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Showing posts with label The Films of 1983. Show all posts
Showing posts with label The Films of 1983. Show all posts

The Films of 1983 John Badham Double Feature: Blue Thunder

Friday, January 11, 2013



John Badham had a banner year in 1983 as the director of two blockbuster techno-thrillers: War Games and Blue Thunder. 

Both films involve the bugaboo of advanced computer technology, which was, generally speaking, the broad theme of many genre films in 1983.  Films from Superman III and Never Say Never Again to the anthology Nightmares circled around the frightening notion that our technology might run amok, or at the very least fall into the wrong hands. 

Blue Thunder is among the most entertaining of this 1983 techno-bunch, and it pushes the pedal hard on action and spectacular fireworks. Although some of the character dialogue is undeniably clunky, the movie nonetheless accurately forecasts the rise of the modern surveillance state, one fact that makes the film relevant in 2012.  Today, however, the helicopter prototype’s spying capability looks positively quaint.

Certainly, Blue Thunder owes some creative debt to 1982’s Firefox, another film concerning a deadly hi-tech aircraft and a protagonist battling PTSD following the Vietnam War.  Yet the action here is so rousing that it is easy to gloss over the film’s occasionally contrived plot mechanisms or its transparent debt to other cinematic thrillers.

In fact, Blue Thunder was so well-received by audiences of the day that it spawned a TV spin-off (also titled Blue Thunder), a terrific TV knock-off (Airwolf), and a model kit of the titular vehicle, which I owned, built…and cherished.  Wish I still had it…

Although this film is nearly thirty years old, Blue Thunder’s visceral obsession with state-of-the-art aerial combat (over a modern American city, Los Angeles, no less), permits it to hold up much better than WarGames.  Also, the film remains relevant in part because of the strongly enunciated social commentary about man and his machines. 

In short, machines don’t yet boast the capacity for morality, and so man must decide how to use his new toys.  In Frank Murphy -- a veteran who witnessed immorality among men in Vietnam -- the audience gets a hero who represents mankind’s inherent struggle against entrenched power, and power unconcerned with the good of the many, but rather the riches of a few.  Yet despite being outnumbered and outgunned, Murphy won’t let the machine take over, even if that outcome is precisely what big government and big business apparently desire.

In gazing intently at conspiracy and corruption (not to mention the nexus of government and big business government contractors), Blue Thunder in some fashion feels like a product of the 1970s, the great age of conspiracy movies.  But the strong focus on computers and technology also gives it the Video Game Age sheen of the early 1980s. 

In whatever way one chooses to parse the film, Blue Thunder remains a hell of a lot of fun.

“I love morals, and the moral of this story is: If you're walkin' on eggs, don't hop.”


Cop Frank Murphy (Roy Scheider) and his rookie co-pilot Lymangood (Daniel Stern) of Los Angeles Air Support test fly a new urban pacification helicopter nicknamed “Blue Thunder,” over the city streets, and while on surveillance or “whisper” mode, learn of a wide-ranging conspiracy involving corruption and murder. 

The makers of Blue Thunder prototype have been making trouble in L.A.’s barrio so the city will requisition more copters to manage the crime problem before the upcoming 1984 Olympics.  This top secret project to create urban mayhem is called Project T.H.O.R. (Tactical Helicopter Offensive Response).  Worse, Murphy’s old nemesis from the Vietnam War, Colonel Cochrane (Malcolm McDowell) is one of the key conspirators behind the scenes.

Murphy and Lymangood -- or JAFO (Just Another F’ing Observer) -- secretly videotape a conversation about T.H.O.R. from the cockpit of Blue Thunder but soon become fugitives from the police and City Hall.  When Lymangood is murdered by Cochrane’s goons, Murphy steals Blue Thunder and asks his girlfriend, Kate (Candy Clark) to deliver the incriminating videotape to a local news station.

While Kate eludes the police on the ground, Blue Thunder and Murphy are called upon to battle police helicopters, state-of-the-art Air force jets (armed with heat-seeking missiles), and Cochrane’s gun ship…

You're really riding with the angels, sweetheart.


The Blue Thunder screenplay by the late Dan O’Bannon and Don Jakoby certainly sets up some amazing action sequences, but it’s also clumsy and contrived at crucial points. 

