold grey urban parallel to the Indian funeral, as the brothers cause a scene at an import auto mechanic, stubbornly insisting on driving away in their father's broken car and holding up the burial in the process. Dad's car, of course, doesn't work. This readymade working-through-shit moment doesn't seem to have affected any of them at the time. That the incident is retold as one of Jack's transparently autobiographical short stories seems to propel some actual working through of their shit. And in this free-floating meditation on the transformative value of aimless travels, maybe there is another "climax". Maybe every anecdotal little scene is built with its own climax. How often, after all, can one pinpoint moment of life-changing revelation?

As a road picture/ journey narrative the literal destination, which Francis has covertly planned, is reunion with the estranged Mother Whitman. Sister Patricia, actually, as she's become a nun. In a few brief scenes that are deceptively uneventful and simultaneously peel back the bandages on a goodly chunk of the preceding story, Anjelica Huston wafts around the convent in the Himalayan foothills, ethereal and saintly. The mother speaks gently, tries to soothe her boys, and behaves as a model of Christian patience and general flower child floaty good-vibeiness. And in the morning, she is gone. Ditched the family again. In Patricia's firm, plain-spoken, loving demeanor we might understand Francis' parental, order-giving tone even when telling his siblings to join him for booze and smokes. In her utterly selfish constant abandonment of her children, we might understand Francis' desire for control and family structure. We might understand Jack being hung up on his controlling ex-girlfriend, as well as his running away from intimacy while he pretends to pursue it. And better comprehend Peter's fears about parenting, and love-hate sense of wanderlust. We might see some concrete evidence of how this damage was inflicted.

Patricia's intersection with the brothers Whitman at this point, is one of The Darjeeling Limited's finest magic tricks. Patricia very possibly thinks she's being completely selfless with her entire life, going so far as to devote herself to God and missionary work; paradoxically, she's running away from her fears and responsibilities; paradoxically-squared, she may well believe that after her brief encounter with her sons, disappearing once more is what they need: the boy-men need to tend their own wounds, battle their own tigers. Ironically, having gone to great lengths to retrieve their mother, being abandoned and rather stranded is exactly what they needed as a blunt lesson in what their mother is like. It is in her presence that Francis, who has been conspicuously wrapped in facial bandages the entire film, is able to say out loud that his motorcycle accident was a suicide attempt. If Francis sees himself as stand-in parent, he also can't let himself show a certain brand of weakness in front of his brothers. Sensitivity, longing, vulnerability of a kind, but not death wish, not this despair. He frames the crash as a life changing near-death experience, which it may well be, but doesn't reveal the depth of his pain until he can maneuver into a position where he is not proxy parent, i.e. before their surviving parent. Francis isn't connecting with his mother. She disappears. He is ultimately confessing to his brothers and to himself, in front of a comforting illusion. The mirage dissipates, the confession stands.

Francis finally peels back his bandages before his brothers in silence, examines the ugly network of scars, sighs, and concludes that whatever stint of the journey is concluded, he has healing left to do. As a beautiful line of narration in The Royal Tenenbaums goes, "Immediately after making this statement, Royal realized that it was true."

4. One of God's Hands Is Gentle, the Other Is a Fist:
Gumby Dharma: The Story of Art Clokey (dir. Robina Marchesi)

Note: Gumby Dharma is a 2006 production, and was first screened at festival that year. Its first wide public screening was on California PBS station KQED in 2007 (where I first saw it, after champing at the bit since the Arizona screening). More than a year later, in September 2008, it debuted nationally on the Sundance Channel. I may not get around to a 2008 Favorites anytime soon, so I write about Gumby Dharma here because it may have slipped under your radar, and it is not one that should get away. I greatly wish the film had been picked up for wider distribution, but it is available on import DVD from Australia.

In the 1956 cartoon "Gumby on the Moon", the curious bluegreen hero is about to open the door of his spacecraft and for a split second, for a single frame, the hand of Art Clokey can be seen holding the Gumby puppet upright. The hand of the Creator appears and is gone just as quickly. So brief, gentle and unexpected is the intrusion that most viewers will never notice. If commentators and historians of Clokey's work have failed to spot this poignant frame, it is largely because those critics do not exist. While generally conceded to be charming and benefiting from the goodwill of Baby Boomer nostalgia, Gumby cartoons have never been subjected to much critical scrutiny, usually being dismissed as unfunny, plotless, cheap-looking, amaturishly animated kid's stuff. Gumby is, however, all of those things and none of them. The Gumby shorts personally handcrafted by Clokey are not driven by anything resembling causal plot logic (Gumby goes to the moon because he can, then he is attacked by moon creatures, then he gets too cold and freezes, then his dad climbs a fire ladder into space, then Gumby's in a hyperbaric chamber, then he skates off down the hospital corridor = ?), nor are they beholden to the gag-based structure of comedy cartoons.

The closest thing to a critical or historical survey of the shorts is Gumby: The Authorized Biography of the World's Favorite Clayboy, a 1986 scrapbook-style photobook and big type episode guide by Louis Kaplan and Scott Michaelsen. In between pictures, the authors engage in loosey-goosey free-associative essays with a tinge of Eastern mysticism on topics like "Gumby Artist" and "Gumby Racer" for 150 pages. Completely weird and highly recommended, the book is also nigh useless as an episode guide, as the multiplaned punning, rhyming and frankly stoned zen koans infect even the capsule plot descriptions. Whether one finds Authorized Biography annoying or a gas, it is a step toward rehabilitating the cartoons as Something More. Kaplan and Michaelsen simply tip readers in the right direction. Clokey's animation depicts a universe at play to be explored, toyed with and riddled out, but which never becomes less inscrutable; deeply spiritual in its pervasive mystery, even as the only underlying sense of Order and Design is a common absurdity and unlogic. We might say this of film authors from Buñuel to Ed Wood, Jr., but Clokey's stories are actively about the investigation and experimentation of a highly curious inquisitor into the mysteries of the spirit, physics, the experience of the world.

Gumby Dharma helps to reframe the Gumby cartoons to be read with the kind of generosity demonstrated by Kaplan and Michaelsen in the Authorized Biography. At last, here is an unflinching portrait of Clokey as a fully rounded human being. Gumby Dharma documents a falliable man and how his life informed his work, in deeper regard than the scant autobio elements pointed out by previous commentators (e.g. the bump on Gumby's head was inspired by a funny haircut in an old photo of the animator's dad, Arthur Farrington). His contradictions and inadequacies are laid as bare as Clokey's triumphs and influences. The boy traumatized by his mother's abandonment becomes a man who abandoned his own family as an adult. The spiritual seeker began on his path to enlightenment because of the lures of free love and drugs. The man who channelled belief in a benevolent, playful universe into his work is tested and wounded by the tragic death of his daughter Ann, and, Gumby Dharma proposes, the struggle to maintain balance, faith, life, is manifest and sorted through in the experimental, self-financed short "Mandala", a film by turns harrowing and reassuring. In an unforced, eloquent sequence near the end, the Clokey with abiding faith in the cycles of nature and eternal spark of the spirit finds his belief flagged, shaken by the death of his beloved second wife, Gloria. She loathed the physical torments of aging, Art explains with rending frankness. The older Clokey is shown in grainy, poetic black and white footage that calls back to home movie footage of Art as a boy. This simple cinematic gesture builds a bridge across the decades, from the curious young amateur filmmaker to the wizened animator reflecting on mortality, and they are at once the same soul and a man transformed.

The documentary does a stellar job deliniating various eras of Gumby cartoons. When Clokey left his family, his first wife, Ruth Clokey, took over primary creative duties. and this run of shorts is distinctly different. Gumby Dharma even suggests with a judiciously chosen clip from "Goo for Pokey", in which the little horse is terrorized by an obsessive female blob and panicked when he finds himself confined to her clutches, that her shorts may be worth equal, separate scrutiny in the future, even as the biographical focus remains on Art. It alo plainly explains the financial motivations luring the Clokeys to produce the Davey & Goliath series for the Lutheran church, rather than swallow the traditional party line about the animator's personal values.

An apparant misstep even becomes something special: talking head interviews with the animated persons of Gumby and Pokey, weighing in at regular intervals. A similar cutsey gimmic in the They Might Be Giants documentary Gigantic (A Tale of Two Johns) (2002) -- celebrities reciting song lyrics as spoken word pieces-- ended up hamstringing that film's attempts to enliven standard format. It is too cute at first, but the conceit becomes touching when the clay characters comment on even the most troubled and painful moments of Art Clokey's life. The pitch-modified nasal croak emitting from Pokey is the voice of Clokey himself. His son, animator Joe Clokey, has long expressed that if Gumby is the childlike soul Art wants to be, and strives to maintain, Pokey, pragmatic, a little cynical and sarcastic, is who Art really is. Having Clokey comment with sympathy, regret and some scorn on his own life through the mouthpiece character with which he most identifies edges the interviews from sublimely silly into profound.


So, too, the wistful, strange sight that unspools behind the end credits roll. Alone and so very old, Clokey stands in a field of flowers, all the legend stripped away, and he is after all, just a man, imperfect and human an artist as ever walked the field. Sometimes he even stuck his hand in the shot. And he dances. And Gumby appears among the blossoms. They dance together, and flawed and jerky as their movements may be, they use their time to celebrate the world's splendor, frame by frame.

Gumby Dharma may never force a broader audience to reevaluate Gumby, but it's impossible to walk away from the film and not understand that Art Clokey was trying to impart something he felt was important to an audience. There is just as much, if not more, adventure, peril and wonder to be found in baking a cake or doing yard work as in flying to the moon or being a cowboy. It is no mistake or mere budgetary restraint that most of Gumby's sets and props were children's toys. The world is built of playthings.

