Once in a while, you come across a moment in a story that is so perfect that it stays in with you for years, or even a lifetime. These are moments that, in my opinion, are flawless; perfect gems of storytelling that cannot be improved in any way, and are a joy to treasure and revisit again and again.
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The Video:
Why it’s Perfect
Like many people, I was surprised and a little dismayed with the recent announcement that we’re getting another Toy Story sequel. Not because I hate the series, but because Toy Story 3 already had a perfect ending that tied everything up. Then Toy Story 4 came along and undid it all, and had an ending that had nowhere near the emotional weight it was going for. The thought of Pixar trying to undo that makes it seem like Disney is just trying to wring more money out of a story that should have ended for good over twelve years ago.
While it probably will be nothing like this fan-made pitch on what Toy Story 5 should be about, the idea here is fascinating: if Toy Story 3 was about accepting the inevitability of loss, and Toy Story 4 was about eventually finding a new path for yourself once your purpose in life is complete, then Toy Story 5 should logically be about accepting the inevitability of death. This pitch does a great job of setting that up… and then it ends with a scene that would be the most powerful, most emotional, and most heartbreaking thing Pixar has EVER done. If you haven’t seen the video yet, please do so before reading any further.
Done? Okay then.
The thought of Toy Story 5 ending with Woody reuniting with an elderly Andy on his deathbed, and Andy realizing that Woody is alive is an idea that’s so simple, but emotionally powerful. After decades apart, two old friends reunite for the last time, and Woody breaks the golden rule of toys to never reveal themselves as being alive to comfort Andy on his deathbed. And for a little while, the two reminisce about their lives before both of them pass away together of old age.
Pixar is almost certainly going to do something different than this idea, but if they went with this, it would be the perfect way to end the series for good. At its core, the Toy Story saga is about a toy’s relationship with his owner. And while they naturally grow apart as the series goes on, having them reunite at the very end shows how both have grown and changed, yet the love they have for each other is still there. As the the series’ theme song says, ‘our friendship will never die.’ It faded as time went on, but bloomed in full at the very end.
Once in a while, you come across a moment in a story that is so perfect that it stays in with you for years, or even a lifetime. These are moments that, in my opinion, are flawless; perfect gems of storytelling that cannot be improved in any way, and are a joy to treasure and revisit again and again.
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Please note that this is the ending to the 2013 film, ‘Enemy,’ and will spoil it if you haven’t seen the film, even though it’s… well, I really can’t talk about this scene without giving anything away.
The Scene:
Why it’s Perfect
Has your heart slowed down? Good.
As an arachnophobe, seeing a room-sized spider made me jump back when I first saw this. Making it so photo-realistic didn’t help, and neither does the fact that this thing screeches. It’s a fear-based screech, yes, but it’s still a giant spider screeching and scrunching up like its about to pounce and staring at you with soulless eyes AAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGG.
Okay… Well, giant-freaking spider aside, what I admire about this ending is that it’s a perfect jump scare. There’s no hints, none whatsoever, that Jake Gyllenhaal is about to encounter a room-sized tarantula that used to be his wife. There’s no creepy music, there’s no sudden silence, only a normal scene building up to what you think is going to be a tense conversation between Adam and his wife, and then BOOM BIG FREAKING SPIDER THAT’S ABOUT TO EAT YOU RUN RUN RUN SUPERMAN SAVE ME.
While jump scares don’t age well after you see them, the first time you watch them are some of the most intense and memorable moments of cinema. This spider certainly counts as one of the best.
45 weeks ago, we took a look at ‘Sharknado 5: Global Swarming’, and now, at long last, it’s time to take a look at the final film in the venerable series: ‘The Last Sharknado: It’s About Time!’
After five long years of sharknados taking out cites, going into space, becoming radioactive, and destroying the world, the series finally comes to an end with ‘The Last Sharknado: It’s About Time!’ which, having exhausted all other possibilities, sends the title monster back through time (the only other sensible option would have it going to the afterlife), with surfer-rurned-barternder-turned-sharknado killer Fin Shepard on a journey to stop the sharknados for good. Let’s journey along to see what valuable story lessons we can learn by watching sharks terrorize people throughout history.
Avoid abandoning a greater-scope villain after establishing them
In the previous film, ‘Global Swarming,’ we learned that the sharknados were not just a freak of nature, but were created by a malevolent shark god that Fin and friends (I never get tired of writing that) set out to stop. While they did stop the sharknados at the end of the fifth film (at the cost of every other human alive), it’s odd that the shark god isn’t mentioned in ‘It’s About Time’.
When we introduce a supernatural threat – or any threat so big that it effectively becomes the main antagonist for a franchise – it’s imperative not to have that threat dropped so quickly, especially when it’s a supernatural one. It’s logical to think that Fin would have to take out the shark god to prevent any further sharknados from being made, but its nowhere to be found. If our own greater-scope villains need to be dropped, a good reason needs to be established instead of never mentioning them again, hoping that audiences won’t notice. They will.
Establish solid rules for time travel, lest audiences get hopelessly confused
While traveling through time offers nearly endless possibilities for exciting storytelling, it can quickly become a mess of intersecting timelines, cause and effect, and how actions in the past affect the future (and that’s without getting into the grandfather paradox). ‘It’s About Time’ tries to make things simple by stating that everyone can only travel back in time once, but then it has Gil continuously going through different eras. When it comes to time travel, it’s best to make things as simple as possible. Better to have our audiences focus on the fun shenanigans going on, then wondering how such things are possible.
