“3 Body Problem”’s Failure of Imagination
The show should be a
celebration, a statement, a home run swing, and its narrative architecture
reflects that ambition. Instead, its style is anonymous, ancillary, the work of a
corporate author rather than an artistic intelligence.
these scenes in
the 1960s and 1970s function as flashbacks, but they are also the best scenes
in the show. This is partially because Tseng’s performance is easily the strongest
in the series, but it’s also because it’s clear the filmmakers have given these
portions of the show a distinctive look and feel to connote them as flashbacks.
Vast denuded forests, new construction that already feels like it’s about to
rust, the too-bright sun making the very air of cold hallways visible—it’s a
tremendously compelling world, raw, sad, even darkly funny.
To
some extent, the animations in the game need to feel uncanny. We have to
differentiate them from the reality of the show, but we also have to believe
that the characters themselves can’t differentiate them from their own
realities. It’s a tricky predicament for the show to figure out—what does The
Real look like?—but it’s a problem they’ve largely deferred. And the visual
blankness, the frictionless animated splendor of the game, seeps into the rest
of the series. In the game and out of it, the visual effects on this show—many
of which are meant to be literally global spectacles of shock and awe—have the
chintzy sheen of the Sci-Fi Channel space operas Moore was writing against in
2003. Sights meant to elicit gasps from our characters look like demo reels
from startup VFX companies, at best, and demo reels from defense contractors
at worst.
One thing we learn early on about the aliens is
that they cannot lie. Because they can’t lie like humans do, they also can
neither produce nor understand fiction. They have a complete multidimensional
understanding of the universe, but they cannot fancy it otherwise than it is. They
demonstrate technical capability but no real imagination. All content, no
style.
Networks and streamers want shows to look “good,” but that designation is less
about quality or imaginative production design than it is about a set of visual
tropes that read to well-trained viewers as “good.”
Think of
the Instagram filter aesthetics of Ozark, the dark and oversaturated “Netflix look” of The Sandman, the tinned Fincherisms of A
Murder at the End of the World—Peak TV prestige style can be a copy or a
caricature of itself, but it’s also a wan reflection of beloved texts of the
prior age. Aping the signature look of Breaking Bad or Game of
Thrones or True Detective is a way to activate a set of coded cues
for viewers to notice and approve. Such a style distracts distractible viewers
from the thinness or derivativeness of the show they’re watching. If it didn’t
look like that, they wouldn’t care, or worse, they wouldn’t feel that
they should care.
Many of the most
acclaimed series of the past few years have been distinguished by their singular
televisual styles. The Bear’s fast cuts and extreme close-ups sutured to
dad rock deep cuts of the mid-aughts; Shogun’s anamorphic lenses and
natural light and swirly bokeh—or blur—around the edges; Succession’s
nauseating handheld and gray landscapes; I’m a Virgo’s ramshackle
practical effects and forced perspective; Euphoria’s loud and
hallucinatory “emotional realism.”
3
Body Problem feels
allergic to this kind of cohesive televisual vision. There’s so much to do, so
many characters to introduce, so much science to condense and explain, so many
mysteries to investigate and unveil, so many questions to ask and answers to
complicate, so much book to dutifully adapt. In the moments when we notice the
show making a visual or a stylistic choice, they tend to be strictly
utilitarian: The scenes in Mongolia mark a transition in time, nearly every pop
music cue thuddingly references what’s happening onscreen, two eyes merge into
one inside the headset when the video game begins, the capillaries in one
scientist’s eyeballs seize into a glowing, ticking clock that warps and
deranges everything she (and we) sees. Because these scattered touches nearly
all denote transitions out of the show’s present or serve to emphasize points
or themes within it, that means that the show’s baseline is a kind of
deliberate stylelessness, a boilerplate reality.
This show, for all
its many fine performances and thoughtful narrative contraptions, feels
processed, not created; professionally managed, not imagined.