3. This Machine Kills Bob Dylan: I'm Not There (dir. Todd Haynes, scr. Haynes, Oren Moverman)

Around the time I'm Not There was released I was spending a lot of time with "Tangled Up in Blue". For about a month, I think I listened to the song between five and ten times a day. I took a dozen pages of notes trying to chart it all. Probably won't do anything with them. When it comes to Dylanology, the devout are so studied and reverent that I am barely fluent by comparison. It is a remarkable song; deceptively narrative, it is a kind of poetic cubism some distance from Gertrude Stein, that continually plays verbal games to reorganize time and space to offer new perspectives. On one hand it's impossible to figure out, on the other hand, every reorientation of the puzzle story and the listener's relative position provide a rich experience. As you listen harder, the pronouns keep slipping, the chronology becomes increasingly open-ended, the narrative becomes more cavernous. As you try to pin him down, Dylan resists all the more. "Tangled Up in Blue" begs scrutiny, only to prove inscrutable.

Anyway, I'm Not There is built kind of like "Tangled Up in Blue" in that regard. Todd Haynes' theory being that Bob Dylan is built kind of like that. Hold it, back up, waitwait wait. It's not about Bob Dylan at all. No. Bob Dylan is not in the movie at all. It's about "Bob Dylan." What is this thing? I'm Not There is not really a biopic. It does not document its subject's life or creative life or a critical period in his life. It's not a character study. It's not even necessarily a narrative film.

So what is this thing? I'm Not There is music criticism on film. It is an interpretive, analytical essay about the work of Bob Dylan, and takes as part of its precepts that the work includes public persona and biographical myth-making by the artist, the critical community, the audience, and other artists. Have you a favorite Dylan song? Album? Era? It probably

you connected with it. "Tangled Up in Blue" is vaguely about a relationship and it ended, and the lovers keep crossing paths forever. To me that makes it, you know, romantic and about the love of your life who you can't escape. It speaks to me about the (myth?) of your One True, even though it's also about the troubled realities of relationships in practice

then you've read something into it or connected it to your personal continuity, you've been part of the construction of "Bob Dylan". You're part of I'm Not There. And the I'm Not There you carry around in your head, in your iPod selection of choice Dylan tracks, in the Top Five you'd recommend to a friend looking for an in with B.D., they're all different than Todd Haynes'. So we may be distraught if his I'm Not There differs too strangely from our own strawman Dylan.

what I'm Not There provides, a collection of mathematical naive sets:
insight about the music, not the man; insight about the man, not the life; insight about the life, not the facts chronology record every breath nothing can escape without being documented ... suddenly we've never been further from the truth. This is the moment Dylan appears, honking on his harmonica, unrecognizable and the least important of the splintered figures we have met~~~ [[NOTE remember to flesh this out re: what "insights" these are vis-à-vis concrete examples in the film. Saying this doesn't make it so == unless it is self-evident at this point.]]

insight about the failure of biopics: at best, they don't try to inform us about the artist's work at all, just document the life. At worst they seem to tell us that art is nothing but fragmented pieces of someone else's life experience. That's bullshit. That's pretentious, lying bullshit, and I can't believe any artist would say such a horrible, ugly thing about art in general, let alone about a fellow traveller. I'm Not There says the opposite things: you can't know someone through their art, that is not the point. You can't know Bob Dylan by staring at the facts of his life. You can't know anyone by staring at the facts of their life. You can't know anyone. You don't know yourself. There isn't anyone. No one's there. Poof.

Maybe the most crucial Dylan is Christian Bale as Jack Rollins, the freewheelin' folk kid, troubador hero to coffeehouse jerkoffs who think they are working men. Most crucial because it is that Dylan, one of the most beloved personas, that Haynes links directly to Born Again Dylan, dullest and most disappointing in Slow Train Coming and Saved. That's beautiful. That's irritating to Dylan fans. That's smart.

Maybe the most crucial Dylan is Heath Ledger as Robbie Clark, a movie star playing Rollins who then acts like an asshole all the time and gets divorced from his wife. Strange idea floating through several reviews of I'm Not There : that Ledger is not playing a Dylan variant. But he is, and a vital one. The Dylan that recorded Blood on the Tracks and was an asshole who got divorced from his wife. This is Dylan if he weren't a musician. Without the music and mystique and history to romanticize the man, given what we know/imagine about his private life, and given what seem to be direct dispatches from his brain in songs like "Idiot Wind": this is a Dylan with nothing left but the asshole. That's smart. I can see why it's irritating to Dylan fans.

I'm Not There is a biopic. It is just impressionistic and

It disobeys all rules of that genre as they have ever been understood. Or not. There is some precedent for I'm Not There in Ken Russell's Lisztomania (1975) and 32 Short Films about Glen Gould. Biopic -- genre is user defined. after I'm Not There, the genre is reconfigured. there are more possibilities endless possibilities. King Creole is a biopic as much as Jailhouse Rock, certainly more than John Carpenter's Elvis telefilm. I'm Not There is about the music the connection forging, now-sympathetic, now-critical way that Mystery Train is about Elvis

It is possible to walk into a room, ready to take notes and observe, find the subject stripped bare, plain and naked before the observer, and still find that their essence eludes you. When attempting to chronicle a life and observe someone else's soul in motion, perhaps the only definitive observation is: I see you, but that does not mean I know who you are. Something is happening here, but you don't know what it is.

The Notorious Betty Page (2006) is as great a biographical film as exists on planet earth, and directly engages the issues of image making and the means by which audiences form a feedback loop with the artist ???? Dylan and Page are both Obscure Objects to be sure, but Page's primary creative job was to be an image and fantasy figure, while Dylan flirted with cameras and confessional autobio songwriting to purposely throw up oblique walls between artist-art-audience realtionships %%flesh this out? or not ### Dylan has done his fair share of ironic posing and mask play and obfuscation through persona (and what do you think, is Self Portrait ironic, or not?). Similar habits may be observed in Bowie or Prince or Marilyn Manson, as fellow musicians who seem to need a new character through which to record every record, but they are builders of miniature worlds... Dylan's of a subtly different breed; perhaps Tom Waits, The Residents, Bjork, Elvis are closer relatives. Their interests just shift eclectically, madly and their full-immersion in their new artistic passions leaves even their bodies, clothes, public statements dripping with a fresh coat of

why is Dylan's Jewishness squashed out by the film? Because Dylan repressed his Jewishness? Because it doesn't? Because it's busy with other busyness?

Even given the

blanchett purposefully shows some of the stitching up the side of her performance, when she's dylan performing as dylan in front of the press. he was always good at put ons, but blanchett is better. dylan always eventually blew his cool when pressed (use "pushed" you used press 2 sentences ago) too far or forced to hold up the act too long (maintain, not hold up)

(she gets something about BD that i'm never sure he understands himself; like charlie manson, interviewers refuse to hear what he's actually saying, and when the answers are poetic or cryptic, they refuse to decode or play language games. Dylan and manson both refuse to meet interviewers halfway. w
== she's also "doing" the BD we kknow too much about, hve too much wildlife footage of him, has the heaviest lifting to do. why recreate scenes that already exist in Don't Look Back? is because Blanchett finds ways of looking back at them really hard and making them truer and funnier than when bob said them did them was them ; ; ;
)

6 actors (eeeh seven?- nine?) maybe but before you're done you've seen them play through at least 20 "dylans" before we're done - whose done? who is?

Dylan seems an apt subject for this underground-styled blowapart of the modern biopic, but it could be anyone. It certainly helps ++ +he longer the career, more extensive the catalog, vaster the public imagination on the subject. in a way (absolutely) maybe no what perhaps the notion that multiple actors should ===== fill in --- is the least transgressive violation of biopic standard op proc in

richard gere as billy the kid is easily the most crucial dylan for i'm not there, though (he? the sequences? the lack of easy reference points for the mr joneses? ) these mudsplattered frontier circus scenes have proven most difficult for critics/ imdb boards? why do i read the imdb boards? The Kid is paradoxical axolotlly the celebrated hardcore favorite dylan who is entombed in the basement tapes but tromping around the old weird ameri
ica

just saw it from a different point of vie

six (seven? who's this Kris Kristofferson narrator? and Dylan IS in it at the end.; Robbie playing Jack is a 10th..) bobs, dylan shot through a prism, rainbow of

spectrum of not-there-ness

but i don't know what it is

even given that,

not ther
e

2. What is Past, or Passing, or to Come: No Country for Old Men (dir. Joel and Ethan Coen, scr. J. Coen, E. Coen, based on the novel by Cormac McCarthy)

There's blood on packed dirt. Blood on linoleum. Blood on metal, on concrete, on glass and rock. The scrubby, hardscrabble landscapes of No Country for Old Men birth a compacted chase thriller of three men tracing each others' paths as if following the lines cracked into sunbaked impacted soil. They play a game regarding the possession of a satchel full of $2 million in drug money. The players: Llewelyn Moss, the scrappy trailer park welder and 'Nam vet who stumbles across a sandblasted wax museum of a crime scene and pinches the unclaimed bag of cash. Sheriff Ed Tom Bell, face of dusty rock, eyebrows like desert shrubbery, unable to grasp a solid lead on the case, but duty-bound to move forward. Anton Chigurh, undeterrable hit-man hired to to reclaim the money, able to extricate himself from any situation, usually leaving a corpse or two or four in his wake.

