Writer of things that go bump in the night

Tag: Marvel Cinematic Universe (Page 1 of 2)

The Last Walking Infinity Throne Corrupts Infinitely:  How the Mega-Franchise Format Warps Creative Storytelling Goals

“As a medium, stories have proven themselves great as a way of storing information and values, and then passing them on to future generations”—Douglas Rushkoff, Present Shock:  When Everything Happens Now (New York:  Penguin Group, 2013), 16.

Traditionally, stories have been organized around universal dramatic principles first identified by Aristotle in Poetics, later codified by Joseph Campbell in The Hero with a Thousand Faces, and most recently customized for screenwriters in programs like Blake Snyder’s Save the Cat!  But in recent decades, narrativity has taken on a new, shapeless, very possibly endless permutation:  the transmedia “mega-franchise”—that is, the intertextual and ever-expanding storyworlds of Marvel, Star Wars, The Conjuring, Harry Potter’s Wizarding World, et al.

In this month’s guest post, friend of the blog Dave Lerner returns to delineate the five creative objectives of storytelling—and how those have mutated, along with narrativity itself, in this era of branded-IP entertainment.


From the first cave paintings to the Homeric epics to the Globe Theatre to the multicamera sitcom, storytellers across the ages have told stories for reasons so obvious they often go unstated and unacknowledged.

Let’s take a look at the five creative goals that guide storytellers in any medium, whether it be a movie, novel, TV episode, comic book, or otherwise.  Commercial considerations such as “profit” and “being hired to do so” are omitted here, as these are not creative goals.

Storytelling Goal #1:  Entertainment

Elementary!  The storyteller intends for their audience to have fun, to relax, to take their minds off their problems, to experience another world, another life, for a while.  Pure escapism.  While some may decry “mindless entertainment,” I would argue that it has a necessary place in life—and I’m not the only one who sees the virtues of escapist stories:

Hence the uneasiness which they arouse in those who, for whatever reason, wish to keep us wholly imprisoned in the immediate conflict.  That perhaps is why people are so ready with the charge of “escape.”  I never fully understood it till my friend Professor Tolkien asked me the very simple question, “What class of men would you expect to be most preoccupied with, and hostile to, the idea of escape?” and gave the obvious answer:  jailers.

C. S. Lewis, On Stories:  And Other Essays on Literature

Storytelling Goal #2:  Artistic Expression

Although the definition of “Art” has been and will be debated endlessly, for the purpose of this category I will use the second definition from Wiktionary:

The creative and emotional expression of mental imagery, such as visual, auditory, social, etc.

To further specify, art is more about the feelings the artist is expressing and the statement the artist is making than the emotions they are attempting to evoke in their audience.

Arguments about whether or not a given piece is “art,” or a given medium is “capable of creating art,” though valid in other contexts, will be disregarded here.  I’ll assume if you say your piece is art, then it’s art.  I am also ignoring the quality of the piece, the term “a work of art.”  By my definition, a movie can be as much a piece of art as a painting, sculpture, symphony, literary novel, etc., though when it is, it’s usually called a “film” and not a “movie.”

Storytelling Goal #3:  Education

The storyteller aspires to teach their audience something they did not know before.  While documentaries and lectures are obvious examples, many read historical novels or hard science fiction for much the same purpose.  When I was a child, I first learned that water expands when it freezes from a Shazam! comic book.  Of course, a person may forget most of what they’d learned almost immediately afterwards, but the learning experience itself was enjoyable.

“Young Indiana Jones,” recently studied here, incorporated biographical information about many early-20th-century historical figures, fulfilling the third of five storytelling goals

Even if the “facts” presented are deliberately inaccurate, as long the intent is for people to believe them, this category applies.

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In the Multiverse of Madness: How Media Mega-Franchises Make Us Their Obedient Servants, Part 2

Editor’s note:  Owed to the length of “In the Multiverse of Madness,” I divided the essay into two posts.  If you haven’t already, I encourage you to read Part 1 first, and please feel welcome to offer feedback on that post, this one, or both in the comments section of Part 2 below.  Thank you.


