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How did a new War of the Worlds movie get a 0% critical rating?

How did a new War of the Worlds movie get a 0% critical rating?

The Guardian2 days ago
Just over 20 years ago, Steven Spielberg released War of the Worlds, a remake of the HG Wells classic updated for then modern day, capturing an era of post-9/11 anxiety filtered through the prism of late-90s disaster movies. That movie's reputation has only grown over the years – it's basically the thinking and anxious person's Independence Day – but the Wells text has been revisited repeatedly since its publication at the tail end of the 19th century. 2025 seems as good a time as any for another update. And if ever any viewers yearned to see a new War of the Worlds beset with the constant pinging of a Microsoft Teams chat, Prime Video has a real treat in store.
Yes, hovering towards the top of Prime Video's movie charts is a new War of the Worlds, which arrived with little fanfare on the service at the end of July. In it, Ice Cube plays Will Radford, a Department of Homeland Security official who monitors an array of feeds for terrorist threats. Despite a belated heads-up from his Nasa pal Dr Sandra Salas (Eva Longoria), he (somewhat bafflingly) fails to pay much mind to a series of mysterious gathering storms, until it's too late: meteor strikes occur worldwide, and from the meteors emerge alien tripods that quickly lay waste to buildings and people everywhere. Will has been distracted by the hunt for a hacker called 'Disruptor', as well as by spying on his grown-ish kids Faith (Iman Benson), who is expecting her first child, and Dave (Henry Hunter Hall), a gamer Will thinks is wasting his life.
In a novelty that turns into a hindrance almost immediately, most of this unfolds on Will's computer screen at his mostly empty office, where he's working what's described as a 'graveyard' shift despite it being, you know, daytime. Actually, it's more accurate to say that it unfolds near Will's computer screen. Unlike past 'screenlife' movies like Unfriended, War of the Worlds is not exactly rigorous about adhering to its self-imposed limitations. Though Will's face is often display on screen as part of various video calls (which is how Unfriended and others have worked actors' faces into a screen-only framework), the movie also flat-out cuts away to traditional shots of Will that are framed vaguely like a Zoom call but clearly take place outside of Will's computer. This makes sense. After all, when you've got an actor as expressive as Ice Cube, you want unmotivated closeups that can capture every single cocked-eyebrow scowl. How will the audience know how to feel if they can't see Ice Cube scowling at his computer screen?
That's probably not fair to Cube, who has been quite good in plenty of other movies. The man has presence. What he does not have is the kind of subtlety or emotional range that benefits from de facto solo occupation of the screen. Really, every actor in War of the Worlds feels like they're performing in a Zoom-style vacuum – and seemingly not as a commentary on the coldly disconnected world of digital communication. In fact, quite the opposite: in this movie, everyone video-calls everyone all the time, to better show off some of the worst visual effects ever seen in a movie bearing the Universal Pictures logo out front. No amount of handheld phone-camera or grainy news footage can disguise how terrible the alien ships look. They wouldn't pass muster on a whimsical Snickers ad.
So how did this happen? How did this D-grade reimagining of a public-domain property wind up going from major studio to major streaming service to the top of the charts?
It should have been a fortuitous confluence of events. Film-maker Timur Bekmambetov remains high on the screenlife format, a variation on found footage, where stories are told entirely through activity on device screens. He's produced several successful film series based on that tech: the aforementioned horror film Unfriended and its sequel, and a pair of less bloody companion thrillers, Searching and Missing. All of these movies make innovative use of their central gimmick, and War of the Worlds came out as a pandemic-inspired variation. It was announced in the fall of 2020 as a spectacle-driven sci-fi movie that could nonetheless unfold in a series of contained environments, with actors all filming their parts separately.
So the reason War of the Worlds feels not just like eavesdropping on a Zoom call but like a movie pieced together through Zoom is that it more or less was. More technology was involved, but that's barely clear from the final product, which has the rushed jankiness of something that should have come out a month or two after filming and been marketed as a quickie experiment. Instead, the movie seems to have sat on a shelf for literally years before it was sold off to a streaming service. Weirdly, it's not the only 2020-shot Universal-produced sci-fi movie to get that treatment: Long Distance, a space survival movie starring Anthony Ramos, recently debuted on Hulu despite filming wrapping before the end of 2020. Even a lengthy post-production would mean that it spent three years on the shelf, and couldn't even rate a release in the aftermath of the 2023 strikes. (Long Distance looks and acts more like a real movie compared with War of the Worlds. This is also true of many network TV shows and some big-budget ads.)
The simplest answer to why the hell these movies have remained in limbo, then, seems to be Covid-era buyer's remorse. Studios were panicking about how to keep their pipelines moving during an unprecedented disruption, and didn't wind up having room on the release schedule for these smaller projects. The real question is how audiences have made it through an unconvincing cheapie like War of the Worlds – a sci-fi epic that seems to take place in real time yet features a vast and coordinated worldwide mobilization of multiple armed forces – without shutting it off in disgust (it boasts a rare 0% rating on Rotten Tomatoes).
Maybe they haven't. Streaming viewership is notoriously sketchy to measure, and most services rely on total minutes watched, which means watching five minutes of an awful movie and then flipping to something else can add to its total. War of the Worlds seems to have been made for its Covid-era convenience, and cynically capitalizes on surveillance paranoia and government secrets without actually saying anything coherent about, well, anything. But Amazon – which figures into the plot so embarrassingly that it seems like a plea for a Prime Video pick-up – stumbled upon the perfect streaming product: a cheap piece of junk with a recognizable title and stars, just enough for millions of people to hit play. Maybe some of them even watched through the end; the movie certainly doesn't compete with second-screen phone-scrolling, in the sense that your scroll is likely to eventually hit upon something vastly better than the movie's own toggling between chat windows. Amazon has plenty of experience helping consumers find junk, so War of the Worlds wound up in a fitting home – at least until Temu starts its own streaming service.
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Digital resurrection: fascination and fear over the rise of the deathbot
Digital resurrection: fascination and fear over the rise of the deathbot