As a modern Western noir, No Country unfurls and retangles with the Coen's customary classical precision, characters partially understanding where they're going, who they're after and why. There is a tensed, spooked charge in the air, a measured, ominous pace and hypnotized eye for odd tactile details of physical operations, textures, thought processes and maneuvers: Moss slides the money case into a motel heating duct, Chigurh disinfects and stitches a hideous leg wound, a crumpled cashew wrapper twists and crackles on a countertop, Chigurh does a walk-through of a bloody raid in empty motel room, all documented in methodical detail. The Coens seem to have inherited this creeped-out chill from Jean-Pierre Melville's crime pictures. Even when nothing is happening, the movie is in catatonic, dry-mouthed panic.

As the men chase and run and shoot and bleed, No Country for Old Men keeps prodding us to take a step back from the game -- promise, it will not spoil the engrossing hunt-&-chase story -- and inspect the players, how they play, why, and what their stakes may be. And from this crow's eye view: Here is a document of the human condition, and how it is constant even as the participants perceive nothing but change. Here is an allegory of the principles that keep the universe glued together, even as it appears to observers stationed inside one fractal node that everything is coming apart at the seams. Here is a meditation on the mystery of How Things Work, from the nature of the mind of God to the furrows left in a millimeter of dust by dragging a satchel through a heating duct. As the characters repeatedly warn one another, something is coming, and you can't stop it, and you can't see it. But maybe from up here, blood trails, rivers and shoe scuffs on the floor will form patterns.

It is from Sheriff Bell's vantage we frame this country, the facts plain and tough, their meaning and shape tough to catch in your hand. Tommy Lee Jones plays Bell as visibly soul-wounded and wearied by everything from slaughtered dogs to bad coffee, eyes registering something between sadness and bewilderment at every moment. Bell plays the No Country game with his mind on the past. A quick study of crime scene clues, he is able to piece together logical, flawless narratives of what has happened hours or seconds before he arrives in the tableaux of violated landscapes. He reconstructs the drug deal shootout without missing a beat. He notes the condensation on a milk bottle as evidence that he's barely missed crossing paths with Chigurh by wincing to his deputy: "Now that's aggravating."

Aggravating, and never gets him anywhere. Bell is necessarily a step behind the other players. Way behind. When Llewelyn Moss is finally defeated, our view narrows by one character. It is through Bell's eyes that we wheel up to Moss's body, we can piece together what happened, and know we're still too late. In brief opening narration, he casts a romanticizing eye to his lawman ancestors, wistfully boasting that they didn't even carry guns, and mourns what he perceives as the falling of society into chaos. And this, he cannot fathom. Initially baffled by a lack of retrievable bullet after Chigurh kills a man with a captive bolt stunning pistol, he later tells Llewelyn Moss's wife, Carla Jean, an anecdote about cattle slaughtering, and mentions that very firearm in passing. Does he make the connection? Realize it, but understand it no longer matters, never mattered? He apologizes: "My mind wanders."

In the film's final act, while visiting his wheelchair-bound uncle Ellis (your hero and mine, Barry Corbin), the retired sheriff shoots the younger old man the story of how his Uncle Mac died. Shotgunned by Indians, drowning in his own blood, a death more excruciating than any depicted in No Country. It's not, Ellis suggests, that Ed Tom is "overmatched" by a rising tide of madness in the world, but he's rendered himself overmatched through, as Ellis puts it, "vanity." When Ellis admonishes that "What you got ain't nothin new," the "what you got" may be Ed Tom's internal crisis, may be the present ghastly crime spree, may be darkness of mere being. Solipsism, defeatism, nostalgia, vanity: Bell throws up defenses against an inherently, eternally structureless existence. If something is coming, he knows, it is something wicked. The fear isn't just that he has outlived his era, but that if his moral absolutes are no such thing, if he's operating in a meaning-void, he sees no way to continue.

The old man stares out a window into the no-country and explains: "I always thought when I got older, God would sort of come into my life in some way. He didn't." He faces a senseless universe, asks for sense, and when it does not answer, does not know how to fill the silence.

It is with Llewelyn Moss' immediate life-and-limb struggle to evade Chigurh's silenced rifle that we're invited to identify. Moss plays differently, in the moment, squirming out of situations as they arise. Josh Brolin, wearing a determined scowl, mutters sardonic, monosyllabic commentary on his own thought processes throughout. He opens a document case full of cash, looks around for those who surely want it, weighs his options, knows he's taking it, knows it's a bad idea, and sighs: "Yeah." He's taking it anyway. You can know human nature and your own failings and still fall victim. He is adept at hiding things -- stowing the money, concealing weapons, sending his wife out of town -- and practical, cool-headed in action. When being chased by a truck, he runs to a river. When a dog is dispatched, he swims to shore, dries and reassembles his gun, and takes care of business. Like Bell, Moss is hampered in the game by shortsightedness and sentimentality. Until all other possibility is exhausted, he fails to realize the money bag houses a tracking device. Fails to consider that his home is full of indicators that Carla Jean would likely hole up at her mother's house. While an expert in the moment, Chigurh has the leverage. While Bell is warned that he "can't stop what's comin," Moss gets an exchange with a flirtatious motel resident, moments before he's killed. She notices he's nervous. He says he's "lookin for what's comin". "Yeah," she says "but no one ever sees that."

Moss' pragmatism links him to the unflappable Chigurh. But Moss plays tactically, trapped in circumstance, and his opponent has a wide-view strategy. We meet him while being arrested by one of Bell's deputies. He goes quietly, bides time staring at nothing. At split second of first opportunity, loops his handcuffs around the cop's neck and keeps them there, still staring at nothing as a man thrashes and dies on top of him. Dressed like Stephen King's tricky demon Randall Flagg, face fleshy and immobile as if Novocain numbed, eyes black and watery, Javier Bardem makes Chigurh's every movement deliberate, practical, forward moving. He drives around with his gun on the seat. Never leaves a murder without checking his feet for gore. Drops every tool from his hand as soon as it has served its purpose. When the task is set, the goal in mind, Chigurh is going to blast a hole through as many uncertainties as he can with force of will. "You know how this is going to turn out, don't you?" he asks Moss via telephone, his dark, croaking voice has a weirdly polite calm, and mostly groans orders and demanding questions. And Moss: "No. Do you?" Chigurh: "Yes. I do." Because that is how they play. Chigurh has his eye on the future.

Chigurh and Sheriff Bell are linked as well. They're both operating under bad faith. Bell waits for a clue, waits for God, waits for his dream-Father to light a path, and waits. Chigurh sees the same signs of a chaotic, unprincipled existence, and forges his own elaborate cosmic plan to take its place. A scheme in which he is an agent of fate, he is the cards which his victims are dealt, causally dictated by an unfathomable set of choices and luck. To those potential victims not an immediate threat to his life or standing in his way, Chigurh offers games of chance: call this coin flip, and, once, answer the equally dicey question "Do you see me?" (can the victim confirm he will not report Chigurh was there? Rhetorical indication that "sure as you see me, I'm shooting you"? Or is it possible this man Bell compares to a ghost is truly invisible in that moment? All of the above?). Chigurh insists on the coin flip, tries to explain its weight and consequence to the players, but his attempts at human dialogue are so blunt and self-centered that his questions and explanations, attempts to slice through the bullshit of social nicety, come off as terrifying non sequitur. "'Now' is not a time. I said 'what time do you close?'," he prods a gas station owner, who sputters "Generally around dark" and in response gets only a derisive "You don't know what you're talking about, do you?" The real problem is that no one knows what Anton Chigurh is talking about. He cannot articulate the the complicated rule system that he believes binds him to his task. One can only guess at the psychological motivations of the psychologically unsound, but Chigurh seems to need structure and meaning as much as Ed Tom Bell.

In Chigurh's first coin-flipping minigame with the gas station owner, he makes the teleological argument that the 22-year causal chain of history brought a quarter to this moment. Though those movements were not charted, here in this moment while under observation, its next movement can be predicted with 50% certainty. If something is coming, perhaps Chigurh can limit its potential outcome. So too, he superimposes his own terms, making laws for the universe for the same desperate reasons Sheriff Bell clings to the laws of man. Is it plea or demand, then, that he does not want the gas station owner to pocket the life and death quarter, for fear "it'll get mixed in with the others and become just a coin. Which it is." Chigurh has endeavored to make the coin meaningful, cannot bear to see that stripped away.

In the final coin-flip, Chigurh shows his hand, the limit of his philosophy. Carla Jean Moss refuses to play the made-up game, won't call the flip, even tells him: "The coin don't have no say. It's just you." But the man who cannot be caught, who tracks no blood, who wields weapons of fire and air and silence, who seems, in one of No Country's several unanswerable mysteries, to evaporate from a motel room with no exits as Ed Tom Bell seems to have him cornered, Anton Chigurh cannot comprehend an existence of absolute existential freedom. He presses his case, as if he doesn't understand Carla Jean, retorts "Well, I got here the same way the coin did." He seems to mean that fate and purpose carried the man and the quarter to this task. He is ironically pointing up that indeed, Chigurh and the coin got here because he chose the destination.

Bell can't stop it, Moss can't see it, Chigurh believes he can head it off at the pass... Whatever it is, it is coming, and you'll deal with it or not, the coin don't have no say, just you, and it's still coming. Surely, one of those things is death. That has a nice fatalistic ring to it, and eventually gunfire, old age, car crash will clean out the countryside. But there's also more life. That, too, is coming, and you can't stop it. No Country for Old Men is Texas, 1980 as existential chessboard; dense as if impacted by hot sun, millennia of weather beating it down, and at the same time sparse, wide, open as the line of the rocky horizon, and the boundless, measureless space above.

1. Amor Trashy: Grindhouse (dir., scr. Robert Rodriguez, Quentin Tarantino + friends)

Yes, but do you love the cinema?

