Zack has provided here all the parts of a movie, especially one in the format of Seven Samurai. Each individual scene is laid out, often filled with talent and set design. Where we get into problems is that we have no mortar between each of these blocks. A Star Wars cantina scene here, a Wild West horse breaking scene there... but they don't link to each other beyond our heroine being in both.
Perhaps more damning is each block is shot in such a way that suggests Zack didn't really get why the original was so good. The Star Wars cantina scene, for example, as each odd or unusual character given a 2/3rd mid scene framed shot of it, rather than just being allowed to be something weird in the background. We weren't limited to only characters that would be important to the scene either, but rather a sort of showcase of 'isn't this imaginative?' Which defeated the purpose of how unusual these things are. Especially as the variety of life shown in one bar on one planet outstrips all the variation in the rest of the movie.
Every character has been pulled from a different movie, they don't really have reasons to work with each other beyond revenge against X part of Y.. so why not fight Y.
You can taste the different movies when their scene is up. Our villain is inspired by Dune and has a scene stolen from that cutting room floor. The technology is wildly varied between locations, which doesn't practical for industrialized mass produced items inside a galactic struggle, but would be totally at home in a lot of tabletop RPGs.
Which is I think the source of much of my frustration with this movie. If it was a tabletop game the players would have done so much better to have a session zero where they talked about character history and wove themselves a shared motivation. The storm trooper aim is a staple of science fiction, the laser swords are better then a gun ditto... but the mashup of different elements of different movies feels like a player group and not the work of a single narrative. Disjointed and as it knows it's a part one so much gets left unresolved.
All over 10,000 bushels of food. Roughly ten semitruck trailers worth. Most of a whole agricultural moons worth according to this tale.
Perhaps more damning is each block is shot in such a way that suggests Zack didn't really get why the original was so good. The Star Wars cantina scene, for example, as each odd or unusual character given a 2/3rd mid scene framed shot of it, rather than just being allowed to be something weird in the background. We weren't limited to only characters that would be important to the scene either, but rather a sort of showcase of 'isn't this imaginative?' Which defeated the purpose of how unusual these things are. Especially as the variety of life shown in one bar on one planet outstrips all the variation in the rest of the movie.
Every character has been pulled from a different movie, they don't really have reasons to work with each other beyond revenge against X part of Y.. so why not fight Y.
You can taste the different movies when their scene is up. Our villain is inspired by Dune and has a scene stolen from that cutting room floor. The technology is wildly varied between locations, which doesn't practical for industrialized mass produced items inside a galactic struggle, but would be totally at home in a lot of tabletop RPGs.
Which is I think the source of much of my frustration with this movie. If it was a tabletop game the players would have done so much better to have a session zero where they talked about character history and wove themselves a shared motivation. The storm trooper aim is a staple of science fiction, the laser swords are better then a gun ditto... but the mashup of different elements of different movies feels like a player group and not the work of a single narrative. Disjointed and as it knows it's a part one so much gets left unresolved.
All over 10,000 bushels of food. Roughly ten semitruck trailers worth. Most of a whole agricultural moons worth according to this tale.
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