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Saturday, October 15, 2005

Ephemereviews: The Taking Of Pelham 123


Video Format: 2.35:1 Widescreen
Audio Format: Dolby Digital 2.0 (Mono)
DVD Format: SS-SL
Language Tracks: English, French, Spanish
Subtitle Tracks: French, Spanish
Length: 124 minutes
Rating: R
Release Date: May 1, 2001
Packaging: Keep Case
Region Code: 1
Studio: MGM
Catalog Number: 908375

Expectations & Reactions:

In the '70s, the best gritty "cops and robbers" films took place in New York, with the Big Apple at the height of its tough and dangerous reputation. While by no means glamorizing the city, Serpico (1973), The French Connection (1971), and Dog Day Afternoon (1975) were powerful films that helped boost a failing economy through filming permits under Mayor John Lindsey's administration (the "I Love New York" campaign had yet to make the scene).

1974's The Taking of Pelham One Two Three hasn't achieved the iconic status of those pictures (despite a rabid cult following), probably because of its relatively low-key action and unconventional cast. But make no mistake: The Taking of Pelham One Two Three contains a smart and efficient script, effective tension and drama, and colorful performances by a strong ensemble of character actors. Yes, the movie is dated with racial and gender epithets, hopelessly inefficient communications equipment, and horribly wide ties, but all of that is tangent to the main focus of the film: a gripping showdown of nerves and wits between two intelligent actors – stoic and calculating Robert Shaw against laconic and sarcastic Walter Matthau – surrounded by the staggering bureaucracy and profane charm only New York could offer.

The DVD release of The Taking of Pelham One Two Three was fairly low key – I doubt anyone who wasn't already a fan was even aware the film was released in the Spring of 2001 (or that it wasn't available before then). MGM is offering this catalog cult favorite in a no-nonsense DVD presentation, with a non-anamorphic widescreen transfer and no special extras beyond a theatrical trailer – is the DVD worth its budget-conscious price?


Storyline:

Four armed men, the commanding Mr. Blue, the sneezing Mr. Green, the violent Mr. Gray and the stuttering Mr. Brown (Tarantino fans, take note of the naming convention), dressed in similar and nondescript disguises, board a New York City IRT subway train (the train that departed from Pelham station in the Bronx at 1:23pm). They quickly and efficiently hijack the first car and its passengers, releasing the remaining cars and riders. The situation gradually reveals itself to the incredulous subway authorities and transit police, and the cold and professional Mr. Blue states his demands: The city is to deliver one million dollars within one hour. The hijackers will execute one hostage for each minute the money is late. As Lt. Garber of the Transit Authority begins the negotiations and battle of wits with Mr. Blue, will the Mayor's office agree to pay? And if so, will the money get there on time? Is there possibly an undercover cop on board? And just how do the hijackers plan to escape?


Look & Listen:

I've never seen The Taking of Pelham One Two Three in a pan and scan format, but I can only imagine how much atmosphere would be lost, and just how claustrophobic the viewing experience would be given that so much of it takes place either in the subway car, in the tunnels, or in the Transit Authority communications center. Preserving the Panavision 2.35:1 widescreen original aspect ratio allows the proper balance and scope of the cinematography, and is reason enough to upgrade from VHS.

Unfortunately, MGM does not present the film in an anamorphic transfer. This is a shame, as an anamorphic transfer would have increased the detail and clarity on 16:9 televisions, but keep in mind that this is a gritty '70s crime drama, and much of the drab look is intentional. Colors were intentionally desaturated and muted (primarily drawing from a spectrum of grays, browns and pale institutional greens – all except for Matthau's blazing yellow tie). Despite the toned-down colors, there is adequate contrast in the picture. There is some grain present, particularly in the plentiful dark tunnel scenes, but it is not excessive or distracting. An anamorphic transfer would have been nice (as Fox's "Five-Star" treatment of The French Connection demonstrates), but the lack thereof doesn't detract from the acceptable presentation.