Has any filmmaker in history packed his films so full of love as Quentin Tarantino? Tarantino makes movies like grand rococo palaces built of what he has learned, and in tribute to everything he loves. The knick knack references, namedrops, and quotations littering the floors are the first to catch our eye, but they are vast as anyone's interests and obsessions, from the finest in American breakfast cereal to $400 bottles of Cristal champagne, Clutch Cargo cartoons to Claude Chabrol. This pile of details can be overwhelming, thigh-deep mounds of board games, Shaw Bros. tapes, rockabilly 45s, heaps of fetish objects, sparkling with light from the murder holes, surfacing the grotto. But the mortar holding the repurposed pop memorabilia decoration in place, the stuff of the ceilings, walls, floors, the fabric of the films themselves, is love too. Love of people and faces, speech and laughter and screams, of individual humors, flaws and virtues: of actors and characters. Love of the possibility of structure and surprise, genre classicism and deconstruction, the entertainment value of glee, fear, flop-sweat and repulsion: of stories and getting lost in them. Love of color and music, speed and slow, the jazzy rush of sugar and fuzzy blush of liquor, of film stocks and blood, screenplay and sigh, soundtrack and smoke: Quentin Tarantino's films have the joy of life. I think the French have a way of putting that.

Mr. Robert Rodriguez has an admirable aspiration, endangered in the modern arts. His pictures aim to entertain as hard as possible at every moment. With D.I.Y. practicality and impatience, he hoists onto his own shoulder the duties of every single technical and creative task that he can. This has a natural hand-crafted appeal, but sometimes works at cross-purposes with Rodriguez's greater goal: a master craftsman brings control of technique to achieve superhuman entertainment that even ambitious, hardworking mortals cannot. Not being a master of all crafts, Rodriguez films sometimes have a lumpen quality. So be it, because sometimes they hit their intended mark with absurd, splintering force. His immediately previous adult feature, Sin City (2005), was the movie equivalent of eating a whole box of cordial cherries in one sitting. He clearly loves the act of making movies, and though the result is often like watching children in Don Post monster masks staggering around the garage while a Bolex whirrs, Rodriguez will risk life and limb to put Fun on a screen.

So these fellows, who, whatever else one wishes to say about them, are sick-in-love with the cinema, bring their complimentary talents to Grindhouse. Two movies that are one movie. While Tarantino in particular has been accused of making movies "about" movies, what that criticism really means is that the artist is at best insulating his work against life, at medium-bad a collage artist, at worst a thief or hollow-voiced parrot. It's a sucker's complaint that Grindhouse is inauthentic. "Exploitation" is a market-defined genre, cynical from conception, shallow by birth. But at over three hours running time, Grindhouse had better be up to more than puppy-dog-eyed imitation. Insofar as Grindhouse is about exploitation movies, it makes a case for their simple, titillating pleasures and rarified, transgressive complexities. And it simultaneously goes about a full-blooded demonstration.

At its loftiest, Grindhouse illustrates that exploitation films of various stripe are a special cinema playground where we work out feelings ugly, lovely, unnameable, grapple with issues vital to the souls of men, women and beasts, with certain advantages and without certain hang-ups of arthouse film or popular Hollywood cinema. On the film's release I wrote at length about the way Grindhouse functions as invite-only celebration and open-armed initiation (and if you made it this far down the page, what's another half hour? Read at leisure.).

There's something more direct and vigorous playing out in Grindhouse. As with the best of slasher movies, women-in-prison movies, monster movies, blaxploitation movies, cannibal movies, etc., etc., Grindhouse engages the parts of the brain and body that get no nourishment from mainstream entertainment sources. If one's mind flashes on the fact that there are currently very expensive films built solely of property destruction, bleeding and fighting, it may seem the cineplex has co-opted the grindhouse. But no. The sensory thrills of Grindhouse are of the wind in your hair as a car speeds down a country road. The tang and bloody richness of good barbecue. The lazy haze of getting stoned and watching the rain. The peculiar funniness of dumb unfunniness. The unexpected self-revelation of artists working under constrained time, budget, genre requirement. The humanized erotic spectacle of interesting-looking people, not lit from their best side, sweating, eating, greasy and exhausted from a long day shooting. The fragrant surprise of a new liqueur jolted into your mouth when one trusts a friend to serve mystery shots. The texture of film grain, blur and roll of aging VHS, the bad 16mm print's scratch the jump, and as it moves and tears in the projector, the grind.

Everybody likes movies. Grindhouse asks: but do you love the cinema?

Wednesday, June 06, 2007

"This Is My Art, and It Is Dangerous": Sculpting Space in BEETLEJUICE

"My rap is that I can't tell a story. That's been a fairly common thread of criticism for me, so I've heard a lot that my films look nice." —Tim Burton, IGN Film Force interview

At first blush, Beetlejuice seems to unspool with free-associative comic setpieces, dream logic cascading over a strange if solid, and spare skeleton of plot. The greater contours of Beetlejuice’s story then, a hot-brained, frantic perversion of Topper, are not so difficult to grasp. The sweet but dull ("Nice and stupid, too") Maitlands (Alec Baldwin and Geena Davis), newly married, childless and at peace in small-town Connecticut, are killed in a freak car accident, return as ghosts, have their home invaded by unctuous New York yuppies, the Deetzes (Catherine O’Hara and Jeffrey Jones). After failing to cut through the red tape maze of afterlife's mad bureaucracy, they enlist ne'er-do-well mercenary haunting expert, Betelgeuse. His methods are effective but violent, and Betelgeuse nearly destroys the Deetzes, before the Maitlands have a change of heart after bonding with alienated young Lydia (Winona Ryder, all dark eyes framed by glossy ebony hair). The rebel spirit is dispatched and the families learn to exist in harmony. That is the major furniture of Beetlejuice's plot, but the story seems confounded with an unheard of mass of clutter, carefully wrought but illogical detail, as if scrabbled together from curio shop elements with which Tim Burton could not part. The strongest cord among Beetlejuice's corkscrewing lines of plot, tracing a path for its lead characters similar to The Rocky Horror Picture Show, itself a restyled variation of the Orpheus myth, is the journey of Adam and Barbara Maitland. It is the story of sweet-natured squares, like Brad and Janet before them, adrift in a chaotic underworld that challenges their sense of order, affronts their morals and picayune view of the universe and its physics, and eventually transforms their cut-and-dried normality. The afterlife is imagined as a mazelike bureaucracy of incomprehensible rules and constant roadblocks, constructed of junkheaped illogic designed only to demonstrate that the afterlife is full of frustration and petty problems as life. Seeking guidance and how-to haunted house advice, the Maitlands venture into a waiting room of the damned, deal with surly desk clerk Miss Argentina, cope with bylaws about scheduled appointments, and help voucher allotments and are eventually led to a particularly un-helpful meeting with their case worker Juno (Sylvia Sidney). Because it is the pleasure of the plot to bedevil the Maitlands as they try to sort out a constantly shifting and expanding set of rules, it is by design that as the spectator hovers on the heroes' shoulders, we are constantly fooled, startled and thrown for a loop by whatever lurks around the next bend of Beetlejuice's carnival ghost house. It is a matter of production reality that the script began as a straight horror project, titled The Maitlands, with Wes Craven at one time attached, and that in present dark-ride comedy form, Michael Keaton as Betelgeuse was unleashed to improvise as he desired, ashcanning nearly all his scripted dialogue. So it may very well be that some alternate dimension Beetlejuice plays out in a more traditional three-act clear line of action and arcing character, or at least through a glass less-darkly. One step forward for a closer look, and the plot seems a jumbled stew, raising more questions than it offers answers. The governing laws of the fantasy story are never made explicit, though continually probed they never articulate themselves, but instead blossom into wild, dangerous new flowers. When the Maitlands step outside their home, they are transported to an alien desert landscape and threatened by skyscraper-sized double-mouthed Sandworms, but why? When she pulls Adam back into the kitchen, Barbara shrieks that he's been gone three hours, Juno blithely tells the couple they've been sitting in the waiting room three months... Why does time seem to ebb and flow inconsistently between spirit realms? Did Betelgeuse say the Sandworms live on Saturn? Why does Adam have a model of the town, Winter River, in his attic? Why does Betelgeuse materialize in the model, only to be stuck inside? Why do the other ghosts encountered in the waiting room — from choking victim Ferndock, to a big game hunter with a shrunken head — maintain the forms of their bodies at the moment of death, when drowning victims Adam and Barbara are not even wet? Why can Betelgeuse do so many tricks beyond the grasp of the Maitlands? Character motivations seem likewise arbitrary or driven by archetype. Why do the Maitlands have a sudden change of heart and invite the Deetzes to share their home? Is summoning Betelgeuse for assistance a bad or a good choice? What kind of peace is actually made between the Deetzes and Maitlands? Why do the Deetzes constantly hang out with their interior decorator? Apart from clearing Betelgeuse from Connecticut, how is the plot resolved at all? "I can't 'bring the ghosts', Dad, they're not here," moans Lydia. Sensing that no one can ever fully grasp the laws of Beetlejuice, Charles chortles in fear and embarrassment: "Every time she says that, the paint peels and some wild creature tries to kill us." Something carefully threaded and aliteral is happening beneath the hand-sculpted lumpy surface. We may notice it when interior designer Otho (Glenn Shadix) mentions in his first scene that he was once a paranormal researcher ("Until the bottom dropped out in '72"), and jokes in the dinner party scene that in the afterlife suicide cases become civil servants. Otho is kidding, and does not know better, but the only suicide case ghost we've seen, is indeed Miss Argentina, the irritable desk clerk in the social services office of the damned, who flashes her scarred wrists at the Maitlands to demonstrate Beetlejuice's only clear message: being dead really doesn't solve anything. Tim Burton, incapable, unwilling, or disinterested in adhering to the sleek construction of classical Hollywood cinema plots, eschews most rules of three-act structure and clearly delineated motivation. A different logic is at play, burying plot points and character shifts in throwaway dialogue, organizing information through free-association, the logic of a child at play, of Freudian dream-work. Tim Burton uses the rhyme schemes, rhythmic repetitions and motifs of poetic logic, and avoids rigid literalism and enunciated explanation. Connections, callbacks, fractured mirror-images crackle along underground cables connecting moments and ideas throughout Beetlejuice. One of the film's major concerns is the boundaries and shaping of physical space, how it defines us, how we attempt to dominate space, how space may be navigated, and its boundaries negotiated. The main characters, a menagerie of colorful types, personalities, and professions, are all defined by their relationship to and their desire to claim mastery of concrete spaces. Most of the characters actively practice the manipulation of space, through the plastic arts and photography, or careers and hobbies focused on real estate, homes, buildings and geography. Beetlejuice gradually reveals a universe of spheres of reality, but while happy to dip in and out of intersecting planes, never proposes to draw a map of its underworld. Instead, the concrete, familiar world of the living is systematically eroded by ever expanding and contracting, fluxing, strobing dimensions, until it loses primacy and stability. A hierarchy of power and importance to these dimensions, of micro or macrocosm is neither implied nor laid bare, and destabilization of the rules is truly the order of the day. Any attempt to chart the worlds of Beetlejuice as parallel, spirals, or nesting-dolls will fail, and the fussy need to schematize is exactly what the film has been designed to demolish. The effect on Adam and Barbara, and ultimately everyone who passes through their house on the hill in Winter River, is woozy hysteria; this pervasive sense of mad, disordered play ends up infecting the entire ordered universe of the characters. This methodology allows Burton to build an unstable, baffling universe for his players but ultimately provide them with a means of self-revelation. "Live people ignore the strange and unusual," explains Lydia Deetz, quoting the film's Handbook for the Recently Deceased. As the only character able to read and take to heart the dense truths of the frustrating book, she has made sense of this simple maxim, where Barbara could only fluster "'Can't' or 'won't'?! ... God! This book is so stupid!" The Maitlands refuse the knowledge of the book, because as it is for Antoine Roquentin in Sartre's Nausea, the glimpse behind the veil is not immediately liberating so much as disturbing. The interplay of scale, self-contained worlds, and wobbly geography between them, is summated in the opening shot(s). A helicopter-shot flyover of Winter River, Connecticut zips above the trees and quaint houses below, the big black, glowing superimposed credits distracting the spectator from two dissolves between shots. The view comes to rest on the isolated three-story house on a sandy hill on the outskirts of the small town, and for a moment, something subtly uncanny about the building is echoed on the soundtrack as Danny Elfman's oom-pah score belches out a death rattle. A massive brown spider stretches its legs over the peak of the roof, and for a few otherworldly frames, as Harry Belefonte's voice in diegetic music begins wafting over the scene, no one can be positive what we are seeing, whether the spider is supposed to be an outsized creature-feature beast attacking a detailed but quaint miniature effect, or something other. A hand enters the frame, gingerly assists the normal-scale spider from the roof, and draws it up to Alec Baldwin's curious face. He prods the spider, mutters "That’s a big fella. Woah!", carries it to the window, through which we may glimpse the town duplicated in the model, and gently tosses the tiny home-invader to the breeze. This introductory scene serves as an establishing shot of the Beetlejuice multiworld, the town's big map transitioning to the little map of the model, confusion of interior and exterior spaces to arachnid invasion to size-evaluation ("big fella! Woah!") to salvation to portal-crossing to death-plummet. It is in one sense an "establishing shot" of the town and house, but on reveal, occurs contained within the perimeters of the space it pretends to establish.
 