For instance, McDowell utters his character’s catchphrase -- “Catch you later!” -- a whopping three times in the first forty five minutes of the film, thus paving the way for a triumphant turnaround from Murphy at the denouement.  When Murphy blows up Cochrane’s gunship, he says, inevitably, “Catch you later!”  The laborious repetition of the phrase is so contrived and stupid that it’s easy to see the punch line coming.  That established, the audience I saw the film with in the theater in 1983 absolutely loved it, so who am I to complain?

Similarly, there’s a weird scene early in the film wherein Kate, Murphy’s girlfriend, takes a wrong turn on the way to a Sunday family outing with Frank and her son.  She recklessly drives her car into oncoming traffic to get back on course, and, well, let’s just say it’s an egregiously hazardous act, especially with a child on board.  But, of course, Kate’s slightly-crazy nature (not to mention demolition-derby driving skills…) are important ingredients in the film’s climax, so again, we’re seeing a laborious and somewhat clumsy set-up.

You could probably make the same point about all the exposition regarding Murphy’s aerodynamically-impossible “loop” in a chopper.  It gets brought up so many times before the film’s end that we just know there’s going to be a “pay off.”  

Certainly, Blue Thunder is not alone in harvesting seeds like this early in the film, for cropping at the climax. It’s just that the set-ups here are so brazenly transparent.

Yet here’s the thing.  You absolutely will not care.

The film’s final thirty minutes feature jaw-dropping stunt after jaw-dropping stunt, both on the ground and in the air.  And Blue Thunder vets this material with almost no fakery, which is incredible.  As an adrenaline ride, then, Blue Thunder succeeds wildly.  This film also made me realize just how long it’s been since we’ve seen an action movie like this one; one that doesn’t rely, to some unhealthy extent, on digital effects.  The car chase, in particular, is riveting. 

It may not be politically-correct to write this, but there’s a thrill that comes from knowing that movie stuntmen and stunt pilots really performed the actions in question.  Here, some of the helicopter stunts near the ground, and weaving in and around a sewer and bridge system, are downright stunning (and terrifying). As a result, you leave a viewing of the movie feeling exhilarated.

Blue Thunder in action.

And again...

To its credit, Blue Thunder also finds a perfect metaphor for the relationship between man and machine. Murphy wears a clunky-looking wrist-watch that can count up to a minute, or sixty seconds.

As it does so, it displays a very 1980s-style, spiro-graph-looking graphic of a circle moving towards completion.  Murphy utilizes this stop-watch function to test his sanity….several times-a-day.  If he can still tell time, or possess a “feeling” about the reality of time, he’s sure he isn’t going insane. 

In terms of psychology, this timed “sanity test” might be considered a little bit hokey.  In terms of metaphor, it’s actually pretty good.  The watch, like Blue Thunder itself, is a machine that humans can control…if they choose to do so.  

Technology too is a test, then, to be mastered, not something that should be allowed to oppress or control mankind. Murphy understands this fact of life.  He masters his life (represented by the watch) and uses that same determination to master the helicopter, and, finally, make an ethical final decision about it.  If he can master terrifying memories (represented by the Vietnam flashbacks), then certainly Murphy and others can master machines and computers.

Mastering self; mastering the machine.

At its heart, Blue Thunder concerns this idea, that man must rein in and manage his machines, and not vice-versa, or humanity will pay the price.  In addition, however, the film worries about new technologies which could diminish privacy and create a Big Brother-type world where no one’s secrets are safe. 

At one point, Murphy and Lymangood track a motorcycle cop to an assignation with a bored housewife.  They listen in on him making love to her, and then, afterwards, erase the tape, realizing that it is a horrible invasion of privacy.  Again, Murphy acts as the film’s moral barometer.  That motorcycle cop may be a laughing stock, and he may be engaged in a morally-questionable act, but, as Murphy concludes, people deserve to have their “quickies” in peace.  

That’s a silly example, perhaps, of what’s at stake in the modern surveillance society, but like the stop-watch metaphor, it concisely makes an important point.  If we are to remain free, we must have some surveillance free zones where we can simply be….human.  We must have some places to let down and simply be ourselves, without fear of being observed, or worse, blackmailed.

What happens when machines are everywhere, and they see and hear everything?
From an amazingly graphic scene of naked calisthenics (!) early-on to a great supporting performance by Warren Oates as Murphy’s put-upon superior at Air Support, Blue Thunder flies by with almost no wasted energy, and a surfeit of good humor, intrigue and action.  If I had to select one film today, I’d probably choose Blue Thunder over WarGames, in terms of Badham’s oeuvre, in part because of the performances, in part because of the rousing action, and in part because of that gorgeous helicopter, which even today looks like absolute poetry in motion. 