Previously on “In the Multiverse of Madness,” we covered the three engagement strategies (and correlating tactics) transmedia mega-franchises deploy to keep us consuming each new offering in real time:  by leveraging FOMO via “spoilers”; by encouraging “forensic fandom” with Easter eggs and puzzle-boxing; and by reversing “figure and ground.”  Now let’s talk about why 1970s-born adults have been particularly susceptible to these narrative gimmicks—and what to do about it.

X Marks the Spot

Mega-franchises are dependent on a very particular demographic to invest in their elaborate and expanding multiverse continuities:  one that has both a strong contextual foundation in the storied histories of the IPs—meaning, viewers who are intimately familiar with (and, ideally, passionately opinionated about) all the varied iterations of Batman and Spider-Man from the last thirty or so years—and is also equipped with disposable income, as is typically the case in middle age, hence the reason Gen X has been the corporate multimedia initiative’s most loyal fan base.  Fortunately for them, we’d been groomed for this assignment from the time we learned to turn on the television.

Very quickly (if it isn’t already too late for that):  From 1946 through 1983, the FCC enforced stringent regulations limiting the commercial advertisements that could be run during or incorporated into children’s programming.  However:

Ronald W. Reagan did not much care for any regulations that unduly hindered business, and the selling of products to an entire nation of children was a big business indeed.  When Reagan appointed Mark S. Fowler as commissioner of the FCC on May 18, 1981, children’s television would change dramatically.  Fowler championed market forces as the determinant of broadcasting content, and thus oversaw the abolition of every advertising regulation that had served as a guide for broadcasters.  In Fowler’s estimation, the question of whether children had the ability to discriminate between the ads and the entertainment was a moot point; the free market, and not organizations such as [Actions for Children’s Television] would decide the matter.

Martin Goodman, “Dr. Toon:  When Reagan Met Optimus Prime,” Animation World Network, October 12, 2010

In the wake of Fowler’s appointment, a host of extremely popular animated series—beginning with He-Man and the Masters of the Universe but also notably including The Transformers, G.I. Joe:  A Real American Hero, and M.A.S.K. for the boys, and Care Bears, My Little Pony, and Jem for young girls—flooded the syndicated market with 65-episode seasons that aired daily.  All of these series had accompanying action figures, vehicles, and playsets—and many of them, in fact, were explicitly based on preexisting toylines; meaning, in a flagrant instance of figure-and-ground reversal, the manufacturers often dictated narrative content:

“These shows are not thought up by people trying to create characters or a story,” [Peggy Charren, president of Action for Children’s Television] explained, terming them “program-length advertisements.”  “They are created to sell things,” she said.  “Accessories in the toy line must be part of the program.  It reverses the traditional creative process.  The children are getting a manufacturer’s catalogue instead of real programming content.”

Glenn Collins, “Controversy about Toys, TV Violence,” New York Times, December 12, 1985

This was all happening at the same time Kenner was supplying an endless line of 3.75” action figures based on Star Wars, both the movies and cartoon spinoffs Droids and Ewoks.  Even Hanna-Barbera’s Super Friends, which predated Fowler’s tenure as FCC commissioner by nearly a decade, rebranded as The Super Powers Team, complete with its own line of toys (also courtesy of Kenner) and tie-in comics (published by DC), thereby creating a feedback loop in which each product in the franchise advertised for the other.  Meanwhile, feature films like Ghostbusters and even the wantonly violent, R-rated Rambo and RoboCop movies were reverse-engineered into kid-friendly cartoons, each with—no surprise here—their own action-figure lines.

I grew up on all that stuff and obsessed over the toys; you’d be hard-pressed to find a late-stage Xer that didn’t.  We devoured the cartoons, studied the comics, and envied classmates who were lucky enough to own the Voltron III Deluxe Lion Set or USS Flagg aircraft carrier.  To our young minds, there was no differentiating between enjoying the storyworlds of those series and collecting all the ancillary products in the franchise.  To watch those shows invariably meant to covet the toys.  At our most impressionable, seventies-born members of Gen X learned to love being “hostage buyers.”  Such is the reason I was still purchasing those goddamn Batman comics on the downslope to middle age.

