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Bob Mann (459 KP) rated Shazam! (2019) in Movies
Sep 28, 2021
Zoltar Rides Again!
All work and no play makes Bob the Movie Man a dull reviewer. Due to work commitments, this is the first film I’ve been able to see at the cinema for over a month. There’s a whole slew of films I wanted to see that have already come and gone. Big sigh. So I might be about the last of the crowd to review this, but I’m glad I caught it before it shuffled off its silver screen coil.
Every review I’ve seen of this starts off with the hackneyed comment that “At last, DC have produced a fun film” – so I won’t (even though it’s true!).
The Plot
“Shazam!” harks back, strongly, to the vehicle that helped launch Tom Hanks‘ illustrious career – Penny Marshall’s “Big” from 1988. In that film the young teen Josh (David Moscow) visits a deserted fairground where “Zoltar” mystically (and without explanation) morphs Josh into his adult self (Hanks). Much fun is had with Hanks showing his best friend Billy the joys (and sometimes otherwise) of booze, girls and other adult pastimes. In similar vein, in “Shazam!” we see the parent-less Billy Batson (Asher Angel) hijacked on a Philadelphia subway train and transformed into a DC superhero as a last-gasp effort of the ancient-wizard (Djimon Hounsou) to find someone ‘good’ to pass his magic onto. “Grab onto my staff with both hands” (Ugh) and say my name – “Juman….”…. no, sorry, wrong film…. “Shazam!”. And as in “Big”, Billy has to explore his new superhero powers with the only person vaguely close to him; his new foster-brother Freddie (Jack Dylan Grazer from “It”).
Billy is not the first to have met the wizard – not by a long shot. There has been a long line of potential candidates examined and rejected on this road, one of which, back in 1974, was the unhappy youngster Thaddeus Sivana (Ethan Pugiotto, but now grown up as Mark Cross), who has a seething chip on his shoulder as big as the Liberty Bell. Gaining evil super-powers of his own, the race is on to see if Dr Sivana can track down the fledgling Billy before he can learn to master his superhero skills and so take him down.
Wizards with red capes?
With the loose exception of possibly Scarlet Witch, I don’t think it’s actually ever been explored before that “superheroes” are actually “magicians” with different coloured capes… it’s a novel take. Before the Marvel/DC wheels eventually come off – which before another twenty years are up they surely must? – will we see a “Harry Potter vs Superman” crossover? “YOUR MOTHER’S NAME WAS LILY AND MINE WAS MARTHA…. L AND M ARE NEXT TO EACH OTHER IN THE DICTIONARY!!!!” The mind boggles.
What does make “Shazam!” interesting is that the story is consciously set in a DC world where Superman, Batman, Wonder Woman, Aquaman and the rest all live and breathe. Freddie has a Bat-a-rang (“only a replica”) and a carefully shrink-wrapped squashed bullet that had impacted on Superman’s body. So when Billy – in superhero form – makes his appearances on the streets of Philly, this makes “Shazam” an “oh look, there’s another one” curiosity rather than an out-and-out marvel.
(Source: Warner Brothers). Lightning from the fingers! Proving very useful for Shazam’s own….
Much fun is obviously had with “Shazam” testing out his powers. Freddie’s Youtube videos gather thousands of hits baas Billy tries to fly; tries to burn; tries to use his “laser sight”; etc.
What works well.
It’s a fun flick that delivers the Marvel laughs of “Ragnarok” and “Ant Man” without ever really getting to the gravitas of either. The screenplay writer (Henry Gayden) is clearly a lover of cinema, as there are numerous references to other movies scattered throughout the film: the victory run of “Rocky” (obviously); the cracking windshield of “The Lost World”; the scary-gross-out body disintegrations of “Indiana Jones”; the portal entry doors of “Monsters, Inc”. Even making an appearance briefly, as a respectful nod presumably to the story’s plagiarism, is the toy-store floor piano of “Big”. There are probably a load of other movie Easter Eggs that I missed.
Playing Billy, the relatively unknown Zachary Levi also charms in a similarly goofball way as Hanks did all those years ago. (Actually, he’s more reminiscent of the wide-eyed delight of Brendan Fraser’s “George of the Jungle” rather than Hanks). In turns, his character is genuinely delighted then shocked at his successes and failures (“Leaping buildings with a single bound” – LOL!). Also holding up their own admirably are the young leads Asher Angel and Jack Dylan Grazer.
