Author: Zander (Page 4 of 9)

The Yokai Trilogy

Yokai are a category of supernatural monsters from Japanese folklore. They encompass a wide range of beings, from mischievous spirits to fearsome monsters, and are often associated with strange phenomena and unexplained events. In the late 1960s, Daiei Studios created a trilogy of films with this theme, managing to make each one distinct from the others, much like the yokai themselves.

Yokai Monsters: 100 Monsters (original title: Yōkai Hyaku Monogatari, literally One Hundred Yōkai Tales), released in 1968, is the first in the trilogy. Directed by Kimiyoshi Yasuda (better known for his work on the Zatoichi series), the film combines Edo-period ghost storytelling traditions with practical effects and folkloric imagery, weaving a moralistic parable into a tapestry of the supernatural.

Although it often suffers from tonal inconsistency and dated effects, 100 Monsters holds historical and cultural importance as an early cinematic attempt to visualize Japan’s rich folkloric tradition of yokai through live-action. The film bridges classical kaidan (ghost story) aesthetics with the more commercial jidaigeki (period drama) and tokusatsu (live-action films or tv shows that make heavy use of special effects) traditions of postwar Japanese cinema.

At its core, 100 Monsters is a morality tale disguised as a ghost story. A greedy land developer and a corrupt magistrate team up to destroy a tenement and sacred shrine to build a brothel, disregarding both the law and spiritual taboos. Their actions include disrupting a traditional hyaku monogatari (one hundred tales) ghost-story gathering, in which participants extinguish one candle for every story told.

The narrative progresses slowly, focusing more on human greed, oppression, and sacrilege than on the yokai themselves. In fact, supernatural events are mostly confined to the third act, creating a stark contrast between the mundane and the uncanny. The film uses yokai as agents of karmic justice, as the eventual supernatural vengeance is not just a horror spectacle but a cosmic rebalancing against injustice.

The effects, while primitive by modern standards, rely on a mix of suitmation (actors in costumes), puppetry, and practical trickery. The yokai designs are based on classical emaki (picture scrolls), particularly those by Toriyama Sekien. This dedication to traditional imagery gives the creatures a unique cultural authenticity rarely seen in Western monster films of the same era. Among the yokai we see the classics kasa-obake (the hopping umbrella ghost), rokurokubi (the woman with a stretching neck), and noppera-bō (the faceless ghost).

Akira Ifukube (best known for scoring the first Godzilla) provides a subdued yet ominous score that complements the restrained pace. The use of silence and ambient sound also enhances the tension, particularly in scenes leading up to the yokai appearances.

However, the film struggles to maintain a consistent tone. The slow buildup and excessive focus on corrupt landlords and local politics, while thematically relevant, may test viewers’ patience. This makes the final act, where yokai finally appear, feel both rewarding and too little, too late.

Yokai Monsters: Spook Warfare (original title: Yōkai Daisensō, literally The Great Yokai War), also released in 1968, is the second entry in Daiei Studios’ yokai trilogy. Directed by Yoshiyuki Kuroda and released just months after 100 Monsters, this sequel pivots dramatically in tone, structure, and style. Where 100 Monsters was a slow-burning, moralistic kaidan (ghost story) steeped in atmospheric dread and karmic retribution, Spook Warfare gleefully transforms the yokai into active protagonists in a supernatural adventure. The result is a surreal genre mashup: part horror, part tokusatsu action, part children’s fantasy, and entirely sui generis. While it lacks the moral depth and thematic gravity of its predecessor, Spook Warfare succeeds through sheer visual invention and its unprecedented commitment to yokai spectacle. It’s campy, chaotic, and utterly unique.

The film opens in ancient Babylon, where a demon named Daimon (styled after a Western vampire or necromancer) is awakened from a long slumber. After arriving in feudal Japan via a possessed statue, Daimon promptly kills a magistrate and assumes his form, ruling the town with dark magic and feeding on human blood. The local yokai detect the foreign presence and begin to mobilize in defense of their homeland.

This east-vs-west supernatural conflict propels the plot. Unlike the minimal yokai presence in 100 Monsters, here the yokai are fully active agents with personalities, motivations, and even battle strategies. They unite, squabble, and fight like a supernatural resistance force.

But Spook Warfare takes a sharp turn toward the whimsical. While still set in a historical period, the film eschews the moody austerity of 100 Monsters for a playful, even goofy tone. The yokai are no longer eerie omens of spiritual judgment, they’re now folk heroes. This tonal shift broadens the film’s appeal to younger audiences while also reflecting the growing popularity of yokai in children’s media, particularly through the work of manga artist Shigeru Mizuki. This comes at the cost of emotional depth. Themes like cultural identity, tradition, and collective resistance are hinted at but rarely explored in detail. The film is more about fun than fear, more spectacle than story.

A potentially deeper layer lies in the framing of the villain. Daimon is explicitly foreign: Babylonian, vampiric, with Western-style robes and magic. His invasion of Japan and possession of a magistrate could be read as an allegory for cultural intrusion, colonialism, or postwar Westernization. The yokai’s defense of their native land might represent a kind of folkloric nationalism: Japan’s traditional spirits defending cultural identity against a foreign evil. Yet the film doesn’t explore this with any real nuance. It’s more a structural motif than a fully realized allegory.

