Directed by Doug Liman
Written by Christopher McQuarrie, Jez Butterworth, John-Henry Butterwork, and Hiroshi Sakurazaka
Starring Tom Cruise, Emily Blunt, and Bill Paxton
All You Need is Kill
by Hiroshi Sakurazaka
$7.99; 203 pages
Continue?This is one story with three titles. The original Japanese light novel is All You Need is Kill. The theatrical release starring Tom Cruise was called Edge of Tomorrow, and the version released on DVD, Blue-ray, and streaming was Live, Die, Repeat.
My interest in the movie was initially piqued because of the D-Day inspired trailer, and because I had greatly enjoyed Tom Cruise's competent performance in his previous sci-fi movie, Oblivion. I didn't get a chance to see the movie in theatres, so I picked it up on Blu-ray when it came out.
By that time, the title of the movie had changed. The re-branding of the movie with the tagline from the theatrical release did not dampen my enjoyment of what turned out to be a war movie blended with the essence of almost all videogames: infinite lives. It is really the combination that makes this movie interesting. Matching up with the trailer, this is a grunt's eye view of war. Confusion, regret, and death barely kept in check with black humor. The idea that war is hell has been done better elsewhere; what is really horrifying is the idea that you have to live out that last, awful day of your life, over, and over, and over.
At least, until you figure out that death is never final [although it is inevitable], and you can do whatever you want with no repercussions. Much like Bill Murray's cynical weatherman in Groundhog Day, Cruise's dilettantish REMF Major Cage travels through disbelief to despair to acceptance to something like grace. Dying seems to have been the best thing that ever happened to Major Cage. Cruise does a good everyman performance, saying and doing the things most of us fear we would do if trapped in a horrible situation, but ultimately turning into something like the best version of himself after getting unlimited chances to rectify all his mistakes.
The movie was well-done, the central conceit turned out to be thought-provoking [at least for me], and I found the characterization plausible. Not bad for a movie that seemed to be inspired by videogames. It has long been true that all movies based on videogames are bad. It is also true that most videogames based on movies are bad. The kinds of stories you tell in the two forms of entertainment differ markedly, particularly in that videogames are supposed to be repetitive. If the hero fails in his quest, you just respawn and try again. Finding a way to turn this into an interesting narrative was quite an achievement. Even more so, when I discovered the movie was based on a light novel by Hiroshi Sakurazaka.
Thus, it is even more remarkable that this game mechanic turned story mechanism survived the transition to the screen, because novels and movies also are forced to tell their stories in different ways. To successfully blend the novel and the videogame, and to then successfully adapt that to the kind of story that Hollywood does best, deserves praise.
Despite pulling in as much money as blockbuster movies do, videogames have almost no effect on the wider society. This has been changing, slowly. Wreck-It Ralph is the best videogame movie ever made, but to say that risks damning the movie with faint praise. I'm starting to see more videogame references in other kinds of media, but perhaps this is just a Kuhnian revolution where all the old guard are dying off, and the new content producers just find videogames a natural part of their life.
Perhaps another reason for all this is popular entertainment is converging in on a common point. Many big movies now have a novelization [sometimes a new one is created even when it was based on a novel!], and if it is an action or sci-fi movie, also a videogame tie-in. If you can market some toys and other merchandise too, all the better. From a production point of view, it makes sense to tell stories in a way that makes it easier to generate all that valuable ancillary content.
Sakurazaka's novel fits into that paradigm in a very Japanese way. Light novels, as the name implies, are disposable popular entertainment marketed to young adults. Popular light novels are illustrated or animated, serving as the farm team for content generation in the Japanese market. This one was popular enough to be optioned by Hollywood, and it gives us a good case study for how different media and different markets produce subtle differences.
The basic story in the novel is much the same as the movie. Unstoppable alien monsters. A hopeless war. Mechanized infantry are the last hope for humanity. A soldier trapped endlessly in a fight against unstoppable hordes. Sakurazaka's book was very traditional military sci-fi. Lots of salt of the earth soldiering, and no visibility to the grand schemes of the brass. Unlike Cruise's Major Cage, Sakurazaka'a protagonist was a plain old grunt, Private Kiriya, fresh out of boot. Even in translation, the book is very Japanese. The idioms, the expectations of the soldiers, even the kinds of women they dream about, different from an American, or even a western novel of the same type.
Also, the ending is different. My editorial policy is to discuss the ending of any story without warning, but here is your spoiler warning regardless. While I think the ending has much of the same spirit in the American movie as in the Japanese book, the critical difference is that the book goes for the tragic ending while the movie goes for the happy one. What they have in common is that each ending upends the idea of infinite lives in a videogame, where the enemies keep doing the same thing over and over while you learn more and more, and posits an enemy that has exactly the same experience you do, and learns with every iteration.
The whole thing almost ends up where it began, with everything coming down to one climactic battle, much like it would in a world were you couldn't rewind time back to before you died. The crucial difference between book and movie is how this all plays out for the protagonist and his friends. Up until the very end, I liked the book better than the movie. It was harder sci-fi, with better military know-how and better science. But at the end, Hollywood demonstrated why it makes so much money worldwide. They know the human heart better, and that made all the difference.
Tragedy has its place, but it takes greater strength of character to insist that it really will turn out well in the end.