Auto Focus (2002) – Made Free, Yet Everywhere in Chains

Paul Schrader is better known as a writer than a director. Having co-written most of Martin Scorsese’s better-known films, his own directorial efforts have often left him stranded between two cinematic cultures; his themes are often two weird and downbeat for Hollywood and yet his style is too conventional for the aesthetes of Cannes. As a writer/director, the creative high point of his career remains the beautifully demented and heavily-stylised Mishima: A Life in Four Chapters.

Well-received at the time and since largely forgotten, Auto Focus is very much a companion piece to Schrader’s best-known film: Like Mishima, Auto Focus is a biopic chronicling the rise and fall of a relatively obscure cultural figure. Like Mishima, Auto Focus uses cinematic style rather than narrative or dialogue to deliver its intellectual substance. Like Mishima, Auto Focus is about a man who is hollowed out and destroyed by his commitment to an unsustainable model of masculinity.

 

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REVIEW — The Forgotten (2014)

FilmJuice have my review of Oliver Frampton’s debut film, a low-budget British horror film named The Forgotten.

The film is set in Central London where a troubled teenager has returned from holiday to find his mother gone and his father living in an abandoned council estate. By day, the teenager helps his father break into flats and strip out copper wiring. By night, he worries about the noises coming up through the floor and the people who seem to be following his father home at night.

The Forgotten was maybe one major script revision away from being a genuinely excellent modern ghost story. It would be interesting to see what a more experienced and worldly Frampton might be able to produce as Britain really could do with a few more genre directors who were willing to make films about the harshness of normal lives.

Though not to be confused with the identically-named Christian Slater-fronted TV series about a group of amateur detectives piecing together the lives of unnamed murder victims, both Forgottens share a desire for social relevance and a belief that pop culture can serve to increase our understanding of the world rather than simply distracting us from it.

However, despite some admirable aims and some real technical skill yielding some really effective scares, The Forgotten is ultimately little more than one of those disposable low-budget horror flicks that wind up on supermarket shelves.

Ghost Story (1981) – I Spit on Your Town

It is easy to see why people might hate this film. After all, it is not and could never be a book by Peter Straub.

The origin story behind Straub’s novel has been extensively documented: Straub has repeatedly stated that Ghost Story was inspired by Stephen King’s early vampire novel Salem’s Lot, a tip of the hat that was later acknowledged by King in his non-fiction collection Danse Macabre where Ghost Story was written up as one of the most influential and structurally effective novels in 20th Century horror. This much we know.

For my part, Straub’s acknowledgement came as something of a surprise as Straub’s approach to fiction has always struck me as quite different to the plodding accessibility of King’s Victorian realism in which the world is just as real and fixed as the characters uncovering it. In Straub’s books, the boundary between world and character is far more mutable, its nuances coaxed into existence by structural complexities and stylistic flourishes designed to keep readers off-balance until a trap is sprung and a particular impression is lodged deep inside the reader’s vulnerable skull. Cocteau famously said that style was a way of saying very complicated things in a very simple manner and Straub is an author who is mostly in the business of using style to coax his readers into receiving certain — often wordless — impressions.

Had Ghost Story been written by Stephen King then one might have described it as the story of a group of old men who are being haunted. As the story unfolds, the men are revealed as having shared a disastrous encounter with a single woman. This encounter not only fills them with guilt, it also seems to account for a litany of emotional crises that have defined their adult lives. Assuming that both world and characters are fixed and real entities, Ghost Story is all about a haunting the grows with the passage of time, consuming not only the lives of the guilty but also the town in which they live. This is the story that John Irvin tried and failed to adapt but the result was a cinematic Ghost Story that is a lot closer to that of Peter Straub than that of Stephen King.

 

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Only Lovers Left Alive (2013) – Deathless Capital

Jim Jarmusch is one of those directors who attract a lot of critical attention despite few critics being fans of their work. You can always identify these directors from the way that reviews of their work often include sentences like ‘a return to form’ or ‘his best film since x’ where x stands for some previously well-received but not necessarily successful film.

Exemplified by the likes of Woody Allen, Tim Burton, and Spike Lee, this type of director invariably has a strong and immediately identifiable vision that seldom seems to translate into great films. We all know what we think of when we talk about the films of Woody Allen and Tim Burton but pointing to a really good Woody Allen or Tim Burton film is quite a lot harder than you’d think given the way that these directors have been allowed to pursue and perfect their cinematic visions. Critics like the idea of this type of director as perfecting a vision is what directors are supposed to do and yet the ability to articulate and explore a personal vision is no guarantee that you will produce interesting films. Some people just have boring visions.