Nice fuckin model.

The house on the hill is the engine which drives of all Beetlejuice's drama, the struggle to possess and control it the central concern of the players, and it is a depot through which every dimension intersects and meets. Adam reads with exasperation from the Handbook the crucial statement on spatial power dynamics in Beetlejuice: "Geographical and Temporal Perimeters: Functional perimeters vary from manifestation to manifestation." This bears out and the ghostly Maitlands find themselves barred inside their home. That is the functional perimeter they defined for themselves in life, and it restricts them in death. Beetlejuice's is a universe of infinite, transmutable spaces, and the multitude of eternally shifting transition points between them. The core players, rather than reveling in this open-air existential freedom, trap themselves and others in the skein of time and space by their own attempts to tame the plasticity of space in plastic forms. Everyone is in a mad dash to stamp their ownership all over the house. In a remarkable sequence as the house is being newly remodeled, Burton telescopes between several distinct playing fields, implies their contiguity, then complicates it. Outside the house, the tidy green yard is transformed into a street fair of burly moving men and landscapers, officiated by Delia Deetz, a shrieking and pinwheeling blur of red, black, white. Inside an army of workers steam and scrape the wallpaper, turning the landing leading to the attic into a foggy corridor of hell. In the kitchen, Charles Deetz halts the movers from hauling his own possessions so he may enjoy the sanctuary of the home the Maitlands built and make a cup of tea. Restricted to the attic, Adam and Barbara attempt against all hope to maintain the illusion of control, Adam laboring on his model as Barbara hangs the wallpaper Adam gave her in their first domestic-bliss scene. Gradually, four portals open and connect these isolationist spheres. Lydia investigates these areas with her camera, passing unmolested through the mess, the only person with a natural curiosity as to why the attic is inaccessible (Charles will later scoff that there can't be ghosts in the attic: "Attic's locked!"). Jane Butterfield (Annie McEnroe), only known living associate of the dearly departed, rolls up in her sedan, and, tellingly, hands a skeleton key to Lydia ("that key will open any door in the house"). Lydia questions Jane, and her query, "what happened to the people that lived in this house?" makes the girl in black the first to care about the souls which occupied the space. Jane's daughter sneers "they drowned" and shutters herself into the car by squeaking closed the automatic window. Jane makes a final weak claim over the physical property — "I single-handedly decorated that house" — before driving off, out of the movie. In distant echo of Psycho's Detective Arbogast, invoked twice in Beetlejuice, Lydia makes her way up the stairs to the attic. As Adam and Barbara brace the door to their sanctum closed, the previously unseen television flickers to life and another portal opens. Betleguese appears to the Maitlands in a parody of grassroots local cable TV commercials, replete with chintzy flashing ad copy and moronic jingle ("I'll eat anything you want me to eat!/ I'll swallow anything you want me to swallow!"). Mesmerized by the apparition's claims to help those who "want to get rid of them pesky living critters", the Maitlands fail to recognize the soundstage on which Betelgeuse mugs and prances; the broadcast is coming from inside the model Winter River, the same stretch of space that falls between the attic door and the television is revealed by the screen/portal.
 How am I supposed to relax if you people won't leave me alone?

Just prior, Charles dangles a teabag over a mug in the kitchen, while outside Delia screams at crane operator who suspends one of her massive, spinal-cord shaped sculptures over the house. The jagged green stone shatters through the Maitland's window, disrupting the shuttered domestic space, the cozy curtains and sink invaded by the Deetz's objects. The sculpture falls to the ground, pinning Delia against the house, and from this cage of her own devising, she gasps "this is my art, and it is dangerous! Do you think I want to die like this!?" In the attic, the scene climaxes as Adam consults the Handbook, and draws a chalk outline of a door on the brick wall, which swings open to reveal a realm of streaming lime-green light. The light pours under the door cracks, illuminating the pale screen of Lydia's wide-eyed face, and the Maitlands step into its enveloping glow, disappearing for three months. As they stand before the light, they mirror the cover of the Handbook. The door slams shut. These four portal entrances — the attic window, kitchen window, television and door — all open by means of artistic apparatus: camera viewfinder, sculpture, filmmaking, chalk drawing. The subtle differentiation is that throughout Beetlejuice the plastic arts are depicted as commodified and petty attempts to circumscribe power — or at least depicted with ambivalence — while the peculiar ontology of photography lends it a more accurate index to the truth of space and form. In this extended sequence, Lydia probes with her camera, ears and eyes and a key, and makes her first visual contact with the Maitlands, only to be halted, cut off by the brute force of the car window, the attic door, a screwdriver. Charles, Adam, Barbara find themselves frustrated by interior decoration. Delia is nearly crushed by sculpture. The Deetz and Maitland conflict, by their perception, is first over the ownership of the house, then panic over the interior decoration plans, heightened by the contrasting Country Mouse/ City Mouse tastes of the pastoral New English couple and the yuppie New York interlopers. The Maitlands slowly accept that given their situation, they might be willing to share the home "with people more like you were", as Juno observes. The families are in the end not so dissimilar in their obsessions. They have all fetishized the house, and begun branching out in attempt to master the town at large. The understanding they eventually reach is sparked by the machinations of brooding angel Lydia / trickster demon Betelgues; these twinned characters force the Deetzes and Maitlands to confront their character deficits, return primacy to caring relationships, and exist comfortably in space and time. Before death, the Maitlands already use the isolated house on the hill to shut out the world around them; when their happy vacation alone is interrupted by Jane, who wants them to sell the house to a family with children, Barbara shoves Jane out the back door, and Adam closes the roller blind of a basement window in her face. When they find themselves unable to leave the house as ghosts, Adam muses that "maybe this is heaven." Prissily dressed in a tucked-in flannel shirt that turns his body into a black and white grid, and constantly cleaning his glasses, Adam models the town below his house, attempting to master the space by mapping it in miniature. The model is not an effort to preserve the quaint burg or better understand its history, and Adam exhibits marked disinterest in the actual Winter River except as it can be captured by the model. On a run down to his business, Maitland Hardware ("I need a part for the model!" is the motivation, of course), Adam can only convince Barbara to join him if the trip to town is brief, and he then ignores the rambling of Old Bill, the ancient townie barber who sits out front of the neighboring main street shop. Adam jogs in and out of the store as fast as he can, blocking out Old Bill's history lesson about laying of the hardware store's foundation in 1835, and an anecdote about the mayor's long-haired son. Old Bill could provide Adam a wealth of information about the buildings in town and the personalities that shaped them, but Adam pays no attention to anyone but himself and Barbara, in the process losing meaningful connection with the town. Barbara likewise is focused on domestic chores and homemaking, seen in life only washing dishes, dusting, and exchanging honeymoon gifts with Adam, wallpaper and wood-finishing Manchurian Tung oil, an arsenal for home decoration.
 
