The Good Place Series Finale Review

This review contains spoilers for The Good Place series finale, titled “Whenever You’re Ready.”

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Few sitcoms — or television shows in general, really — have ever aimed quite as high as NBC’s The Good Place. Attempting to pin down a theory of morality that can fully govern and give meaning to human existence in only 52 episodes is a Herculean (or perhaps more aptly, Aristotelian) task. It’s one that The Good Place handled with as much aplomb as humanly possible, but in its final hour the focus is no longer on ethical quandaries or saving humanity. Rather, the finale is a long-due bout of catharsis, focusing solely on the ending of Jason, Tahani, Chidi, Janet, Michael, and Eleanor’s lives in the afterlife.

At its most clinical level, The Good Place’s fourth season was about building a better afterlife. Seasons 1 and 2 were focused on unraveling the mysteries of the intricate system; Season 3 was devoted to picking apart its shortcomings. Smart writing and brilliant performances from the main cast ensured that the series never faltered despite the fact that it was never going to top that absolute zinger of a Season 1 finale.

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“Whenever You’re Ready” packs an emotional punch early on as Jason (who is happily coupled with Janet and enjoying not-living in a Stupid Nick’s Wing Dump) reaches a symbolic end point by playing the perfect game of Madden with his father. It’s fitting that Jason is the first to feel ready to pass on given that his worldly concerns have always been the simplest. That doesn’t mean that they’re any less important, however, and appearances from Jason’s dad, Pillboi, and Jason’s dance crew set the cathartic tone for the rest of the episode.

The finale also does its due diligence calling back to previous characters and gags like the prophetic Doug Fawcett or the magic panda, an easter egg spawned from Jason’s Season 2 escape plan to “Catch that magic panda, use her powers!” However, the episode isn’t bogged down by quippy callbacks or guest appearances from stars like Nick Offerman or Mary Steenburgen, keeping the focus squarely on giving the main cast time to pass on.

“Whenever You’re Ready” eschews the particulars in favor of heady emotional resolutions and quiet moments between friends. In a way, it doesn’t quite feel like a classic Good Place episode: there are no life- or death-threatening stakes at place, no existential questions to be answered, and no crucial wrongs to be righted. In fact, it feels almost a bit too idyllic and tonally out of step with the season as a whole, which lingered a bit too much on new characters and dilemmas rather than honing in on relationships between the central cast. That being said, the finale course corrects a bit by focusing in on Team Cockroach (or if you prefer, the Soul Squad) itself. A 90-minute goodbye is what these characters have earned.

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Tahani finds peace after reconciling with her sister-cum-archnemesis-cum-best friend Kamilah and their parents. She also masters nearly every talent known to man, choosing to take on the ultimate duty as an Architect rather than leaving. Chidi learns how to be confident in his decisions, making the ultimate choice to pass on. Michael finally gets to defer control, giving up his demon nature to live, and be judged, as a human on Earth. Jason spends a not-insignificant number of Jeremy Bearimys meditating in the forest before passing, harkening back to his early days as Jianyu the monk.

Eleanor, however, is the most heart-wrenching case. Defined by her selfishness throughout the show, her ultimate resolution is arguably the most admirable. By the time the finale hits, she’s gotten everything that she ever wanted: friends who genuinely care about her, faith from those who believe in her, an unconditional soulmate, a renewed relationship with her mother, and a margarita whenever the situation calls for one. In order to feel at peace, she has to give it all up after helping those she cares about reach self-actualization.

Just as Eleanor learns how to properly move on, we have to do the same. While fans of the series, myself included, would likely watch infinite seasons of The Good Place until our own day of judgment, the finale is ultimately so strong because it abides by its own message: in order for anything to have potent meaning, it must come to an end. Last summer, showrunner Michael Schur posted a note on the show’s official Twitter account informing fans that Season 4 would be the last, something that he decided after the series was renewed for a second season. The finale ultimately feels so satisfying because The Good Place has said everything that it needed to say. Rather than prolonging the inevitable with season after season or less potent material, it leaves us with one final note: “Take it sleazy.”