The film’s final scene, which sees Murphy pulp Blue Thunder in a final act of defiance to City Hall, makes perfect sense in terms of the film’s theme and story line.  But I still hate to see the old girl go up in a fireball.  

Of course, It’s the right climactic move for a movie about conspiracies and about concerns over privacy.  But the thirteen year old kid who first saw Blue Thunder just knew there should have been further adventures, with Murphy again mastering the (wonderful) machine.

The Films of 1983, John Badham Double Feature: WarGames





The genre films of 1983 focused largely on two subjects.  The first was computers and computer video games.  And the second was nuclear war with the Soviet Union.  

And in some rare instances -- such as WarGames (1983) -- the two topics aligned perfectly.

The year 1983 saw Richard Pryor’s super-computer menace the Man of Steel in Superman III, and Sean Connery’s James Bond back in action in Never Say Never Again to battle Largo (Klaus Maria Brandauer) over a video game of (nuclear) “Global Domination.”

Meanwhile, in the horror anthology Nightmares, Emilio Estevez got zapped into an arcade game to combat the artificial intelligence called “The Bishop of Battle.” 

In terms of nuclear war, 1983 was the year of the terrifying Nicholas Meyer TV-movie The Day After.   That unforgettable film showcased the gruesome effects of a nuclear war on Americans in Kansas.  Another affecting film of 1983 concerning nuclear war was Testament, starring Jane Alexander.

Why the Hollywood obsession with both computerized games and nuclear war in 1983? 

On the former front, Atari, Intellivision, the Commodore Vic20 and other technological platforms had altered the American landscape permanently in terms of home media gaming and computing.  Suddenly, computers were making the move into every middle-class home in the nation.  The “future” was here.

On the latter front, President Ronald Reagan had been swept into office in 1980 on a platform of economic recovery, but he was also, at least initially, a hawk regarding nuclear war.  In fact, his administration was a strong proponent for a concept called winnable nuclear war, as the historical record clearly demonstrates.


President Reagan’s adviser, Richard Pipes, in 1982, for instance, noted the “probability of nuclear war is forty percent….and our strategy is winnable nuclear war.” 

Meanwhile, Deputy Undersecretary of Defense, T.K. Jones remarked in 1981 that “The United States could recover from an all-out nuclear war with the Soviet Union in just two to four years…Nuclear war is not nearly as devastating as we have been led to believe.  If there are enough shovels to go around, everybody’s going to make it.  Dig a hole in the ground, cover it up with a couple of doors, and then cover the doors with three feet of dirt…”

In 1981 President Reagan himself noted that there could (safely) be a “limited nuclear war in Europe.” His vice-president, George H.W. Bush, in 1980 even described how to prove victorious in the nuclear war scenario:  “You have a survivability of command and control, survivability of industrial potential, protection of a percentage of your citizens, and you have the capability that inflicts more damage on the opposition than it can inflict upon you.  That’s the way you have a winner.”

Meanwhile, on February 5, 1981, future Secretary of the Interior James Watt noted to Congress that there might not be "many future generations...before the Lord returns."  

When one couples the pervasive rah-rah attitude about waging winnable nuclear war with the apocalyptic Christianist visions of many Administration officials, including Reagan himself -- as was reported in People Magazine in December 1983 (where he explained that the eighties represented the first time in history that so many Biblical prophecies were coming true...) -- one can understand why many Americans, especially young ones, felt very afraid about the future

Some have credited his viewing of The Day After (1983) as the very thing that turned Ronald Reagan from an ardent warrior in the winnable-nuclear war sweepstakes to a staunch proponent for peace with the Soviet Union. He had to face down the more right-wing elements of his own party -- including Defense Secretary Caspar Weinberger (who wrote a letter to the Washington Post urging the president not to give up the nuclear store) -- to wage that fight

Today, we can be grateful for President Reagan’s change of heart, and for his persistence at Geneva and Reykjavik in the mid-to-late 1980s, but WarGames -- released in 1983 -- very clearly obsesses on the inherent madness of the “winnable” nuclear war scenario; the very attitude still prevalent in our national defense establishment in 1982.

Specifically, WarGames sees advanced computers as bringing man one step closer to all-out nuclear Armageddon, primarily because machines don’t boast any sense of morality. 

If men can't act according to human decency and conscience, what are the chances their machines will? 