Mark Cross, although having flaunted with being the good guy in the “Kingsman” films, is now firmly back in baddie territory as the “supervillain”: and very good he is at it too; I thought he was the best thing in the whole film.
Finally, the movie’s got a satisfying story arc, with Billy undergoing an emotional journey that emphasises the importance of family. But it’s not done in a slushy manipulative way.
What works less well.
As many of you know, I have a few rules-of-thumb for movies, one of which is that a comedy had better by bloody good if it’s going to have a run-time of much more than 90 minutes. At 132 minutes, “Shazam!” overstayed its welcome for me by a good 20 or 30 minutes. Director David F. Sandberg could have made a much tighter and better film if he had wielded the editing knife a bit more freely. I typically enjoy getting backstory to characters, and in many ways this film delivers where many don’t. The pre-credit scenes with Thaddeus nicely paint the character for his (hideous) actions that follow. However, Billy is over-burdened with backstory, and it takes wayyyyyyy too long for the “Shazam!” to happen and the fun to begin. We also lapse into an overlong superhero finale. I didn’t actually see the twist in the plot coming, which was good, but once there then the denouement could and should have been much swifter.
The film also has its scary moments and deserves its 12A certificate. As a film rather painted as kid-friendly from the trailer and the poster, there is probably the potential to traumatise young children here, particularly in a terrifying scene in a board room (with a view). As well as the physical scares there is also a dark streak running under the story that reminded me of both the original “Jumanji” and “Ghostbusters”. Parents beware.
Monkeys?
Following on from the Marvel expectations, there are a couple of “monkeys” (see Glossary) in the title roll: one mid-titles, featuring Dr Sivana and implying an undoubted sequel, and one right at the end pointing fun at the otherwise ignored “Aquaman”.
Final thoughts.
It’s clearly been a long overdue hit for DC, and on the whole I enjoyed it. If the film had been a bit tighter, this would have had the potential to be a classic.
Every review I’ve seen of this starts off with the hackneyed comment that “At last, DC have produced a fun film” – so I won’t (even though it’s true!).
The Plot
“Shazam!” harks back, strongly, to the vehicle that helped launch Tom Hanks‘ illustrious career – Penny Marshall’s “Big” from 1988. In that film the young teen Josh (David Moscow) visits a deserted fairground where “Zoltar” mystically (and without explanation) morphs Josh into his adult self (Hanks). Much fun is had with Hanks showing his best friend Billy the joys (and sometimes otherwise) of booze, girls and other adult pastimes. In similar vein, in “Shazam!” we see the parent-less Billy Batson (Asher Angel) hijacked on a Philadelphia subway train and transformed into a DC superhero as a last-gasp effort of the ancient-wizard (Djimon Hounsou) to find someone ‘good’ to pass his magic onto. “Grab onto my staff with both hands” (Ugh) and say my name – “Juman….”…. no, sorry, wrong film…. “Shazam!”. And as in “Big”, Billy has to explore his new superhero powers with the only person vaguely close to him; his new foster-brother Freddie (Jack Dylan Grazer from “It”).
Billy is not the first to have met the wizard – not by a long shot. There has been a long line of potential candidates examined and rejected on this road, one of which, back in 1974, was the unhappy youngster Thaddeus Sivana (Ethan Pugiotto, but now grown up as Mark Cross), who has a seething chip on his shoulder as big as the Liberty Bell. Gaining evil super-powers of his own, the race is on to see if Dr Sivana can track down the fledgling Billy before he can learn to master his superhero skills and so take him down.
Wizards with red capes?
With the loose exception of possibly Scarlet Witch, I don’t think it’s actually ever been explored before that “superheroes” are actually “magicians” with different coloured capes… it’s a novel take. Before the Marvel/DC wheels eventually come off – which before another twenty years are up they surely must? – will we see a “Harry Potter vs Superman” crossover? “YOUR MOTHER’S NAME WAS LILY AND MINE WAS MARTHA…. L AND M ARE NEXT TO EACH OTHER IN THE DICTIONARY!!!!” The mind boggles.