Bungie Is Hiring An Art Director For A New Game, And It’s Not Destiny 3

Bungie is currently advertising for a new position is an “Incubation Art Director,” one who would oversee art direction on a new IP. The job description outlines a game that sounds very different from previous Bungie titles, like Destiny 2 and Halo.

“Are you on a mission to create games that bond players together into deeply invested communities?,” the description opens. So far, so Destiny, but things change in the next lines. “Would you like to work on something comedic with lighthearted and whimsical characters?” Bungie’s games haven’t, historically, been particularly funny or whimsical.

“As the Incubation Art Director, you will define the look of a new Bungie IP and work on all aspects of art to guide a prototype on the path to production,” the description continues. “Most importantly, you will work with a fun, dedicated, and passionate cross-discipline team devoted to making a new franchise at Bungie.”

A year ago, Bungie split from publisher Activision, and has more control over its own future, and what it will develop, than it has since before the release of the original Halo in 2001. This job is asking for a candidate with serious credentials, too– they must have “At least 5 years of game art production experience, including experience in an art leadership role,” as well as a “Proven track record of delivering clear and consistent visual feedback that elevates other artists’ work.”

It’s not too much of a surprise to see Bungie expanding beyond Destiny–back in June 2018, a partnership with Chinese company NetEase saw Bungie being given $100 million to develop a non-Destiny game.

Around the time of the Activision split, analysts predicted that Destiny 3 would come in 2020. Bungie has not clarified whether they will continue to expand Destiny 2 or if they’re working on a third game in the series yet.

Now Playing: Destiny 2: Shadowkeep – Returning To The Moon

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EA Teases More Switch Games Are Coming

During the Electronic Arts earnings call today, management shared an update on the company’s stance on supporting the Nintendo Switch. So far, EA has only released 5 games on Switch, including FIFA 18, FIFA 19, FIFA 20, Unravel Two, and Fe. But looking ahead, can fans expect more releases on Switch.

EA CFO Blake Jorgensen said EA has been “very pleased” with “how well Nintendo has done with the Switch.” Nintendo just recently announced that the Switch has passed 52.48 million units sold, which is a very strong start for the system that launched in 2017.

The executive said EA is “always” discussing ideas with Nintendo for future game support. “As the platform grows, our interest in developing for it grows,” Jorgsensen said.

Jorgensen went on to say that EA has been cautious thus far with supporting the Switch because the platform’s best-selling games are made by Nintendo. That being said, with more than 52 million consoles sold, it seems the Switch has reached a critical mass for EA.

The executive teased, “You will hear some more things” in the future about EA’s plans to support the Switch.

For more on EA’s earnings report today, check out the stories below.

Destiny 2: Bungie Had To Do Something It’s Never Done Before To Fix A Major Bug

With its latest patch for Destiny 2, Update 2.7.1, Bungie accidentally created more problems than it solved. The patch added a bug to the game that caused players to lose some of their upgrade materials and currencies–a big problem, especially because the issue cost players their Bright Dust, a currency they can earn in-game to buy premium items from Destiny 2’s microtransaction store, Eververse.

In response, Bungie took down its Destiny 2 servers for most of the day on Tuesday after the patch was released, and rolled back the game to before Update 2.7.1 was implemented. The developer detailed the rollback on its This Week At Bungie blog, where it explained that this is the first time it has ever had to roll the game back to an earlier state.

“Earlier this week, when we deployed 2.7.1, we discovered an issue causing players to lose various currencies. Our team immediately took action and brought the game down for maintenance while we worked to discover the source of the issue. We did this to minimize any further impact to players. We ended up doing the first-ever character rollback in Destiny’s history to ensure that no one lost any of their hard-earned materials. We’re sorry for any inconvenience caused by the unexpected maintenance and appreciated everyone’s patience while we worked to get the game back online.”

