Review: Ready Player One

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When I was a kid, back in the 1980s, one of my favorite computer games was Lode Runner, an action-puzzle game in which the player traversed a maze of brick platforms, ladders, and monkey bars rounding up gold bars while avoiding the evil minions of the “Bungeling Empire.” The best part of the game was that it included a level editor so the user could create their own mazes, save them, and play through them. I probably spent as much time creating new puzzles as I did playing the game. Games that include this feature can be a doorway into game design, but even as a kid it was enjoyable to create a setting from a godlike perspective and then play through it, seeing it in action from the player’s perspective. Although I would have killed for a Super Mario Bros. level editor back then, I actually haven’t gotten around to trying Nintendo’s Mario Maker, mostly because I’m afraid if I started using it I wouldn’t be able to stop.

As a child of the ’80s and longtime consumer of pop culture, I’m sure I was predisposed to like Ernest Cline’s 2011 novel Ready Player One. The futuristic setting is the best of times and the worst of times: post-Peak Oil, the world is a mess, with economically-depressed mobs placated by logging onto the OASIS, a comprehensive virtual-reality environment containing whole worlds to visit, socialize, and game in. And because the late designer of the OASIS, James Halliday, (like me, and like Cline) grew up himself in the ’80s, the entire online environment is saturated with references to Dungeons & Dragons, Back to the Future, MTV, Atari, and numerous other icons of 1980s nerd culture. Halliday’s posthumous announcement that he had hidden an “Easter egg” behind a series of puzzles in the OASIS, and that whoever solved them would get control of the entire thing, had set off a hunt for those clues and, by extension, a mania for all things ’80s, with “gunters” (egg hunters) devoting themselves to the lore of that magical decade in hopes of cracking Halliday’s code.

It is, in short, a nerd fantasy–now everyone will like the stuff I like–and it is clear that while the book’s protagonist is Wade Watts, a nobody living in the piled-up slums of Columbus, Ohio, Cline really identifies with Halliday, the gamemaker and magic man whose obsessions end up consuming everyone else. It’s Halliday’s world, and Wade Watts just lives in it, or rather gets to play through the maze that Halliday created. Cline’s book has received its share of criticism for various reasons (not least of all its choice of overwhelmingly white and male cultural touchstones), but the biggest tell that this is nerd escapism is that no one in the OASIS appears to resent having to learn about Atari’s unfinished Swordquest series or memorize the lyrics to songs that played on cable more than fifty years earlier. They love it as much as Halliday did, and never seem to view it as homework or history. Cline seems incapable of believing that anyone wouldn’t be jazzed by all this stuff. It’s either endearing or infuriating, depending on your point of view. If you already felt alienated from 1980s nostalgia or don’t fit Cline’s particular demographic, I can imagine it would be repellant indeed, and Cline isn’t the writer to get under the surface of the material and turn skeptics into believers.

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When I read Ready Player One, I felt that it would either be made into a very good or very terrible film: it appears to be written with an eye on adaptation into a screenplay (Cline was previously best-known for his screenplay to Fanboys, a love letter to Star Wars and George Lucas), with minimal style and a straight-ahead plot, with few “literary” flourishes. The reams of description of mashed-up costumes, vehicles, and settings (Wade, as Parzival, his online avatar, drives a DeLorean with the Ghostbusters logo on the side and an onboard computer like KITT from Knight Rider, etc.), in particular, would go down much more smoothly in a visual medium like film or comics, where they could be taken in at a glance, or as background clues, rather than having to be spelled out.

And I will confess that as much as I feel criticism of the book is justified, it occupied a disproportionately large part of my imagination after I read it, just thinking about how its sample-driven, narrowly specific amalgamation of all things ’80s would look onscreen; how deep and multilayered its references could be; what songs would accompany scenes; how a filmmaker might play with the pixilated, airbrushed, and screen-printed visuals of the era and translate them into cinema; and so forth. When I learned that Steven Spielberg was set to direct the inevitable film adaptation, I was a little concerned: I was sure that Cline would be thrilled to have one of the giants of ’80s genre film adapt his work, but the strain of the story that caught my imagination was one of cultural inheritance and transformation, and to me it made more sense to have someone who grew up with Spielberg’s work and could filter it through their own sensibility make this film.

To give an idea of what I had in mind, imagine Ready Player One made by Edgar Wright (whose Scott Pilgrim vs. the World already does something like this, full of video-game and music video references) or Phil Lord and Chris Miller (who in The Lego Movie created a tapestry of references but were also able to call into question the premises of their own fantasy). As one of the fathers of modern blockbuster filmmaking and the creator of numerous iconic movies of the ’80s and beyond, Spielberg is an obvious choice; but it is notable that his style is to breathe a life of realism and naturalism into fantastical ideas. My imagined Ready Player One was one of screens and surfaces–this is how I remember the 1980s–in which the artifice was brought to the foreground.

When reviewing a film, it is of course unfair to criticize it for being what it is not, and in any case the existence of a realized film doesn’t prevent me from imagining my own version. But part of reviewing is being honest about one’s reaction, and it would only tell half of the story if I didn’t mention my reservations.

Obviously, Steven Spielberg’s Ready Player One, which opened this past weekend, is different from the movie I imagined, but I ended up enjoying it quite a bit. As expected, it makes many changes from the book’s plot, mostly for the better. With a screenplay by Cline with Zak Penn, much of the action is streamlined, some characters strengthened and given more to do, and the actual challenges Wade and his friends overcome are thoroughly revamped (I don’t think anyone actually wanted to see Wade reenact WarGames line-by-line, as happens in the book) and turned into satisfying cinematic set-pieces.

