Ready Player One seen last weekend in 3-D, but not IMAX is fine on a popcorn level, to be sure, and I walked out well entertained, but there was a lot wrong with it. The quest token format is tried and true, but (in the movie’s favour) it wasn’t too obvious. Given that the plot is about finding things in an immersive video game, the format might actually be essential. The setup, given in a voiceover from the protagonist, was such that the first ten minutes were obvious to anyone living in the time line in which the story is told. It all could have been handled within the action rather than as exposition. In 2047, this is what life is like – people live in hovels and spend most of their time in Oasis, a VR environment where everything is peachy. Sort of. My point is, if you live in the period of the story, you don’t need to hear the setup, and as we don’t live on that time line, the experienced storyteller should get us where we need to be without the it. This alone would have made the movie more satisfying.
Side note: I’ve not seen the miniseries version of The City and the City, but have just finished the novel. The writer uses a bunch of terms in unfamiliar ways in the first chapters – some of them aren’t clarified until well into the book, but author China Miéville trusts his readers to follow him and we trust the writer that eventually all will be clear. Spielberg has never trusted his audience this way, and doesn’t surprise us this time either.
The hero, who uses the handle Parzival in Oasis, and Art3mis, the one who becomes one of his partners/love interest, are both good-looking white people. There’s very much a manic pixie dream girl aspect to Art3mis that could have been played with. Instead, the movie plays out the trope in the same way it’s been played out several thousand times before. And while her self-perceived flaw, a large birthmark, is an issue to her, it could absolutely have been a non-issue. The storytellers could have taken the opportunity to work with a more serious character-building trait (not to play the issue down, but it seemed superficial to me).

Ready Player One fan art by Carlos Lerma
The next thing that got on my tits was another missed opportunity. When Aech, a friend Parzival has within Oasis but hasn’t met in the real world, tells Parzival not to trust anyone in Oasis to be anything like they are in real life, ‘She could be a 300-pound dude named Chuck living in his parents’ basement,’ our hero responds with something like ‘Trust me, she’s not.’ The correct answer is ‘Not a problem.’ The director and writers could trust that the generation born essentially now might leap that hurdle. Might. And can. A little support from blockbuster filmmakers goes a long way.
Also, can we trust the audience to get that Parzival is supposed to be a knight in shining armor without it being spelled out by the pixie dream girl in the moments after they meet? Truly, they could have just let the names be the names and let characterization do the rest of the work. That’s what it’s there for. There was so much promise just in the characters’ names and they just threw it away.
All of that said, the movie has some truly meritorious bits. The whole sequence lifted out of Stanley Kubrick’s The Shining was fantastically well done. (Amused to read that the sequence in question uses Blade Runner in the book, but because Blade Runner 2049 was being made at the same time, it was off limits.) Working the new characters into Kubrick’s original film, the touches that were changed (the photo on the wall with the game designer instead of Jack Torrance, for example), the name of the movie theater – all very nicely done. And the viewer could get these little Easter eggs or not, and it didn’t matter because the sequence was created in service to the story. (My darling dearest, like Aech, ‘doesn’t do scary movies,’ and found what was going on easy enough to follow.)
The concept of IOI loyalty cells, where Art3mis briefly finds herself, is very cool, from a storytelling perspective. The bad guys buy up the in-game debt of players and then consign them to play games shackled in isolation, VR helmets locked to their heads, and earn in-game money until they pay off the debt – which they are never able to do. While the concept wasn’t overdone story-wise, there was yet another missed opportunity. Art3mis’ real-world player is in real danger, and real trouble, and there was a chance for the film makers to elicit real pity and fear for the character. The setup was there. The fact that the character’s parents had died in those cells gave an opening for the audience to really feel for the character. Yes, there’s a Saturday matinée aspect to this movie which is absolutely appropriate for the genre. In the old serials, the audience knew too that the hero would save the girl. But in 90-plus years of action adventure entertainment, there’s got to be room to grow that aspect of the story. And Spielberg could have been the one to do it. He knows how this is supposed to work. Remember Marian in Raiders of the Lost Ark? She was able to show off what it was like to be in mortal danger. Spielberg let her act. Her character didn’t necessarily grow from when we meet her, and we don’t get that much background on her, but when she was in trouble, we felt for her being in trouble. This is what’s missing in Ready Player One.
In the eight-minute video Kaizo Trap (which I absolutely recommend), a young woman gives her boyfriend a video game console and he starts playing while she does other things. Some hours later she comes back to find him gone. The TV then sucks her in and she finds herself (after reading the phrase ‘No Signal’ from the other side of the screen) in a Mario Brothers sort of game. She has to master the game and with every death she suffers, she regenerates. Life after life, she gets further into the game and finally finds her boyfriend. Despite the length of the video, we somehow understand that this journey takes the character years as she has to master more and more to get to the end. (And for those who have seen Ready Player One, the goal in Kaizo Trap is to win, not just to play.)
The whole thing is very dark and has no dialogue (in that regard similar to the first 20 minutes of Pixar’s Up, another superior piece of storytelling). When they do get back to their apartment, it has fallen into total disrepair, reinforcing how long the game has taken. I bring this up to suggest that the video game genre of movie-making has large spaces for pathos and the kind of storytelling that elicits pity and fear in the audience and can provide a certain catharsis.
There should be a version of this world that Ernest Cline (the author of the novel on which the movie was based and co-writer of the screenplay) and Spielberg’s team created in which the audience is trusted a little more. When Stanley Kubrick was dying, he thought highly enough of Spielberg to hand him the keys to the movie A.I. Kubrick had wanted to tell that story for decades on film, but the effects technology was never up to the task. By the late 1990s, the technology was there, but the ever-meticulous Kubrick’s time had run out. When Spielberg made the movie, he took all the subtlety out of the story. The whole thing was very heavy-handed. The characters were cutouts and the effects (again!) overwhelmed the story.
Listen. I loved the movie, I felt for the characters, the action was first rate. All of the references I did get? Fantastic. All the ones I missed? Didn’t matter. As I say above, I was well entertained. But Spielberg had such rich source material and characters that could have been far more interesting and interestingly developed, and an not insubstantial 175 million-dollar budget, but he just missed the mark. Again.
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