“Fix the timeline” is, of course, a joke about Destiny 2’s current content season, the Season of Dawn, which is all about using time travel to undo events and save the legendary Guardian Saint-14 from death. The rollback undid the bug and restored everyone’s materials and currencies, and Destiny 2 is functioning normally now. But the rollback means we’ll have to wait for a later patch that fixes some of the issues in 2.7.1, including some exploits for the Wormgod’s Caress and Winter’s Guile Exotics, which Bungie has disabled in the meantime.

The weekly update on Tuesday, February 4 will introduce the Season of Dawn’s next piece of content, the Empyrean Foundation. Data-mining suggests it’ll be the first stage in returning the Trials of Osiris to Destiny for the first time since 2018 (back when a similar version was known as the Trials of the Nine). In the meantime, use our Bastion guide to get Destiny 2’s latest Exotic, and check out our Corridors of Time guide to find out what you missed with the game’s recent puzzle–which required a big swathe of the community to solved and might have changed how Destiny 2 tells its story.

Now Playing: Destiny 2 Corridors Of Time Secret Quest Walkthrough Guide

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Star Wars Jedi: Fallen Order Expected to Sell 10 Million Units

Respawn’s Star Wars Jedi: Fallen Order is already a hit, but EA now says the single-player Star Wars adventure is on track to hit 10 million unit sales.

During EA’s Q3 2020 financial call with investors, EA revealed that “Sales of Star Wars: Jedi Fallen Order significantly beat our expectations.” CFO Blake Jorgensen says that EA originally predicted Jedi: Fallen Order to sell between 6-8 million units for the fiscal year, but Star Wars already “hit the high end of that in the third quarter.”

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EA now says that it anticipates Jedi: Fallen Order to sell “around 10 million units in the fiscal year, a very strong result for a single-player action game.”

Star Wars Jedi: Fallen Order is a single-player game developed by Respawn Entertainment. The game follows Jedi-in-hiding Cal Kestis as he battles the Empire while rediscovering his Jedi training following their extermination from Order 66.

Not only is Star Wars Jedi: Fallen Order critically-acclaimed, but according to EA, the game is selling well above sales expectations. According to the NPD Group, Star Wars Jedi: Fallen Order was December 2019’s best-selling game and the sixth best-selling game of 2019 after only just two months.

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Elsewhere in the call, EA shared a few details about next-gen consoles like the PS5 and Xbox Series X. According to EA, the next-gen consoles will be ‘substantially greater’ than current-gen hardware which will lead to innovations in both games and genres.

Read IGN’s Star Wars Jedi: Fallen Order wiki here for walkthroughs, tips, and more.

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Matt Kim is a reporter for IGN. You can reach him on Twitter.

Original Xbox Hit Kingdom Under Fire: The Crusaders Coming to PC This Year

The real-time strategy action hybrid original Xbox game Kingdom Under Fire: The Crusaders is coming to PC soon.

According to an official press release from developer Blueside, the classic will launch on Steam sometime during Q1 of 2020. The announcement follows the launch of Kingdom Under Fire 2, which was released on Steam late last year after coming out on PlayStation 4 in 2013.

Coming to PC in early 2020 will put this version of Kingdom Under Fire: The Crusaders just shy of 16 years behind the original release on Xbox, which came out on October 12, 2004.

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This new version boasts the same real-time strategy elements as the first entry in the series, and will allow players to craft their troops to specific roles as well as level them up and upgrade the equipment and weaponry. Players will also still be able to use heroes during specifically controlled moments and make use of the four different nations to explore the full plot of the game.

While the action is said to be unchanged and authentic in this port, keyboard and mouse support has been added to the gamepad controls of the original as well as HD graphics.

In news of other titles coming to PC, reports are strongly suggesting we’ll see PS4 exclusive Horizon Zero Dawn get a PC port at some point.

