Before I begin this review it’s worth making a couple of admissions. First, I have neither read the book nor seen the stage play based on War Horse. Second, I previously had no further knowledge of the plot than I had gleaned from the trailer for the film I’m about to review (which turned out to be a lot of it.) And so, onwards…
It’s a little known fact that I was the original author of the Wikipedia article on the London ‘Animals in War Memorial’, found here: http://en.wikipedia.org/wiki/Animals_in_War_Memorial. Naturally (I’m sure you’ll agree), that grants me privileged access to the sentimental spirit at the heart of this film, which is to my knowledge the only movie in existence focused primarily on the plight of horses during World War I. With that in mind – War Horse left me with two major insights: firstly, that the British remain far and away better period drama producers than Americans; and secondly, that Americans (or American film makers anyway) really don’t get rural England.
If you know anything about Tolkien, you’ll be aware that he was a devotee of rural England, who despaired of the industrialisation that threatened to eliminate the quiet beauty of English countryside. The Shire – the home of the simple country-folk: the Hobbits, was Tolkien’s manifestation of this understated winsomeness in his own imagined universe. Anyone who has had the pleasure of visiting English countryside will recognise this unique quality, and identify with Tolkien’s awe at it and despair at its loss. They will, however, not recognise it at all in Peter Jackson’s representation of the Shire in his Lord of the Rings film adaptations. As fantastic as those films are in my view, they fail utterly to represent Tolkien’s intentions in this specific area.
Peter Jackson’s representation of The Shire in Lord of the Rings: The Fellowship of the Ring, and John Constable’s The Hay Wain. If you don’t know which is which then I can’t help you.
Why have I mentioned all this? Because Spielberg’s representation of Devon in War Horse could be mistaken for Jackson’s version of the Shire, as long as you were willing to ignore the slight height differences of the cast. Everything from the bright green grass, to the different folk characters, to the village country japes comes straight out of the ‘old country’ representation of England that the Shire espoused to and that (one assumes) Americans take as gospel for English country character (even in modern times perhaps). Even stranger than this was how similar the dynamic between the horse, Joey, and his boy carer, Arthur, seemed to be to the relationship of Sam and Frodo in Jackson’s films (with Arthur being Sam). Maybe it was just the accents, but all the “come on Joey, you can do it, you have to push harder!” (probably not a direct quote) talk seemed extremely reminiscent to my ears.
Anyway, having covered that ongoing niggle of mine; let me move on to the rest of the film. It’s not awful. It’s quite nice. And there are occasionally enjoyable scenes. To begin with those – the scene depicting a British charge on what appears to be an undefended German position is well produced; quite stirring; and on-target in its intentions. Likewise, a scene featuring a friendly exchange between a British and a German soldier (which I won’t ruin by going into detail, and which you’ll identify if you see the film) is amusing and manages to convey the unease at their initial contact followed by their discovery of shared humanity in their common goal that is so often referenced in relation to World War I. It would however be difficult to find any others worthy of specific mention. The rest of the movie isn’t god-awful, but it certainly lacks anything special. Moreover, mediocrity is not the only charge at Spielberg’s feet. Characters are introduced with specific narrative purpose blatant from the offset, with no depth beyond this superficial functionalism evident at all. They are present while they share some interaction with Joey (the horse), attempt to perform their function as far as pointing out the horror of war, or the sadness of loss, or the cruelty of men is concerned; and are then expunged from the rest of the feature. As a result of their shallow characterisation, they fail almost entirely in achieving the pathos for which they were intended, and as such leave an audience struggling to care at their loss or stated troubles – which is some feat in a movie depicting a real world historical tragedy. The only two characters that have any significant time spent on them are Joey and Arthur, and each of those it turns out are fairly one-dimensional too (the horse is the more interesting in case you wanted to know, but I don’t object to that).
Auxiliary issues exist too. I object to a modern film having foreign characters speak English in a foreign accent rather than speaking the language of their intended nationality. Who is Spielberg afraid of alienating in carrying out this small measure of authenticity? Idiots who refuse to read subtitles in a small proportion of a film that focuses mainly on suggestive horse head movements to get its message across anyway? I suppose it’s a small mercy that a ‘thought’ narrative wasn’t recorded over the scenes featuring horses too; however, generally speaking this failure instantly lowers the tone and quality of this, and indeed any, movie. In addition to that, wonderful as he no doubt is when suited to the film, I felt John Williams was a poor choice of composer for War Horse. Understandably Spielberg wishes to stick with his stock choices, however I feel a composer more able to capture understated power and sentiment, Max Richter for example, would have been preferable to one so gifted instead in grand fantasy and grandeur.
Ultimately, War Horse is mildly enjoyable – mediocre to the extreme, and littered with faults; none of which condemn it as terrible but which together render it strictly in the middling territory of animal companion films, and in the lower equivalent of moving and inspirational tales, which is a shame. I, Wikipedia’s leading academic on London’s devotional statues to war animals, would have loved to love this.
6/10.



Not Every Hero Needs a Voice – Why some videogames are better off voiceless.