Yokai Monsters: Along with Ghosts (original title: Tōkaidō Obake Dōchū, literally The Haunted Journey Along Tōkaidō), released in 1969, is the third and final entry in Daiei Studios’ trilogy. Co-directed by Yoshiyuki Kuroda (Spook Warfare) and Kimiyoshi Yasuda (100 Monsters), the film returns to a more somber, morally grounded tone reminiscent of the first film, diverging sharply from the colorful playfulness of Spook Warfare. It is less of a yokai showcase and more of a traditional jidaigeki (period drama) with supernatural overtones.

This fusion of ghostly folklore with a grim tale of vengeance and redemption makes Along with Ghosts the most narratively serious and dramatically intense of the trilogy, but also the least fantastical. While its yokai elements are used sparingly, they remain thematically integral, acting as both symbolic and literal agents of justice.

The film opens with a treacherous act: an old man witnesses the murder of a courier before he can deliver crucial legal documents meant to stop a criminal gang, and then is he is also murdered. His young granddaughter, Miyo, becomes the target of the villains, and the film follows her perilous journey along the old Tōkaidō Road as she seeks safety and justice. A wandering swordsman with a mysterious past, closer to a ronin archetype than a folkloric figure, comes to her aid.

The yokai in this entry are peripheral but potent. Unlike in Spook Warfare, where they’re protagonists, or in 100 Monsters, where they’re manifestations of spiritual retribution, here they are ghostly echoes that haunt the edges of a brutal human world. Their appearances are minimal and atmospheric, usually connected to locations desecrated by violence or injustice.

The narrative structure is more conventional: a straight revenge-pursuit drama with clear moral stakes punctuated by moments of supernatural intervention. The emotional center is Miyo, whose innocence and suffering lend the film its gravitas. As with the previous two films, Along with Ghosts frames its story around the consequences of moral corruption. The film is a condemnation of human cruelty, particularly that inflicted upon the vulnerable, like women, children, and the elderly. The yokai are not the cause of fear, they are the consequence of wrongdoing.

Stylistically, Along with Ghosts is darker, more violent, and less fantastical than its predecessors. The directors employ a muted color palette and minimal musical scoring to create an oppressive and eerie atmosphere. Much of the film takes place in forests, graveyards, and rural roads, giving it the feel of a ghostly travelogue through haunted Japan.

The adorable child actress playing Miyo (Masami Furukido) delivers a notably moving performance. Her fear, tenacity, and innocence are all convincingly rendered. The ronin protector (Kôjirô Hongô), while archetypal, provides a stoic counterbalance and channels the genre conventions of the silent defender. The villains, as in many jidaigeki of the era, are unambiguously wicked, cowardly, greedy, and contemptuous of tradition. Their downfall, precipitated by ghostly visitations, feels less like plot convenience and more like the fulfillment of cosmic justice.

So 100 Monsters was a folkloric sermon inside a kaidan (ghost story), Spook Warfare was a tokusatsu yokai adventure that played like a Saturday morning cartoon, and Along with Ghosts was a revenge road drama with yokai as haunting punctuation marks. In this sense, the trilogy moves full circle: from dread, to spectacle, back to dread but now filtered through tragedy.

Favorite 2010s Graphic Narrative

  • Daytripper (2010), by Fábio Moon and Gabriel Bá
  • Saga (2012), by Brian K. Vaughan and Fiona Staples
  • Black Science (2013), by Rick Remender and Matteo Scalera
  • East of West (2013), by Jonathan Hickman and Nick Dragotta
  • Bodies (2014), by Si Spencer and several artists
  • Manifest Destiny (2014), by Chris Dingess and Matthew Roberts
  • Black Hammer (2016), by Jeff Lemire and Dean Ormston
  • Curse Words (2018), by Charles Soule and Ryan Browne

In chronological order of first publication.

Reinventing the myth of Jason and the Argonauts

After watching Ray Harryhausen’s three Sinbad movies (see Traveling with Sinbad and Ray Harryhausen), I wanted to rewatch Jason and the Argonauts, and this week I did just that.

Jason and the Argonauts (Don Chaffey, 1963) remains one of the most enduring cinematic retellings of Greek mythology. Not because of narrative accuracy but because of its visionary special effects, evocative score, and mythic tone. Though the film adapts the ancient myth of Jason’s quest for the Golden Fleece, it does so with considerable creative liberty, transforming the story into a fantasy epic for mid-20th-century audiences. At the heart of its enduring appeal is Ray Harryhausen’s groundbreaking stop-motion animation and Bernard Herrmann’s thundering orchestral score, all set against the sun-drenched ruins and coastlines of southern Italy.

The film draws from the Argonautica, by Apollonius of Rhodes, and other classical sources but condenses, modifies, and sometimes wholly invents elements of the myth. Key figures from the legend are present (Jason, Pelias, the Argonauts, Medea), but many of the events are streamlined or altered.

Some things align with the myth. Jason’s mission to retrieve the Golden Fleece to reclaim his throne from the usurper Pelias. The divine involvement of Hera, who acts as Jason’s protector and benefactor, consistent with some classical sources. The encounter with Phineas and the harpies and the passage through the Clashing Rocks are lifted directly from the Argonautica.

