Fan Boys: The Phantom Menace

Fan Boys: The Phantom Menace

People tend not to have a great sense of scale, which isn’t the best quality when we’re so prone to making grand proclamations about entire populations of people. For example, a common refrain since the 2016 US presidential election has been variations on “we now live in a country where nearly half the people voted for Trump”. Now and then someone will point out that, with 60 percent turnout, it was more like a quarter. But that’s still not right. It was 46.1 percent (vote share) of 60.2 percent (turnout) of 71.6 percent (eligibility) of the US population in 2016, or just under 20 percent. This isn’t to minimise the horror of the election result or Trump’s presidency in any way. Every evil thing, every atrocity, that has occurred in the past two years still happened, and, if anything, it just makes it more fucked-up that it didn’t even take a majority to happen.

That’s why it bothers me when I hear this “we now live in a country…” thing, whether about Trump or Brexit or any of the other awful election results of the past several years. If your main political opponents actually comprise less than 20 percent of the country, but you react as if it was half, you can’t possibly be responding in the most effective way. Accuracy matters, especially with something as high-stake as the fate of democracy, and it’s frustrating to constantly see well-intentioned people be so sloppy with reality. Not that low stakes should let people off the hook: standards of research and fact-checking in entertainment journalism are in the gutter and it drives me up the wall. And while it’s obviously not as significant as the rising tide of fascism (though it’s often presented as comorbid with it), when it comes to misrepresenting the scale of a social problem, there’s little critics and journalists have fucked up more than their coverage of “fan boys” and their allegedly toxic effects on society.

Normally, I find articles like this difficult to write, because it requires me to cite specific examples of bad writing and I don’t enjoy going off on other writers, for the most part. But this one will be super easy, because, for once, I can shit on the writing of someone whose writing I already constantly shit on.

This is a callout post. For myself.

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The Redistribution of Art

The Redistribution of Art

If you read a lot of pop culture criticism, you’ll very quickly come across three words: vital, essential and necessary. Critics, especially film and TV critics in my experience, love to describe the very best art in the same way most people describe things like food, shelter and healthcare. The instinct might be to treat this as hyperbole, but I like to take people at their word, and besides, there’s no shortage of writing out there that makes explicit what’s merely suggested in most uses of “vital”, “essential” and “necessary”. Moreover, I agree completely: art is an essential part of life.

There are as many explanations for why art is vital, essential and necessary as there are thinkpieces explaining why. Art is how we understand each other when we can’t see inside each other’s skull prisons. Art has profound social value, capable of transforming how people see the world by forcing them to confront unfamiliar realities or new perspectives on age-old issues. Art and the appreciation of art is what makes life meaningful at all for lots of people. I don’t disagree with any of those points of view, but they’re all a bit piecemeal for my taste, failing to provide a universal justification for why art is necessary.

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The Problem with Netflix Originals

The Problem with Netflix Originals

Netflix is a very successful business, and I don’t know the first thing about business, so far be it from me to tell them what they should do. (I know so little about business that I can’t understand why owning a company that has never made a profit has made Jeff Bezos, the Amazon guy, the richest person on the planet.) But I do co-run this blog about pop culture, and Netflix has been one of the most important and transformative forces in film and TV (mostly TV) in recent years. The effects of that have been a mixed bag, but it’s hard to deny their sheer scale.

This kind of scares me, because Netflix’s share price does not seem at all proportionate to its profits, and while I don’t know anything about business I have seen Enron: The Smartest Guys in the Room, so a part of me is convinced that Netflix will suddenly and unceremoniously collapse one day. Which, aside from anything else, means all the art made exclusively for Netflix might just… disappear? The archival implications of the streaming model are pretty terrifying if you think about it for more than a minute, which is why I’m one of the few people my age that spends her money buying second-hand DVDs.

But, like I said, I don’t know the first thing about business, so that might be nonsense, and my DVD collection might be no different from stockpiling tins of food in a bunker in case the Cold War turned nuclear. But I do think I know a small bit about film and TV, and film and TV is Netflix’s business. So, on that basis I would like to make this humble suggestion to Netflix HQ: stop making so much fucking original content.

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The Real Lesson of Get Out’s Success

The Real Lesson of Get Out’s Success

Get Out is one of the best horror films this year, and it’s been a particularly good year for horror. The directorial debut of comedian Jordan Peele, Get Out is the story of Chris Washington, a young black photographer who reluctantly agrees to meet his white girlfriend’s family for the first time. Bad things happen. As well as being really, really good, Get Out was phenomenally successful, grossing $254 million over a $4.5 million budget.

If a movie is critically acclaimed, financially successful and not a blockbuster, chances are that its financial success will be followed by a series of articles on what lessons Hollywood should take from its success. This isn’t a hard and fast rule, but it’s predictable enough that I wasn’t surprised when it happened to Get Out.

I hate these articles.

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Video Game Movies and Why They Suck

Video Game Movies and Why They Suck

It is a truth universally acknowledged that no one has ever made a good movie based on a video game, since the genre came into being with 1993’s Super Mario Bros. I don’t usually care for such truths, but that’s one I’m happy to accept, by and large. I would possibly carve out an exception for some of the Pokémon movies, though I haven’t watched any of them in a long time, and there are, of course, some good movies about video games or inspired by their aesthetic: Scott Pilgrim vs. the World, Wreck-It Ralph, Tron, etc. But as far as film adaptations of video games, it’s been one failure after another, with only occasional spells of mediocrity to shake things up.

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Break the Studios, Save the Movies

Break the Studios, Save the Movies

Hollywood is in a prolonged state of crisis. Everybody knows this. Studios pump out a seemingly endless supply of sequels, spin-offs, remakes, reboots, and films otherwise based on any and all previously existing intellectual property, all of which invariably cost upwards of 100 million dollars. We call them tentpole films, because they’re supposed to be sure-fire bets that can make enough money to finance smaller, riskier projects across the studio’s slate, like tentpoles upholding a tent. The problem is that there is no tent. There’s just masses and masses of poles, sticking upright in a field, and we’re all so used to getting wet that we’re more likely to ask for the poles to be more interesting than ask for some tarp.

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