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In the Multiverse of Madness: How Media Mega-Franchises Make Us Their Obedient Servants, Part 1

Editor’s note:  By even the indefensibly prolix standards of this blog, the following essay—an analytical piece on Hollywood mega-franchises and how audiences wind up serving them more than they serve us—is a lengthy one.  Accordingly, “In the Multiverse of Madness” will be published in two separate parts, with the concluding installment following this one by a week.  I thank you in advance for your time and attention, neither of which I take for granted.


In last month’s post, I proffered that when a fan-favorite media franchise no longer serves us—when we come to recognize some of the popular fictions we’ve cherished embody values we no longer endorse, and potentially even threaten to stand in the way of where we need to go—often the best thing we can do for ourselves is to let it go, purposely and permanently.

Letting go is not about “canceling” (someone like disgraced geek god Joss Whedon) or boycotting (the films of, say, Woody Allen); it’s not about taking action at all.  Instead, letting go is not doing something any longer—not renting out any more space in your life or in your head to the likes of Whedon or Allen, or even to the culturally defining popular narratives whose very ubiquity we take as a God-given absolute:  Star Wars, Star Trek, Harry Potter, DC and Marvel, to name but a sampling.

Despite the universal prevalence of those transmedia brands—not merely the plethora of movies and TV shows, but the licensed apparel and iPhone cases, the die-cast collectables and plush toys—we can, if we choose, be done with any or all those franchises as of… right now.  To learn to live without them entirely.  And happily.  Even lifelong, hardcore superfans can learn to let go of their preferred multimedia pastimes.

It’s both easier and harder than you may think.

Just imagine never caring about ANY of this ever again…

But wait!  What if you happen to genuinely enjoy Star Wars or Star Trek or DC or Marvel?  If you’re a fan, and some or all of those entertainment franchises add value to your life’s experience, by all means, disregard this post’s advice.  Though perhaps first consider this:

For most of Hollywood history, the movie business has needed a hostage buyer, a customer with little choice but to purchase the product.  First, this was the theatre chains, which the studios owned, or controlled, until 1948, when the Supreme Court forced the studios to sell them on antitrust grounds.  In the eighties and nineties, video stores partly filled the role.  But, increasingly, the hostage buyer is us.

Today, the major franchises are commercially invulnerable because they offer up proprietary universes that their legions of fans are desperate to reënter on almost any terms.  These reliable sources of profit are now Hollywood’s financial bedrock.

Stephen Metcalf, “How Superheroes Made Movie Stars Expendable,” New Yorker, May 21, 2018

Consider:  How many of us are unwitting “hostage buyers”—fans who continue to subscribe to certain multimedia franchises no longer out of pleasure, but lately out of habit?  Out of decades-long conditioning?  We may watch Star Wars, for instance, simply because we’ve always watched Star Wars, even if we can’t truly recall the last time we actually enjoyed it the way we did when we were ten years old—with pure and wondrous abandon.  Bad word-of-mouth will steer us clear of a one-off bomb like Blackhat or King Arthur:  Legend of the Sword or The Happytime Murders, but it’ll merely lower our expectations for Star Wars:  The Rise of Skywalker and X-Men:  Dark Phoenix and Terminator:  Dark Fate, not deter us from seeing those umpteenth sequels for ourselves.

When that happens—when we’re willing to spend our money, time, and attention (our three primary modes of currency) on a product we know in advance is shit—we’re no longer fans of those franchises so much as brand loyalists.  Habit buyers, if not outright hostage buyers.  And it can be hard to recognize that in ourselves—harder than we might realize.  I was still reading Batman comics into my thirties, who-knows-how-many years after I stopped enjoying them—long after a once-joyful pleasure became an interminably joyless obligation.  So, why was I still reading and collecting them?