However, the gods are simplified, functioning more like chess players than characters within an epic cosmology. Hera and Zeus appear as a bickering couple who watch Jason’s progress from Mount Olympus, a device more aligned with modern narrative convenience than classical theology. Characters like Hercules are reduced to brief side roles and comic relief rather than the tragic, complex figures of myth. Medea’s character, crucial in myth as both a helper and later a tragic antagonist, is largely sanitized. Her betrayal of her people and the dark magic she employs in the original are omitted. In a way, she is reduced to a passive romantic interest. The climactic battle with the skeletons has no basis in the original myth but brilliantly replaces the more prosaic theft of the Fleece.

These alterations are not flaws but rather necessary cinematic inventions to fit the tone and pacing of a family-friendly mythological adventure. The film is not a literal transposition of the myth, but is mythic in spirit, compressing sprawling source material into an archetypal hero’s journey, which, for many viewers, is Greek mythology, or at least its cinematic avatar.

The special effects in Jason and the Argonauts represent the apotheosis of Ray Harryhausen’s career. Using his patented Dynamation technique, he infused life into creatures of myth in a way no live-action or early CGI could. Four sequences, in particular, stand out.

Talos, the bronze giant who guards the treasure of the gods, is rendered with a weight and presence that convey true menace. His creaking joints and inhuman movement evoke the unsettling uncanniness of ancient statuary come to life. His death, bleeding ichor from his heel as he topples into the sea, is visually and emotionally stunning.

The Harpies are terrifying in their grotesque, birdlike design and relentless torment of the blind prophet Phineas. Harryhausen manages to elicit pathos for Phineas while showing off the harpies’ chaotic and disruptive power.

The Hydra is a marvel of design, even if misplaced in this story (it was not Jason who fought the Hydra, it was Hercules who did it as part of his Twelve Labors). Although the stop-motion animation of so many moving heads is a logistical feat, Harryhausen controls the scene with elegant pacing. The monster’s defeat directly leads to the summoning of the skeletons.

The Skeleton Fight is perhaps the most famous Harryhausen sequence. This sword battle between Jason, his companions, and seven skeleton warriors raised from the Hydra’s teeth took four months to animate. It is a masterclass in timing, choreography, and spatial storytelling. The skeletons are more than visual tricks. They seem cunning and malicious, and their coordination with live actors is astonishing. Unlike most modern effects, Harryhausen’s creatures feel tactile. They occupy the world of the actors, enhanced by careful compositing and clever blocking. The monsters are the drama, not mere obstacles.

Bernard Herrmann’s score for Jason and the Argonauts is monumental, brooding, and filled with heroic grandeur. Known primarily for his work with Hitchcock (Psycho, Vertigo, The Birds), Herrmann here brings an entirely different register, one inspired by classical modes and Wagnerian brass. Talos’s theme is a percussive, ominous motif: mechanical, slow, and unrelenting, matching the statue’s unholy animation. The skeleton battle is scored with whirling strings and jarring dissonances, emphasizing the unnaturalness of the combat. The love theme for Jason and Medea is restrained, evoking Greek antiquity without slipping into Romantic cliché. Herrmann’s use of brass and percussion gives the score a ceremonial, almost religious tone, appropriate for a tale driven by gods and fate.

While set in mythic Hellas, the film was primarily shot in southern Italy. The choice lends the movie an authentic Mediterranean atmosphere unmatched by Hollywood backlots. The architecture and ruins seen throughout the film ground the fantastical story in a recognizably ancient world. The First Temple of Hera at Paestum (used in the harpy scenes) is particularly striking. Its weathered Doric columns and open spaces are both majestic and desolate, reinforcing the tragedy of Phineas’s blindness and torment. Rather than building sets, the film uses these ruins to suggest timelessness and the lingering shadow of divine presence. Palinuro and the Amalfi Coast stand in for various seascapes and island vistas. The jagged cliffs, sun-bleached rocks, and deep blue waters give the journey a convincing epic scale. The cinematography (by Wilkie Cooper) captures these locations with painterly composition, highlighting both the natural beauty and eerie grandeur of the ancient world. In this sense, the movie has more visual fidelity to Greece than most later productions filmed in studio-heavy settings.

Jason and the Argonauts is not a scholarly retelling of Greek mythology. It is a cinematic myth in its own right. With its blend of spectacle, artistry, and archetypal storytelling, it embodies the timeless spirit of heroic adventure. While scholars may balk at its liberties, and purists may miss the tragic edge of Medea’s betrayal or the complexity of Hercules’s presence, the film captures the awe and terror of encountering the unknown, the monstrous, and the divine. It is perhaps best remembered not for its plot but for its moments: Talos turning his head, the Hydra writhing in battle, the skeletons crawling from the earth. These images, combined with Herrmann’s music and the ancient stones of Paestum, transcend fidelity to myth to become a modern myth of their own.

Favorite 2000s Graphic Narrative

  • Blacksad (2000), by Juan Díaz Canalès and Juanjo Guarnido
  • Y: The Last Man (2002), by Brian K. Vaughan and Pia Guerra
  • The Walking Dead (2003), by Robert Kirkman and Tony Moore
  • All-Star Superman (2005), by Grant Morrison and Frank Quitely
  • Fell (2005), by Warren Ellis and Ben Templesmith
  • Mouse Guard (2006), by David Petersen
  • Criminal (2006), by Ed Brubaker and Sean Phillips
  • The Umbrella Academy (2007), by Gerard Way and Gabriel Bá
  • Locke & Key (2008), by Joe Hill and Gabriel Rodríguez
  • Asterios Polyp (2009), by David Mazzuchelli

In chronological order of first publication.