What does make “Shazam!” interesting is that the story is consciously set in a DC world where Superman, Batman, Wonder Woman, Aquaman and the rest all live and breathe. Freddie has a Bat-a-rang (“only a replica”) and a carefully shrink-wrapped squashed bullet that had impacted on Superman’s body. So when Billy – in superhero form – makes his appearances on the streets of Philly, this makes “Shazam” an “oh look, there’s another one” curiosity rather than an out-and-out marvel.
(Source: Warner Brothers). Lightning from the fingers! Proving very useful for Shazam’s own….
Much fun is obviously had with “Shazam” testing out his powers. Freddie’s Youtube videos gather thousands of hits baas Billy tries to fly; tries to burn; tries to use his “laser sight”; etc.
What works well.
It’s a fun flick that delivers the Marvel laughs of “Ragnarok” and “Ant Man” without ever really getting to the gravitas of either. The screenplay writer (Henry Gayden) is clearly a lover of cinema, as there are numerous references to other movies scattered throughout the film: the victory run of “Rocky” (obviously); the cracking windshield of “The Lost World”; the scary-gross-out body disintegrations of “Indiana Jones”; the portal entry doors of “Monsters, Inc”. Even making an appearance briefly, as a respectful nod presumably to the story’s plagiarism, is the toy-store floor piano of “Big”. There are probably a load of other movie Easter Eggs that I missed.
Playing Billy, the relatively unknown Zachary Levi also charms in a similarly goofball way as Hanks did all those years ago. (Actually, he’s more reminiscent of the wide-eyed delight of Brendan Fraser’s “George of the Jungle” rather than Hanks). In turns, his character is genuinely delighted then shocked at his successes and failures (“Leaping buildings with a single bound” – LOL!). Also holding up their own admirably are the young leads Asher Angel and Jack Dylan Grazer.
Mark Cross, although having flaunted with being the good guy in the “Kingsman” films, is now firmly back in baddie territory as the “supervillain”: and very good he is at it too; I thought he was the best thing in the whole film.
Finally, the movie’s got a satisfying story arc, with Billy undergoing an emotional journey that emphasises the importance of family. But it’s not done in a slushy manipulative way.
What works less well.
As many of you know, I have a few rules-of-thumb for movies, one of which is that a comedy had better by bloody good if it’s going to have a run-time of much more than 90 minutes. At 132 minutes, “Shazam!” overstayed its welcome for me by a good 20 or 30 minutes. Director David F. Sandberg could have made a much tighter and better film if he had wielded the editing knife a bit more freely. I typically enjoy getting backstory to characters, and in many ways this film delivers where many don’t. The pre-credit scenes with Thaddeus nicely paint the character for his (hideous) actions that follow. However, Billy is over-burdened with backstory, and it takes wayyyyyyy too long for the “Shazam!” to happen and the fun to begin. We also lapse into an overlong superhero finale. I didn’t actually see the twist in the plot coming, which was good, but once there then the denouement could and should have been much swifter.
The film also has its scary moments and deserves its 12A certificate. As a film rather painted as kid-friendly from the trailer and the poster, there is probably the potential to traumatise young children here, particularly in a terrifying scene in a board room (with a view). As well as the physical scares there is also a dark streak running under the story that reminded me of both the original “Jumanji” and “Ghostbusters”. Parents beware.
Monkeys?
Following on from the Marvel expectations, there are a couple of “monkeys” (see Glossary) in the title roll: one mid-titles, featuring Dr Sivana and implying an undoubted sequel, and one right at the end pointing fun at the otherwise ignored “Aquaman”.
Final thoughts.
It’s clearly been a long overdue hit for DC, and on the whole I enjoyed it. If the film had been a bit tighter, this would have had the potential to be a classic.
Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
Hadley (567 KP) rated In Cold Blood: A True Account of a Multiple Murder and Its Consequences in Books
Aug 2, 2020
The writing (1 more)
The flow
In the 'Introduction' of Capote's true crime novel In Cold Blood, American writer Bob Colacello states: "Capote was one of the first who dared to elevate journalism to the level of art. In Cold Blood is a work of great discipline and even greater restraint, a tale of fate, as spare and elegiac as a Greek tragedy, as rich in its breadth and depth as the classic French novels of Stendhal and Flaubert. 'We all have our souls and we all have facades,' Truman Capote told his friend Kay Meehan a year or so before he came upon the news that would inspire his masterpiece, 'and then there's something in between that makes us function as people. That's what I have the ability to communicate.' "
The novel, which was published in 1965, is an eyewitness account of Capote's visitation to the scene of the murder as well as meetings with the murderers and townspeople- - - a retelling of the crime and aftermath, mostly from the eyes of those affected, by hundreds of hours of interviews and interrogations. The novel, ultimately, was the end of Capote which led him to alcoholism that took his life in 1984.
Like most small-town murders, a tension between residences is created when a well-known and well-liked family of four is brutally murdered, and everyone begins to point a finger at the other: "But afterward the townspeople, theretofore sufficiently unfearful of each other to seldom trouble to lock their doors, found fantasy re-creating them over and again - - - those somber explosions that stimulated fires of mistrust in the glare of which many old neighbors viewed each other strangely, and as strangers." Fortunately, the KBI (Kansas Bureau of Investigation) didn't allow these accusations to keep them from finding the real killers.
" 'Deep down,' Perry continued, 'way, way rock bottom, I never thought I could do it. A thing like that.' " Perry Smith, one of the murderers, confesses to his cohort and partner-in-crime, Richard Hickock, about murdering the Clutter family. "Presently, he said, 'Know what it is that really bugs me? About that other thing[Clutter murder]? It's just I don't believe it- - - that anyone can get away with a thing like that.' And he suspected that Dick [Richard] didn't, either. For Dick was at least partly inhabited by Perry's mystical-moral apprehensions. Thus: 'Now, just shut up!' "
Capote writes clearly of the impact that Smith's and Hickock's past may have played leading up to the murders, mostly focusing on Smith's traumatic childhood. During the trial portion of the book, a psychologist is brought in to point out how the two murderers may not have been responsible for their actions due-to instances in their past - - - a horrific car crash in Hickock's that left him with a lop-sided face and black-out spells, as well as Smith being physically and emotional abused by his alcoholic mother and father. In exploring these traumas, In Cold Blood leaves the impression that these two men were merely ticking time bombs and that the Clutter family, unfortunately, had to pay for it.
The trauma shared by Hickock and Smith help to shape the two murderers into actual human beings rather than monsters throughout the novel: one scene, where we get to read a letter to Smith from his last living sister, readers get to see how he was perceived by his family members, as his sister goes on to degrade him to the maturity level of a child and that she is above him because of that- - -but she also reveals her jealousy of their father loving him more than he ever loved her (despite the excessive abuse). A close friend of Smith's tells him to be careful writing her anymore because he believes that: 'they can only serve to increase your already dangerous anti-social instincts.'
Part of the narrative, too, is the KBI agent in-charge of the Clutter murder, Alvin Dewey: One day while visiting Holcomb's well-known cafe (Hartman's) where Dewey is told he looks awful from weight loss and fatigue - - - Dewey recalls that he had spent: 'two wearying and wasted days trying to trace that phantom pair, the Mexicans sworn by Paul Helm to have visited Mr. Clutter on the eve of the murders.' And then he gets heckled by a local, who wants to know why he hasn't found the people responsible yet,but Dewey simply smiles and walks away, having put up with numerous people being angry that the murders were taking so long to solve.
But it wasn't footwork that got the pair arrested, it was an old cellmate who had given Hickock the idea that there was $10,000 in a safe at the Clutter farm that came forward: (read this on my blog because I had to cut it out since my review was too long!).
Meanwhile, readers also get to experience Hickock and Smith's troubles as they are on the run after the murders which is done masterfully by Capote. And although one would assume that the killers would stay as far away from Kansas as possible, the two end up back there, only to miraculously get out before the police can catch up with them. The pair decide to head to Florida, where, on December 19, 1959, an entire family was murdered in the exact same way as the Clutters; Hickock and Smith both adamantly denied that they were involved with it - - - and back in 2012- - - Hickock and Smith's bodies were exhumed to compare their DNA with a profile found on one of the victim's clothing: they were not a match. The case remains unsolved til this day.