When doing time travel, consider bringing back minor characters for big roles
One of the things that ‘It’s About Time’ does best is bringing back minor characters for bigger roles in the story, like Bryan and Skye. While they may have served as cannon fodder in their original appearances, or had a small role that didn’t affect the story all that much, we don’t expect much from them. They’re background characters, ones who don’t take the spotlight. Thus, when they come back as main characters, they become underdogs who have a chance to shine and help save the day. Even better is if they’re in a completely new time and location (like the prehistoric era), as not only do they have to contend with being in the spotlight, but now they also have to try and survive in an environment they’re not familiar with.
Consider having monsters and antagonists from the future battle people from the past
One of the most enjoyable aspects of time travel stories is seeing people and technologies from different eras interact with one another. How, for example, would a modern-day person fare in the Revolutionary War era? Or in Ancient Egypt? How do technologically disadvantaged people fight off opponents from a different era? ‘It’s About Time’ has medieval knights, Revolutionary War soldiers, and Cowboys fight off sharks, and those battles are easily the highlights of the movie.
The reason these fights are so interesting is that the people of the past are automatically the underdog and have to fight harder to win. Cowboys have the advantage of guns when fighting sharks, but revolutionary war soldiers only have muskets, while knights are stuck with swords and bows, which makes audiences wonder how on earth they’re going to win. An even cleverer version of this trope is to have the people of the past take advantage of futuristic tech: When sharknados attack Revolutionary America, the British use a sharknado to gain an advantage in their war, almost changing the course of history in their favor.
When writing historical characters in time travel stories, the more authentic they are, the funnier they are
Another draw of time travel stories is being able to use famous people throughout history and put them in exciting fights and teamups with monsters and people from other times in history. Part of this draw is seeing how someone from one era coping with another, and how they would react to, say, modern weapons and technology. However, for this trope to be most useful, it’s important to make historical characters as accurate as possible; much of the humor/awesome factor in their appearances is that they take things seriously. While comedic or light-hearted time travel stories can make famous people goofballs (Think ‘Bill and Ted’), it is possible to go too far: When Finn and his friends go to the Revolutionary War era, I was excited at the thought of seeing George Washington fighting a sharknado. Instead, we get a man who’s more interested in taking a nap and cracking jokes instead of fighting or taking the situation seriously.
Consider having someone alter history in a time travel story, even when they know it’ll hurt them
While ‘It’s About Time’ engages in all the standard time-travel tropes (meeting famous figures, having historical characters and groups fight monsters from other eras, etc.) and get into debates about changing the future to avert a personal catastrophe (Nova trying to save his grandfather), the film smartly changes things up by giving Finn an impossible choice: He has a chance to stop sharknados forever by traveling through time, but at the cost of losing his son, who will never be born, and even be erased from Finn’s memory.
So often, time travel stories are about changing the future for the better, or preserving it, but rarely do we see stories where travelers doing the right thing know they will suffer greatly, even if its for the greater good. By having our characters lose something important to them, whether it’s a loved one, a job, or a dream, and being willing to let them go to save so many others, we give them an unparalleled chance to shine and show how brave and heroic they can be.
If it fits the theme of a series, there’s nothing wrong with a happy ending
It’s a classic trope: The characters of a story manage to succeed in their fight. They achieve their goals, get what they want, and live happily ever after. It’s so overused that it’s a scenario that could easily turn into a parody, and many stories try to subvert it by using a darker, or more bittersweet ending where not everything is right or well. But there’s nothing wrong with a happy ending, especially if it’s well-earned, and the end of the Sharknado series has a very well-earned one indeed: Fin manages to restart history and create a timeline where sharknados don’t exist, saving all his friends and acquaintances, and even Gil, with the very last shot of the series has Al Roker declaring that it’s going to be a beautiful day with nothing unusual going on. It’s a satisfying conclusion that ties everything up, and gives everyone a happy ending without any tease or hint of further adventures, giving the characters – and us – closure.
And so, after a year, we finally finish our marathon of all the Sharknado films. Turn in next week, when we’ll do an analysis of the series as a whole.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The video game:
‘Journey’
Why it’s great:
Journey – a 2012 game by ThatGameCompany – is one of my favorite video games for how unique it is: Instead of running around with big, powerful guns trying to kill bad guys or grotesque monsters, you play a red-robed… being trying to reach a distant mountain. It’s a hauntingly beautiful game with gorgeous scenery, a beautiful musical score, and a simple, yet satisfying theme about taking a journey and enjoying it (while occasionally avoiding robotic fish monsters), instead of blasting everything you see into bloody mush while screaming ‘AMERICA!’ and flexhing your digital, steroid-infused muscles.
And then there’s the ending, where, after coming so far, you end up freezing to death… and then this happens:
I adore this ending. It’s a beautiful, almost spiritual experience to finally reach the peak of the mountain and walk into the light. It’s a satisfying, wonderful way to end a game.
With all that said, here’s a different take on how to end the game:
What I find so funny about this ending is that it takes such an uplifting, spiritual moment and then suddenly stops it with an incredibly goofy voice and a long, comical scream as the robed being plunges to his death. It’s the equivalent of a bride walking towards the alter and marrying the love of her life… only for a trapdoor to suddenly open and have her plunge from sight with a Wilhelm scream. It’s tragic, yes, but also funny because of how unexpected it is, and how a happy mood suddenly switches to ‘What the hell just happened?!’ and ‘Did I really see that?!’