Get out!
Movies that begin with someone moving in to a new house always
end badly. What happens in between can range from harrowing to
tedious, from the horrific ghosts in The Haunting, The
Shining, or The Amityville Horror to the corny
Vietnam war flashbacks afflicting poor William Katt in the way
too cleverly named House. Yeah, yeah, everyone knows it:
a new abode bodes ill.
Panic Room opens with one of these ominous scenes.
Taut-faced, carefully appointed Meg (Jodie Foster) is touring a
cavernous, multi-floored mansion on New York's Upper West Side,
accompanied by her angry-ish, scooter-riding 11-year-old
daughter Sarah (Kristen Stewart). The place is all ominous
shadows and hardwood floors, but by far its most ominous aspect
is its "panic room," with a thick steel door that slams shut
with an alarming thwack, a bank of surveillance monitors -- all
shooting from sharp, high angles, of course -- and cases filled
with bottled water and fireproof blankets. Apparently, the
previous owner, now dead, was worried about "home invasions."
But damn, this is grim.
At this point, it's hard not to remember Eddie Murphy's dead-on
parody of Amityville: when white folks enter a house and
hear a scarily echoing voice telling them to "Get out!" they
stay anyway, worried about property rights or moral high ground
or some shit. But, Murphy observes, when black folks hear that
same big bad voice, they say, "Okay," and get out the door, real
quick. It's the difference between a sense of privilege and
sense of practicable survival.
Panic Room is all about that sense of privilege, but not
in any way that challenges or messes with it. Instead, the film
presumes the privilege in order to allow the setting -- which
is, as the title suggests, its most critical component. Or, to
think about this in Eddie Murphy's terms: Panic Room is a
conspicuously white folks movie. To be fair, it's working within
a generic framework. As Meg and child are considering this
mightily creepy joint, neither seems a bit unnerved, but really,
they needn't be -- they are characters built on the expectations
of money and whiteness. Meg mentions that the place might be,
well, expensive, but, as her real estate agent, Lydia Lynch (Ann
Magnuson) snipes, she "can afford it." This is because Meg is
getting the house as payback from her cheating dog of an
ex-husband, Stephen (Patrick Bauchau), who has recently dumped
her for a younger woman (the press kit calls him a
"pharmaceuticals" millionaire, whatever that is). Meg is mad
enough that she decides to take the house, even though she and
Meg both think that panic room is a tad sinister. Jump to the
first night in the house, complete with thunder and rain.
Oi. With such a generic point of entry, you might be imagining
the worst for Panic Room. At the same time, you might
also be hopeful, given that it's directed by David Fincher, who
concocted two of the more inventive genre-fucking movies in
recent memory, the edgy deconstruction of serial killer flicks,
Seven (1997), and the grimly self-righteous (and often
exhilarating) assault on buddy films, Fight Club (1999).
Shoot, even The Game had its anti-generic moments, most
involving Sean Penn's sorties against anything resembling
narrative coherence (though exactly what genre is at stake here
is a little unclear).
But with Panic Room, scripted by David Koepp, Fincher
has his work cut out for him (so to speak). As per any "don't go
in the house"-style thriller, the girls will be assailed by a
crew of boys, in this case, a trio of home invaders -- security
systems expert Burnham (Forest Whitaker), twitty mastermind
Junior (Jared Leto), and ski-masked "muscle" Raoul (Dwight
Yoakam). So they have a reason to be in the house, they want
millions of dollars that are hidden in the titular room. They
bust in, Meg hears them, and soon as you can say, "Get out!" Meg
and Sarah are locked inside the room and the three guys are
locked out -- which means that they'll be spending the next 90
minutes trying to hammer, drill, gas, and unscrew their way in.
For a little while, mother and daughter listen to these sounds
and watch the monitors in horror (no working phone inside the
room, of course). Tensions mount when you discover that Meg is
(momentarily) claustrophobic and that Sarah is diabetic and
drat! she left her kit back in her bedroom.
You can't help but know what's going to happen here. The boys
surprise each other but no one else: Raoul is a short-tempered
thug, Junior a mealy-mouthed scum (Leto's uninspired "accent" is
key to this characterization), and Burnham a genuinely nice guy
with a family to support (apparently, designing security systems
doesn't pay so well, and besides, someone has to do the right
thing, eventually). The girls are equally predictable: initially
mopey and stiff, Meg turns out to be an agile action hero, most
excellent at the dramatic slow-motion dash, and handier with a
sledgehammer than she could have imagined. Even Sarah, still
looking haggard, with eyes dark-circled, following her
lack-of-injection ordeal, gets audience-rousingly scrappy with a
few leftover needles. And oh yes, a couple of cops who come by
are irksomely slow on the uptake -- exactly as you know they
will be.
In lieu of plot or character, then, Panic Room offers
the house. It's a good house, even a spectacular house. As
assembled on screen by director David Fincher and his
cinematographers (first Darius Khondji, with whom the director
reached what Premiere magazine calls "a stalemate over
the film's visual direction," and second, Conrad Hall), along
with production designer Arthur Max, the house is simultaneously
serene and weird, a nightmare waiting to happen. It's all
fractured spaces and graceful tracking shots that take you
through walls and floors; at one point the camera takes you
through the kitchen, up and over counters, through portals, and
through a pot handle, an acrobatic maneuver that is consummately
cool.
Even aside from the breakaway architecture, the house around
the panic room has a striking visual design, composed of long
dark hallways and stairways that pile on top of one another,
it's punctuated by grim shadows, doorways that loom in low-angle
shots, windows that look out on the rainy street, and all those
menacing video cameras in every-which corner. Since Meg and
Sarah have only just moved in, there's precious little domestic
detail, save for Meg's claw-footed tub (a must-have accessory
for all gothic-inclined mansions), a bike and a pizza box in the
kitchen, and a soccer ball conveniently located so that it might
be kicked loudly down the stairs at a crucial moment. Altogether
ooky.
And yet... as beautiful and well used as all this space is,
midway through the film, it starts to feel less foreboding than
vacant, an occasion for Great Visuals, rather than a location
where characters live and where anything might happen, or at
least anything that you might remember two days later (this is
quite unlike Seven, for example, which events resonated in a
certain corner of the cultural imaginary for years, as in,
"What's in the box?"). Panic Room's visual organization
is surely precise -- you always know where the characters are in
relation to the house and each other -- but it overwhelms a more
crucial anxiety and dread.
Worse, the film comes round to a very conventional moral
neatness that's unusual in a Fincher film. While it surely
raises significant questions about the relations between
security and money, in a world where such relations have turned
suddenly, very visibly tenuous (and granted, the film was made
before 9-11), it never pushes hard at the assumption of
privilege that grounds these relations. This assumption is built
into Panic Room's fundamental premise, the primary
necessity of the house. The rich white folks have to come out on
top.