" Presently he[Smith] came across an inner-page story that won his entire attention. It concerned murder, the slaying of a Florida family, a Mr. and Mrs. Clifford Walker, their four-year-old son, and their two-year-old daughter. Each of the victims, though not bound or gagged, had been shot through the head with a .22 weapon. The crime, clueless and apparently motiveless, had taken place Saturday night, December 19, at the Walker home, on a cattle-raising ranch not far from Tallahassee."
Not soon after the pair leave the Florida beaches, they are arrested on what they believe to be parole violations, but it's clear, when the arresting officers are KBI agents that they had been caught for the Clutter murders. " 'Listen good, Perry. Because Mr. Duntz[KBI agent] is going to tell you where you really were...' Midway in the questioning, after he'd[Smith] begun to notice the number of allusions to a particular November weekend, he'd nerved himself for what he knew was coming, yet when it did, when the big cowboy with the sleepy voice said, 'You were killing the Clutter family' - - - well, he'd damn near died. That's all. "
The confession that follows is the most intense part of the book, given in it's entirety, readers finally get to know what happened to the Clutter family that cold night in November, 1959. Smith reveals that he never had the intention to kill anyone in the home, and that when the safe hadn't been found, he had fully intended to leave, even without Hickock, but what kept him there was Hickock threatening to rape Nancy Clutter. Smith states that he hates people who can't control themselves sexually, and that he didn't allow his partner to touch her at all. He also reveals that he thought about killing Hickock afterwards,stating: " no witnesses."
Capote didn't write 'In Cold Blood' until after Hickock and Smith were executed. The amount of interviews, court room appearances, and even witnessing the executions of both murderers shines through in this novel. But the book has also brought about doubters; a handful of people have since come forward to state that Capote's masterpiece is either 'not the full story' or 'completely wrong.' Just as recent as 2017, a man came forward with a 'manuscript' of a book that Hickock was writing, that contained a different confession on how and why the murders took place- - - Hickock states in this unpublished manuscript that a man by the name 'Roberts' had hired him and Smith to kill the Clutters.
Whether or not you believe that Capote wrote the whole truth or some of the truth, this novel is flawless and beautiful. The writing is poetic and the flow of the story keeps moving, page after page, never stopping long enough to bore the reader. I highly recommend this book as a MUST READ for anyone who loves the True Crime genre.
The novel, which was published in 1965, is an eyewitness account of Capote's visitation to the scene of the murder as well as meetings with the murderers and townspeople- - - a retelling of the crime and aftermath, mostly from the eyes of those affected, by hundreds of hours of interviews and interrogations. The novel, ultimately, was the end of Capote which led him to alcoholism that took his life in 1984.
Like most small-town murders, a tension between residences is created when a well-known and well-liked family of four is brutally murdered, and everyone begins to point a finger at the other: "But afterward the townspeople, theretofore sufficiently unfearful of each other to seldom trouble to lock their doors, found fantasy re-creating them over and again - - - those somber explosions that stimulated fires of mistrust in the glare of which many old neighbors viewed each other strangely, and as strangers." Fortunately, the KBI (Kansas Bureau of Investigation) didn't allow these accusations to keep them from finding the real killers.
" 'Deep down,' Perry continued, 'way, way rock bottom, I never thought I could do it. A thing like that.' " Perry Smith, one of the murderers, confesses to his cohort and partner-in-crime, Richard Hickock, about murdering the Clutter family. "Presently, he said, 'Know what it is that really bugs me? About that other thing[Clutter murder]? It's just I don't believe it- - - that anyone can get away with a thing like that.' And he suspected that Dick [Richard] didn't, either. For Dick was at least partly inhabited by Perry's mystical-moral apprehensions. Thus: 'Now, just shut up!' "
Capote writes clearly of the impact that Smith's and Hickock's past may have played leading up to the murders, mostly focusing on Smith's traumatic childhood. During the trial portion of the book, a psychologist is brought in to point out how the two murderers may not have been responsible for their actions due-to instances in their past - - - a horrific car crash in Hickock's that left him with a lop-sided face and black-out spells, as well as Smith being physically and emotional abused by his alcoholic mother and father. In exploring these traumas, In Cold Blood leaves the impression that these two men were merely ticking time bombs and that the Clutter family, unfortunately, had to pay for it.