Jarmusch’s vision is as singular as it is identifiable in that many of his films feel like attempts to produce American genre film using the themes and techniques of European art house. For example, 1995’s Dead Man is an ironic deconstruction of the western that dwells on feelings of cultural isolation while the more recent The Limits of Control strips the espionage thriller down to its component parts resulting in a film about beautifully-dressed people wandering around exotic locations in response to some inarticulate conspiracy. Only Lovers Left Alive is neither as minimalist as Limits of Control nor as tongue-in-cheek as Dead Man but it is excellent and precisely what you would expect from a Jim Jarmusch vampire movie.

 

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REVIEW – Camera Obscura: The Walerian Borowczyk Collection (2014)

This week saw the release of Arrow Films’ Camera Obscura; a magnificent box set exploring the early work of Polish director Walerian Borowczyk. As someone who already owns quite a few luxurious box sets devoted to art house film directors, you would think that I’d be immune to the packaging-foo of independent DVD publishers but Camera Obscura has taken me completely by surprise. Aside from an impressively thick booklet, the box set contains five beautifully restored feature-length films as well as Boro’s early short films and a suite of documentaries about both him and his work. To say that Camera Obscura is comprehensive would be an understatement, FilmJuice have my reviews of:

FilmJuice’s editorial format required me to break the box set down into five separate films, which is something of a pity as Camera Obscura does an absolutely amazing job of capturing Borowsczyk’s development as an artist. The key to this process of evolution are the short films included on the same disc as The Theatre of Mr. and Mrs. Kabal.   Continue reading →

Dungeons & Dragons Starter Set – A Much Needed Fresh Start?

Seeing as a number of people have asked me for my first impressions of the new D&D Starter Set, I thought it might be fun to write up my thoughts in a little more detail than Twitter allows. In short, the Starter Set is both a brilliant introduction to a new set of rules and a fantastic opportunity to re-launch Dungeons & Dragons both as a brand and a hobby. However, while the Dungeons & Dragons Starter Set is a breath of fresh air, it is nowhere near enough to fill the lungs of someone who is already half-drowned.

 

The Weight of History

I first started playing tabletop RPGs not long after the release of the Second Edition of Advanced Dungeons and Dragons. AD&D2 was really nothing more than the original 1977 D&D rules with a load of extra sub-systems bolted onto them. An excellent example of the design philosophy underpinning D&D at the time was the way that different editions handled skills:

  • D&D featured no skills beyond fighting, spellcasting and a few abilities with their own discrete sets of mechanics like picking locks or noticing the gradient of a slope.
  • AD&D1 kept all of these discrete mechanics and introduced the concept of secondary skills but provided little in the way of mechanical support for those additional skills.
  • AD&D2 kept the discrete mechanics and introduced new rules that served to flesh out the secondary skill system. Despite presenting the rule changes as a more integrated system that encompassed languages, weapons and non-combat skills, the proficiencies were really nothing more than a tidy way of allowing players to choose and then keep track of their areas of expertise and the ever-expanding network of sub-systems that governed them.

If the name and design principles underpinning AD&D2 make it sound cluttered to the point of complete inaccessibility, then you would be completely right. It was nearly 25 years before someone thought to take D&D back to first principles and one can only assume that this reluctance to mess with the rules was derived from an unspoken assumption that the audience for D&D was the same as it had always been. If you assume that the only people buying AD&D2 are the people who already own AD&D1 then it doesn’t really matter that rules changes mean additional sub-systems… it’s not as though anyone has to learn all the rules from scratch! Similarly, if you assume that the only people interested in playing D&D are the people already playing it then every rule change runs the risk of alienating the people who have been playing the same campaign for 20 years. Do these designers not realise how difficult it is to port a 75th level Paladin Demigod from one edition to another?

The collapse of TSR and purchase of D&D by Wizards of the Coast inspired a long-overdue re-examination of the rules but while the game’s third edition replaced AD&D2’s warren of sub-systems with the integrated d20-based mechanics, the iteration of the d20 rules that became 3E was still an incredibly insular piece of game design. The reason for this creative introversion is that 3E was developed during a time when D&D was under intense pressure from games that tried to put RPGs on a slightly different footing.