Flesh tones are very natural looking, and in keeping with the practical fluorescent and subway emergency lighting. Blacks are frequently deep, but not perfect. The documentary-influenced look of the film (as you'd expect with some of the tunnel shots, the foreground is dark and the actors in these scenes are often backlit, appropriately obscuring detail) is part of what creates the kinetic tension, as there is often very little action taking place in the frame.

Dirt and scratches in the source print appear far less than one might expect, and are not distracting. Digitally, MGM has done a good job in presenting a solid transfer – there isn’t any evidence of macroblocking or noise, just minor flaws in the source material. Softening (to reduce grain) and edge-enhancement (to restore crispness to a softened picture) seems minimal, if used at all.

The Taking of Pelham One Two Three is supported effectively by Dolby 2.0 mono audio, with clear dialogue (important for a talky movie) and a surprisingly satisfying dynamic range in the score. David Shire's ultra-funky twelve-tone compositions are a favorite among soundtrack collectors, and there is ample bass response to support the pounding percussion and growling low brass. The score could have benefited spatially from a stereo mix, but it's largely incidental and mood setting, and never gets in the way of the actors (a release of the complete soundtrack on Retrograde Records notes that the original session tapes are presumed lost, though Shire managed to save scratch reels, some in stereo). It's possible some of the film's atmosphere (ambience in the Transit Authority office, chaos on the subway car, trains panning across the stereo field) could have been enhanced by a two or even five-channel mix, but as some argue early Beatles recordings sound better in their original mono, an overly-active mix isn't really necessary, and The Taking of Pelham One Two Three works just fine as is.


Features & Extras:

Well... keep in mind that there are some films we should just be happy to have on DVD. For supplements, The Taking of Pelham One Two Three DVD contains a worn and faded (but very exciting) 2:35:1 theatrical trailer, as well as mono French and Spanish language tracks and captions (no English captions or subtitles are offered). There is a superficially informative booklet that speaks largely to the production logistics, and that's it. Hardly the "Five-Star" treatment The French Connection received, but hey, I'm still thankful it made MGM's release schedule.


Menus & Navigation:

Bare-bones features or not, MGM has created nice static menus consisting of monochrome stills from the film and bold color graphics. A nice but tantalizing touch is a stereo mix of Shire's main theme looped under the main menu (listening to the main menu, particularly with headphones, demonstrates how this great music could have been better). The chapter selection and language screens utilize similarly-themed graphics, but are silent. The film is divided into thirty-two chapters, each featuring a still from the corresponding scene on the chapter selection menus.


Cast & Crew:

The Taking of Pelham One Two Three features a strong ensemble of character actors, most known (or to be known) for other roles, including Walter Matthau (The Odd Couple, 1968), Dick O'Neill (numerous TV and film appearances – you'll recognize him), and Jerry Stiller (Seinfeld) as the good guys, and Robert Shaw (Jaws, 1975), Martin Balsam (Psycho, 1960), Hector Elizondo (Pretty Woman, 1990), and Earl Hindman (Home Improvement) as the bad guys.

The film was directed by Joseph Sargent, based on the best-selling novel by John Godey, and features David Shire's funkalicious score.


Conclusions:

Action movie fans unfamiliar with The Taking of Pelham One Two Three would do well to try it out – there is an appealing realism that is missing from action thrillers today. The hero cop doesn't have a child or ex-wife on the train to motivate him; he's just doing his job (the most action Matthau sees in this film is a little collar-grabbing and snarling to convince his colleague that the situation is serious). The bad guy has no diabolical grand plan or mad lust to bring the world to its knees; he just wants the cash (a quaint million, split four ways). There are no eye-candy explosions, gratuitous shoot-outs (there's a little gunplay, but it furthers the plot) or final grappling showdown on the roof of the speeding train, just a bad guy with a plan, and a cop who uses his head to try to figure it out.

I'll put it another way: Die Hard (1988) + [Speed (1994) x Money Train (1995)] + Reservior Dogs (1992)Rambo (1985) (or any Steven Segal movie) = The Taking of Pelham One Two Three.