[poilib element=”accentDivider”]Hope Corrigan is an Australian freelance writer for IGN. You can follow her on Twitter and Instagram.

PS5, Xbox Series X Power ‘Substantially Greater’ Than Existing Consoles, EA Says

EA has shared its thoughts on the next-gen consoles like PlayStation 5 and Xbox Series X, and the company said that what it’s capable of on those platforms will “blow people’s minds.”

During an investor call for EA’s Fiscal 2020 Q3, EA’s leadership team was asked about their plans for next-gen consoles. While EA declined to share any specific details like game titles or announcements, EA appears bullish on the generational leap that will come with the next wave of hardware.

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“The power of the new consoles is gonna be substantially greater than existing consoles,” said EA CFO Blake Jorgensen during the call. “We can do a lot more [with PS5 and Xbox Series X]. Things we’re doing will blow people’s minds.”

Jorgensen also said there’s going to be so much “innovation” not just from EA but from the whole industry. Not only with more sophisticated games but even the creation of new genres.

While EA declined to share what kinds of games or experiences it’s developing for next-gen consoles, the quote seems to indicate that the technology leap between current-gen consoles like PlayStation 4 and Xbox One to next-gen is greater than previously anticipated.

There are already some rumors about what kind of tech will be in the PS5 and Xbox Series X, but neither Sony nor Microsoft have confirmed specs. During a recent GDC survey, over 10 percent of developers said that their next projects are slated for next-gen consoles.

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In other EA news from today’s investor call, EA announced that Star Wars Jedi: Fallen Order has greatly exceeded sales expectations. The company raised forecasts and now expects Jedi: Fallen Order to sell 10 million units, 2 million more than its previous expectation of 8 million.

Check out our Star Wars Jedi: Fallen Order guide for walkthroughs, tips, and more.

Is Pokemon Home Premium Worth it? – NVC 492

Welcome to Nintendo Voice Chat! Pricing details for Pokemon Home have finally been revealed, and the NVC crew is here to discuss if the service is worth the cost. Plus, hear about Byleth officially joining the fray in Super Smash Bros. Ultimate, the latest on Nintendo’s mobile revenue, and more. Lastly, it’s time to tackle your questions on another installment of Question Block.

Timecodes!

  • 00:00:00 Welcome!
  • 00:00:39 Quick news time!
  • 00:10:27 Is Pokemon Home worth it?
  • 00:21:50 Byleth joins Smash!
  • 00:30:25 Games out this week
  • 00:44:29 What we’re playing
  • 00:53:20 Question Block
  • 01:04:04 Wrap up!

NVC is available on your preferred platform!

You can also Download NVC 492 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

The Best Console Launch Games, Ranked

If everything goes as planned, 2020 will conclude with two brand new next generation video game consoles launching all over the world alongside a slew of brand new launch games to hopefully make their steep price tags worth it.

The games available the first day a new console arrives usually run the gamut from slightly upgraded cross-generation ports to gorgeous but hollow racing game eye candy. But occasionally, a launch game comes along that is so exceptional and essential that it defines that console’s lifecycle and revolutionizes the video game medium as we know it. Here are the top 10 best console launch games of all time.

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Click through the gallery above or scroll down for the full list!

10. Castlevania: Circle of the Moon (Game Boy Advance)

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Amidst colorful racing games and ancient platformer ports, Castlevania: Circle of the Moon was by far the deepest and most feature-rich Game Boy Advance launch game. Circle of the Moon took everything that made the franchise special up until that point and built upon it – that is, assuming you could actually see it. The GBA launched without a backlit screen, making Castlevania’s dark and moody graphics a bit hard to make out unless you were sitting directly under a lamp. But once you got cozy under the spotlight, it’s sprawling castle, giant boss fights and dual set-up system made it an epic title to launch an epic handheld console.