... having plummeted off the Winter River Bridge.

As the Maitlands make their winding way back to their fortress of solitude, Adam jokes/suggests leaving town for Jamaica, finally distracting Barbara's eyes away from the road. She closes her eyes to begin saying "There’s no place like—" and screams. As if the town rises up to assert itself, the couple crashes the car, and they are destroyed by the town's geography, plunging off the covered bridge over the Winter River. When they discover they are invisible to the living, Adam tries to comfort his panicking wife, telling her "Barb, honey, we're dead. I don't think we have very much to worry about any more." But the truism / joke at Beetlejuice's center being that death "solves" nothing, Adam's fussy and meticulous boundary mapping and replication of reality continues in death. He becomes frustrated that he cannot figure the proper placement for his and Barbara's headstones in his mini-cemetery. Homemaking is so engrained in Barbara that once dead, she refutes Adam's happiness at being trapped inside, since the vacuum cleaner is imprisoned in the garage: "It's impossible to clean anything properly! ... If it were Heaven, there wouldn't be dust on everything." Before the Deetz's grand entrance, they are alluded to when Jane raves to Barbara that she's gotten an offer on the house "from a man in New York City, who only saw a photograph!" pointing up the specialized nature of photography in the film ("Jane, don't send people photos of our house," sighs Barbara). The reason the affluent Deetzes want this hick town refuge is withheld till late in the plot — real estate developer Charles has suffered a nervous breakdown and needs a place to relax, dragging his daughter and second wife along to Connecticut — but Jeffery Jones' portrait of a shattered Type A neurotic trying to live the rural life conveys the data before it's explained. Charles has been mastered by the buildings he assesses and purchases, and he attempts to right himself by stepping into Adam's empty shoes. He not only buys the Matiland homestead, but convinces Delia not to remodel Adam's study, tries to dress in casual wear, and pretends to read Adam's homeowner magazines. He takes a stab at Adam's bird watching hobby, but finds himself confronted by a natural order that repulses him: through the binoculars, Charles sees the a woodpecker eating vile yellow goop, (the spider Adam chucked out the window?), and is repulsed by the life and death realities that haunt his new home and do not correspond with the Audubon prints he flips through, murmuring "hmm. Birdies!" The commidification of space which caused Charles' breakdown takes such deep roots that on entering the house, he plops in a rocking chair and vibrates nervously while sniffing that he's "perfectly at ease", and immediately makes plans to tear out the kitchen plumbing to enhance domestic comforts. He sets aside the study as a safe haven, but uses binoculars and telephones to reach beyond its walls. When bird watching fails, Charles trains the binocs on a nearby church and compulsively begins feasibility analysis — "bad roof... gooood parking!" — and calls real estate magnate Max Dean (Robert Goulet) to outline his plan: "We could buy the whole damn town!" Like Adam attempting to grip Winter River by duplicating it in his attic, Charles can never be perfectly at ease. Max Dean, patronizing his frazzled colleague, hits the crux of the issue on the nose without realizing it, and shoots back "Great. Now we got a whole town full of nowhere." Though his efforts to redefine himself and to simply chill out fail time and time again, Lydia sums him up when she meets the Maitlands face to face. Charles will never leave the house simply because he "never walks away from equity." It is surely greed motivating Charles, but too it is the need to feel comfortable in space which he believes he can only achieve through ownership and isolation. When he feels he's lost the house to Delia within moments of their arrival, he begs "let's just leave this room alone, OK?", and when Lydia knocks on the same study door, he groans "how can I relax when you people won't leave me alone?" Charles recognizes this kinship to Adam when he learns the house is haunted, and enters the attic for the first time. Of all the Deetzes, Charles is most awed by the model Winter River. "It's the whole damn town", he gasps in reverence, echoing his plea for Max Dean's financial backing. When the reinvigorated developer decides that perhaps he can use the haunting to increase his property value, he plans a new method of expanding his ownership of the town, intending to rebrand Winter River as a supernatural theme park and paranormal research center. For a presentation to Max Dean, he believes the experience of the town itself is not enough, and the occasion "requires a sense of presence!" The solution is to move Adam's model, now claimed by Charles, to the living room, snapping it in two in the process. In his sales pitch, Charles usurps Adam's role as store owner, as he exclaims "d-CON is on its knees to sponsor the Insect Zoo! Here! In the old hardware store!" The presentation speech also sees Charles praising an artist as "the genius who gave us the talking Marcel Marceau statue!" The Marceau and d-CON throwaway jokes point back to critical themes and plot elements in Beetlejuice. The image of insectoids entrapped in the fusty confines of the Maitland's lives is a condensation of Betelgeuse’s dilemma. The image of a quiet genius of movement bound in unhappy form by a sculptor invokes Lydia's. The battle waged is less about the house than the families involved believe. Delia Deetz, failing sculptor, in Beetlejuice’s endless catalogue of characters attempting to stake a claim on every concrete object they encounter, asserts her ownership of space by aesthetic domination. Her principle craft is sculpting, physically molding plastic objects. Though she pleads to her husband "you know I'm only truly happy when I'm sculpting," the activity is apparently not the joy of creation but of domination of forms and commodification of the arts; when a disinterested moving man cradles a piece resembling a three-legged brain, she spits "be careful, that's my sculpture! And I don't mean 'my' as in 'I bought it', I mean I made it. It's my sculpture." Her greatest panic episodes — and she is nearly always in angry panic — include the plaintive wail "do you think I want to die like this?" while pinned beneath her work: she does not want her art to assert its own power, she wants to command the object. The greatest affront to her dignity is when her agent, Bernard (Dick Cavett), informs her "I've consistently lost money on your work", which offends her more deeply than when he calls her a flake. Delia's sculptural impulse, rooted in power and money, extends to a passion for interior decoration that aligns with her sidekick Otho's, and is in practice less about decor than overhauling the space itself to bend it to her will. Moments after entering the house, confrontations with Charles reach a head, as he insists he's here to relax, "not to trash the place!", and Delia melts down and lays herself bare, shrieking "If you don't let me gut out this house and make it my own, I will go insane, and I will take you with me." As she tours the house with Otho, trading remarks confusing interior and exterior/ nested spaces ("Oh look, an indoor outhouse"), and inscribing her power on the walls by spray painting "MAUVE" in huge letters, the fey decorator tsks that the house allows "no organic flow-through", and Delia agrees. If the house is to be made palatable, Delia's method is to erase all traces of Adam and Barbara. This impulse is fundamentally at odds with her husband's desire to slip into the Maitlands' abandoned lives like a second skin; Delia would rather turn the country home into a major summer art center, recasting Winter River as SoHo. So when Lydia, alone in her bedroom groans "God, how can he stand that woman?", the answer is that no one can. In the adjoining room, Delia is passed out in a Valium stupor, and in the televised wrestling match — our glimpse of the screen shows a pair of hands kneading his opponent's face like clay or bread dough — on the bedroom monitor, the announcer shouts "WIN! WIN!", as if pep-talking the sculptor-social climber even in dreams. The reshaping of the Maitlands' home proves so severe that they cannot recognize it when returning from other adventures. Otho resculpts and reorders spaces in both his efforts as consultant on interior decoration and the paranormal. In mirrored scenes, Otho sniggers to Charles about payment for his services, first the remodeling: "You're lucky the yuppies are buying condos this year so you can afford what I'm going to have to do to this place", then spirit summoning: "if I'm properly motivated". Financial power and prestige motivate all the adult New Yorkers of Beetlejuice, but Otho's special perversity is to slice through resistant spaces at an angle; to exploit the blind spot, because he invariably fumbles a head-on approach. Otho's path of stylish demolition is to violate interior / exterior boundaries seemingly for the sake of doing so. He first enters the house through a living room window, netted in the blinds and flailing as Charles asks "why can't you come through the front door like normal people?" The front door, Otho explains, "is bad luck", though it is surely the designated point of entry, and the worming contrarian streak in his every movement begins to break down the structure of the Maitlands' world from the inside out. The ghost-story reversal high concept of Beetlejuice is that inoffensive Everyman spirits have their home haunted by strange living creatures. Otho refigures the house as the inside of a crypt, cool gray walls with stone-fleck paint effects on every surface. At the end of a critical dialogue between the Deetz parents on what to do with their haunted house, Otho enters in smoking jacket and shades. The camera steps back to reveal a new patio jutting from the side of the building, shielded by a single wall and window, as if the rest of the house had melted away, confusing the inner and outer spaces. When Otho finally agrees to produce the Maitlands' ghosts in visible form, Charles sneers a question that summates Otho: "What are you going to do, viciously rearrange their environment?" Otho, who attacks the boundaries between realms, tries to force entry but ultimately cannot dissolve the power of those spaces. When assisting Charles in relocating Adam's model town, Otho comprehends how it may be rent apart — "It's sectional! Get it at both ends!" — but just moves Betelgeuse into the midst of the party.
 
Open this door you dead people or we'll bust it down and drag you out by the ropes you hanged yourselves with!