Because I’d always read comics, from the time I was a kid; I’d buy them at the corner candy store in my Bronx neighborhood with loose change I’d rummaged from the couch cushions and reread each one a thousand times.  I’d share them with my grade-school gang, and vice versa.  I’d collected them for as long as I could remember, so it truly never occurred to me a day might come when they no longer added value to my life—when they’d outlived their onetime reliable purpose.  And for years after I reached that point of terminally diminished returns, I’d continue to spend money, to say nothing of time and attention, on a habit I wasn’t enjoying—that did nothing but clutter my home with more worthless shit that went straight into indefinite “storage” in the closet.  Why the hell did I do that?

Because I’d ceased to be a fan and had instead become an obedient brand loyalist—an institutionalized hostage buyer.  And, to be sure, corporate multimedia initiatives—which is to say the those so-called “mega-franchises” from which there is always one more must-see/must-have sequel, prequel, sidequel, spinoff, TV series, tie-in comic, videogame, and branded “collectible” being produced—very much count on our continued, unchallenged fidelity to once-beloved concepts and characters…

… and they are doubling down on the billion-dollar bet they’ve placed on it:

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Challenging Our Moral Imagination: On Hollywood’s Crises of Climate, Conscience, and Creativity

“What about Thanos?”

A strange question, I’ll concede, to emerge from an impassioned conversation about the transformative systemic overhauls required to our energy policy, our health care, and our economic ideology in the wake of the coronavirus—

—because what could the cartoon villain from the Avengers movies possibly have to do with any of that?

The answer, frustratingly, is:  More than you may realize.

During a recent online confab with the leadership team of the San Fernando Valley Chapter of the Climate Reality Project, the discussion drifted momentarily from existential matters to televisional ones:  What’s everybody been binge-watching?

Now, anyone who knows me—in person or through this blog—is peripherally aware of my immedicable disdain for movies and television.  Yet… with no baseball this spring to occupy my time, I’ve been reluctantly compelled to sample quite a bit of scripted media to which I’d have otherwise turned up a nose.  And, to my surprise, I find myself excited to share a handful of programming that, in my view, embodies creativity with a conscience.  (We’ll get to those coveted endorsements shortly.)

The cast of “Schitt’s Creek” (2015–2020)

To that end, one of our Climate Reality Leaders recommended Schitt’s Creek:  “The evolution of the self-absorbed yet well-meaning characters as they deal with the adversity that helps them discover what it really means to love is quite endearing,” my colleague said, “and I believe has left an impact on many who are out there now hoping for the world to refashion itself in that way.”

Schitt’s Creek is one of those shows that got away from me in our era of Peak TV, but I second the motion for more prescriptive fiction that both challenges us to be better—individually and collectively—as well as provides a model to do so.  Hard as this may be to fathom for those born into a postnarrative world, but our popular entertainments used to reliably perform that public service.  To wit:  Earlier this month, this unflinching indictment of white privilege from a 1977 episode of Little House on the Prairie resurfaced on Twitter to considerable gape-mouthed astonishment:

Bet you didn’t recall that show being so edgy.  Thing is, the stories we tell about the world in which we live are only as aspirational—and inspirational—as the moral imagination of our storytellers.  Alas, ever since meaningless worldbuilding supplanted purposeful storytelling, the function of popular fiction has shifted from lighting a path forward to drawing us down a rabbit hole of “Easter eggs” and “spoilers” that lead only to the next installment of a given multimedia franchise (meaning:  keep your wallet handy).  As the late Neil Peart wrote forty years ago:

Art as expression –
Not as market campaigns
Will still capture our imaginations
Given the same
State of integrity
It will surely help us along

Talk about advice unheeded.  Consequently, our commercial entertainment is often embedded—however unconsciously—with culturally pernicious values, from glorifying vigilante justice (superhero sagas; revenge thrillers), to undermining trust in public institutions (the self-serving White Houses of Scandal and House of Cards were a far cry from the empathetic Bartlet administration), to romanticizing criminal sociopathy (the street-racing “rebels” of Fast & Furious) and—bonus!—thereby validating a mindset in which “environmental degradation is not only a given but a goal” (robin, “The Fast and Furious Films and Mad Max Fury Road,” Ecocinema, Media, and the Environment [blog], September 20, 2019)

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The Nostalgist’s Guide to the Multiverse—and How We All Might Find Our Way Back Home

Gee, for someone who’s spent the past few years lecturing others on the hazards of living on Memory Lane—by way of curated collections of memorabilia, or the unconscionable expropriation of superheroes from children, or whatever your nostalgic opiate—I quite recently became starkly aware of my own crippling sentimental yearning for obsolete pleasures.  But I’ve also identified the precise agent of disorientation that’s led many of us down this dead-end path… and, with it, a way out.  First, some backstory.