05/12/2011 in 1. Game Related, a. Game commentary | Tags: discussion, final fantasy, final fantasy 7, final fantasy VII, Gaming, metal gear solid, Uncharted, Videogames, voice-acting | 1 comment
What’s the difference between video games and films? The popular answer nowadays is: “not much at all”. Where once technological capacity limited programmer’s storytelling aspirations to simple pixelated sprites, uncomplicated primary coloured backgrounds and text based narratives; processing power is now so great that grand vistas, intense motion-blurred action, and overwhelming visual effects are not just possibilities but necessary fundamentals for triple-A titles. There seems to be an underlying assumption, at least in the minds of the more mainstream developers and fans alike, that the more Hollywood-ised a videogame, the better it is. A stirring soundtrack; clever and provocative camera angles; eye-popping visuals; and dramatic cut scenes grace almost all the major current best-sellers – and, if nothing else, their presence makes for fantastic marketing potential. Is there anything wrong with this? No, not in and of itself. One might object to our favourite artistic medium acting in such a way that implies it can better itself best by aping another medium, however it’s fair to say that, at least in some cases, this may actually be so.
A series like Uncharted draws heavy inspiration from cinematic sources and is all the better for it in its Indiana Jones inspired action sequences and storytelling. Likewise, games like Metal Gear Solid find a successful compromise between intricate gaming elements and cinematic grandeur and spectacle. Both of these games are fully voice-acted and both are undeniably improved greatly by it, with expertly chosen highly-talented and appropriate voice actors bringing characters to life in a manner that would simply be impossible should vocals have been represented in text rather than audio. In games like this – games that are really cinematic hybrids rather than pure gaming experiences, voice-acting is appropriate and welcome. Elsewhere however, in games that either expect the player to form a deeper involvement with the central character or create an uncanny world atmosphere; not instantly recognisable through conventional eyes, that I object to voice-acting, at the very least for the lead.
This is not the old ‘it’s better to read the book than see the film’ argument – not everything has to be contextualised by the player. Videogames have the unique advantage of being able to hybridise the process of storytelling somewhere between a novel, a motion picture, and a toy box. This arrangement allows the player to actively engage with a fictional universe while simultaneously passively observing it and allowing it to exist on its own terms. This means that the player can contextualise the interactions of the characters they temporarily indulge in, without having to also construct the environments around them, which exist independently much like in the actual world.
The RPG series: Final Fantasy was voiceless until its tenth numbered iteration. The much lauded Final Fantasy VII was a game full of words but utterly without spoken voices. Everything the characters said was played out in the player’s head, in the voices and tones they imagined appropriate in the context. Not only did this allow for a deeper integration of the player’s expectations (thereby allowing further involvement and suspension of disbelief in the game universe), but it also retained a degree of separation which reminded the player that they were looking into a universe other than their own – one they could observe and interact with, but that was not the same as the one outside the game. Such a universe was to be examined and marvelled at, not taken for granted as familiar territory.
By comparison to its predecessor, Final Fantasy X was fully voiced. In the UK by American actors which, to my ear; did not embody the roles they were intended for at all. Gone was the surreal yet recognizable universe of Final Fantasy VII, filled with characters I could relate to and understand; here was a cast of melodramatically acted caricatures of the kind I would expect to find in a by-the-numbers American comedy-drama series. The reality is that the writing in Final Fantasy X was probably no worse than that in Final Fantasy VII; it’s just that when American voices are put to it, evidently and inappropriately trying to match the melodrama from the Japanese recording, my absorption in the universe becomes impossible.
It’s this reality that fuels the ever present desire that particular Japanese games be playable in their original Japanese as opposed to an American-English dub. This is not because UK players prefer the sound of the Japanese language; nor out of a desire to play the game as it was originally conceived. Rather, the hope is that a Japanese voicing will provide the same welcome distance and open opportunity to self-contextualise that was offered previously via text boxes and written narrative. In the Zelda series, Nintendo have understood these realities perfectly.
Providing a non-verbal but audible indication of mood accompanied by a text box is an entirely appropriate means of engaging the player with the character in the context that the writer desires. In the same vein, a silent lead character is a welcome opportunity for involvement in a game, not a jarring oddity as it can be in a film. Although a player understands that they do not embody the central character on-screen, there is a connection between player and lead-protagonist that allows the player to think for the lead (and thereby consider what he or she might say) without actually having to think that they are the lead-character nor hear them speak out loud. The player neither needs to actually be the character in the game, nor to be so alienated that a voice track is necessary. There is a middle-ground, of understanding but not identification, that is filled fine by a silent protagonist – in first or third person view.
In summary, many games are much improved by voice-acting. It provides a level of cinematography that the game is aspiring to, and in these cases – a stellar and highly talented voice cast is both necessary and (in the major triple-A titles) usually present. But voice-acting is not always suitable. Where player integration with character rather than plot is the intended outcome, in games where it is vital that the gameworld is to be the player’s surrogate home rather than a fantastic spectacle for them to marvel at, voice-acting can keep its distance. And if you must include it, for the love of God, please don’t take off the Japanese voices!