– Daniel Ervin, Producer

9. Soulcalibur (Dreamcast)

Soulcalibur was a fantastic game all on its own, but it was especially significant as a Dreamcast launch game because it was one of the first examples of a popular arcade game actually being better on a home console. The Dreamcast version of Soulcalibur looked dramatically better than its arcade counterpart, and also came with a host of modes and features that simply weren’t in the arcade version.

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Beyond all of that though, Soulcalibur gifted the Dreamcast with one of the best fighting games of its time at launch, and its success paved the way for other amazing arcade fighting game ports like Marvel vs Capcom 2, Capcom vs SNK, and many more

 – Mitchell Saltzman, Editorial Producer

8. The Legend of Zelda: Twilight Princess (Nintendo Wii)

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Following bright, colorful games like The Legend of Zelda: Wind Waker and its many spinoffs, fans were wondering when Nintendo would go dark again for its marquis adventure series. T he company responded with The Legend of Zelda: Twilight Princess, a Zelda game that begins with a literal royal coup. While Twilight Princess’ waggle controls on Wii occasionally frustrated, the game will be remembered as an achievement full of dark atmosphere, beautiful visuals, and ambitious storytelling that dared to imagine a Hyrule that was as grand as it was terrifying.

– Matt Kim, Reporter

7. Wii Sports (Nintendo Wii)

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On launch day, every single Nintendo Wii was bundled with a copy of Wii Sports, meaning even if you didn’t care about real sports, it was a no-brainer to at least give Wii Sports and your brand new Wiimote a spin, a shake, a waggle, and potentially even an accidental toss through your television. Video games are usually designed for hardcore gamers to conquer in isolation but Wii Sports was designed to play at parties with friends and family members, causing millions of people – even those who had never played a game before – to join the fun and celebrate the game’s eccentric take on motion controlled sports. Making the experience even better was the addition of Nintendo Mii’s, allowing players to recreate themselves or famous pop culture figures and then sending them off to dominate the tennis court and bowling alleys.

– Brian Altano, Host & Producer

6. Tetris (Game Boy)

Tetris had been around since before the Game Boy launched, but it was the pairing of Nintendo’s handheld wonder with the Soviet-made block puzzle game that catapulted both into mainstream popular culture. The game’s simple graphics and easy-to-learn-hard-to-master game mechanics were perfect for the Game Boy, its limited hardware, and its washed-out green dot-matrix screen.

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Nintendo wisely bundled Tetris with their handheld during the U.S. launch, and before they knew it, they had sold 40,000 Game Boy units in the first day alone, with that version of Tetris going on to sell 35 million copies. The world was and in many ways still is addicted to Tetris and the Game Boy let them take that addiction with them everywhere.

– Jobert Atienza, Producer

5. Super Mario World (Super Nintendo)

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Super Mario World was a revelation when it launched alongside Super Nintendo in the early ’90s. It was bigger, more colorful, and packed with more secrets and branching paths than any Super Mario game that came before it. Super Mario World’s dozens and dozens of levels were spacious and often incorporated verticality – a necessity to find the games numerous hidden exits and secret stages. And thanks to the Super Nintendo’s Mode 7 capability, Bowser could spin, scale, and appear like he was flying right toward the screen. Super Mario World helped pave the way for the complex, larger-scale games that would start to become commonplace that console generation and set off the 16-bit era with one of the greatest games ever made.

– Chris Reed, Commerce Editor

4. The Legend of Zelda: Breath of the Wild (Nintendo Switch)

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The Legend of Zelda: Breath of the Wild is an interesting launch game because it also doubled as the swan song to Nintendo’s previous console, the Wii U. Nonetheless, when Breath of the Wild launched on Switch it instantly became one of the deepest and engrossing launch games ever made, giving players a massive, sprawling open world to explore and conquer in a seemingly infinite number of ways. Even more impressive is that it doubled as a portable game, meaning day one Switch owners could sink hundreds of hours of adventuring into this gigantic open-world game anywhere they traveled. Oh, and it also managed to successfully overhaul and evolve a franchise that had been going since the 1980’s which is no small feat despite the small screen.