In fact, my favorite parts of the movie were those that were changed so much from the book that I couldn’t possibly have predicted them or had a preconception of what they should look like. There is still a sizeable infodump at the beginning, delivered by Wade (Tye Sheridan) through voice-over, but the viewer’s introduction to the OASIS at least shows why it would be popular. There’s a lot of emphasis on how you can be whatever you want to be online (a notion that becomes relevant later), but it also makes the games look like they might actually be fun to play (a hurdle not every filmmaker can overcome when it comes to creating fictional games onscreen). Spielberg is reportedly an avid gamer in real life, and his experience and affection for the medium shows in these sequences.

In its depiction of the real world outside the OASIS, Ready Player One could almost be a sequel to Spielberg’s Minority Report: its extremes of wealth and poverty, omnipresent advertising, and debt slavery form a similar background, and it is clear that the ultimate power in this near future is corporate. As in the book, the bad guys, IOI, are both a stand-in for whichever megacorporation–Microsoft, Google, Amazon, etc.–is most worrisome at the moment, as well as the “evil empire” of so many genre films. IOI’s CEO, Nolan Sorrento (Ben Mendelsohn), is a soulless money man (you can tell because he only pretends to like stuff from the ’80s when he’s trying to win over Parzival), in charge of an army of gamers trying to find the Easter egg first (and a department of genuinely enthusiastic pop culture nerds, the “mission control” types) so that IOI can monetize the OASIS, dividing users’ experiences by price tiers and filling their VR viewers with pop-up ads (Boo! Hiss!). (I got a good laugh at Sorrento’s gigantic overcompensating gamer chair, although I think I was the only one in the theater.)

It’s easy to accuse Spielberg of swimming in the shallow water with this material: it’s a break from his more serious recent films and a return to his youthful blockbuster roots, in more ways than one. A sequence recreating a classic horror movie, in particular, is the kind of fun-scary thrill ride we haven’t seen from Spielberg since maybe Jurassic Park and The Lost World (War of the Worlds and parts of A.I. were scary but not fun; Tintin was fun but not scary). Although he shies away from recreating his earlier triumphs, the Indiana Jones movies he made with his fellow “movie brat” George Lucas are just as much a mosaic of ideas from an earlier generation of pop culture as Ready Player One–if you thought I’d come all this way without at least mentioning serials, the joke’s on you–the crucial difference being that Indiana Jones and Star Wars rebranded those ideas, fusing them into new mythologies; Ready Player One is concerned with that process of repackaging in an environment in which nothing ever really goes away.

There’s also no question that Spielberg is calling into question the utility of all this spectacle: like Cline’s book, Ready Player One indulges the fetish for nostalgia and escapism while ultimately concluding that it’s important to go outside once in a while, too. There’s a similar contradiction in its celebration of fan culture and open borders between intellectual properties while mostly including characters owned by producing partner Warner Bros. and a few recognizable Japanese icons (so no Marvel, Star Wars, or anything else owned by Disney, as far as I can tell). For all its flaws, Cline’s book felt like a genuinely personal project, full of weird deep cuts (I for one had never heard of the Japanese Spider-Man TV show in which the web-slinger has a giant robot!) and a citizen of the internet’s embrace of Fair Use to justify borrowing just about anything at all, rolled together into one giant ball, Katamari Damacy-style (see, I can do it too!).

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A battle between the Iron Giant and Mechagodzilla sums up the dumb appeal of this premise, and if you’re not on board for that there’s probably not much I can say to change your mind. On the other hand, in a world in which Facebook memes may have been used to turn the tide of our last election and nations and ideologies contend with one another in virtual spaces to win hearts and minds, the final battle for control of the OASIS, the ultimate mash-up that brings those metal titans together, doesn’t strike me as entirely frivolous. Ready Player One never uses the phrase “Net Neutrality,” but it’s at the heart of Cline’s belief that online connectivity can bring people together just as easily as it separates them, and that it is up to us to choose. (And if that sounds impossibly high-minded, a guy also gets killed by a Madball, and it’s hilarious.)

Mark Rylance as James Halliday (shown in retrospective video and as his online avatar, the wizard Anorak) is the film’s real emotional center, and Ready Player One also touches on the deep sadness at the root of Halliday’s creation, a world in which he could be in control as a substitute for the unpredictability, messiness, and possibility of being hurt in the real. As Wade and his online companions Art3mis (Olivia Cooke) and Aech (Lena Waithe) discover, Halliday’s own aborted attempts to connect with other people turn out to be the key to unlocking his puzzles, and Wade’s arc (drawn more clearly here than in the book) is one of getting his head out of the game and connecting to the world around him.

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In conclusion, Ready Player One is funny, exciting, sometimes scary, and mostly satisfying in the same way it’s satisfying to see those stuck-up kids from the ritzy camp on the other side of the lake get beaten by the rag-tag misfits in every slobs vs. snobs comedy that came out in the 1980s. If it’s ultimately a little shallow and we’re never in doubt that the good guys will win this one, well, that’s part of the package. Will today’s kids be as inspired by this film as Cline and I were by Star Wars and Raiders of the Lost Ark? Despite tips of the hat to post-’80s properties like Minecraft and HALO, if the audience I saw this with is any indication (mostly middle-aged white guys like me), I doubt it. It will likely be an amusing blip in Steven Spielberg’s late career. But for myself, I’ll continue to imagine what could have been, proving that books are the real portals to the imagination. (You might think that I am above deploying such a clichĂ©, but seeing as I have just written over two thousand words about Ready Player One, clearly I am not.)

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