The original D&D rules are a model of simplicity; After presenting its readers with the revolutionary notion that they could play a game entirely in their own heads, the box set provided just enough mechanical support to make those imaginary worlds seem concrete. However, because the rules were originally drawn up as the basis for a war game that focused upon individual characters rather than units and because the game wound up being marketed at boys, D&D came to be seen as a game primarily concerned with tactical combat, a myth that the publishers of D&D were only too happy to support through an endless barrage of publications pandering to the tactician’s need for more monsters, more traps, more encounters and more magical bling. As this ‘canonical’ vision of how to play D&D slowly emerged, gamers interested in other aspects of roleplaying such as playing roles and solving mysteries began to drift away towards games that emphasised their vision of what gaming was all about. As is so often the case in small sub-cultures, the desire for legitimacy and visibility inspired hyperbole that in turn provoked social schisms.

The more some gamers sought to distance themselves from traditional D&D, the more people interested in tactical play came to revel in a form of tactical fundamentalism in which non-tactical aspects of play received little or no support in published materials. It was during the years spanning the move from ADD2 to 3E that White Wolf Games reached out to fresh audiences with the promise that their games would not be about killing things. Despite this injection of new blood into the hobby and the manifest truth that hundreds of gamers had moved away from D&D, the game’s publishers listened to the tactical fundamentalists and turned their back on people less interested in tactical play.

 

DD1

Despite being built around a core mechanic that could support almost any form of tabletop play, 3E featured a set of combat and movement rules that encouraged the use of miniatures as part of a highly tactical playing style. The tactical nature of in-game combat exerted a pressure on every aspect of the game as the need to make the right tactical decisions in combat encouraged players to think more strategically about their character design, which in turn created a huge market for gaming materials aimed more at players than at the Dungeon Masters who had traditionally been responsible for buying most of the books.

Nowadays, people frequently refer to the d20/3E years as something of a gold rush in which the market for RPG books expanded massively and unpredictably heralding the rise of new companies and the collapse of older ones. However, as many books as 3E managed to shift, the gold rush was not fuelled by the arrival of new players but by the more effective exploitation of existing markets. 3E saw existing players spending more and lapsed players returning to the fold either by ‘getting the band back together’ or by engaging in a weird kind of vicarious RPG experience in which they would hang out on RPG forums and buy lots of RPG materials without ever actually sitting down to play. 3E made a lot of companies a lot of money but it did almost nothing to grow a hobby that was already showing serious signs of institutional neglect.

Unlike most geeky hobbies, tabletop gaming expects you to spend time in the same room as other people. In fact, in order to get the most out of an RPG campaign, you regularly need to spend long periods of time in the same room as the same group of people who are all doing exactly the same thing as you… and who has time for that in this day and age? Nowhere is the toxic nature of capitalism more evident than in the changing face of work: A generation ago, a family could support itself with only one person working a regular 9-5 job but the waves of economic collapse that have swept around the world since the 1970s mean that everyone now works increasingly long hours with increasingly unpredictable schedules. Ever happy to exploit, the companies that helped to shatter the traditional work/life balance now peddle their wares as rewards and escapes from the demands of the unreasonable workplace that they themselves created. The upshot of this capitalist push-me-pull-you is that people now regularly return home in a state of physical and spiritual exhaustion that lends itself more readily to medicinal applications of booze and shit TV than to arguing with your friends and doing maths. Some of the main beneficiaries of our increasingly horrid work/life balances are massively multiplayer online RPGs such as Blizzard’s World of Warcraft, a game inspired by tabletop RPGs that removes the need to prepare adventures, do maths or meet up with people in real life. Given how successful MMORPGs have become, it is hardly surprising that the next iteration of D&D would use MMORPGs as a point of aesthetic departure.

Dungeons & Dragons 4th Edition remains the most radical reworking of the rules to date. While the designers drew inspiration from the 3E rules and retained a lot of the iconography of previous editions, the game is best understood as an attempt to create a board game based upon principles of MMORPG design. Unlike 3E, which provided a flexible skill system that wound up focussing on tactical engagements, 4E was built with nothing but tactical engagements in mind resulting in characters almost entirely defined by lists of powers. Despite making some gratifying inroads into the MMORPG market thanks to the widely publicised (and presumably expensive) support of Penny Arcade, interest in D&D4 plateaued when people suddenly realised that it was nothing more than a regular MMORPG with added maths and travel times.