– Brian Altano, Host & Producer

3. Super Mario 64 (Nintendo 64)

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For a long time, Super Mario 64 was the benchmark to which every 3D platformer was compared to. Mario’s venture into the third dimension was well met, and proved that the fun and aesthetic of classic 2D game franchises could not only be recaptured in 3D, but in Super Mario 64’s case, set the standard for how 3D platforming games would be like for decades. Many people still remember where every single one of its 120 stars are located and sometimes it feels like the entire N64 controller was designed around this game. Super Mario 64 was the reason to own a Nintendo 64 on day one.

– Mark Medina, Features Producer

2. Halo: Combat Evolved (Xbox)

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How important – and how good – was Halo 1 as the original Xbox’s premier launch title? For starters, there’s a strong argument to be made that the Xbox would not have survived without it. The rest of the Xbox launch lineup wasn’t anything to write home about, and in fact the console’s entire first year until Fall of 2002 – when Xbox Live launched and games like Splinter Cell began rolling in – was pretty barren. As to its quality, it defined “killer app” in that people bought the console specifically for it. Oh, and it also perfected and normalized first-person shooters on consoles in a way that Goldeneye and Perfect Dark never quite could.

– Ryan McCaffrey, Executive Editor

1. Super Mario Bros. (Nintendo Entertainment System)

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Outside of being vibrant, challenging, and just plain fun, Super Mario Bros. for the Nintendo Entertainment System can be defined in one word: iconic. Not only did Super Mario Bros. set the stage for the NES as a console, resurrecting console gaming after the tragic video game crash of 1983 – it also instantly established Super Mario as one of the most recognizable characters in all of pop culture. Super Mario Bros. embodied what became part of Nintendo’s core philosophy as a game company – to create products that are fun to play for novices as well as difficult to master for pros. From children to aging casual gamers to hardcore speedrunners, Super Mario Bros. is still celebrated and played today, and thanks to tight platforming physics, great level design, and instantly recognizable music, the game will forever be synonymous as the medium of video games as we know it.

– Brian Altano, Host & Producer

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So there you have it! As you can see, Nintendo dominates this list quite a bit, but it doesn’t hurt that they’ve launched more video game consoles and handhelds than their two closest competitors combined. Meanwhile it looks like Sony tends to save their biggest first-party guns for a bit later in their respective console’s life. But hey, this is just our list! What is your favorite video game console launch game of all time? What’s the game you couldn’t stop playing on day one and beyond? Let us know in the comments below!

A Hidden Life: Terrence Malick and the Omniscient Child

Spoilers follow for A Hidden Life.

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Few directors have a visual style as recognizable as Terrence Malick; his frolicking characters, low angles, pious voiceover and fields of wheat are easily parodied, but seldom replicated with the same emotional effect. The Tree of Life, his 2011 film about his own childhood (and… well, the birth of the universe), is considered by many to be his definitive work, not to mention one of the best films of the past decade. After a handful of “low key” entries that failed to leave the same impact, his recent World War II conscientious objector story, A Hidden Life (read our review) — a tale of judgement and morality, based on Austrian farmer Franz Jägerstätter — ranks among the most potent works in his decades-long oeuvre.

The story, on paper, is simple. Franz (played by August Diehl of Inglourious Basterds) is a happy man and a religious man, living contently with his wife and three daughters in Sankt Radegund, a village 70 miles from Munich. Everything changes when Hitler invades Poland, and able-bodied men like Franz are called up to serve. Franz’s devout Catholicism, however, prevents him from falling in line, so he’s put on trial by the Nazis and eventually executed. Though where Malick finds his three-hour story is in prayers and quiet whispers, and in his unique visual perspective:

A Hidden Life feels like it’s being told from the point of view of an omniscient child.