The rules which force the dead into different planes may be arbitrary and perhaps there is no hierarchy of where one is Supposed To Be, and so it is for the living. In Beetlejuice’s system, matter and energy cannot be destroyed, and when bodies are forced out of one space it is to be squished into another, like toothpaste back and forth. Being dead doesn't solve anything because the question of escape is stymied: you can leave, but wherever you go, there you are. Adam and Barbara are required to spend a century haunting their house, and in the meantime if they leave, are sent to Saturn. If eaten by a sandworm, one ends up back in the afterlife waiting room. The Deetzes cage the Maitlands on the top floor, and from there they may be forced out the window, where they dangle when the attic is invaded, or run for cover in the green light behind the brick door, or squeezed into the tiny-huge world of Adam's model. Barb and Adam are given a behind-the scenes peek when they move through a crazy-quilt tiled hallway lined with infinite doors, doors of all size, shape, doors with twisted bars, with handles and swinging double doors. A similar image in The Matrix Reloaded, a power-corridor of backdoors into the worldwide computer simulation of The Matrix implies a freedom of limited choice that may be exploited to solve problems, numerous secret passages popping out into the same giant room. There is no telling on what dimension, time or reality a door will open into from the underworld corridor of Beetlejuice, but entering it is certain to solve nothing. The Maitlands see behind only two doors, one leading to the Deetz-ravaged house, another to the Lost Souls Room. "A room for ghosts who have been exorcised. It's death for the dead... It's all in the Handbook. Keep moving," instructs the janitorial staff. What happens in the Lost Souls Room, what torments one undergoes, if there is a way out, are mysteries Beetlejuice never deigns to reveal. What is key about this mournful sidetrack is that it makes explicit the endless tail-chase of anyone looking for an end, an escape hatch. Being dead really doesn't solve anything, and the sign in the waiting room reads NO EXIT. The two lighting rod characters of Beetlejuice's plot are Lydia and Betelgeuse, and if the adults squabbling over the house are playing out their control issues over prime real estate, the girl and the ghost are in their separate ways trapped by the spatial manipulations of others. Whatever other family instability and understandable dislike of Delia she may be feeling, Lydia frequently demonstrates that she does not share her parents' lust for bending space to her will, does not equate ownership with the ability to be comfortable in a space. Lydia repeatedly expresses understanding and empathy for the ontology of spaces. She enters the house on a rolling platform, presumably shoved by moving men, as if she is a possession the Deetzes are relocating. Lydia, camera in tow, looks about admiringly at the house, soaking in the spirit of the place, while her parents immediately discuss ripping it apart to feel comfortable. That night, she will be one to chime in "I think we should keep it the way it is." Her angst certainly does not come from moving away from home, as Delia notes that Lydia was miserable in New York "and you can be miserable out here in the sticks. At least someone's life hasn't been upheaved." Everyone's life has been upheaved in Beetlejuice, everyone has tried to resolve a sense of anxious rootlessness by literally and figuratively investing in property. Charles' attempt to cheer up his daughter is naturally to offer her property of her own, and promises a photography darkroom. Lydia, in celebrated gloom-slogan, explains her internal life in relation to a cloistered space, and photography paraphernalia: "My whole life is a darkroom. One. Big. Dark. Room." Shut-in pale and sleepless, Lydia is misunderstood because being perceptive is an anomaly. When she explains that she can visualize the spirit world because she is strange and unusual, Barbara just blinks and shoots back a bewildered "you look like a normal little girl to me." While Delia seeks to "gut out this house" and Charles intends to tear out the plumbing for starters, and to load the furniture trucks with everything the Maitlands owned, Lydia takes one admiring look at a black spider, spinning its web on the staircase banister, and evaluates: "Delia hates it. I could live here." How are these ideas linked, spider/ Delia hates it/ I could live here? Lydia is not merely tickled by the gothic touch of the spider, or taking joy in seeing Delia miserable, but identifying with the spider, which has constructed its own web within the perimeters of the staircase railing. She relates to a creature bound inside the structure, which creates its own space within the space. This admiration for the craft of living within a confined space, sympathy for others bound inside makes Lydia instantly attractive to both the Maitlands, and to Betelgeuse. The girl bonds with the Maitlands, first spotting them through her camera from outside the house, then in her bedroom, as she snaps Polaroids off Adam and Barbara wearing sheets, thinking she is documenting her parents doing "weird sexual stuff" and ordering them back into their own bedroom; but the photography reveals the truth ("No feet!"), or at least a revealing perspective on the truth, and asks if they look like the ghouls of Night of the Living Dead, implying that a motion picture, even fictive, could provide a better reference point for reality than the sheets that are essentially sculptures capturing the Maitlands' forms. Though Lydia is impressed with the effort of Adam's model ("You did this? You carved all these little houses and things?") it is likely that she defends Adam's work — when Charles plays with a toy car on the tiny street, she sighs "Dad, don't!" — because she recognizes it is the life labor of a fellow shut-in with problems: it is when Barbara tells her that they haven't left the house since the funeral that Lydia finally gasps "God! You guys really are dead!" It's not the funeral itself so much as the severely restricted geographical perimeters. Betelgeuse, spastic, elastic, earthy and exhibitionistic among this carnival of repression, possesses utter irreverence toward all familiar rules. "Come to think of it," he chortles, "I don't have any rules!" While Betelgeuse is able to fully manipulate plastic objects, including his own form, disobey gravity and proportion, and interact with the living seemingly at will, he is not limitlessly powerful, and is no less restricted than the rest of the population. Betelgeuse makes it clear that something else is binding him, that the rules hold sway even if we would rather they did not. His feats, which elude the Maitlands, terrorize the Deetzes and nearly drive Lydia to suicide, only occur in the confines of the spaces in which he has been granted permission to perform. The Ghost With the Most is an ectoplasmic hand-grenade to lob into enemy territory, and the rest of the time is trapped, helpless, and elsewhere. What is Betelgeuse’s natural state? Where has he spent most of his millennia? The scant backstory Juno provides the Maitlands does not say, but she hints at his imprisonment, explaining that he can only be "brought back... by saying his name three times", and cautions that "he's been sleazing around your cemetery." But Juno does not indicate the Winter River cemetery. She glances at Adam's model. Betelgeuse’s first physical appearance in the film is underground in a litter-strewn, candlelit tomb, revealed in a tilt down from a hovering matte-shot of the house and hill at dusk. Given the free-floating perspective of the obvious special effects shot and the eye-warping bait-and-switch of the opening credits, when Betelgeuse appears, there is no definitive way to know where we are at the time. As Adam will cautiously deduce when the Maitlands finally brave the invocation of Betelgeuse’s name, only to be sucked into a new world, "I think... we're in the model." Betelgeuse spends most of the film in the model, as if caged by the sheer will of the little town's repressive energy, a binding dam against the tidal wave. When unleashed, he takes elaborate, inventive forms, giant snake, flying and pretending to ride an invisible motorbike, switching outfits at will, possessing Barbara, and projecting a dozen knife-spikes from his torso, but Betelgeuse’s most intense display of personal frustration and loss of control is directed at his capture in space. Adam and Barbara chicken out of employing him after a manic job interview, and ditch the scene of the model, Barb, throwing a tantrum in unfamiliar terrain, shouts "home, home, home!" Betelgeuse, screaming up to the sky, calls the would-be god-sculptor of his tiny prison a loser, kicks over a model tree, and kinda-sorta proud of himself spits "nice fuckin model!" When he punctuates by honking his crotch like Harpo Marx's bicycle horn, the effect is like a flailing insect sinking into amber. Trapped. Betelgeuse and Lydia are the catalysts for change, and their meetings cataclysmic. Opposite in extreme, he is sanguine, she is melancholic, but Betelgeuse and Lydia share mutual longing to cross thresholds and be set free. After setting eyes on her, Betleguese evaluates "the only one I can deal with is Edgar Allan Poe's Daughter. I think she understands me!" While visiting the attic to hand-deliver her suicide note, Lydia finds Adam and Barbara absent, and the room occupied only by the miniaturized incarnation of Betelgeuse. In one of Beetlejuice’s more sober moments, Lydia considers Betelgeuse’s offer to teach her the secrets of how to cross over into the spirit realm(s). The ancient ghost begs her assistance to escape, the girl looks to some indistinct point on an imaginary horizon, and wistfully sighs "I want to get in." Betelgeuse’s self-interest dissipates for a split-second, and they connect across worlds, but he can only ask: "WHY?" Betelgeuse wants out, because he is stifled and wants to disrupt others, Lydia wants to move to a space where she feels she Belongs. Their motivations are reversed, but the desire is the same, the self-help failure known as a geographical cure. Lydia even intends to commit suicide at the same map locale as Maitland accident, and plots the point of her death on a threshold structure that spans the river and road, as she plans to throw herself from the covered bridge These two travelers into unwelcoming territory begin the avalanching chain-reaction resolution of Beetlejuice. The Maitlands leave Juno's office for the last time, heading for home down the corridor of possibilities, having received their assignment to resolve the plot, halt the violence to order which they've set in motion by releasing Betelgeuse, and reveal themselves to the Deetzes. But having been spun through the trials of at least a dozen planes of reality — Winter River and its model, the house in two configurations, Earth and Saturn, the waiting room and the attic, the Lost Souls Room — and dealt with all the spatial manipulators, the Maitlands have gathered all the steam they need. In the hallway, their faces twisted into mutant shapes to become the monsters that the ghost community demands, Barbara instead accepts the parental role that she rejected at the beginning of the film. “Adam, I want to be with Lydia,” she says, and this is suddenly more important than corking Betelgeuse’s bottle or retaking the house, or preventing the Deetzes from revealing the truth about the afterlife to the living world. “Can’t we rebel or something?,” she asks, calling into question how important the established order had been before the adventure began. The perimeters have been broken. Otho steals the Handbook, Charles has stolen Lydia’s photos of the ghosts, Max Dean has arrived from New York, and so on. The solution the Maitlands strike is not to reestablish whatever restrictive boundaries exist, but to move across them with experience and a sort of wisdom. They learn, essentially, to take advantage of the ripples in reality that Betelgeuse exploits, but without the bio-exorcists’ defining disconnection with humanity: to coexist in space. With the plethora of strangely criss-crossing spaces, Adam and Barbara begin to think laterally across all the spaces they have inhabited.
 