Dungeons & Dragons has long been paralysed by the weight of its own history. Early editions simply assumed that anyone wishing to play was already playing and when that toxic attitude finally receded it was replaced by the equally problematic assumption that anyone wanting to play D&D would want to play it in the exact same manner as the brand’s core audience. This weird cultural ego-centrism will be instantly familiar to anyone who expressed an interest in science fiction only to have Robert A. Heinlein’s Rocketship Galileo thrust into their disappointed paws. Sure… the Heinlein juveniles served as a gateway drug for a lot of young readers but should we really assume that young readers today will respond to the same things as young readers in the 1940s? This is not the 1970s and not everyone is a socially inept teenaged boy, why do the owners of D&D continue to ignore thousands of potential customers? Simple: Cowardice and short sightedness.

 

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The Hunt (2012) – This is my Rifle, This is my Gun… Both Make Me Superior to Women.

TH1Despite a small budget and funding secured from about half a dozen Scandinavian film funds, The Hunt premiered at the 2012 Cannes Film Festival where it was the first Danish film to make it into the competition for about 14 years. Well-received by judges and critics alike, the film landed a prize for its leading man and then went on to secure Best Foreign Language Film nominations at both the Oscars and Golden Globes. The reason for this warm reception is that the man responsible for directing it has pointedly refused to claim responsibility for his best-known film. The man in question is Thomas Vinterberg and the film in question is Festen, the first film created under the strictures of the radical Dogme 95 filmmaking manifesto that also launched the career of Lars von Trier.

Shot entirely on location with hand-held cameras and without props, sets or lighting, Festen told of a disastrous birthday celebration at which a family patriarch is accused of having molested two of his own children. Far from shutting the matter down, the family’s inevitable denial of the patriarch’s guilt only serves to fan the flames of anger and resentment until years of distrust explode in a fireball of violence and madness that consumes what is left of the family’s loyalty and trust. I mention Festen not only because it is easily Vinterberg’s best-known film, but also because it shares a good number of themes and ideas with The Hunt. However, while Festen is an unashamedly youthful film that draws on feelings of betrayal and confusion and hurls them into the face of a complacent older generation, The Hunt draws on a decidedly more traditional emotional palette including smug moral certitude and emotional restraint. The difference between to the two films is so stark that it is tempting to view The Hunt as the result of an aging Vinterberg having chosen to shift his sympathies from angry accuser to vilified accused but a more straightforward reading of this film would be to view The Hunt as a celebration of patriarchal values and women who know when to keep their cunt mouths shut.

 

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REVIEW – Wake in Fright (1971)

wake-in-frightFilmJuice have my review of Ted Kotcheff’s sensational Australian film Wake in Fright.

Released this week by Masters of Cinema, Wake in Fright is one of those films that stays with you forever. Set in the middle of the Australian outback, the film is structured around a descent into madness after a middle class school teacher gets stuck in a working class mining town called The Yabba. Initially smug and contemptuous of the working class culture that surrounds him, the teacher is forced to make friends and make do and so finds himself drinking, gambling, hunting and fighting… his life one bender after another without room to think or breathe. However, rather than being a simple critique of working class habits from a middle class perspective, the film broadens its critique to all of Australian society:

Kotcheff uses John’s journey through The Yabba as a means of exposing the violent alcoholic nihilism that lurks beneath the surface of the Australian national image. John’s reactions are obviously quite bourgeois and, presented on their own, might have resulted in a film that spends over 100 minutes sneering at working-class Australians. However, the film’s use of John as an emotional touchstone is intriguingly refracted through the impressions of two other characters, a middle-class drunk (Al Thomas) whose wit and discernment become less and less obvious the drunker be becomes and an educated nihilist (Donald Pleasence) who has chosen to embrace the Yabba-lifestyle because he sees all forms of social, moral or spiritual advancement as a sign of vanity. The result is a film that manages to walk a fine line between demonising elements of working-class Australian culture and expressing real empathy as to why these people have come to think and act the way they do. There’s a wonderful scene late in the film where John hitches a lift with a trucker who invites him in to have a drink, terrified that another drink might send him back into the Yabba’s downward spiral, John refuses the drink only to be insulted and described as mad. How could anyone avoid descending into alcoholism when refusing to have a drink with a complete stranger is treated as a mortal insult?

As I point out in my review, the film functions almost like a non-genre revisionist western in so far as it sets out to debunk and deconstruct the national icon that is the Australian bushman. Interestingly, while the Australian film industry has produced a number of revisionist westerns (including the excellent Red Hill, which I wrote about a couple of years ago) almost all of them are devoted to addressing the various ways in which white Australians mistreated  Indigenous Australians. One of the ways in which white Australians mistreated indigenous Australians is by making them invisible and perpetuating the myth that Australia was an uninhabited landscape before the arrival of the white man. As I point out in my Red Hill piece, this tendency to make indigenous Australians disappear is actually being perpetuated by the fact that all of these films about terrible white people are themselves directed by white people! As a result, Wake in Fright‘s decision to pick a fight with the predominantly white bushman and give his culture both barrels is far less problematic than most of the real Australian revisionist westerns.