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Malick and the Omniscient Child

Malick often uses low angles and wide lenses to elongate space. The Tree of Life, shot by cinematographer Emmanuel Lubezki, especially benefits from this approach, as a story of a middle-aged man in modern day, Jack (Sean Penn), looking back at his childhood in the 1950s. As the camera gazes up at Jessica Chastain and Brad Pitt as Jack’s parents, it does so from the perspective of a child, with each parent’s features, and their presence in Jack’s life, exaggerated, as Jack wrestles between his mother’s nurturing comfort and his father’s tough love. Shots from knee-height aren’t uncommon in Malick’s recent work, and The Tree of Life plays, at times, like the director reflecting on defining moments from his childhood.

A Hidden Life, shot by Jörg Widmer, speaks the same visual language, though its implications are staggeringly different. The camera gazes similarly at Franz and his wife Fani (Valerie Pachner), but it does so regardless of their daughters’ presence. This childlike gaze, as the Steadicam floats through space, feels like that of an innocent, passive observer, bearing witness to moments of moral conundrum wherein Franz is torn in two. If he leaves to fight an unjust war against innocent people, he loses his soul in the eyes of God; if he stays behind, his family will suffer the wrath of increasingly vicious neighbors swept up in wartime propaganda.

a-hidden-life-1At times, the camera reveres Franz and Fani, capturing the breadth of their love as they ride over fields via motorcycle and dance till their feet hurt. Other times, the camera quivers with fear and uncertainty, as Franz is called up to war, and he’s forced to wrestle with what he stands for. It peers in on secret conversations between Franz and other townspeople, like the mayor (Karl Markovics), who hides his violent intentions behind concern for Franz — the frame, in these scenes, cuts off the tops of characters’ heads, like it’s only allowed to look so high — and in rare moments where morality is corrupted, and in dire need of protection, the camera merges with Franz’s point of view, like when he’s beaten by a prison guard for the simple act of sharing food.

To punish kindness, in Malick’s film, is to punish the very idea of God. The camera shakes violently and falls to the ground, as if reflecting a universe in chaos — but it returns to a state of equilibrium and calm each time Franz, or someone else, acts kindly.

In A Hidden Life, God — or morality — is conceived and nurtured by people. Like Franz’s own children, it’s something to be cared for, and molded into a version of good. This presence, like Malick’s camera, is a phantom that interrogates through the mere act of observing. When Franz stops to look at a statue of Christ and reflect on his decision, the camera stops with him. When he brings his concerns to a hesitant pastor, Ferdinand Fürthauer (Tobias Moretti) — a man duty-bound to his country who, like the Mayor, pushes Franz to go to war using the excuse of his family —the camera lingers on Fürthauer, who glances briefly at the lens, as if momentarily caught in a lie.

Whether by accident or intent, Moretti’s brief glance at the camera is a powerful moment, one Malick and his editors (Rehman Nizar Ali, Joe Gleason and Sebastian Jones) were right to include. Another happy maybe-accident occurs late in the film, when Franz’s neighbor Miller (Johannes Krisch), one of the only people still looking out for Fani in Franz’s absence, stands in his dark shed, as sunlight enters it from off-screen. A large portion of the shed is in shadow — light and dark battle constantly in every interior space — but a small circle of light seems to reflect off the lens and onto Miller, barely noticeable until he moves around and the light falls on the dark wall behind him.

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Miller, a man embittered by Austria’s predicament in the conflict, still holds on to his version of good in times of crisis. The villagers are called upon to contribute to the war efforts, leaving them with little, and no one in Radegund wants to trade with Fani, so Miller buys her bread from her, and pays her in more food than it’s worth, and more than he can afford. It’s a small act of kindness — one Fani pays forward by giving a desperate woman vegetables from her garden — but an act upon which the sun inadvertently shines, refracted by the lens, and by an ethereal presence that, in this moment, is safeguarded by Miller’s actions.