Watching Anime: The Many Faces of Astro Boy

Astro Boy (Tetsuwan Atom) is more than just a cartoon character. He’s a cornerstone of modern Japanese pop culture and a foundational figure in global science fiction storytelling. Created by Osamu Tezuka, the so-called “God of Manga”, Astro Boy first appeared on the printed page in 1952, eventually becoming the star of Japan’s first major animated television series in 1963. Astro is instantly recognizable with his big round eyes (according to Tezuka, inspired by Disney’s Bambi), jet-powered limbs, and heart of gold. But behind his charming appearance lies one of fiction’s most poignant origin stories: a tale of loss, abandonment, identity, and artificial humanity.

Tezuka, a trained medical doctor turned artist, was deeply influenced by Western literature, animation, and post-war trauma. His work often combined fantastical science fiction with deep human concerns. With Astro Boy, he created a character who was simultaneously a child, a weapon, and a mirror for human fears and hopes in an age of rapid technological change.

Astro’s origin story (rebuilt and reimagined across manga, tv, and film) reveals not just changing artistic styles, but also evolving philosophies of life, death, and what it means to be human.

One of Tezuka’s clearest inspirations for Astro Boy was Carlo Collodi’s Pinocchio. Like Geppetto’s wooden puppet, Astro is a creation born of love and grief, a substitute for a lost or absent child. And like Pinocchio, Astro must embark on a journey of self-discovery, confronting internal doubt and external hostility to become “real” in an emotional, if not biological, sense.

However, whereas Pinocchio centers on the transformation of a puppet into a human boy, Astro Boy reverses the trajectory. Astro is built to resemble a real boy but gradually realizes he is not human and never will be. His tragedy lies not in wanting to become human per se but in wanting to be accepted as he is. The constant tension between how he is perceived (a machine, a tool, a weapon) and how he sees himself (a boy with emotions and conscience) makes Astro a far more tragic and modern figure than Pinocchio.

Tezuka’s Astro Boy manga (1952–1968) begins with the death of Dr. Tenma’s young son Tobio in a car accident. Unable to cope with the loss, Tenma creates a robotic duplicate in Tobio’s image, Astro. At first, he believes the robot can fill the void in his heart, but when Astro fails to grow like a real child, Tenma goes cold and eventually sells him to a circus. It is Professor Ochanomizu who later rescues Astro, recognizing his potential and giving him purpose.

This origin emphasizes emotional realism and moral ambiguity. Tenma is both a grieving father and a failed god, a man who tries to cheat death and ends up compounding his tragedy. The story subtly explores whether love for a child must depend on their humanity or whether even a robot can deserve compassion. Astro’s journey is as much internal as external: a search for dignity, acceptance, and autonomy.

The 1963 Astro Boy anime series marked the birth of Japanese tv anime. Targeted at children and produced with limited resources, this version simplifies the manga’s origin story. Tenma still creates Astro after losing his son but abandons him with far less cruelty. Astro quickly transitions into a noble superhero, fighting crime and injustice with a smile.

What’s lost in psychological complexity is gained in accessibility. This version frames Astro as a cheerful icon of modernity, reflecting the era’s post-war optimism. Technology is seen not as a danger but as a friend, something to be embraced. Astro becomes less of a tragic figure and more of a model child: brave, honest, and kind.

The 1980 Astro Boy reboot attempts to restore some of the manga’s emotional depth. Dr. Tenma’s grief is shown with greater gravity, and Astro’s feelings of rejection are more fully explored. The show gives more time to his struggle to understand human behavior, emotion, and his place in society.

This version straddles two audiences: children and nostalgic adults. It maintains the accessibility of the 1963 series but reintroduces key philosophical questions. Can a machine feel love? Should robots have rights? What is the soul? It pushes Astro toward a more mature role, not just as a hero but as a child grappling with adult truths.

Astro Boy‘s 2003 adaptation is the most mature and morally complex. Created for the franchise’s 40th anniversary, it leans into the tragedy of Astro’s origin. Dr. Tenma becomes an obsessed and ultimately villainous figure. After failing to recreate Tobio, he rejects Astro not just emotionally but violently, erasing his memories and casting him into the world alone. Astro only learns about his origin in episode seven.

This version uses Astro’s story to critique social prejudice, AI ethics, and systemic inequality. Robots in this world are oppressed, segregated, and often exploited, echoing real-world histories of racism and classism. Astro becomes a hero and a figure of compassion and forgiveness in a society that dehumanizes him. It reflects the anxieties of its time: fears of surveillance, terrorism, and technological dehumanization. Where earlier versions asked “can robots be human?”, the 2003 series asks “how should we treat the ‘other’, even if it’s not human?”

In the 2009 CG-animated feature, produced by Hong Kong-based Imagi Animation Studios, Astro Boy is given a slick redesign and a simplified origin. Dr. Tenma (voiced by Nicolas Cage) creates Astro after Tobio’s death, rejects him briefly, but is quickly forgiven and redeemed. The story turns into a standard “chosen one” narrative: Astro runs away, finds friendship among outcasts, and returns to save the city from a militaristic villain (voiced by Donald Sutherland). Absent is the thematic depth of earlier versions. Gone are the questions of identity, suffering, or systemic bias. Instead, we get a story of self-acceptance and family-friendly adventure, in line with Hollywood animation conventions. While visually polished, the film loses the existential core of Tezuka’s creation.