For a movie about the end of the world, however, WarGames is surprisingly sweet and gentle in its prognosis. The “villainous” computer that nearly initiates World War III is treated with humanity by the film's protagonist, and eventually taught the error of its ways. It is “schooled” by the best of the human race -- kids -- so that it understands that the only way to win a nuclear war is simply not to play. 

Interestingly, the case the humans make in the film is not one explicitly about morality (which a machine can’t fathom, I suppose), but about futility, as empirically demonstrated by numbers..  The computer runs through a nearly-infinite series of test war simulations in a matter of seconds and determines that, in every conceivable permutation of thermonuclear war, there is no winner.  

Why engage in a game in which there is no victor?

Nearly thirty years after it premiered, WarGames remains a lot of fun, even if it is not as powerful as it once was.  In particular, the John Badham film features some deft visuals and certainly has a lot of heart.  Of course, the threat of nuclear apocalypse no longer hangs over the world and so it is easier, in some sense, to dismiss the film and its eighties era fears as fantasies, or relics of a time long gone.  

Robbed of its timely currency, WarGames loses some impact in 2012 and even seems dull at spots.  It’s a good film, to be certain, but I remember seeing it in 1983 and thinking how terribly plausible it all seemed.  Watching it this weekend, I was struck by pleasant feelings of nostalgia, but not consumed with excitement or fear.

 “Let’s play Global Thermonuclear War.”


Hoping to preview a new exciting game from a company called Protovision, high-school student and computer whiz David Lightman (Matthew Broderick) accidentally hacks into a computer at NORAD, the W.O.P.R. (War Operations Plan Response).  

David engages the machine in a game of Global Thermonuclear War, unaware that the game could have catastrophic real life ramifications.

After David is arrested by officials at NORAD, he learns that the machine is still playing the war game, and that only some know-how insight from its creator, Dr. Falken (John Wood) can stop W.O.P.R., or “Joshua.”  David escapes from custody and with his girlfriend, Jennifer (Ally Sheedy), sets out to find Falken, now a recluse following the death of his family.

At first, Falken is unwilling to help, believing that “extinction is part of the natural order,” but David and Jennifer soon persuade him to help them stop the countdown to nuclear Armageddon. 

“People sometimes make mistakes.”


WarGames opens with a frightening scenario. Two military men in a bunker are given the order to launch nuclear missiles and, in essence, destroy 20 million lives.  

One man can’t do it.  One man can. But without both men on the same page, the missiles don’t fire. 

Upon audit of this event, the Army and Administration officials are very upset.

If the President wants to launch a nuclear attack, he can’t have a 22% failure rate because his soldiers have an outbreak of morality over causing mass murder, can he?

Instead of honoring human morality, the Armed Forces and Administration decide that the way to remedy this situation is to remove mankind from the loop entirely; to take men out of those launch stations and replace them with computer relays that operate automatically, and are connected to a machine called W.O.P.R.

In other words, it is better to double down on the concept of winnable nuclear war than to question if global self-destruction and mass murder are actually rational courses of action.

This opening sequence remains one of WarGames' finest.  It is tense, well-acted, and it immediately sets the stakes.  We quickly sympathize with the soldiers tasked with destroying the world, and gasp at how stupid the bureaucrats are.  They want to have their nuclear war no matter what, and are not going to let a little thing like individual conscience stop them.  By stumbling down this particularly repugnant path (and never looking back…), they nearly doom the entire human race to extinction.

On a much more human and intimate level, WarGames also proves intriguing today because it understands that the future of human race involves, largely, people gazing at screens.  

In this movie, there are big screens, little screens, arcade game screens, home computer screens, and wall-sized screens displaying Missile Command-like graphics, not to mention Tic-Tac-Toe playing boards.  

Plainly, the idea here is that man has crossed a threshold into a new world, one where computers are at the center of every facet of life, whether it is playing games, booking airline tickets, or waging war.  And yes, this observation is prophetic in terms of 1983's understanding of the future.  Today, we do all those things by computer on a regular basis, and many of us spend eight-hours a day, five days a week gazing at monitor screens.

Screens, screens everywhere...


Would you like to play a game?

Accordingly, several times throughout WarGames, director Badham cuts to images of these myriad screens, and we detect a human face reflected upon them.  This image could be considered a visual way of “boxing in” the characters’ usable space in the composition, positioning them in a frame-within-a-frame, and thus revealing their entrapment or enslavement by the machine.   