There’s also a lovely bit in one of the interviews included on the DVD where someone describes how the first Australian screenings went quite badly with one person standing up and shouting “this ain’t us!” to which a member of the cast responded, gloriously, “Sit down mate, this is us!”.

This film is really something special.

REVIEW – White Dog (1982)

WhiteDogFilmJuice have my review of the recent Masters of Cinema release of Samuel Fuller’s racially-themed horror film White Dog.

Cutting to the chase, I really enjoyed this film. Set on the margins of Hollywood, the film tells of an actress who happens to run over a beautiful white Alsatian dog. Forced to take responsibility to the animal after taking it to the vet, the actress nurses it back to health and has all of her care and attention redeemed when the animal protects her from a rapist who breaks into her home. Fuller shoots the dog at night using spotlights that reflect against the whiteness of the fur but not the background meaning that the dog appears to glow in an almost spectral fashion. The otherwordliness of the dog is put to brilliant use when it escapes the actress’s yard and begins attacking black people: The pure white dog devouring black people and covering itself in blood is as striking and troubling an image of racism as you could possibly imagine. Part of what makes these images so troubling is the fact that they could just as easily have been inserted into a film about a heroic white dog that eats evil black people. However, to look upon these scenes as racist or problematic is to ignore the wider context of the film and how the film is really about trying to cure racism:

Fuller intends the dog (tellingly referred to as ‘Mr Hyde’) to serve as a metaphorical representation of human racism and, to a certain extent, he does: One point the film repeatedly makes is that there is nothing ‘natural’ about the dog’s hatred of black people; his fear and hatred were deliberately engineered by people who wanted to use his savagery as a tool of racial segregation and oppression. Another point the film makes is that the techniques required to train a racist dog were pioneered in the days of slavery when plantation owners had a vested interest in keeping vicious attack dogs that would happily kill a black person but never think to harm a white person. These two ideas certainly mesh with contemporary thoughts on social justice and they make a very interesting point about how the racist attitudes that continue to be perpetuated today originated in a time when extreme and dehumanising patterns of racist thought underpinned an entire economic system. Fuller’s metaphorical racist dog also represents how difficult it can be to wean oneself away from racist thought and how some attitudes can be so deeply engrained that unravelling them is tantamount to unravelling an entire personality. However, Fuller’s metaphor only goes so far.

While I think that Fuller’s position is somewhat outdated (one of the first things you learn about social justice is that it’s a white person’s duty to educate themselves and not to be ‘saved’ by black and minority ethnic people) I don’t think it’s racist. In fact, I think that White Dog is a thoughtful and intellectually intense film that tries to grapple with a huge and incredibly different problem. What I don’t understand is the logic of using an intensely problematic piece of fiction as a springboard for that engagement.

White Dog is based on a book by the French novelist Romain Gary which tells the semi-autobiographical story of a dog who has been trained to attack black people on sight. As in the film, a black animal trainer steps in and tries to cure the animal but rather than getting rid of the animal’s murderous urges entirely, the trainer simply reprograms the animal to attack white people instead. As I explain in the review, Gary intended this as a critique of civil rights activists who, in his opinion, were training people to be ‘intolerant of intolerance’. From J. Hoberman’s interesting piece about the film:

Gary and his then wife, actress Jean Seberg, find a stray German shepherd that, they soon discover, has been raised to attack black people on sight. Although told that the dog is too old to be deconditioned, they turn him over to an animal trainer who turns out to be a Black Muslim and vengefully reprograms the creature to maul whites—including, at the book’s climax, Gary himself. (Some of the vengeance in this “found” allegory belongs to the author: Gary disapproved of his wife’s public support of the Black Panther Party, a political stance that put her under FBI investigation.)

This attempt to set up an equivalence between systemic white racism and angry reaction to that racist system will be familiar to anyone who remembers the much-lamented Derailing For Dummies site as the ‘You’re As Bad as They Are!’ defence:

Because they’re angry about the treatment they undergo and because they are aggressive and persistent in wanting to see change happen, you can target this behaviour (remembering that it is unseemly for Marginalised People™ – they’re supposed to set an example at all times by being humble and long suffering) by suggesting it puts them on a par with the people and system that stigmatise, ostracise and target them every second of every day of their lives. This also suggests that reacting to such discrimination is totally unreasonable and out of proportion (they should just take their knocks!) and that has the benefit of indicating your ignorance to just how pervasive and constant this discrimination truly is.

Thankfully, Fuller does not follow Gary down that particular political rabbit hole but it I can’t imagine anyone wanting to base a contemporary critique of racism on a book that suggests black civil rights activists are morally equivalent to people who train their animals to attack black people on sight.

 

 

REVIEW – John Dies At The End (2012)

JDATEVideovista have my review of Don Coscarelli’s drug-addled urban fantasy John Dies at the End.

Based on a novel by Jason Pargin writing as David Wong, John Dies at the End follows a pair of generically handsome American youths (with ‘Close Boy Faces‘ naturally) as they are sucked into a weird and evocative demimonde in which they are compelled to battle ghosts, demons and genetically-engineered Cthuloid deities. The reason I go on at considerable length about JDATE being a work of urban fantasy is that the film is clearly desperate to escape that label:

Given the structural and social barriers involved in getting a work of urban fantasy made for the big screen, it is perhaps unavoidable that most marketing departments try to position works of urban fantasy as being part of more socially acceptable genres. Thus, The Matrix trilogy was successfully marketed as a work of science fiction, while the cowardly and ultimately unsuccessful adaptation of the Hellblazer comics was described as a ‘supernatural action-thriller’ lest girl-cooties alienate the intended audience. John Dies At The End continues this somewhat inglorious tradition with a PR campaign that tries to distance the project from the literary context that inspired the original novel, and reposition the film as the kind of gonzo horror/ comedy you would expect from the man responsible for both the Phantasm series and Bubba Ho-Tep.

The wikipedia entry for the film describes JDATE as “dark comedy-horror”.

The wikipedia entry for the book describes JDATE as “cosmic horror”.

Why should this be?

The answer has quite a lot to do with privilege and the ways in which we are socialised into a particular gender. The straight white men of today are like the painted French aristocrats of pre-revolutionary France: Pampered and protected by economic and social systems that are as unjust as they are unstable, straight white men live in unconscious fear of becoming declasse or reduced in status to a lower social rank like that of woman, BME or LGBT.

Once upon a time, the trappings of masculinity were so instantly recognisable that all a man needed to do in order to protect his privileged status was to grow a beard and either run off to war or get a job that required him to wear a tie. However, as society has been shaped and re-shaped by the tidal forces of global capitalism, the trappings of masculinity have been commodified to the point where cloaking yourself in the traditional trappings of masculinity no longer serve as a basis for differentiating one group from another. However, because straight white men are trained to take pride in their status, they are forever on the lookout for things that will identify them as straight white men and distinguish them from everyone else. Maybe it’s liking football, maybe it’s wearing sports gear, maybe it’s drinking pints, maybe it’s talking about how much you enjoy sex in a loud and boisterous manner. The problem is that every time straight white men find a way of broadcasting their group membership, fashions change and people from other groups begin adopting those characteristics. This has made straight white men hypersensitive to any product that might make them look like they might belong to a lesser social class, and this is where Urban Fantasy comes in.

Urban Fantasy shares about 80% of its DNA with Paranormal Romance. In fact, the only difference between Urban Fantasy and Paranormal Romance is that Urban Fantasy places ever so slightly less emphasis on the romantic sub-plots. This association is somewhat problematic as reading Romance novels is one of those characteristics that is so unquestionably feminine that it is enough to alienate most straight men. In fact, some straight white men are so uncomfortable with the connections between Urban Fantasy and Paranormal Romance that they have tried to re-write the history of Urban Fantasy to exclude as many female authors as possible. This is why JDATE is being marketed as “dark comedy-horror” rather than the work of cinematic Urban Fantasy it so obviously is.

Another result of the association between Urban Fantasy and Paranormal Romance is that Urban Fantasy is a genre with very little critical status. In fact, it’s quite telling that what I liked most about this film is the director’s valiant attempts at resisting genre narratives even though they were built into his film at script level. Some might argue that this is a reflection of my own privilege and failure to take the red pill and move beyond the gendered aesthetics fed to us by our culture but I’m not going to lose any sleep over it. Our aesthetic preferences are built into us on the same level as our personality traits and there’s a point at which getting free of the system is effectively indistinguishable from becoming an entirely different person.