Article
Culture
Film & TV
4 min read

The Oscars and ourselves

Beyond the shiny escapism, the awards spotlight all our stories.

Belle is the staff writer at Seen & Unseen and co-host of its Re-enchanting podcast.

A closely cropped group of gold Oscar statues showing mostly their head and shoulders.
Oscars.org

The Oscars are a funny old thing, aren’t they? Every year, I find myself wondering why we care about them so much.  

And sure, we could go for the low-hanging answers: because the show is brimming with glamour, because it’s packed with celebrity, because we may be treated to Ryan Gosling performing his Barbie anthem with Slash. We’ve been trained to gravitate toward such things, and that makes the Oscars the jackpot. And so, while shiny escapism is an undeniable aspect of the enormous hype attached to the Academy Awards, I think it would be unfair to assume that these are the only reasons we are still so drawn to this event.   

If we’re meaning-making creatures, and I believe that we are, then these films mean something.  

I once heard renowned mythologist, Dr Martin Shaw, say that ‘story is the best way to talk about almost anything’, and I wonder if cinema is evidence of how heartily we agree. The stories that are being crafted and told are important, they matter, they actually affect things. Or, at least, the good ones do.   

And this year, when I assess the films that swept up the majority of the prizes at the 96th Academy Awards, I noticed a trend. I noticed that these films are essentially humans talking to humans about what it means to be human.   

In many ways, for better or for worse, we spent 2023 telling stories about ourselves. Allow me to break down what I mean.  

These movies tell us of our own brokenness, our own breaking-things-ness.

Oppenheimer, which won six awards, and Zone of Interest, which was the first British film to win the Oscar for Best International Film – they tell our darkest stories. We know the 20th Century horrors of the dropping of the atomic bomb and the Holocaust, but these two movies introduce us to the faces behind the horror. And, what’s more, they hauntingly remind us that those faces could have been ours. They introduce us, not to monsters that we can keep at a comfortable distance, but to people who sanction, create and do the unimaginable, and then go home for dinner with their children.   

People did these things. People like us. These movies tell us of our own brokenness, our own breaking-things-ness. They remind us that the possibility of evil is not beyond us, it is within us, and that the most dangerous thing one could do is to believe otherwise.  

But then there was the acutely tender The Holdovers, and the deeply profound Past Lives. These movies tell of our gentleness, our fragility, our innate need for intimacy; they remind us that we were designed to be known and loved. They reintroduce us to our deepest and most innate needs - The Holdovers, in particular, tells us of the sacrality of relationship. Its success has me wondering if a story of three lonely people forced to spend Christmas together in an empty boarding school could tell us more about what our souls require than any academic deep dive. 

Yet again, these films seek to tell you the story of you; they aim to be windows into the souls of the characters, while also acting as mirrors through which we can catch glimpses of our own.  

Each movie, in one way or another, was a wrestle with personhood. What makes us, us?

And finally, there were two films, Barbie and Poor Things, which, to criminally over-simplify them, are the stories of two women (or, rather, one toy and one new-born baby in the body of a grown woman… don’t ask) who are working out what it means to be a person. Both Barbie and Bella Baxter walk through worlds that are entirely new to them, but completely familiar to their audiences. They assess the good and the bad of humanity as if utterly detached from it, until they are forced to confront their own place in the worlds that they are slowly coming to terms with. As is written into the script of Poor Things and was read aloud over a montage at the Oscars ceremony,  

‘We must experience everything. Not just the good, but degradation, horror, sadness. This makes us whole Bella, makes us people of substance. Not flighty, untouched children. Then we can know the world.’ 

(Is it me, or is there a little touch of – ‘just take a bite of the apple, Eve’ in there?) 

So, you see my point – this year, in the world of film, humans talked to other humans about what it means to be human. Each movie, in one way or another, was a wrestle with personhood. What makes us, us? Where does our propensity for goodness come from? How are we this clever? And how are we this clueless? Why do we do such evil things? And why do we have such tender needs? What is the difference between the worst and the best that we could possibly be? What and why are we? Or, in the simple words of Billie Eilish’s Oscar-scooping song – what were we made for?  

And listen, perhaps this is always somewhat the case. Maybe every film can be boiled down this way, and maybe the Oscars are just a storm in a particularly glitzy tea cup. And maybe nobody would be talking about it this morning had Slash not been involved.  

But I just have this sense that these movies, and the prizes that they won, mean something. These existential-yearning kind of films, I’m not sure they’re going anywhere anytime soon – if we’re wondering what we were made for in such public places, I’m wondering if it’s because we’re also wondering the same thing in the most personal places.  

If you’re asking me, last night was filled with as many cultural heart-cries as it was prizes.  