Or it could be, perhaps more trenchantly, a way of suggesting a shared world.  People like David are seen, literally, inside the confines of the computer screens, via their reflections.  Have we built "children" that will one day be our equals?

The question this brand of composition raises is simple: Are we a reflection of our computers?  Or are they a reflection of us?  If we fail to teach our machines our morality, how can they accurately reflect us, their masters and "parents"?  

Contrarily, we could ask: do the computers we stare at all day succeed, instead, in “de-humanizing” us, turning matters of life and death into exercises in statistics, percentages and other equations?

What happens to mankind when life-and-death decisions are reduced to math?  In examining that question, WarGames is a cautionary tale about handing over too much authority, and ceding too much humanity, to computers.

The frequent compositions in WarGames that reveal computer screens, and human reflections “locked” inside them, suggest in uncomfortable ways, a fear of computers and technology, but also a fear of deeper symbiosis with our tools and instrumentation.   If the world were destroyed in the scenario presented by this film, it would be because we failed to make our machines a real reflection of our hopes and dreams, it seems.  It will be because we have failed as parents.

Are we reflections of our creations?


Or are they reflections of us?

In some oblique way, WarGames also implies that self-annihilation is in our very nature.  Falken suggests that “nature knows when to give up,” and seems to believe that man has reached that threshold because he has constructed machines -- computerized sons and daughters, essentially -- who lack our conscience and capacity to care.   Only when W.O.P.R. creates a “computer enhanced hallucination” of the end of the world do people readily detect how they are gambling with the world’s future, and humanity’s future by handing over control of our weaponry to the machines.

One quality I have always admired about the film involves the solution to this problem.  There isn’t some all-out effort to destroy or unplug W.O.P.R. in WarGames.  Instead, David runs the seemingly-curious machine through the rounds of Tic-Tac-Toe so it can understand futility; how two sides of equal strength can fight to a draw…but  no better. 

This solution suggests that machines are not really such bad sorts after all, if they can -- like us -- gain practical experience.  Fortunately, W.O.P.R. can play a few thousand simulations of Tic-Tac-Toe and Global Thermonuclear War in a few minutes and arrive at the conclusion that there is no winning strategy.   He just needs to be taught, and humanity needs to teach him.

In the character of Falken, we very much see this idea of a “father” figure.  He has even named W.O.P.R. “Joshua” after his dead son.  But because W.O.P.R. is a machine, Falken has been able to walk away from his creation both physically and emotionally, and become a kind of absentee parent.  When David communicates with W.O.P.R. as Dr. Falken by using his password, there even seems to be a longing on the machine’s part for his father’s presence.  He seems to have missed him, after a fashion.  

In many ways, that idea of being “responsible parents” to our technology is more timely today than the nuclear countdown or thriller aspects of WarGames.  The technology is different in 2012, but the problem, perhaps, hasn't really changed.

I remember first seeing WarGames in 1983 and being absolutely terrified by it.  Today, that emotional response seems a little silly, given the film’s abundant sense of humor and the jokey scenes involving Broderick and Sheedy as they hack into NORAD and evade capture. 

But what’s impossible to convey if you didn’t live through the eighties is just how pervasive the fear of nuclear war was, circa 1980 – 1983.  I remember going to sleep almost every night and worrying about nuclear war.  

Where would we go to survive?  How would we live?  What if it happened when I was away at college, and I couldn't re-connect with my family?  

These were not remote, intellectual issues for cerebral or dispassionate debate.  

As a thirteen year old, these were the thoughts that I ended each day with as I fell into slumber. These thoughts were never far from consciousness, and certainly many films of the era, from the Mad Max trilogy to Dreamscape (1984), from Night of the Comet (1984) to WarGames tapped into this pervasive apocalypse mentality.

But today, divorced from its original context, WarGames almost seems gentle or quaint compared to our modern entertainment.  It hasn't aged terrifically well.  

Still, I can assure you, when I was thirteen years old this John Badham movie had me on the edge of my seat throughout, and I wondered -- and worried -- if today could be doomsday.   I'm very grateful that in 2012 my son has no such thing to worry about, and that his sleep is untroubled by the specter of idiocies like "winnable" nuclear war. 

The Films of 1983: Superman III

Friday, December 21, 2012



I wrote recently about the summer of 1983 -- the season of my “geek discontent -- in regards to Return of the Jedi.  Exhibit B in that geek discontent is Superman III, directed by Richard Lester and written by David and Leslie Newman.