I’ve had occasion this autumn to enjoy ample time back on the East Coast, both a season and region I can never get enough of.  I spent a weekend in Rehoboth Beach, Delaware, with a group of high-school friends, many of whom I hadn’t seen in a quarter century.  I visited my beautiful sister in Washington, D.C., where we took in a Nats game so I could get a firsthand look at the team my Dodgers were set to trounce in the playoffs.  I attended my closest cousin’s wedding (Bo to my Luke), and served as best man at my oldest friend’s—both in New Jersey.  I marched in Greta Thunberg’s #ClimateStrike rally at Battery Park, and took meetings with representatives from the Bronx and Manhattan borough presidents’ offices about bringing both districts into the County Climate Coalition.

(I also got chased out of Penn Station by a mutant rat, so it was about as complete a New York adventure as I could’ve hoped for.)

Wonderful and often productive as those experiences were, though—the subway run-in with Splinter from Teenage Mutant Ninja Turtles notwithstanding—my favorite moments were the ones where nothing so noteworthy occurred.  The pints at my favorite pubs.  The old faces I stopped to chat with “on the Avenue,” as we say back home.  The solitary strolls through the park amidst the holy silence of snowfall.

Brust Park in the Bronx, New York, on December 2, 2019 (photo credit: Sean P. Carlin)

More than any of that, though—the ballgames, the gatherings formal and informal, the walks down the street or into the woods—I did what I always do, regardless of site or circumstance:  entertained quixotic fantasies about moving back.

This has become, over the past half-decade, a personal pathological affliction, as my long-suffering friends and family can lamentably attest.  I mean, I left New York for Los Angeles eighteen years ago.  Eighteen years!  That’s years—not months.  Christ, Carlin, at what point does the former cease to feel like home in favor of the latter?

I can’t say what prompted my recent epiphany, but for the first time in all my exhausting exhaustive ruminating on the matter, this simple, self-evident truth occurred to me:  I’ve never really left New York.

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Maybe It’s Time: Here’s to Making 2019 the First Official Year of the 21st Century

“Maybe it’s time to let the old ways die.”  How ironically apropos that in a world led by a reality-show president, where facts are subjective and everything from our energy sources to our economic policies to our pop culture are the antiquated vestiges of a previous century, that a lyric by a fictitious rock star from a remake of a remake of a remake of a movie from 1937 should emerge as the perfect, hopeful mantra of an impending (if belated) new millennial era.  I propose officially adopting it as such; it might make what comes next a little easier to accept for those of us still clinging nostalgically to the 1950s (Baby boomers) and the 1980s (Gen X).

If you belong to one of those analog generations—I’m an Xer myself—and you’ve ever had the frustrating experience of working with a Millennial, you know their nonlinear minds interpret the world in an entirely different manner than those that came before them.  The first wave arrived in the workforce a decade ago, expecting a seat at the table before they’d earned one, demanding their voices be heard before their opinions were informed by practical experience.  Their operating philosophy seemed to be:  Yeah, but just because we’ve always done it that way doesn’t mean we shouldn’t try it… this way.  In their view, the arduous, incremental, straight-line path of our institutionalized practices and protocols didn’t square with their hyperlinked grasp of our new Digital Age reality.  Thusly, conventional (read:  linear) thinking was to be openly challenged, not obediently emulated.

Like many of my fellow Xers that came up the hard way—those of us that knew our place, paid our dues (there’s that pesky sense of linearity again), never assumed we had all the answers—that worldview has often left me bewildered at best, infuriated at worst.  And the sense of entitlement so endemic to Millennials is only compounded by their corresponding characteristic of impatience:

“They’ve grown up in a world of instant gratification.  You want to buy something—you go on Amazon, it arrives the next day.  You want to watch a movie?  Log on and watch a movie—you don’t check movie times.  You want to watch a TV show?  Binge!  You don’t even have to wait week to week to week.  Right?  I know people who skip seasons just so they can binge at the end of the season.  Right?  Instant gratification.”

Simon Sinek, “Simon Sinek,” Inside Quest with Tom Bilyeu, August 7, 2016

Now, to a middle-aged generation still trying (without success) to take the seat at the head of the table from the unyielding occupancy of the Boomers, the Millennials’ impulse—their self-ordained imperative—to grab the wheel and make “meaningful impact” is their most vexing attribute.

And—Christ help me for saying this—it just might change everything for the better.

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The Cat in the Sprawl: Blake Snyder’s Genres and Postnarrative Fiction

The industry-standard storytelling program Save the Cat!, developed by late screenwriter Blake Snyder, provides two chief implements for writers of fiction.

The first is the “beat sheet,” which is just Joseph Campbell’s hero’s journey by another (more user-friendly, less academically dense) set of names:  “Crossing the First Threshold” is renamed “Break into Two”; “Tests, Allies, Enemies” becomes “Fun and Games”; “Approach to the Inmost Cave” is simplified as “Midpoint”; and so forth.  The beat sheet offers an easy-to-use mythic blueprint for outlining a narrative.

Joseph Campbell’s “hero’s journey,” or monomyth

The second tool, which is really Snyder’s principal innovation, are his genre classifications—the ten different narrative variations on the hero’s journey, each with its own central dramatic question and particular set of story conventions:  Monster in the House is about a killer in a confined setting (Jaws, Halloween, Fatal Attraction); Dude with a Problem depicts an innocent hero thrust suddenly into a life-or-death battle (Die Hard, The Martian, Home Alone); Golden Fleece stories are about a quest undertaken for a defined and/or tangible prize (Raiders of the Lost Ark, Ocean’s Eleven, Stand by Me), etc.

The beat sheet offers the writer a universal macrostructural narrative foundation; the genre categories prescribe the requirements/expectations germane to each of the ten subtypes of story models.  The most successful narratives are recognizable as a single genre only, whereas some of the biggest bombs and/or creative failures of recent memory (47 Ronin, Winter’s Tale, The Mountain Between Us) mixed and matched tropes from multiple genres, leaving the audience bewildered and disoriented.

Of course, the hero’s journey/beat sheet doesn’t apply to fiction in the new “postnarrative” mode of our hyperlinked Digital Age, which “is not about creating satisfying resolutions, but rather about keeping the adventure alive and as many threads going as possible” (Douglas Rushkoff, Present Shock:  When Everything Happens Now, [New York:  Penguin Group, 2013], 34).  So, given that, do Snyder’s genre types, then, have any relevance for nonlinear, open-ended “rabbit-hole” fiction—like Lost, Mr. Robot, This Is Us, and Westworld—for which “an ending tying everything up seems inconceivable, even beside the point” (ibid.)?

In a previous post titled “Saving the Cat from Itself,” I argued that postnarrativity, as a form, hadn’t yet been codified—merely identified—and therefore it would be a mistake to impose Snyder’s templates on series like Game of Thrones and The Walking Dead.  Beyond that, I haven’t much explored the matter, let alone settled it.

In today’s guest post, longtime friend of the blog Dave Lerner, a.k.a. dellstories, takes on the issue of whether the genre classifications of Save the Cat! have any applicability to postnarrativity.  Feel free to post follow-up questions for Dave in the comments section below, and kindly pay a visit to his Patreon page.  Take it away, Dave!

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Counter Culture: Over the past Quarter Century, a Small Specialty Shop Became a Bronx Institution

Before the geek underground went mainstream—before the Internet exposed its numbers as legion; before corporations fully understood that superheroes were woefully underexploited billion-dollar assets—there was no better place to both talk and learn about pop culture than the neighborhood comic shop.