The trauma shared by Hickock and Smith help to shape the two murderers into actual human beings rather than monsters throughout the novel: one scene, where we get to read a letter to Smith from his last living sister, readers get to see how he was perceived by his family members, as his sister goes on to degrade him to the maturity level of a child and that she is above him because of that- - -but she also reveals her jealousy of their father loving him more than he ever loved her (despite the excessive abuse). A close friend of Smith's tells him to be careful writing her anymore because he believes that: 'they can only serve to increase your already dangerous anti-social instincts.'
Part of the narrative, too, is the KBI agent in-charge of the Clutter murder, Alvin Dewey: One day while visiting Holcomb's well-known cafe (Hartman's) where Dewey is told he looks awful from weight loss and fatigue - - - Dewey recalls that he had spent: 'two wearying and wasted days trying to trace that phantom pair, the Mexicans sworn by Paul Helm to have visited Mr. Clutter on the eve of the murders.' And then he gets heckled by a local, who wants to know why he hasn't found the people responsible yet,but Dewey simply smiles and walks away, having put up with numerous people being angry that the murders were taking so long to solve.
But it wasn't footwork that got the pair arrested, it was an old cellmate who had given Hickock the idea that there was $10,000 in a safe at the Clutter farm that came forward: (read this on my blog because I had to cut it out since my review was too long!).
Meanwhile, readers also get to experience Hickock and Smith's troubles as they are on the run after the murders which is done masterfully by Capote. And although one would assume that the killers would stay as far away from Kansas as possible, the two end up back there, only to miraculously get out before the police can catch up with them. The pair decide to head to Florida, where, on December 19, 1959, an entire family was murdered in the exact same way as the Clutters; Hickock and Smith both adamantly denied that they were involved with it - - - and back in 2012- - - Hickock and Smith's bodies were exhumed to compare their DNA with a profile found on one of the victim's clothing: they were not a match. The case remains unsolved til this day.
" Presently he[Smith] came across an inner-page story that won his entire attention. It concerned murder, the slaying of a Florida family, a Mr. and Mrs. Clifford Walker, their four-year-old son, and their two-year-old daughter. Each of the victims, though not bound or gagged, had been shot through the head with a .22 weapon. The crime, clueless and apparently motiveless, had taken place Saturday night, December 19, at the Walker home, on a cattle-raising ranch not far from Tallahassee."
Not soon after the pair leave the Florida beaches, they are arrested on what they believe to be parole violations, but it's clear, when the arresting officers are KBI agents that they had been caught for the Clutter murders. " 'Listen good, Perry. Because Mr. Duntz[KBI agent] is going to tell you where you really were...' Midway in the questioning, after he'd[Smith] begun to notice the number of allusions to a particular November weekend, he'd nerved himself for what he knew was coming, yet when it did, when the big cowboy with the sleepy voice said, 'You were killing the Clutter family' - - - well, he'd damn near died. That's all. "
The confession that follows is the most intense part of the book, given in it's entirety, readers finally get to know what happened to the Clutter family that cold night in November, 1959. Smith reveals that he never had the intention to kill anyone in the home, and that when the safe hadn't been found, he had fully intended to leave, even without Hickock, but what kept him there was Hickock threatening to rape Nancy Clutter. Smith states that he hates people who can't control themselves sexually, and that he didn't allow his partner to touch her at all. He also reveals that he thought about killing Hickock afterwards,stating: " no witnesses."
Capote didn't write 'In Cold Blood' until after Hickock and Smith were executed. The amount of interviews, court room appearances, and even witnessing the executions of both murderers shines through in this novel. But the book has also brought about doubters; a handful of people have since come forward to state that Capote's masterpiece is either 'not the full story' or 'completely wrong.' Just as recent as 2017, a man came forward with a 'manuscript' of a book that Hickock was writing, that contained a different confession on how and why the murders took place- - - Hickock states in this unpublished manuscript that a man by the name 'Roberts' had hired him and Smith to kill the Clutters.
Whether or not you believe that Capote wrote the whole truth or some of the truth, this novel is flawless and beautiful. The writing is poetic and the flow of the story keeps moving, page after page, never stopping long enough to bore the reader. I highly recommend this book as a MUST READ for anyone who loves the True Crime genre.