Mystery Slot.

There are passages through the worlds of Beetlejuice through which we never pass. A truck-flattened office worker, suspended from cables in the social work office disappears into a mysterious black slit in the wall, constructed only for him, and leading to areas unknown. The myriad doors in the checker-tiled corridor remain closed. The space most frightening, for it appears to be no space at all, is the Lost Souls Room, infinite free fall up, down, every which way but defining form. These are the stakes, when Otho begins the exorcism in the narrative climax. A trinity of dangerous rituals — sacrifice, exorcism, and marriage — are the crisis points ending the film, all designed to trespass over the boundary which most deeply divides Beetlejuice, the trench between life and death. The constant disorientation of shuttling between shrinking, growing worlds, strange passages between kitchen and other planets, the conflict with the Deetzes and Miss Argentina’s warning that "if I knew then what I knew now, I wouldn’t have had my little accident" snowball into the Maitlands’ rescue of Lydia. Intervening before she frees Betelgeuse who has promised to instruct her to the other side, Barbara shakes Lydia from her death wish: "Being dead really doesn’t make things any easier." "Listen to her on this one, Lydia, this is something we know a lot about," Adam agrees, as he struggles to warp his face back into a palatable shape. On their first visit into the model to meet with Betelgeuse, the Maitlands must dig below the surface of the artificially built world, as they quite literally exhume Betelgeuse from the pint-sized graveyard. Wielding shovels and caring through layers of textured rubber grass, corkboard, cardboard and Styrofoam, Adam is forced to investigate the materials on which his psychic reality is constructed. There may be nothing so mundane as "lessons" buried down there, but the Maitlands are given first-hand experience in the film’s metaphysics. Whatever space one inhabits has its own very real stakes. Action and object in one space may cross over and affect another. e.g. – Betelgeuse lures a Winter River housefly into his Tiny Town grave with a wonky-scaled Zagnut bar, and eats it. Barbara picks up the mini-geuse to scold him for turning into an Alaskan pipeline-sized snake and finds he can still fight back by popping blades from his body. The ghosts in the waiting room, burnt to char, cut in half, dangling sharks from limbs, all carry into the afterlife the scars of their lives. The cover of The Handbook for the Recently Deceased depicts a family of travelers, in the style of 1950s roadmap, self-help or religious pamphlet graphics, on one side of a divide, looking to the clouds and sun on the other side. Armed with this span-leaping guide, Otho’s ritual zaps Adam and Barbara out of the attic and onto the dining room table, sculpting them back into corporeal bodies, which promptly begin to rot. The spell he recites contains, for our purposes, an important verse pertaining to the tension between the value of creating forms and destroying them: “As sudden thunder pierces night / As magic wonder, mad affright / Rives asunder man’s delight / Our ghost, our corpse and we rise to be.” This is the path to the Lost Souls Room, forced into a space, and into a shape where one cannot abide, and does not belong. And there the Maitlands begin to putrefy and die in their wedding clothes. The mad plexus of Beetlejuice arrives at this point, where to stop Otho’s exorcism and save the Maitlands, Lydia has to marry Betelgeuse. Pause and consider this apparent impasse, which is everyone’s fault, including the rules of the berserk universe. A bargain finally struck for his services, about to unleash his wrath, Betelgeuse smoothes his hair, dusts his sleeves, shoots his cuffs, and announces into the camera that it is finally "showtime." The forth wall is nearly rent apart. Like a deus ex miniature Betelgeuse rises from the model already reshaping his form as an amalgam of musical mobile, carousel, carnie barker and midway game. He lambastes the Deetzes infestation of the town, shouting "Welcome to Winter River, Connecticut, museum of natural greed!", and makes short work dispatching Max and Sarah Dean by blasting them through the roof off a freshly materialized Test Your Strength contraption. Where they have gone, where the holes in the ceiling lead, none can say. Impressive before as he played with the free-associative possibilities of objects, transforming the staircase handrail into a coiling serpent body, Betelgeuse unleashed is virtually a force of vengeance in the name of tortured objects. To capture witnesses to the ceremony, the ghost enlists Delia’s sculptures themselves, which wriggle to life, coiling like living shackles around the Deetzes bodies. Betelgeuse remolds the fireplace simply by winking his eye in its direction, and it shrugs into a cockeyed trapezoid as a squat ghostly priest steps through the new portal. The groom unloads a torrent of sight gags from his musty pockets, and in his final display of power to utilize well-placed portals makes his last error. As the Maitlands attempt to stop the wedding, Betelgeuse casually banishes them to less-convenient spaces. Adam is transported into his model, and given an opportunity to redeem its creation. Barbara, who began the journey most frustrated by a lack of clear-cut Heaven and Hell organization to the afterlife, is sent to Saturn. Sidetrack: in an earlier moment, Adam and Barbara watch Lydia show her spirit photography to Delia, who isn’t buying it. "Those are pictures of ghosts?" and taunts the girl because she hasn’t been the subject of a status-confirming Vanity Fair cover photo – if one photo tells the Truth over another, it is a matter of personal truth. Adam is confused as to why Delia can shrug off the images. "Adam," Barb chides, "you had a photo of Bigfoot." He stares at her seriously. "My photo of Bigfoot is another story." Back inside the model, Adam enters a toy truck, the truck Charles earlier flicks across the model tooting "beep beep!", and barrels down the street. The man who died in the 1:1 scale version of the town drives the car straight off the table, successfully spanning the space between two worlds, bending the borders between spheres, and surviving the automobile drop that killed him. The truck slams into Betelgeuse’s foot and bursts into flame. As he hops around with a transdimensional hotfoot, Betelgeuse looks to the ceiling and shrieks. Barbara, riding atop a sandworm, plunges through the roof, busting a hole through at least three worlds – Saturn to the house on the hill and back to the waiting room, where Betelgeuse is returned when the worm consumes him – as the Maitlands inventively traverse the spaces that have trapped them.
 
Our Ghost, Our Corpse, and We rise to be. The bride throws her bouquet.

It is because Tim Burton has constructed his screen space so clearly that this rich nonsense may be free to run on its own internal, infernal logic. A celebrated sequence in Beetlejuice, in which the Maitlands possess the Deetz’s dinner party and force them to sing "Day-O", see-saws across the axis of action, creating a disorienting sense that something is going terribly wrong with the space itself. The one-sheet poster depicts a massive Betelgeuse sitting on the house, or a half-sized Betelgeuse and tiny Deetz family inside the model... or something, but clearly the hallucinatory sense of space and scale is key to understanding Beetlejuice. The story does not unlock an answer to every problem it poses. Beetlejuice proposes that the universe is built on principles that will forever frustrate our very natures. So being dead, after all, really doesn’t make things any easier. But in the upbeat coda, the Maitland and Deetz families have found strategies to make it more bearable, perhaps the best they could ask. The house, now shared, is shown in a state of decoration flux, possibly being restored to Jane Butterfield specifications, possibly not. The Maitlands remain stuck indoors for a century, but Adam’s model, now relocated to the living room, provides a way out. Lydia ventures into Winter River to take photos of the new town hall for Adam’s reference, and picks up paint. With his surrogate daughter’s assistance expanding his formerly solitary hobby, Adam appears to recognize that he misses the community he was replicating in the first place. Upstairs, Charles peruses not a homeowner magazine, but a new volume by the Handbook authors, titled The Living and the Dead. He cheerily echoes Adam’s earlier lament that it “reads like stereo instructions!” Charles has at least in this glimpse, found a means of empathizing with the Maitlands rather than buying their lives and slipping into the den. Our last peek at Delia is unveiling a new sculpture, which terrifies her husband into a backwards tumble. Her only figural piece depicts Betelgeuse in snake form. In self-fulfilling prophecy, Delia has finally frightened someone with her sculpture, but for its power as an object of art. This final reordering of domesticity is capped by Adam’s benevolent display of all the power Betelgeuse displayed and arguably misused. Where Betelgeuse, as Juno explains, does not work well with others, for the Maitlands, human relationships have returned to the center, not the structure around them. As a reward for getting an A on her math exam, Adam levitates Lydia by the stairwell, pumps the happy, booming voice of Harry Belafonte singing "Jump in the Line" through her frail, pale form, manipulates the pottery and chairs to beat a rhythm, and tearing a special portal through worlds, transports a team of green, ghostly football players as backup dancers.
 
Already perfectly at ease.

This piece focuses on just a few of the movie's throughlines, but Tim Burton's vision is filled to bursting, and the spectator has a choice of which to pick up, among the bright festooning of ideas, images and curios, littering the film; among its chief preoccupations, Beetlejuice uses characters' musical and fashion tastes as plot points. The film has a Gnostic fixation on the power of naming and mysticism of words. It is concerned with concepts of the American nuclear family, the process of growing into adulthood, reality and representation, and with art movements versus art trends. It inverts and toys with various ghost story traditions. All of these paths eventually point back to the same concerns: how we make sense of life and death, the strange continuities, miserable, joyful and riotous, between their borders. Lydia, home at last, surrounded by people who care about her well being more than a house, as Mr. Belafonte says, goes up in the air, and down in slow motion.