Among Astro’s many foes, Pluto stands apart. Created by another scientist to destroy the world’s strongest robots (including Astro), Pluto becomes a tragic figure. In the original manga, he is a tool of hatred who slowly develops a sense of conscience, eventually refusing to kill and sacrificing himself. Pluto’s role is critical: he is Astro’s dark mirror, a machine built for war who comes to yearn for peace. Their confrontation is not just a battle of strength but a clash of ethics. Tezuka uses Pluto to explore how even “evil” machines can change, and whether morality is hardwired or learned.

This relationship was so rich that it became the centerpiece of Naoki Urasawa’s critically acclaimed manga Pluto (2003–2009), a noir-style reimagining that reframes Astro and Pluto’s story for adults, pushing the themes of trauma, war, and identity even further.

One of the most haunting aspects of Astro’s character is that he can never grow up. Built to resemble a 9-year-old boy, he is physically frozen in time, despite gaining wisdom, experience, and pain. Unlike Pinocchio, he will never become a “real boy”. Unlike other child heroes, he cannot age into adulthood.

This places him in the lineage of figures like Peter Pan, the boy who never grows up, and Claudia from Interview with the Vampire, the child turned immortal, cursed to stay young while her mind matures. Like Claudia, Astro’s eternal youth becomes a prison, especially in versions like the manga and the 2003 anime, where his longing for identity and love is rejected because of what he is. His childlike body disarms those around him but also prevents him from being taken seriously. He is too young to be feared, too artificial to be loved, and too powerful to be ignored. A poignant paradox that gives him enduring pathos.

Favorite 1990s Graphic Narrative

  • Sin City (1991), by Frank Miller
  • Bone (1991), by Jeff Smith
  • Hellboy (1993), by Mike Mignola
  • Strangers in Paradise (1993), by Terry Moore,
  • Les Mondes d’Aldébaran (1994), by Leo
  • Preacher (1995), by Garth Ennis and Steve Dillon
  • Batman: The Long Halloween (1996), by Jeph Loeb and Tim Sale
  • Transmetropolitan (1997), by Warren Ellis and Darick Robertson
  • Road to Perdition (1998), by Max Allan Collins and Richard Piers Rayner
  • The League of Extraordinary Gentlemen (1999), by Alan Moore and Kevin O’Neill

In chronological order of first publication.

Five Pearl Harbors

I’ve recently watched six movies that featured the Japanese attack on the US naval base at Pearl Harbor in Hawaii. It’s so interesting how they all used the historical event in different ways and with different purposes.

From Here to Eternity (Fred Zinnemann, 1953) ends with the attack. Before that, we see the intersecting lives of several characters around the island. Private Robert E. Lee Prewitt (Montgomery Clift), Sergeant Milton Warden (Burt Lancaster), and Private Angelo Maggio (Frank Sinatra) navigate the tensions of military life in Pearl Harbor. Karen Holmes (Deborah Kerr), the wife of Warden’s commanding officer, and Alma (Donna Reed), an “entertainer” working at a gentlemen’s club, explore what roles are available in a closed society made for men.

None of the characters are heroes. Prewitt is tragically stubborn, accepting undeserving punishment from his superiors and justifying it as personal integrity. Warden is cynical and pragmatic, caught in a doomed affair with his commanding officer’s wife. Maggio is a self-destructive underdog who has accepted his fate, trying to have a few moments of pleasure before it all ends. All three are locked into a system of institutional cruelty, masculinity under pressure, and the suffocating effects of rigid hierarchies, both military and societal.

The women occupy a paradoxical space, central to the story’s emotional undercurrents and, at the same time, only peripheral in a male-dominated world, their lives shaped by their relationships to the men and their limited agency within a patriarchal order. Karen is the archetype of the disillusioned military wife trapped in a sexless, loveless marriage with an unfaithful husband. Her affair with Warden is an act of both rebellion and desperation. Alma works as a prostitute and dreams of a respectable life back on the mainland. Her romance with Prewitt is fraught with illusions and pragmatism: she wants to love him, but not at the cost of her escape plan.

From Here to Eternity is a brooding, emotionally resonant war drama classic of mid-century American cinema. Adapted from James Jones’s 1951 novel, the film is often remembered for its iconic beachside kiss between Burt Lancaster and Deborah Kerr, but it is far more than a memorable still frame. It is a study of a repressive and masculinized institution that crushes those who don’t conform. The military, as depicted here, is less a protector of freedom than an engine of conformity. Dissent, even principled dissent, is punished. Compassion is a weakness. While sanitized compared to the novel, especially in its portrayal of sexuality and institutional corruption, it still tackles extramarital affairs, prostitution (thinly veiled), and brutality within the ranks with remarkable frankness for the time.

From Here to Eternity is easily the best movie of this batch. It captures a world on the brink of historical catastrophe, populated by people already living through private wars. It reflects the gender norms of its era, sometimes critically and sometimes uncritically, but always with emotional depth. Its women, while not given full narrative autonomy, are as vivid and wounded as the men, and their struggles underscore the film’s bleak view of a world where love is no match for duty, and integrity comes at the cost of survival.