When it opened in 1991, Magnum Comics & Cards wasn’t the first direct-market specialty store in the northwest sector of the Bronx where I grew up, but it was inarguably the liveliest, the one with the most personality.  That was owed, in no small part, to its colorful proprietor, Neil Shatzoff.

A photo of the shop I snapped on December 30, 2010

Holding court from behind the register, Neil would speak with juvenile exuberance and encyclopedic authority on pop esoterica:  why Brian Dennehy would’ve made for a better Commissioner Gordon than Pat Hingle (I agree, but, hey—at least we eventually got Gary Oldman); why Joel Schumacher’s track record for dark-skewing commercial cinema (The Lost Boys, Falling Down) made him a promising candidate to take over the Batman franchise from Tim Burton (well, it seemed like a good fit on paper…); why Kevin Smith’s unproduced Superman Lives script was budgetarily impractical and narratively quixotic (turns out, it was twenty years ahead of its time).  His disquisitions were all the more entertaining for his impish, whip-fast wit; reflecting on the Academy’s arbitrary predilection to honor films over movies, he once noted:  “Gandhi won an Oscar for Best Costume Design, and all they did was throw a couple of towels over him.”

 

COMIC ESCAPADES

All throughout high school, I’d pop by the shop every Wednesday to get my weekly fix of superhero soap opera—the now-classic Death of Superman and Batman:  Knightfall storylines were unfolding at the time—and, more to the point, to listen to Neil wax pop-cultural.  A decade my senior, he supplemented my cinematic education—the way an older sibling’s musical tastes might rub off on you—by introducing me to genre essentials that were just a little before my time:  The Thing and An American Werewolf in London and Thief (the feature-film debut of Michael Mann and spiritual precursor to Heat) and the Dirty Harry series.  (Though I can’t say for certain, it’s possible the first Dirty Harry sequel, Magnum Force, influenced the name of the shop itself).

It was by way of the file cabinet–mounted TV behind the counter that I first became aware of things like aspect ratios and audio commentaries and director’s cuts; Neil was an early adopter of LaserDisc, and would dub them onto VHS and play them in the store.  Imagine my surprise to learn there was a “secret” longer version of Aliens (by seventeen minutes!), or a definitive two-hour documentary on the making of Jaws.  In the days before such things were standard-issue features on DVDs, there was only one guy I knew who had access to all that amazing arcana, and he delighted in sharing his zeal for it with his customers.

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This Counts, That Does Not: On Canonicity in Media Franchises

It may surprise you to learn this, but the events of Star Wars never actually happened—the majority of them, anyway.  I mean that sincerely—not for a minute should that be interpreted as snide or condescending.  But perhaps I’m getting ahead of myself…

In 1983, George Lucas brought his Star Wars trilogy to a close with Return of the Jedi (oh, those bygone days when movie franchises actually reached—wait for it—a conclusive resolution).  Throughout the eighties, the series lived on by way of a pair of made-for-television Ewok movies and the Saturday-morning cartoons Droids and Ewoks, which continued to stoke interest in the franchise—and its lucrative action-figure line… for a while.  But by the end of the decade, with no new big-screen productions to energize the fan base, Star Wars had resigned its position at the top of the pop-cultural hierarchy.

George Lucas looks to the horizon

Lucas, who had always been a forward-thinking businessman as much as he was a visionary filmmaker (he negotiated a reduced fee for writing and directing the original Star Wars in return for ownership of sequel and merchandising rights, which the studio deemed worthless and was only too happy to relinquish), had plans to revisit the Star Wars galaxy in a prequel trilogy that had been part of his grand design when he was developing the earlier films—hence the reason, in case you never thought to ask, they are numbered Episodes IV through VI.  Even though the prequels themselves were some years off—production on The Phantom Menace wouldn’t commence until 1997—he began laying the groundwork to return Star Wars to its lofty place in the cultural consciousness by commissioning science-fiction author Timothy Zahn to write a trio of novels set five years after the events of Return of the Jedi—what later became commonly known as “the Thrawn trilogy” (named for its chief antagonist).