You can read my reviews of Superman: The Movie and Superman II as preamble to this piece if you haven’t already done so already, but in short, I consider them two of the finest superhero films ever made, even in 2012.

In comparison to these films, Superman III is a colossal fall from grace, and a huge disappointment. 

With director Richard Donner completely out of the picture by now, it’s clear that a fundamental and vital respect for the Man of Steel is missing in action in this under-cooked sequel.  The series’ overarching symbolism (comparing the Kryptonian messiah to Jesus Christ) is gone, as is any sense of scope or majesty.  

Instead, Superman III lurches straight into comedy with lame physical gags and a dithering Richard Pryor in a starring role.

The third time is not the charm for the Superman series, and it has been called “the worst of the Superman visualizations” (Superman at Fifty: The Persistence of a Legend, Octavia Books, 1987, page 75).  

And while Sheila Benson at The Los Angeles Times appreciated the film’s sense of humor and noted that director Lester was “at the top of the physical sight gag form,” she also recognized that any sense of “innocence and invention” had been replaced with a “slight edge of nastiness.” (June 17, 1983).

My sense of Superman III, having watched it again recently for this review, is that the film’s humor -- while problematic -- isn’t the only significant hurdle for this sequel.  A much more rudimentary problem involves the nature of the screenplay.  It flat-out doesn’t make sense in terms of Superman’s history and decision-making process regarding a romantic relationship.  Furthermore, the script doesn’t make sense in terms of the capabilities of its central threat, a computer.

A “lighter” take on Superman might not necessarily be a bad thing in principle, but the vetting of that lighter material must be strong so that the “reality” of the character’s world remains intact even during jokes.  Superman III fails that test. 

And yet I do find some elements of the film quite laudable. Annette O’Toole is such a charming screen presence, and she’s great as Lana Lang in Superman III.  Additionally, there’s a compelling scene near the end of the film in which Superman and his alter ego, Clark Kent, duke it out for psychological/physical dominance.  Christopher Reeve is terrific playing the dissolute Superman here, and he gives the film the punch it so sorely lacks at other junctures.

Writing for Time, Richard Corliss wrote: “Superman is a role that offers as many pitfalls as opportunities: surrender to parody and the part becomes as two-dimensional as newsprint; emphasize the stalwart heroism and the audience falls asleep. Reeve brings both a light touch and sufficient muscle to Superman. And when he goes bad, he is a sketch of vice triumphant, swaggering toward the vixen Lorelei for a sulfurous kiss.”

To a significant degree, Reeve and O’Toole rescue Superman III from being a total loss. Still, nearly thirty years later, the film still disappoints, especially in comparison with its two high-flying predecessors. Superman III is a low-brow, low-impact, scatter shot  “blockbuster.”

“Never underestimate the power of computers.” 


With Lois Lane (Margot Kidder) leaving the Daily Planet for a vacation, Clark Kent (Christopher Reeve) returns to Smallville for a high school class reunion.  There, he catches up with his old flame, Lana Lang (Annette O’Toole) and her young son, who needs a father figure in his life.

While Clark plays family man and finds time, as Superman, to douse a chemical plant fire, a new evil rises in Metropolis.

An unemployed con-man, Gus Gorman (Richard Pryor) learns that he has a facility with computer programming and goes to work for unscrupulous tycoon, Ross Webster (Robert Vaughn).  When Webster finds Gus embezzling money from his corporation, he puts the genius to work on his tyrannical plans to control the global economy.  Using a U.S. satellite, Webster manipulates the weather to destroy Colombia’s coffee harvest.

Standing in Webster’s way is Superman, but Webster uses Gus to create a deadly variant of Kryptonite that transforms the Man of Steel into a drinking, whoring, carousing “normal guy.”  Superman eventually overcomes this deficit, and duels with his own id in the process. 

Once recovered and whole once more, Superman learns that Webster has built a super computer that can control the world.  With Gorman’s help, Superman fights to stop Webster and the computer.

You know a wise man once said, I think it was Attila the Hun, "It is not enough that I succeed, everyone else must fail."


In short order, Superman III dispatches with the Lois Lane/Clark Kent relationship.  Lois gets sent away on vacation, and appears only briefly at the beginning and end of the film.  I fully understand and appreciate the creative decision that a renewed focus on this romance was likely problematic, given how things turned in out in Superman II

That film had seen Lois discovering Superman’s secret identity, and the two embarking on a romantic relationship.  Clark even surrendered his Kryptonian heritage to be with her as a normal, mortal man.  But by film’s end, Clark came to understand that, in fact, by loving Lois he was actually jeopardizing her life and abdicating his responsibility to the planet Earth.  It was a sort of Last Temptation of Christ reckoning for the character.  At the end, he promised never to let the President (or us) down again in this regard.

So, certainly, Superman III had to make an important decision regarding Lois and Clark.  Was Clark just to pine away for her throughout the film?  She had lost her memory of their time together, so would some of the lost memory start to come back, to seep into her awareness?  These were questions the film might have answered, all while vetting a new story.

But instead, Superman III takes the easy way out and just sends Lois away -- as though punishing her for something -- and so Clark has a new romance…with Lana Lang.  I guess this qualifies as loving the one you’re with.

The problem, of course, is that Superman’s issue with romance was not purely about Lois Lane, or indeed, about any specific person he romances. 

It’s not about “her.”  It’s about him.

He can’t be Superman and have a “mortal” or “normal” love life.  That was the previous film’s point.  So why on Earth does Clark start romancing Lana Lang here?   If he were going to give romance a second try, wouldn’t it be with Lois, whom he genuinely loves?  Doesn’t he understand that he’s just going to get to the same point with Lana that he did with Lois, and have to make the same difficult choice?

Basically, to see Clark Kent/Superman engage in a romance with another character in Superman III makes no sense given the journey the audience has taken with the Man of Steel.  The last film showed Superman (and viewers) that love was not going to end well for the character.  That’s his cross to bear, I suppose you could say.  But here he is, trying again.  And insultingly, he’s not trying again with the woman he knows really loves him: Lois Lane.

It’s sort of a shitty thing to do, isn’t it?

Frankly, I don’t know that a “romance” needs even be featured as a primary aspect of the third film at all.  We know Lois and Clark work together and are in love.  There are plenty of Superman stories to tell outside the arena of romance.  This movie could have gone much like Superman: The Movie, with witty repartee and hints of deeper affection, all while Clark alone carried the burden of the truth.

Superman III seems to have no memory of the previous film, even though Lester directed (part of) it.

The year 1983 was also the year of the computer in blockbuster films.  A super-computer turns out to be the big threat in Superman III, and it was also the danger in War Games (1983), for instance.  But you get the distinct feeling watching Superman III that nobody really understands or cares how computers actually work. 

For one thing, in 1983, not all computers could communicate with one another directly as they do here, under Gorman’s guidance.  For another, there are instances in the film where people could rely on their judgment (or indeed, their eyes) rather than computer print-outs, but decide instead to blindly obey the machines.

In particular, all the oil tanker captains on the planet follow Webster’s instructions to remain in the middle of the ocean instead of bringing their supplies to port.  Only one captain chooses to disregard the instructions.  This sequence just doesn’t seem likely, given our understanding of human nature, and given the fact that oil tankers don’t possess infinite fuel, or infinite supplies.  Couldn’t a helicopter from the oil company just fly out to the middle of the ocean and deliver the message personally to high-tail it home? 

Similarly, Gus Gorman takes over a U.S. Government satellite that boasts the capability to control the weather, and nobody seems upset, alarmed or even particularly surprised that the government has developed a weapon that could, literally, destroy the Earth.  It’s just accepted as fact.

Oh yeah, you know that weather controlling satellite we have in orbit…let’s attack Colombia with it! 

If the U.S. did possess this awesome power in 1983, don’t you think the Soviet Union would have liked to know about it?  Or might even have had a weather control satellite of its very own as counter-balance? 

It’s just weird and very sloppy how Superman III raises the specter of a weather control weapon, and then acts like it’s no big deal at all that it exists and is used for evil.  It’s almost like the film’s writers feel like this is a technology we actually had in 1983.

The whole movie’s approach to computers is similar to the one we see in the opening credits sequence, wherein a street crossing/traffic signal comes to life, and the “no walk” and “walk” icons start battling each other.  This makes no sense whatsoever, isn’t particularly funny, and reveals that the movie is more interested in dumb easy laughs than in crafting a consistent and believable world. 

The presence of Richard Pryor in Superman III in such a prominent role adds to the problems about easy jokes.  There’s no doubt that Pryor was a great comedian.  But the problem is that in Superman III’s he starring in a PG-rated family film and thus can’t really deploy his edginess to comic effect.  Instead, Superman III gives Pryor dopey gags to execute, like skiing off a skyscraper while wearing a pink tablecloth as a cape, or pretending to be General Patton. 

Give him some credit though: Pryor swaggers through Superman III so confident that he’s funny that you nearly believe him.  Instead of actually being funny, he presents the aura of funny-ness (a corollary, I suppose of truthiness).   I don’t know how many comedians could -- with such weak material -- actually come as close to pulling it off as Pryor does in Superman III in a few notable instances. 


Funny or dire?

Funny or dire?
Still, Pryor’s presence sucks all the air out of the room, and all the menace out of the film.  There’s no feeling in Superman III that the Man of Steel is really in the fight of his life, or particularly challenged by anything.

When you couple the dumb slapstick humor with the fact that there’s no overarching idea or conflict in Superman III, the film’s narrative unravels.   It becomes a series of loosely connected incidents.  

Now we’re at Clark’s class reunion.  Now there’s a hurricane in Colombia.  Now there’s a chemical fire at a factory outside of Smallville.  Now there’s a sentient super-computer, and so on.

I should add, this kind of loosely-structured approach to narrative can work in a superhero film if there’s some ambitious, consistent overall vision for the world itself.  Look at Tim Burton’s  Batman (1989) by point of comparison.  In high school, one of my friends correctly pegged it as “pretty darn plot-less,”and yet the movie hangs together brilliantly because of the overarching vision of Gotham City and the thematic connection between Batman and The Joker.  It was “I Made You/You Made Me/Gotham made Both of Us,” essentially. And it worked like gangbusters.

Superman III possesses no such dramatic hook on which to rely, or build a compelling story.  It’s just a bunch of gags strung together, along with a nice but uninspiring romance between Clark and Lana.

It’s not a surprise, perhaps, that every now and then one gag works just fine in the film.  In Superman III, the gag that works involves Superman going “bad” for a time.  His blue suit gets dirty (or soiled), he grows stubble on that handsome face of his, and starts making global mischief.  Reeve is a delight in these scenes, giving us Superman…the horn dog alcoholic.  The idea is good, because it concerns Superman’s very character. 

What if Superman didn’t want to be, essentially, a messiah? What if he just was out to…feel good?  When you are the most powerful man on the planet, that becomes a problem, doesn’t it?

But again, scratch the surface a little, and even this idea doesn’t work all that well in terms of the overall plot specifics.  You tell me that Superman going bad wouldn’t be a global story of tremendous importance?  And that Lois Lane -- the one reporter who interviewed Superman -- wouldn’t race back from vacation to find out what was happening with him?  Again, it just doesn’t seem true to Superman’s world or history.

Still, even without super powers, we all have “sides” of ourselves that we must confront and vanquish.  I like the literal idea here, of Superman and Clark -- a split-personality -- physically duking it out for dominance.  It feels like an appropriately Superman-styled scene, even if it seems to need some more explicit connection to the narrative. 

All superheroes are in some sense men divided against themselves, but this idea doesn’t get any play in Superman III except after Superman’s bad Kryptonite trip.  If this idea had been a leitmotif throughout, perhaps it would have worked a lot better. Still, no need to deny it…it’s a high-point of Superman III.


Superman goes dark...

...and must confront himself.

The gravest problem with Superman III is that its makers mistake a comic-book world for a cartoon world.  You see that misunderstanding in the opening slapstick sequence, wherein we get a blind Mr. Magoo character, a man with an over-turned paint-can on his head, a mime, and even a pie in the face for one unlucky Metropolis denizen.  These aren’t comic-book ideas; they are cartoon ones. 

And if you reduce Superman’s world to a cartoon, then all of his travails and all of his struggles ultimately don’t matter.  A cartoon resolution will save the day, and in cartoons, anything can happen.  By contrast, comic-book stories involve history and continuity, and a strong sense of internal logic.  Those are all qualities missing from this film.


Blind men, mimes and the destruction of fine art: Comic book world or cartoon world?


A paint bucket on the head: Comic book world or cartoon world?


Stop and Go at war: Comic book world or cartoon world?


And a pie in the face: Comic book world or cartoon world?

The first two Superman films are almost like cinematic religious experiences in terms of symbolism and approach.  The third Superman film is like a bad Saturday morning cartoon with stupid pratfalls, dumb jokes, and gags that don’t work.

In the film, Robert Vaughn’s (dull) villain Ross Webster informs Gus Gorman that he would go down in history as “the Man who Killed Superman,” and that comment may be as close to any sense of reality or truth as this sequel ever gets.

You’ll believe a man can cry…
 

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