In Harm’s Way (Otto Preminger, 1965) starts with the attack. From there, it tries to build a narrative of a sweeping World War II epic, echoing the grandeur and psychological nuance of earlier war dramas. And it fails. Miserably. In the mid-sixties, it is still trying to build heroes in the style of the mid-forties.

Playing Captain Rockwell Torrey, John Wayne is a paragon of stoicism, a figure of silent suffering and noble command. He is rarely questioned and even more rarely wrong. He begins the film as a granite-jawed archetype of military virtue and ends the same way. Perhaps that’s the point: he is the immovable rock in a sea of shifting loyalties and crises, but it leaves little room for psychological complexity. As the more volatile and morally compromised Commander Paul Eddington, Kirk Douglas offers a counterpoint: his character is flawed, scarred, and driven by guilt. Yet his arc, involving a sexual assault subplot that is handled with both narrative bluntness and emotional detachment, feels poorly justified and oddly sanitized. Patricia Neal is given the unenviable role of Lieutenant Maggie Haines, the nurse who exists primarily to be Wayne’s emotional salve. There is a quiet dignity in her performance but, like all the women in the film, she is relegated to the periphery of a man’s world. Jill Haworth and Paula Prentiss play roles that are at best ornamental and at worst exploitative, especially in scenes where trauma is either brushed aside or used solely as motivation for male characters.

In Harm’s Way is based on James Bassett’s 1962 novel of the same name, but it streamlines, sanitizes, and sentimentalizes much of the content. Where the book offers a mature, morally complex portrait of military life during World War II, the film opts for broad strokes, traditional heroism, and a less introspective tone. And the movie goes on for 165 minutes, trying to weave together a personal melodrama with a broader military campaign but never giving either element the depth or pacing it needs. The romantic subplot feels like a studio-mandated softening of the action, while the strategic developments often devolve into scenes of men staring at maps.

Tora! Tora! Tora! (Richard Fleischer & Toshio Masuda & Kinji Fukasaku, 1970) is all about the attack on Pearl Harbor. While the two movies I commented on previously were based on novels, this one is based on historical documents. Instead of using the episode as the opening or the closing of a fictional story, the goal here was to present the attack as closely as possible to the facts. Tora! Tora! Tora! presents a level of historical fidelity that was rare in war films of its time. Eschewing the melodrama typical of World War II cinema, the film adopts a more analytical, even clinical tone in its dissection of the political and military machinery on both sides of the Pacific.

The American military and intelligence community is shown to be hamstrung by layers of bureaucracy, inter-service rivalry, and a failure of imagination. Rather than depicting the USA as simply caught off guard, Tora! Tora! Tora! presents a nuanced picture of systemic failure. Commanders like Admiral Kimmel and General Short are portrayed as competent men working within a confused and compartmentalized system. Intelligence officers pick up ominous signals, like decoded messages and reports of Japanese fleet movement, but these warnings are either dismissed, misinterpreted, or bogged down by red tape and interdepartmental inertia. The film underscores how rigid thinking and an overreliance on protocol dulled America’s preparedness. This dramatization of bureaucratic dysfunction doesn’t scapegoat individuals. Instead, it indicts a system structurally incapable of responding swiftly and decisively. It’s a chilling message, made all the more effective by the film’s docudrama style.

On the Japanese side, Tora! Tora! Tora! is equally committed to portraying internal divisions and philosophical disagreements. The film avoids reducing the Japanese military to a monolithic villain. Instead, it emphasizes the profound ambivalence among Japanese leaders about the wisdom and morality of attacking the United States. Admiral Yamamoto emerges as a tragic figure, a strategist with grave reservations about war with the USA, famously noting that Japan would only “run wild” for six months before American industrial might turned the tide. His internal conflict is rendered with restraint but clarity, contrasting him with more hawkish elements within the Imperial Navy and Army. The cabinet debates, the vacillations, and the forced consensus all contribute to a portrait of a nation not inexorably driven to war but pushed into it by a mix of pride, desperation, and flawed assumptions.

While Tora! Tora! Tora! earns praise for its accuracy and evenhandedness, its austere tone can also be a liability. Characters often feel more like avatars of historical forces than fully realized individuals, and the narrative momentum occasionally stalls under the weight of procedural detail. Yet this same quality also lends the film a unique power. It plays less like an adventure movie and more like a fatalistic tragedy unfolding with the inevitability of a Greek play.

In Pearl Harbor (Michael Bay, 2001), the attack happens around the middle of the movie. It wanted us to already know the characters when they are impacted by the attack on Pearl Harbor, but it also wanted to end with a victory (even at the expense of historical integrity). It’s a sweeping war-romance epic that attempts to dramatize a devastating and pivotal moment in American history by inserting a love triangle between Ben Affleck, Josh Hartnett, and Kate Beckinsale, plus a collection of history inaccuracies.

The film takes serious liberties with historical facts, especially in how it inserts its fictional protagonists into the center of the attack’s response. Affleck and Hartnett play Rafe McCawley and Danny Walker, two fighter pilots who manage to get airborne during the surprise attack and shoot down multiple Japanese planes in what can only be described as a heroic fantasy. While a handful of American pilots did manage to get airborne and resist, the depiction in Pearl Harbor exaggerates the success and agility of the defenders. In reality, the US response was largely uncoordinated and overwhelmed by the scale and surprise of the assault.