The books were released successively in ’91, ’92, and ’93 (my best friend Chip and I couldn’t get down to the local bookstore fast enough to buy a copy of each upon publication, though being a year older, he got to read them first); they were New York Times bestsellers that not only got their intended job done—reigniting public interest in a dormant media franchise—but also led to an endless, ongoing series of novels that explored every facet of the Star Wars galaxy:  No character or event was too small to be the focus of its own story.  Thus, the Star Wars Expanded Universe (SWEU) was born.  Han and Leia had twins!  Luke got married!  Chewbacca sacrificed himself for the Solos’ son Anakin!  A universe of stories, far beyond the contained narrative arc of the classic trilogy, took on a life of its own and captured the imagination of a generation that invested itself in the ongoing space opera collectively known as Star Warsa vast, complex continuity that Lucasfilm maintained with curatorial oversight to prevent inconsistencies and contradictions in the expansive mythos, which comprised movies, books, comics, TV shows, RPGs, and video games.

The Force awakens? For many fans, it never went dormant

When Disney acquired Lucasfilm in 2012, however, they had their own ambitious plans to expand the franchise, and didn’t want to be tied down to every addenda in the extensive mythology.  And just like that, everything other than the feature films and then-current Clone Wars animated series was “retconned”—still commercially available, mind you, under the new “Legends” banner, but henceforth declared noncanonical.  This was an outrage to many of the longtime fans who considered these “expanded universe” adventures sacrosanct—who’d invested time, money, and interest in the world-building fictions of the Star Wars continuity that had been undone with the stroke of a hand.  Some of their favorite stories were now apocrypha, whereas the much-derided prequels, on the other hand, were still canonically official.  Where was the justice—the sense—in that?

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Collapse of the Tentpole: Why Hollywood’s Grim Summer Is Good News for the Rest of Us

Hope springs eternal—and by that I mean it was just this past spring I was lamenting Hollywood’s hopeless addiction to nostalgic, twentieth-century brands, from superheroes to Star Wars, and its incorrigible aversion to original genre works in favor of endless sequels and remakes (I will not cave to social pressure by calling them “reboots” just to assuage the egos of filmmakers too precious to be considered slumming with the likes of—heaven forbid—a remake).  And yet…

And yet what a difference a summer can make.  Let’s review the scorecard, shall we?

Batman v Superman took a critical beating (to say the least) and, despite sizable box-office returns, underperformed to expectations, an inauspicious opening salvo in Warners’ would-be mega-franchise (and something tells me, no matter how tepid the public response, they’re not going to take “no” for an answer on this one).  The follow-up, Suicide Squad, performed well even if it didn’t fare any better critically, though one could argue both movies actually did the health of the budding cinematic universe more harm than good in that they tarnished the integrity, such as it is, of the brand; DC is thus far not enjoying Marvel’s critical or popular cachet.  And you don’t build an ongoing franchise playing only to the base.

Other expensive underperformers:  Warcraft; X-Men:  Apocalypse; Teenage Mutant Ninja Turtles:  Out of the Shadows; Neighbors 2:  Sorority Rising; Star Trek BeyondJason Bourne opened well but suffered a steep second-week drop-off—it had no “legs,” in box-office parlance.

Who ya gonna call to exterminate the "ghosts" of a previous generation haunting the multiplex?

Who ya gonna call to exterminate the “ghosts” of a previous generation haunting the multiplex?

Plenty of other “surefire” sequels outright bombed:  Alice Through the Looking Glass, Ghostbusters (not a sequel, but it was promoted as one), The Huntsman:  Winter’s War, Zoolander 2, Independence Day:  Resurgence, and The Divergent Series:  Allegiant, the last of which has resulted in a particularly embarrassing—and unprecedented—predicament for its studio, Lionsgate, which, following in the footsteps of previous YA adaptations Harry Potter, Twilight, and The Hunger Games, unnecessarily split the last movie into two parts, and now they’re stuck with a commitment to a final sequel (or half of one, anyway) without an audience anticipating its release.

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