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St. John’s Wort (Shimoyama Ten) 2002 There’s a movie based on Resident Evil coming out next week, and although I haven’t seen it yet, I imagine that it doesn’t pay homage to its source material nearly as creatively as St. John’s Wort, a Japanese horror film similarly based on a videogame, does. Harnessing its roots as an opportunity to use digital effects in a manner usually reserved for television commercials and movie trailers, St. John’s Wort feels like it doesn’t realize the boundaries that other films insist exist between media. Usually the dawning of new media is portrayed in films as an oppressive force. I found Kiyoshi Kurosawa’s Pulse a total drag because of its insistence that we were all rendered zombies thanks to our advanced gadgetry, and because it had a style to match. St. John’s Wort’s vision of today’s technology is quite the opposite, and its style is ceaselessly inventive. Instead of the botanist teenagers of Pulse, Wort’s characters are computer game programmers. Their know-how and cyber-connectedness are save them several times after they enter the haunted mansion that the film takes place in. It empowers them to recreate their world in a digital version that can be manipulated however they want, and the wealth of information available to them at any moment, enabling them to solve the mysteries of the house, is mind-boggling.
The editing in St. John’s Wort seems to have been freed from normal
conventions, and the film is sped up, looped, and otherwise minced with
regularity. The boring parts of the action are judiciously excised, resulting in
a tight, unsettling work. The plot may be simple here, and the acting over the
top, but that will strike someone that’s played a few video games as utterly
beside the point, especially since the scares deliver, and the mood is
consistent. Hollywood is consistently taking flak for its inability (or perhaps
willingness) to convert popular videogames to the big screen. St. John’s
Wort seems to suggest an answer in which the work’s roots are not denied,
but somehow the cinematic energy of the film is not diminished at all. Unlike
those who made Tomb Raider or Mortal Kombat, Shimoyama Ten
realizes that videogames are allowed to coast by with their diminished plots
because they provide a barrage of exciting images, and the feeling that we’re
involved with, or impacting the story’s outcome. Let’s hope that future film
conversions from games follow St. John’s Wort’s lead. ***1/2 03-09-02 Jeremy Heilman
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