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Digital resurrection: fascination and fear over the rise of the deathbot

Rod Stewart had a few surprise guests at a recent concert in Charlotte, North Carolina. His old friend Ozzy Osbourne, the lead singer of Black Sabbath who died last month, was apparently beamed in from some kind of rock heaven, where he was reunited with other departed stars including Michael Jackson, Tina Turner and Bob Marley. The AI-generated images divided Stewart's fans. Some denounced them as disrespectful and distasteful; others found the tribute beautiful. At about the same time, another AI controversy erupted when Jim Acosta, a former CNN White House correspondent, interviewed a digital recreation of Joaquin Oliver, who was killed at the age of 17 in a 2018 high school shooting in Florida. The avatar of the teenager was created by his parents, who said it was a blessing to hear his voice again. In June, Alexis Ohanian, a co-founder of Reddit, posted on X an animation of his late mother hugging him when he was a child, created from a photograph. 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TV tonight: the wife of a serial killer speaks out in a grim documentary
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Digital resurrection: fascination and fear over the rise of the deathbot
Digital resurrection: fascination and fear over the rise of the deathbot

The Guardian

timean hour ago

  • The Guardian

Digital resurrection: fascination and fear over the rise of the deathbot

Rod Stewart had a few surprise guests at a recent concert in Charlotte, North Carolina. His old friend Ozzy Osbourne, the lead singer of Black Sabbath who died last month, was apparently beamed in from some kind of rock heaven, where he was reunited with other departed stars including Michael Jackson, Tina Turner and Bob Marley. The AI-generated images divided Stewart's fans. Some denounced them as disrespectful and distasteful; others found the tribute beautiful. At about the same time, another AI controversy erupted when Jim Acosta, a former CNN White House correspondent, interviewed a digital recreation of Joaquin Oliver, who was killed at the age of 17 in a 2018 high school shooting in Florida. The avatar of the teenager was created by his parents, who said it was a blessing to hear his voice again. In June, Alexis Ohanian, a co-founder of Reddit, posted on X an animation of his late mother hugging him when he was a child, created from a photograph. 'Damn, I wasn't ready for how this would feel. We didn't have a camcorder, so there's no video of me with my mom … This is how she hugged me. I've rewatched it 50 times,' he wrote. These are just three illustrations of a growing phenomenon of 'digital resurrection' – creating images and bots of people who have died using photographs, videos, voice messages and other material. Companies offering to create 'griefbots' or 'deathbots' abound, and questions about exploitation, privacy and their impact on the grieving process are multiplying. 'It's vastly more technologically possible now because of large language models such as ChatGPT being easily available to the general public and very straightforward to use,' said Elaine Kasket, a London-based cyberpsychologist. 'And these large language models enable the creation of something that feels really plausible and realistic. When someone dies, if there are enough digital remains – texts, emails, voice notes, images – it's possible to create something that feels very recognisable.' Only a few years ago, the idea of 'virtual immortality' was futuristic, a techno-dream beyond the reach of ordinary people. Now, interactive avatars can be created relatively easily and cheaply, and demand looks set to grow. A poll commissioned by the Christian thinktank Theos and carried out by YouGov in 2023 found that 14% of respondents agreed they would find comfort in interacting with a digital version of a loved one who had died. The younger the respondent, the more likely they were to be open to the idea of a deathbot. The desire to preserve connections with dead loved ones is not new. In the past, bereaved people have retained precious personal items that help them feel close to the person they have lost. People pore over photos, watch videos, replay voice messages and listen to music that reminds them of the person. They often dream of the dead, or imagine they glimpse them across a room or in the street. A few even seek contact via seances. 'Human beings have been trying to relate to the dead ever since there were humans,' said Michael Cholbi, a professor of philosophy at the University of Edinburgh and the author of Grief: A Philosophical Guide. 'We have created monuments and memorials, preserved locks of hair, reread letters. Now the question is: does AI have anything to add?' Louise Richardson, of York university's philosophy department and a co-investigator on a four-year project on grief, said bereaved people often sought to 'maintain a sense of connection and closeness' with a dead loved one by visiting their grave, talking to them or touching items that belonged to them. 