A Stark Contrast Between Good and Evil

The nature of the wide lens is such that closeups need to be filmed quite near to the actors’ faces — often just a few inches — leading to an intriguing dichotomy between what lies in front of the actors (and characters) and what lies behind them. Much of the film is set against wide open backdrops which, thanks to the aforementioned lenses, remain in focus at the same time as the actors. Just as the performers are faced with an apparatus that captures their truth, the characters are confronted as if by a spectre questioning their intentions, with all that they live and fight for in sharp focus behind them. Their mountains. Their village. Nature. The stakes of this war could not be clearer. The first word that comes to mind when looking at Radegund is Paradise — and what is Paradise without righteous inhabitants?

a-hidden-life-2In capturing Radegund’s natural beauty on a vivid, widescreen frame, Malick provides devastating contrast with the historical 4:3, black & white footage he inserts of Hitler and his Reich, their trains and their warplanes, a much narrower window which feels blinkered by comparison. The wide lens, like the omniscient child, sees all — and it sees more than evil men who seek to destroy.

The crux of the story, embodied by juxtapositions between the natural and the mechanical, and battles between light and dark, is whether Franz’s actions will matter at all. Various characters sent to convince him to swear loyalty to Hitler lay it out plainly: His solitary protest will have no immediate, tangible impact, and will only make room for someone far more willing to kill for the Reich. However, the way Malick captures the past, its details, and even its villains tells a different story. If Franz’s actions don’t matter, there would be no need for Malick’s many montages of faceless prison guards trying to convince him to change his stance. The film takes its name from George Eliot’s book Middlemarch, in which he says: “For the good of the world is partly dependent on unhistoric acts; and that things are not so ill with you and me as they might have been, is half owing to the number who lived faithfully a hidden life, and rest in unvisited tombs.”

The Past Looking Back at Us

Where The Tree of Life was Malick looking back at the past, A Hidden Life is the past looking back at us; something, perhaps God, observing us, as violent extremism takes hold once more, asking us what unhistoric sacrifices we might make in order to preserve history. Malick seems to comment on his search through the character of Ohlendorf (Johan Leysen), the chapel painter from whom Franz seeks advice. His mission is to use art — specifically, art about Christ’s suffering — to remind people of the horrors he fought, rather than painting a palatable, peaceful Christ with a halo to comfort them. “Someday I’ll paint a true Christ,” Ohlendorf says, searching the past for some fundamental, unspoken truth about how to be righteous.

a-hidden-life-3It’s sadly fitting that two great actors in the film, Michael Nyqvist and Bruno Ganz, passed before its release, but their presence makes the story feel all the more like a plea from a bygone era. Nyqvist plays a bishop to whom Franz appeals, but his own fears of being outed as an objector prevent him from helping; Franz’s fate can, in theory, be traced to the bishop’s actions, or lack thereof. Meanwhile Ganz, who fittingly played Hitler in Downfall, plays a Nazi judge who sentences Franz. Both characters are participants in an evil machine (passively, and actively), but Malick’s interest lies not in their actions as they’re perceived in the present, but in how history might judge them — and has.

Both men fear judgement — Ganz’s character, recognizing Franz’s spirit, asks him: “Do you judge me?” — but neither is willing to act on whatever morality, whatever regrets, whatever rebellious spirit might lie beneath their masks. Their faces are rankled by guilt. Nyqvist’s bishop simply walks towards a window to avoids Franz’s gaze. Ganz’s judge sits down and stares at his aged hands, accepting the weight of his actions and his place in history. Their judgement is worse than Franz’s, or even God’s; they’re left to judge themselves.

Judgement is, ultimately, what A Hidden Life is about. It’s about being judged by a higher power, whether an external deity or something deep within ourselves, and the ways in which we mold this power. We create it in our own image, corrupt it, influence it, like a child that learns from its surroundings — and Malick’s camera embodies those parts of ourselves, and our beliefs, most in need of nurturing.