For all of the DVD's missed possibilities (an anamorphic transfer, a more meticulous clean-up of the film elements, a 5.1 or at least stereo remix, more robust and informative extras…how about a commentary track from Hector Elizondo and Jerry Stiller?), The Taking of Pelham One Two Three is a must-have disc for fans of '70s crime dramas and New York films. The Taking of Pelham One Two Three stands up well with its better-known contemporaries, and MGM's widescreen presentation is completely acceptable. Perhaps MGM will revisit the film in the future with some of these enhancements, perhaps not. In the meantime, this is a solid (but not flashy) DVD of a great flick. If you're a fan of the film, you shouldn't pass on this disc.



Also in this series...

Sunday, October 9, 2005

METIN SEVEN


















Hi, my name is Metin Seven and I am a freelance designer and illustrator from the Netherlands. I'm active in the visual field since 1989 and since a few years I am working together with my wife -a motivated freelance webdesigner- in our modest building in the city of Hilversum, the Netherlands. Hilversum is located not far from Amsterdam and is known as the Dutch media capital. All important broadcast companies reside here, and more and more multimedia companies establish themselves in Hilversum as well.

Together with a programmer and a music composer I started my career as a computer game designer and graphic artist for the Commodore Amiga computer system. Our threesome was among the first commercial game creators based in the Netherlands. In the early Nineties two of our games became an international success: the platform action game Hoi and the puzzle game Clockwiser. The drawback of that success was that both foreign publishers (one from the United States and one from the United Kingdom) turned out to be unreliable and did not pay our revenues. We did receive a lot of reassuring recognition from the international computer game press though. Subsequently I gradually shifted my activities to full-time freelance design, illustration and animation work for several Dutch companies / publishers.

Nowadays I happily divide my energy between two main activities: magazine illustrations and 3D design for tangible purposes. You can find a selection of my magazine illustrations and miscellaneous work in my online portfolio www.sevensheaven.nl. Regarding the 3D design a partner of mine and I design retail displays, business gifts and miscellaneous products, but what I love even more is original 3D character design for tangible purposes, such as toy figures, custom character design for corporate assignments, character-based product design, and so on. I have collected most of my character-related work in my online project www.figurefarm.com . You are heartily invited for a visit.


When did you first decide to become a graphic designer/ illustrator? Was there a pivotal moment?

Definitely. Initially I always wanted to become a writer / journalist. After graduating I started as an editor at the only commercial Dutch magazine for the Commodore Amiga computer system, which was still very popular in the late Eighties. But after a short while I realized that editing computer-related articles was not very motivating. Around the same time I got in touch with a Dutch agency for illustrators and animators called Comic House, whom I could assist in creating an animated series for Dutch television, using the Amiga. Working at the Comic House studio a fabulous new chapter commenced and the inspiring people at Comic House made me realize that creating imagery is what I want to do with my life.


Who or what inspires you?

Firstly I am very inspired by the seemingly endless creative possibilities of the digital era. I'm working with the 3ds Max software suite on a daily basis for seven years now and I have not become bored by it for a single moment. 3ds Max forms the most powerful extension of my imagination I could wish for.

Secondly there are definitely a number of people that create such beautiful things that they keep enchanting and inspiring me time after time. A fine example of such an inspiring person is my respected and multi-talented friend Pieter Hogenbirk (www.cartoony.nl). His art never bores me. On an international level I simply adore the beauteous art of Lorenzo Mattotti, Dave McKean and the German comic artist Uli Oesterle. Their work is pure visual poetry and is endlessly inspiring to me. Last but not least Pixar makes me very happy. They have managed to recreate the quality, magic and innovation of the early Disney days.


Where does your training come from? Self-taught? College/Art School?

I am self-taught, and confident that everyone who has a bit of talent and the right amount of determination to sufficiently study and practice can become a fine artist. Of course art education is a good thing, but personally I prefer to teach myself. Whenever I walk outside I automatically study what I see, sometimes consciously, but often subconsciously. When I am sitting in the train I study how reflections and refractions behave, how light falls upon different materials, how shadows diverge into softness, and so on. Reality is all around us and provides the best subject matter there is.


