
Appleseed Ex Machina, the sequel to 2004’s Appleseed film based on the manga series, follows once again the female warrior Deunan post World War Three. This time, however, the story is told through extremely life-like and detailed graphics, as opposed to the simpler form of the first film. Somewhere between the imaging of popular animation graphics from the likes of Pixar, and the grandfather of animation – 2D cartoons, Ex Machina is a tad intriguing to watch, the way how something isn’t outrageously perfect but still good enough to leave you in awe and wonder.
There’s much to applaud when the storytelling medium takes a gargantuan leap from being a flat, 2D still to an almost 3D computer graphic with details so minute, you can observe the leathery texture on Deunan’s gloves from the living room sofa.
Indeed, so much so that it is the saving grace of an otherwise average movie. The fast action sequences, coupled by the endless rounds of gunfire and appropriate slow-motions trademark of John Woo (producer of the film), is enough to distract anyone from the otherwise very repetitive plot – Deunan, together with a few half-human, half-robotic sidekicks, come together to save the world again from some other screwed-up robot freak. The characters, with their trademark manga faces (big eyes, high nose, small lips) are enough to drive anyone crazy, that is, if you have a knack to confuse faces. Then there’re the species of sub-humans and computer jargon to give you a second migraine, from cyborg to bioroids to nuclear wars to viruses. It’s a lot to stomach in one sitting, and Director Shinji Aramaki automatically assumes you’ve watched his first film.
Perhaps the only praise due to Ex machina is its creative design, both in the character/set designs, as well as cinematography. Unlike the common still camera shots, the film’s fast action sequences are accompanied by equally fast zooming and panning, not unlike the style used by Paul Greengrass for the Bourne Trilogy.
Ironic to the film’s plot, it seems as though that the improvement in technology has accounted for less and less in subtle storytelling, instead resulting in impressive but mundane deliveries of what used to be good ideas.
(First published at InCinemas)