The film also blurs lines between real and fictional elements. For example, the Doolittle Raid, which the protagonists participate in near the end, is portrayed as a natural progression of their personal storylines. Historically, the Doolittle Raid was a daring bombing mission on Tokyo that took place months after Pearl Harbor and was carried out by specially trained volunteers. Affleck and Hartnett’s inclusion feels forced and serves more to give the characters a satisfying arc than to honor that mission’s real complexity and risk.

Bay’s signature style of slow-motion hero shots, grandiose music, and pyrotechnic-heavy action is fully displayed during the Pearl Harbor attack sequence. The recreation of the Japanese aerial assault is visually impressive, with soaring camera work and chaotic, visceral imagery that captures some sense of confusion and horror. However, while the visual effects are technically remarkable, they are emotionally hollow, often more interested in choreographed destruction than in the human tragedy it represents. The attack becomes an action set piece rather than a historical turning point.

There are brief glimpses of the real human cost of war, such as wounded soldiers flooding the hospital and nurses scrambling to respond, but these moments are fleeting. Cuba Gooding Jr.’s role as real-life Navy cook Doris “Dorie” Miller, who earned the Navy Cross for his valor, is powerful but underdeveloped. His presence is a reminder that Pearl Harbor could have been more impactful had it chosen to center on real historical figures rather than fictional heroes. Instead, we get an earnest but misguided epic that sacrifices historical accuracy and emotional authenticity for romantic clichés and explosive spectacle.

I included The Final Countdown (Don Taylor, 1980) on the list because of its intriguing premise: What if a modern US aircraft carrier were transported back in time to the day before the Japanese attack on Pearl Harbor? Unfortunately, the film ultimately falls short of its philosophical and narrative potential, opting instead for a conservative and somewhat superficial approach to its central dilemma.

The nuclear-powered USS Nimitz is caught in a mysterious storm and hurled back to December 6, 1941. The question becomes: should the crew intervene in the course of history and prevent the Pearl Harbor attack, potentially saving thousands of lives but also rewriting world events?

The premise offers immense dramatic and intellectual potential, yet the movie shies away from exploring the consequences of time travel in any meaningful way. Instead, the narrative is tightly controlled and ultimately resolves itself with a deus ex machina: the return of the Nimitz to the present before any intervention can occur. This decision preserves the historical status quo and sidesteps any messy philosophical questions about the morality of altering history, the unpredictability of time, or the ripple effects of technology out of its era.

Though the cast features solid performances, the characters are largely archetypal and underdeveloped. Kirk Douglas plays Captain Yelland with stoic authority, representing military pragmatism and responsibility. Martin Sheen’s character, Warren Lasky, a civilian observer, is meant to offer a more philosophical perspective, but he’s never fully utilized as a moral or intellectual foil to Yelland. Charles Durning plays Senator Samuel Chapman, a 1941-era politician whose presence allows the film to briefly explore the cultural and political mindset of the past. Yet even this opportunity is muted, as the film is more interested in showcasing aircraft maneuvers than interrogating ideological contrasts between 1941 and 1980.

The most glaring weakness of The Final Countdown is its reluctance to engage with the philosophical implications of its own plot. The film flirts with questions of fate, determinism, and the ethics of historical intervention but never commits to any position. This indecision makes the film feel safe, even timid, when it could have been bold and provocative. Moreover, the paradoxes inherent in time travel (causality loops, alternate timelines, the grandfather paradox) are ignored or waved away. In contrast to more intellectually ambitious time travel films of the 1970s (like Time After Time) or the 1980s (like The Terminator), The Final Countdown seems content with its own superficiality.

Favorite 1980s Graphic Narrative

  • Les Passagers du Vent (1980), by François Bourgeon
  • Maus (1980), by Art Spiegelman
  • The Incal (1980), by Alejandro Jodorowsky and Moebius)
  • The Nikopol Trilogy (1980), by Enki Bilal
  • Torpedo (1981), by Enrique Sánchez Abulí and Jordi Bernet
  • X-Men: Days of Future Past (1981) by Chris Claremont and John Byrne
  • V For Vendetta (1982), by Alan Moore and David Lloyd
  • Akira (1982), by Katshuiro Otomo
  • Nausicaä of the Valley of the Wind (1982), by Hayao Miyazaki
  • Les Cités Obscures (1982), by François Schuiten and Benoît Peeters
  • Usagi Yojimbo (1984), by Stan Sakai
  • Les Compagnons du Crépuscule (1984), by François Bourgeon
  • Les Tours de Bois-Maury (1984), by Hermann
  • Crisis on Infinite Earths (1985), by Marv Wolfman and George Pérez
  • Watchmen (1986), by Alan Moore and Dave Gibbons
  • Batman: The Dark Knight Returns (1986), by Frank Miller
  • Batman: Year One (1987), by Frank Miller and David Mazzucchelli
  • The Sandman (1989), by Neil Gaiman and several artists

In chronological order of first publication.

Playing Old CRPGs Again: Avernum Trilogy

Next on my adventures into old CRPGs, I got into the Avernum Trilogy, by Spiderweb Software. I never played the original Exile series from the 1990s, but I did play the remake series, renamed Avernum, six games published from 2000 to 2009. However, those games no longer work on new computers. Fortunately, Jeff Vogel (owner of Spiderweb Software) has been launching new remakes of the series, and the first trilogy is already available. All these games are deeply rooted in traditional CRPG design, featuring turn-based combat, non-linear storytelling, and a vast, immersive underground world.

In Avernum: Escape from the Pit (2011), the player assumes the role of a group of prisoners exiled into the vast subterranean realm of Avernum, a cavernous world beneath the surface controlled by the tyrannical Empire. Unlike many CRPGs where the protagonist is a chosen hero, Escape from the Pit presents a world where survival is the first goal, and grander ambitions unfold naturally.

Thematically, the game explores oppression, resistance, and exile, drawing from dystopian fiction and the American frontier myth. The player’s choices (to merely survive, seek revenge, or escape) create a sense of agency, though the narrative structure remains relatively fixed. As expected from an independent game, the graphics are simple but very functional.

The game retains Spiderweb’s signature turn-based combat and isometric, grid-based exploration. It features deep tactical gameplay with a variety of abilities and skills. Character progression is robust, offering numerous build options. For this run, my group of four adventurers consisted of two dual-wielding fighters in the front and an archer and a priest/mage hybrid in the back. It was not the most efficient formation but it was fun to play. Magic users become very powerful around the middle of the game, so a group of mages and priests would have been a much stronger choice.

The underworld of Avernum is vast and interconnected, filled with hidden ruins, cities ruled by desperate exiles, and factions vying for dominance. The sense of discovery (finding lost vaults, encountering strange cave-dwelling races, or unearthing the history of Avernum) makes exploration very satisfying.

Avernum II: Crystal Souls (2015) was my favorite in the trilogy. It builds upon its predecessor by escalating the stakes and presenting a full-scale war between Avernum and the Empire, with the alien-like Vahnatai acting as an unpredictable third force. In the previous game we got hints of the existence of this ancient people, and meeting them here and learning about their culture deepens the world’s lore, bringing elements of lost civilizations and enigmatic magic into play.

Themes of war, diplomacy, and cultural misunderstanding drive the story. The presence of the Crystal Souls, ancient Vahnatai artifacts stolen by humans, introduces a compelling central conflict that asks whether peace is even possible or if mutual destruction is inevitable.

For this game, based on the previous experience, my group of four adventurers consisted of just one dual-wielding fighter, one priest, and two mages (who dealt an absurd amount of damage with their area of effect spells).

Avernum II: Crystal Souls is a step up from its predecessor in terms of complexity and scope. The story is stronger, the world more developed, and the choices feel more impactful. It stands as the most substantial narrative experience in the trilogy.

Avernum III: Ruined World (2018) tried to be more ambitious but didn’t fully succeed. It takes the series in a different direction by allowing players to go to the surface world for the first time, a land now devastated by an unknown menace. Instead of fighting for survival in the underworld, the game shifts to a post-apocalyptic tone, where players must navigate a collapsing Empire.

The problem was that, instead of the well developed and unique settlements we can visit in the previous games, what we find in the surface world are very generic towns with very generic inhabitants. For example, while we were used to named NPCs with their own back stories populating the towns, here we have the same merchants (blacksmith, weaver, etc) appearing in any town you go and having the same dialogue lines. It feels very repetitive, almost like the developers didn’t have enough time to properly populate the large number of settlements in the game.

The game’s central theme is civilization in decline. And if you take too long to solve the mysteries and complete your missions you will see towns destroyed, refugees fleeing, and the slow encroachment of a new alien threat. Unlike its predecessors, which are tightly structured, Ruined World is more open-ended, allowing players to shape the fate of the surface world through their actions. This new direction enhances player agency, but it also creates pacing issues. The urgency of the disaster can clash with the open-world exploration, making it easy to miss key story beats.

The party I used in Avernum II was so successful that I followed the same structure in Avernum III: one dual-wielding fighter, one priest, and two mages. And I advanced in the main quest as fast as I could, trying to prevent too much destruction to the surface world. Although this strategy worked well, it left me with the sensation that I didn’t explore the game world as well as I wished.

The shift to the surface is both a strength and a weakness. The devastated world is compelling, but lacks some of the uniqueness that made Avernum‘s underground setting so engaging. The world is more reactive than in previous games, but it can feel a bit overwhelming and unfocused compared to the tighter narrative of Crystal Souls.

I did enjoy replaying the Avernum trilogy. It excels in worldbuilding, tactical combat, and non-linear storytelling. While Escape from the Pit sets the stage with a strong survival narrative, Crystal Souls delivers the best story and character depth. Ruined World is the most mechanically ambitious, but its sprawling open-world design can dilute its storytelling.

Favorite 1970s Graphic Narrative

  • Lone Wolf and Cub (1970), by Kazuo Koike and Goseki Kojima
  • Yoko Tsuno (1970), by Roger Leloup
  • Métal Hurlant (1974), various authors
  • Arzach (1975), by Moebius
  • Paracuellos (1975), by Carlos Giménez
  • Le Garage Hermétique (1976), by Moebius
  • American Splendour (1976), by Harvey Pekar and several artists
  • The Extraordinary Adventures of Adele Blanc-Sec (1976), by Jacques Tardi
  • ElfQuest (1978), by Wendy and Richard Pini
  • X-Men: The Dark Phoenix Saga (1979), by Chris Claremont and John Byrne

In chronological order of first publication.

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