How do you keep "fresh" within your industry?

By trying to keep reinventing myself, experimenting with different styles, trying not to be afraid to keep learning new techniques, to let yourself be inspired again and again, by old and by new talent. Sooner or later I often become bored when I try to stick to a certain style, so variation is the magic word that keeps me going.


What are some of your current projects?

I am currently designing a number of lion characters to function as a moneybox for customers of the Dutch Postbank. Furthermore I create a number of monthly illustrations for several magazines, such as Esquire, SQ [Society Quarterly] Magazine and the Dutch ‘ComputerTotaal’ magazine by IDG Communications.


Which of your projects are you the most proud of? And why?

I am very proud of the animated children's series TattleToons, which I co-created. Back in 2000 the series pioneered in the field of interactive television, utilizing an online chatbox where children discussed how the story should continue. The next day we animated the best ideas that came out of the chatbox and once a week the result was shown on national television. The project was well-received by the international press and even became covered in Time Magazine (March 2001). You can find some of my TattleToons character animation tests over here: http://www.sevensheaven.nl/3d_animations_stylized.htm (click on the thumbnail with the ladybug character and the one with the mouth that is wide open).


Are there any areas, techniques, mediums, projects in your field that you
have yet to try?

Well, lately I am rediscovering traditional techniques. I used to draw on paper a lot, but when the computer was introduced to my life it became hard to pull myself away from the digital canvas. Nowadays I am developing a certain sense of guilt, convincing myself that I may only call myself a true illustrator if I could also survive with a piece of paper and charcoal. And so a few times a week I turn off the computer and pleasantly get my hands dirty again. I know that one of my art heroes Lorenzo Mattotti dislikes the sterile nature of digital art, because an artist is not really physically connected with his medium anymore.


Any advice to the novice designer / illustrator?

To young artists-to-be I would like to say: don't get discouraged by interviewed artists who proudly emphasize that they have been drawing "as long as I can remember" or "ever since I was able to pick up a pencil". It is never too late to become a great artist. All it takes is interest and determination to study and practice. I liked to draw on paper as a kid, but technically my drawings were crappy and I was not drawing whenever I had the chance. Instead I went outside and played with my friends whenever I had the chance. By the time I really started trying to improve the quality of my visual work I was at least seventeen years old, and it took me no less than three years to finally become a bit satisfied with what I created. So please be patient and don't expect to be a natural born artist, because no-one really is. Even Rembrandt undoubtedly had to practice a lot before he was able to create his masterpieces.


What makes a designed piece or illustration successful?

In one word: love. If you succeed to really love what you're creating, the result will eternally radiate the love that has once gone into it. I once saw a photograph by the famous old black and white photographer Isis. It portrays a little girl that was sitting on a wooden horse in an old carrousel. The dreamy glance in her eyes radiates such a perfect happiness that the photo really touched a sensitive chord when I experienced it. The photographer had definitely succeeded to capture the little girl with a love that had become part of the image. Even only thinking of the photo already gives me goosebumps again.


What do you do to keep yourself motivated and avoid burn-out?

It's in my nature to feel the urge to create. If I don't create for a while my happiness starts to fade away. Creating keeps me alive and happy, it keeps me going like a neverending fuel source. All I have to do is to give in to the urge, although of course not everything I create is satisfying. But if I don't create I will definitely not be satisfied, so essentially I am a slave of art, but a happy slave.


And finally, what is the best thing on prime-time TV right now?

Well, it may sound boring, but I am actually mainly a news and current affairs programmes aficionado. Most other television programmes quickly bore me because of the passivity of television in general. You just sit down in front of that screen and don't actively participate, as opposed to creating in front of your monitor screen. But there are a few exceptions. My wife is currently addicted to two television series: Lost and Desperate Housewives, and I have to admit that the series are top-notch entertainment. So to finally concretely answer your question: personally I think that Lost is the best thing on prime-time tv right now, at least in the Netherlands.

Related Links:

www.sevensheaven.nl
www.studioseven.nl
www.figurefarm.com

Recent Work: