Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Castlevania (2017)

Creator & Writer: Warren Ellis
Directors: Sam Deats, Spencer Wan, Adam Deats, Amanda Sitareh Bautista
Studio: Mua Film, Tiger Animation

Finished first watch: 14/11/2024


Review contains ***SPOILERS*** for Castlevania

Ratings:
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
43453


Easily one of the weakest series I have ever watched. I hate to say that about something so many artists worked on over several years but it's honestly inescapable how poor this series is in almost every department. I'm genuinely confused how it got 4 seasons, especially considering how boring that 3rd season was.

I'll start with the one shining positive from the series, which is its artwork. Every drawing, painting, background and setting in this series is really beautiful. It has a clearly anime-influenced style that looks great and they use it to great effect. I'd say it has a strong visual identity. It even has a clear direction in terms of colour, with everything obviously being shifted towards dark and broody. The designs are also brilliant. Trevor, Alucard, Dracula, the forgemasters, the vampire sisters, all legitly fantastic and appealing designs. Big big shout out to Striga's day armour as well, fucking sick design. Someone clearly loved Berserk on that team. And of course, the castles, laboratories and libraries all felt very grand and wondrous. They did a good job of creating an aesthetic and a feeling of the series's world and it all fit together with the overall dark and sinister subject matter.

That leads onto the most disappointing aspect of the series, which is its animation. It's so upsetting to see such beautiful drawings move so lifelessly, if they move at all. The vast majority of screentime is taken up by super limited animation; maybe just a chin moving up and down as a character speaks, or drawings literally just being slid across the screen. I get that studios and producers want to save costs as much as they can but it made the show feel completely lifeless most of the time. And how much they did it was absolutley eggregious. There was an episode where Isaac talked to a night creature for about 10 minutes straight, with almost no animation to it. And the conversation they had was not relevant in any way to the story (which I'll come back to). So it didn't come across as being savvy and saving costs for the bigger moments; it honestly felt like they were trying to pull whole episodes out of their arses with as little substance as they could get away with. Another thing that I personally dislike and that makes the character acting/posing feel super uncanny is characters' heads being completely side on. Just makes for really flat animation and breaks any sense of immersion.
    There were, of course, scenes with significantly better animation quality. But they didn't do anywhere near enough - in my opinion - to make up for the low effort marathons across the rest of the show. That's partly because they were really few and far between but also because they weren't actually that good in themselves. All of the fights generally have lots of quick cuts, rarely show multiple characters on screen at the same time and never show complete, fluid action - it's always the wind up from one angle, then a flip to show the outcome from another. So so so much implied action as well. They had lots of detailed guts and gore (again, great drawings) but it would always be shown after something had already dropped dead. You'd never see the actual slashing and the gore as a clear single shot - and any slashing you did get was very Fist of the North Star. It's really disappointing to watch, because the fights were actually really well choreographed. The characters had cool and unique fighting styles and would usually pull off impressive and unorthodox manoeuvres; it was just a shame that we only got to see it in bits and pieces. Also in the later seasons, you could sadly see the quality of the drawings drop off noticeably in quite a few of these action sequences, which honestly felt like an insult being added to an already pretty bad injury. The later seasons are in fact a consistent disappointment across the board too.

Just watch this clip and look at how stiff and robotic all the animation is. If it's animated at all. This is very standard for the show and what the vast majority of screentime looks like. Watching it without sound really helps illustrate how lifeless it is. Listening with sound on highlights how mismatched the voice acting and character acting are.
Although you can still see how nice the character designs and drawings are - look at Saint Germain's jewellery, for example!




This clip, I think, gives a very fair representation of what the approach to fight scenes is like throughout. It's very cool, dnyamic, stylised and well choreographed. It might be entertaining to a lot of people. But there are so few drawings over such a long clip. And the two characters never really interact. Everything is implicit, which is made to look good but to me, just glosses over a lack of substance. Draw the fight!



Moving onto the plot: there basically isn't one. The first two seasons at least have an overarching story of Dracula wanting to kill all the humans and Trevor, Sypha and Alucard (TSA?) trying to stop him. That was incredibly loose, because there was a whole heap of inconsequential nothing that happened in between this. Dracula's war council being summoned and then having in-fighting all had close to no impact on the story at all. Even Carmilla's successful betrayal is kinda just... nothing. Like okay, she becomes the queen or whatever and usurps Dracula but that all just has so little significance. We don't care about Dracula very much (as we've had very little insight into who he is outside of the backstory given in episode 1) and Carmilla is a genuine side character, even after this whole thing. Then you have whatever TSA was up to; finding the library, getting into random night creature fights etc. All very cool and flashy but did very little for the plot. You could remove most of it and still have the same storyline play out unimpeded. Then the last two seasons were just totally unnecesary. The main reason for these characters to exist (in fact literally the only reason Alucard exists) was gone. They then set up these random, regional conflicts that meant absolutely nothing to anyone. Definitely dragged the show out for 2 Seasons 2 Long and in my opinion, ruined any chance Castlevania had at being remembered as decent.
    Supposedly significant scenes having very little impact was basically the theme for entire 4-season run, to be honest. For example:
The final fight vs. Dracula at the end of season 2. Firstly, it comes after basically a full season of people just talking and posturing for a war that might happen; there's no real fuel given to the fight. Add to that the fact that we also never ever saw Dracula engage in combat (other than a flashback in which he kills a bunch of villagers), so we had no sense of how powerful he actually was or what sort of abilities he had. Defeating him didn't feel significant in any way or like any kind of challenge.
You can add to that the fact that Alucard has zero on-screen interactions with Dracula - not even in flashbacks. So the first interaction you see them have is when Alucard arrives to kill him. That makes Alucard's crying scene another one with absolutely no emotional weight.
Why was Death the final enemy? Of course we all understand the concept of death as an entity but he has no establishment whatsoever in the story. Literally appears and disappears in the penultimate episode. We have no attachment to him whatsoever and again, no idea how to kill him nor whether it's a big achievement to do so. Trevor says some shit about some ancient weapon but these things are really not plot relevant and spoken about completely off-hand.
It's extra disappointing because the idea of Death being a vampire with an insatiable thirst for human life is a great concept. Even Death's plan to play Saint Germain and bring back Dracula to feed his hunger is great. Was just executed in a really underwhelming way. Plus I honestly don't think I could have been any less invested in Death's analogue, Varney, as a character. Also why bother making it seem like Trevor died for like... 19 minutes? It's a cheap tactic and it achieved very little.
Isaac literally spends about a season doing fuck all in the middle of nowere - twice. Why does he have such a massive fight with a random unnamed necromancer and why does this need a full season of prep?? And coming back to the earlier point of Isaac's conversation with his night creature: the writers raised some interesting and potentially significant questions in that episode. They suggested that the night creatures aren't just mindless killing machines and that they can experience things beyond their forgemaster's orders. They might even have memories of the lives they lived before being resurrected. Then after that episode, the writers just completely ignored that fact for the rest of the show and the night creatures went back to being silent, brainless pawns. That, to me, is the hallmark of a terribly written and generally directionless show. They would have improved the quality of the end product by not raising these profound questions, yet did it and then ignored them. Whatever their reasoning was, it made for an inredibly disengaging viewing experience.
Both Carmilla and Dracula are considered villains because of completely hypothetical tyranny. Dracula does hit Targoviste hard once but that doesn't really give sufficient gravity of his scorched earth campaign, for me. And Carmilla's plan to turn humans into cattle is actually never actioned nor even depicted on screen. So again, we don't feel any real opposition or hatred towards her.
Isaac suddenly deciding to kill Carmilla comes out of nowhere. Yes, she killed Dracula but he spends 2 seasons seemingly pretty unbothered about that, then suddenly switches. Decides he wasnts to kill Hector but then equally abruptly decides he doesn't.
Similarly, Striga and Morana just decide they don't like Carmilla's plan, even though they were very enthusiastically planning it the season before. There was no turning point, no moment of crossing the line. They just decided to switch up. Then didn't even go to the caslte to see what happened after watching it blow up. Insanely bad writing.

There are probably more examples but I think the point has been made. In general, the show did a bad job of actually having a coherent story that made the events on screen have real significance. They basically relied on the viewers' own sense of morality. In fact the entire show hinges on (what I consider) the most boring and counterintuitively low stakes motivation in fictional stories: the fate of all the people in the world (with whom we have no relationship through the events on screen - if anything we'd be justified in thinking what they did to Dracula's wife was worthy of punishment). To finish it all off, there was of course the cowardly meta self-admission in the final scene, when Lisa turned to Dracula and said "none of this makes any sense". That was a big slap in the face. It doesn't make the show any more enjoyable and just confirms that you knew your story was some bullshit but you put it out anyway. CC: Tenet and Evangelion.

Moving on: storytelling. I've said this about so many shows now but Castlevania had very little storytelling to do, because there was so little story. You can't use any clever plot devices if there isn't anything clever in the plot. You can't use a visual metaphor to represent fuck all happening. Equally bad was the pacing of the show. There so many long stretches of nothing happening, then big ticket events would happen upon you so abruptly. All that talking didn't even build any tension nor expectation. Again, this was made even worse with later seasons. You're just spending ages watching characters have boring conversations about absolutely nothing, then suddenly all killing each other. You could maybe consider this standard, does-a-job kinda storytelling but the show then draggs down its own score with its constant need to tell rather than show. It made the the viewing experience mind-numbing for me. Two quick examples off the dome are the realisation that Zamfir had gone crazy and Greta saying that she was starting to like Alucard. Like please trust that your viewers can connect dots in a straight line based on what you have shown them on screen. In fact, rely on that to build up to your big flourishes significantly better!
    I also have to mention one of the sequences in season 4, when Alucard and the villagers are fighting off night creatures in a forest. That was genuinely terrible TV. It kept cutting back and forth between the fights and dialogue and it was so unclear whether the journey was progressing or not. I felt like I was having an aneurism watching it. I honestly expect the explanation for it to be that someone put the shots together in the wrong order in the final edit.
    Also not sure if this is the proper place to mention this but the script for the show is seriously bad. Like really, truly terrible. None of the lines come across as clever nor even thematic. They also just throw in random swear words; I'm guessing that's to make it clear it's aimed at adults but it's so forced and awkward. It honestly sounds like it was written by a 14-year-old who's just been told they're allowed to swear but only during drama lessons. Not natural whatsoever and just adds to the overall very stiff and honestly quite cringey dialogue. I can't think of anything that could have undermined Saint Germain's character story any more than "I get to have sex again". Without a doubt one of the worst lines I have ever watched.
    Visual directing might just get a pass as okay. Some cool poses, cool shots, as I said good choreography of the fights at least. Consistent visual style and good, clear framing. I just have to call it visual directing, because there wasn't any real storytelling to mention.

I think I've said enough in the above to cover my thoughts on Castlevania's characters. Mostly very bland, especially Trevor and Sypha. Nothing remotely interesting about either of them. Trevor is the irresponsible, rash boy and Sypha is the organised, brilliant girl. We've seen it 100 times. Not to mention their romance has no substance to it whatsoever. They just suddenly become in love. Alucard probably has the most significant journey, as he goes through loneliness and lack of purpose once Dracula dies and the TSA team splits up. But that didn't really do anything. The rest of the cast is woefully dull. Honestly, there isn't a single good, well-written and interesting character in the entire thing. Maybe Lenore but that would be me being incredibly generous.

I'll admit, I came into watching Castlevania with some high expectations, given how liked it is and how many clips seem to pop up across the internet. I won't hold the resulting disappointment against the show but even then, it's undeniable how bad the series is, at least in my opinion. I also note that it seems to have opened the doorway for a bunch of similar animated Netflix series (e.g. Blood of Zeus, Tomb Raider). I'm glad to see more animated series and movies, of course, but I honestly hate that this incredibly stiff style of limited animation is becoming so common. Again, won't hold that against Castlevania - I'm already scoring it low enough - but just worth mentioning as not my favourite trend across the industry.
I'm sincerely sorry to have written this review and can only hope that if any Castlevania artists ever read it, they undersand that it's written honestly and with respect for the ways they have to work on animation these days with tighter and tighter budgets and deadlines. But I'll say it outright, I did not enjoy the series and I blame the executives responsible for it.

Some more random thoughts:
-The Isaac vs. Carmilla fight did feel really cool. Even though Hector's secret passageway was some bs (and not even necessary), the staging and overall execution made it feel pretty epic.
-I laughed my ass off when Alucard got his dick sucked so good he started crying. Felt that shit, especially since he was living every bisexual weeb's dream of getting with two kinky japanese siblings at the same time. I know the animators put their heart into that scene.
-Bloody Tears during the Dracula fight was really cool. Wish they'd built up to it more by maybe having motifs throughout the music across the rest of the series.
-Broader point, I'm sure there were lots of little easter eggs in the series for fans of the game and maybe even the Metroidvania genre. That probably contributed to its success and I'll admit I'm an ignorant neutral in that regard.

Thoughts on (Naoki Urasawa's) Monster (2004)

Finished first watch on 04/09/2018


-How did Eva get the picture of Johan?
-How did Johan end up running all of these massive criminal organisations?
-What was the objective of the experiments, what were the experiments themselves? All we get told is the wine incident at RRM and the Welcome Home incident at Tri Zaba.
-What was Johan's objective before wanting to commit this mass suicide?
-Why did he want to commit this suicide? To erase his existence from the world?
-Why was Tenma subjected to so much abuse?
-Did people have monsters inside of them? I get that Grimmer found out it was just his inner rage, but why did Johan write that the monster inside him was going to explode?
-What was the aim of Franz Bonaparta/Klaus Poppe's books?
-What caused the riot at 511?




Criticisms
Way too many tangents. These are not plot twists, just useless, random tangents: the guy who lived in the mansion with the pool, tbh the whole story of the university students. Thinking about it, Karl isn't actually that useful for the story but adds depth with Margot Langer, but to go in depth to see that classmate of his getting asked to dance at the disco and stuff - completely useless.
Did we need to know anything about Suk? What was the point of having him so deeply involved and have him on the run etc. Did we need to see so much of Martin?

Dieter was essentially copied and pasted like 4 times. Every town they visited had an outcast, energetic, mischievous but righteous 10 year old boy. Just kinda poor writing.

Lunge did fucking nothing through the entire series. He's introduced as if he's going to be this imposing antagonist but is really pretty useless throughout. I like the fact he came round and ended up being a good guy-ish, but he really achieved very little with his investigations.

Devilman Crybaby (2018)

Writer: Ichiro Okouchi (based on Go Nagai's 'Devilman', 1972)
Director: Masaaki Yuasa
Studio: Science Saru

Completed viewing on 10/04/20

***SPOILERS***
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
66766

If there's no consequence, you have no plot.

Devilman Crybaby (DC) is clever and interesting and creates an intriguing story for 9 out of 10 of its episodes. Then, as so many TV series do, it has all hell break lose at the end, killing everyone. What's so disappointing about this is that all of the characters you've been following, all the relationship they formed and all the questions you have as a viewer essentially just get chucked in the bin. Then spat on. If everybody dies, what was the point of any of the decsisions they made on screen?


Again, the first 9 episodes are interesting and got me anxious to find out what happens next. The way the story sets itself up though, it suggests it's all going to come together in some kind of clever climax. As mentioned, it doesn't and everybody dies. I understand that the Devilman comic was more about its message than writing the perfect story and the show wanted to honor the source material - I respect that. But If there are things that could be improved in the 46 years between releases, they should be addressed. Maybe the writers even thought there wasn't anything that needed improving but to me and my taste, it didn't really work. Beyond that, I also think it's possible to send through a strong message whilst still having a coherent, conclusive plot - 'Get Out' is the perfect example of this. Also using parts of the bible for your story is a bit of a cop-out and hypersexualisation as part of messaging is kinda wack.


The storytelling is quite strong in DC. This kinda has to be considered alongside the art style because the two are heavily linked. The art style is completely stripped back only the lines and shadows that are absolutely necessary are drawn. This completely echoes the directing: you are shown exactly what is needed to tell this story and very little else. It's very direct and makes no mistakes; if someone's crying, you're getting a close-up of the eye, seeing it fill up with tears, watching the tear run down their face, then getting a final confirmation by seeing the teardrops fall onto the floor. This was sometimes to the show's detriment though, with things being way too obvious. E.g. Ryo's lift having the number 666 in bold, dark font against a white background. That's too much. The same can be said for the art style. Some frames were legitly stunning, using simple, clean line work and soft, light colours. Like this one:





Although I prefer more realistic artwork, I really did appreciate that DC (and Yuasa in general as I understand) has a distinct art style and really sets itself apart with exaggerated proportions and character designs. However, in certain places, this led to straight-up bad art. There's probably some CalArts professor who says that all styles are valid and there's no such thing as bad art but just look at the body proportions and angles on Ryo in this shot:






The artwork is inconsitent and the animation follows suit. It's very simple in most places and that works just fine but it's weird, jittery and honestly incoherent in others. Again I appreciate this is a stylistic choice but that doesn't mean I have to like it. The few combat sequences DC does have are actually pretty great although some are in almost complete darkness, with quick jumps between frames and minimal inbetweening. Also, in ironic contrast to the film 'Akira', they opted out of drawing very detailed, gory demons. For a show all about disgusting demons eating people, that's a real letdown. One last point on art/animation, I have to mention my least favourite scene in the entire series. The below screenshots were taken around 10 seconds apart from each other in a very serious, emotional scene. That just shows how weird and inconsitent the art is and how it does actually ruin the storytelling in certain places.














Lastly, the characters. The main characters in DC are kinda interesting but everyone else is quite 2-dimensional. Akira and Miki really show their human sides but these aren't anythig outside of well-established tropes. The misfit rappers were the actual highlight for me, showing a great range of emotions and character development that was possibly better than any of the main characters'. You could argue that it's unfair to criticise these semi-flat characters, because the comic was written in 1972, before these character archetypes were so well established but again, this is a modern re-telling. Re-tell it.

Overall, 6/10 disappointingly.

Just remembered, the music is amazing. Atmospheric, emotional, exciting - really excellent.

Over the Garden Wall (2014)

Creator: Patrick McHale
Studio: Digital eMation

Completed viewing on 08/02/20

***SPOILERS***
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
88768


Over the Garden Wall is comfortably the best bang-per-buck series I've ever watched.
10 episodes, 10 minutes each and tells a complete, well-thought-out, fully explained story with very interesting characters.

Similar to Evangelion, the main character is a total coward. Where OTGW goes beyond Evangelion is in the nature of its character's cowardice. Where it's Shinji's fear, depression and lack of action throughout Evangelion that ultimately lead to people being put in danger, in this story, Wirt actually actively pushes other characters (especially those he should be protecting) towards danger in order to protect himself, often blaming them for his own failures.
Greg is a brilliant example of how childish innocence can breed a combination of high self belief and obliviousness (which ultimately lead to acts of what others would call courage). This may have made him a bit of an easy character to write but with the story ultimately being about growing up, the juxtaposition of these him and Wirt highlights all the insecurities and hang-ups that come with growing up and all the ways they can affect you.

One criticism I do have is the ultimate unimportance of Beatrice. She's an important character and plot device in the first half, however ends up being very unimportant and her story very very poorly explored or explained. The fact that Wirt gives her the golden scissors also means that she isn't even the hero of her own story. Also has to be said, she's the only female main character, so it makes all the above doubly disappointing.

Pacing of the story was great. There were one or two "filler" episodes but honestly, these helped to pace and develop the story. I also thought placing the entire backstory into episode 9 really was a masterstroke. This could easily have been sprinkled in throught the series but that would have left very little curiosity running throughout. It just felt like the most effective and impactful way to introduce the backstory, and more importantly only introduce it when it was absolutely and totally necessary. This meant that Wirt and Greg waking up back home also felt very familiar and their adventures in the unknown were (literally) more of a distant memory.

I could also describe Episode 10 as a mastercless in plot-writing. The reasoning behind almost the entire show was explained in about 3 minutes. Just like that, all loose ends (other than Beatrice's) were tied up. Also, the Woodsman and Wirt overcoming the Beast was reasonably satisfying from just a fan perspective, but the realisation of the truth behind the lamp was well done enough for it to be a surprise and still have a strong impact on revelation. The Woodsman serves as another example of how imperfect we become as we get older and Wirt ultimately decides he doesn't want to be like the Woodsman - he would rather be more like Greg.

It was also a great decision to show the body of the Beast under a sliver of light for only a split second and no longer and never again. They used the best tool you can get for scary monster character design - the viewer's imagination!

Episode 7 (the one with the girl doing the sweeping) was great example of well-executed misdirection. I will say that the format of a 10-minute episode does help this, because it's only as soon as an idea is introduced that the reveal/switcheroo can be made (whereas having to keep the viewer convinced for 10 additional minutes in between is much more difficult). Still a good episode and this series clearly does a little bit of everything.

The tone and setting of the series are also great. The 1800s-y feeling is really nice and nostalgic to viewers of all ages as well as just having great appeal. This was executed really well with costume design and settings but I think it was most effective with the music. Instrumentation and literally the sound quality really helped send the viewer that extra step into the past (the best example of this is John Crops's songs in the pilot episode!)

The characters met along the way weren't all exactly memorable but are all definitely interesting enough to hold your attention and uphold the overall tone. The talking horse was definitely a highlight.

Overall, OTGW was a slightly touching, very interesting and well-constructed story with excellent characters, used perfectly to highlight its themes.