Review
Culture
Film & TV
Trauma
5 min read

This bad TV version of The Last of Us ruins much more than storytelling

Following up the acclaimed video game doesn't deliver prestige viewing.
A pensive looking woman glances to the side.
Ellie, played by Bella Ramsey.
HBO.

What’s the point of the TV adaptation of The Last of Us

Throughout its second series, I’ve been trying to wrap my head around this question. I’m still short of an answer. 

Turning the two The Last of Us video games into prestige TV was always going to be problematic, because those video games already were prestige TV. You just had to press buttons on a controller now and then.  

The first The Last of Us video game is regularly included in lists of the best video games ever, and it’s not because of any ground-breaking gameplay or because of any technological advancements it made. It’s because of its story.  

It is richly character-focussed, gritty, realistic, and utterly human. The Last of Us Part I (as it’s now known) carries the kind of gravitas and emotional complexity you might expect from the likes of The Sopranos, Breaking Bad, Chernobyl, or The West Wing. It’s already prestige TV.  

So, is the TV adaptation simply an attempt to make this same story accessible to people who don’t play video games? Maybe. That would make sense, were it not for its deeply frustrating second series, the finale of which has just aired. 

The Last of Us Part II was massively controversial when it released in 2020. (WARNING: absolutely colossal spoilers ahead, for both the games and the TV show). Joel – the main protagonist of the first game – is abruptly and brutally murdered in its opening act. This leads Ellie – his pseudo-surrogate-daughter – to hunt down those responsible in attempt to enact a reckoning.  

In the video game, most of the story is told over the course of three days. First, from Ellie’s perspective, then from the perspective of Abby, Joel’s killer. In the TV show, the second series covers Ellie’s side of the story before very abruptly shifting to Abby’s side in the final seconds, leaving the viewers with a cliffhanger. Even as someone who’s played the game and knows what’s going to happen, it felt like a bit of a slap in the face. 

But for someone who hasn’t played the games it must be bordering on nonsensical. Even spread over two series, the story is so truncated, and so much is left unsaid. I can’t imagine making sense of this series without having played the video game first. But the TV show is basically just a live action remake of the game. Which again begs the question: what’s the point of the TV adaptation of The Last of Us

I’ve found this series, and the video game it’s based off, hugely frustrating. Because it’s trying to convey an important message. But both the game and the show contrive to undermine their important central ideas through poor storytelling techniques and structures.  

But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

Let’s take one example. Half-way through the game (or towards the end of series 2), Ellie has tracked down and tortured one of Abby’s friends for information on her whereabouts. Afterwards, she talks to her lover Dina about what happened.  

In the game, it’s harrowing. Ellie is visibly shaken by what she’s just witnessed herself do. “I made her talk.” She says. And then to Dina: “I don’t want to lose you.” “Good,” comes Dina’s reply. And that’s it. Cut to black. Little is spoken; much is said.  

But where the scenes last about 30 seconds in the game, in the TV show it’s over five minutes long. “I made her talk. I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.” So says Ellie, halfway through the conversation. The writers are clearly trying to make explicit Ellie’s fear that she’s losing herself, and Dina by extension, in her thirst for revenge. But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

“I know writers who use subtext and they’re all cowards,” Garth Marenghi once said. I can only assume he writes for HBO now. 

It’s a shame the scene gets fluffed as badly as it does, because really it’s the centrepiece of the narrative. Faced with unthinkable violence, Ellie chooses to repay the act in kind. But, in hunting down and torturing those responsible, ultimately Ellie finds herself becoming less and less human with each act of revenge. Here, in this conversation with Dina, Ellie begins to glimpse the reality of this. That acts of violence towards others are ultimately also acts of violence towards her own nature.  

This is, as it turns out, a deeply Christian notion. Where other Ancient Near Eastern creation myths depict their gods as creating the world through violent and bloody struggle, in Genesis God merely speaks life into being. Where Jesus’ disciples would violently overthrow their Roman oppressors, he instead says “those who live by the sword, die by the sword.”  

Moreover, Jesus’ death by crucifixion was unspeakably cruel and violent, encompassing protracted public humiliation, sexual abuse, and mutilation. It is here that Christ draws the suffering of the world to himself, that we might be given the opportunity to live free from the ongoing cycle of violence that surrounds us. Not that we might avoid having violence done to us, but that we might find the strength not to be violent in turn.  

And this is the ultimate paradox at the centre of Christianity: that the greatest show of strength the world has ever seen is found in Christ’s being nailed to a tree.  

Violence begets violence begets violence begets violence. That’s the message of The Last of Us Part II; albeit one conveyed in a rather ham-fisted way. While I’m not optimistic, I hope the next series of the TV show manages to fix the game’s wobbly narrative structure to convey this in a way that is nuanced and compelling. Because it’s a message we desperately need to hear. 

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