'Deathbots can serve the same purpose, but they can also be disruptive to the grieving process,' she said. 'They can get in the way of recognising and accommodating what has been lost, because you can interact with a deathbot in an ongoing way.' For example, people often wonder what a dead loved one might have done or said in a specific situation. 'Now it feels like you are able to ask them.' But deathbots may also provide 'sanitised, rosy' representations of a person, said Cholbi. For example, someone creating a deathbot of their late granny may choose not to include her casual racism or other unappealing aspects of her personality in material fed into an AI generator. There is also a risk of creating a dependency in the living person, said Nathan Mladin, the author of AI and the Afterlife, a Theos report published last year. 'Digital necromancy is a deceptive experience. You think you're talking to a person when you're actually talking to a machine. Bereaved people can become dependent on a bot, rather than accepting and healing.' The boom in digital clones of the dead began in the far east. In China, it can cost as little as 20 yuan (£2.20) to create a digital avatar of a loved one, but according to one estimate the market was worth 12bn yuan (£1.2bn) in 2022 and was expected to quadruple by 2025. More advanced, interactive avatars that move and converse with a client can cost thousands of pounds. Fu Shou Yuan International Group, a major funeral operator, has said it is 'possible for the dead to 'come back to life' in the virtual world'. According to the China Funeral Association, the cost is about 50,000 yuan per deceased person. The exploitation of grief for private profit is a risk, according to Cholbi, although he pointed to a long history of mis-selling and upselling in the funeral business. Kasket said another pitfall was privacy and rights to digital remains. 'A person who's dead has no opportunity to consent, no right of reply and no control.' The fraudulent use of digital material to create convincing avatars for financial gain was another concern, she added. Some people have already begun stipulating in their wills that they do not want their digital material to be used after their death. Interactive avatars are not just for the dead. Abba Voyage, a show that features digital versions of the four members of the Swedish pop group performing in their heyday, has been a runaway success, making about £1.6m each week. Audiences thrill – and sing along – to the exhilarating experience while the band's members, now aged between 75 and 80, put their feet up at home. More soberly, the UK's National Holocaust Centre and Museum launched a project in 2016 to capture the voices and images of Holocaust survivors to create interactive avatars capable of answering questions about their experiences in the Nazi death camps long into the future. According to Cholbi, there is an element of 'AI hype' around deathbots. 'I don't doubt that some people are interested in this, and I think it could have some interesting therapeutic applications. It could be something that people haul out periodically – I can imagine they bring out the posthumous avatar of a deceased relative at Christmas dinner or on their birthday. 'But I doubt that people will try to sustain their relationships with the dead through this technology for very long. At some point, I think most of us reconcile ourselves with the fact of death, the fact that the person is dead. 'This isn't to say that some people might really dive into this, but it does seem to be a case where maybe the prospects are not as promising as some of the commercial investors might hope.' For Mladin, the deathbot industry raises profound questions for ethicists and theologians. The interest in digital resurrection may be a consequence of 'traditional religious belief fading, but those deeper longings for transcendence, for life after death, for the permanence of love are redirected towards technological solutions,' he said. 'This is an expression of peak modernity, a belief that technology will conquer death and will give us life everlasting. It's symptomatic of the kind of culture we inhabit now.' Kasket said: 'There's no question in my mind that some people create these kinds of phenomena and utilise them in ways that they find helpful. But what I'm concerned about is the way various services selling these kinds of things are pathologising grief. 'If we lose the ability to cope with grief, or convince ourselves that we're unable to deal with it, we are rendered truly psychologically brittle. It is not a pathology or a disease or a problem for technology to solve. Grief and loss are part of normal human experience.'

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