During the 132 minutes of Pacific Rim I failed to have a single thought - not always a bad thing

Director Guillermo del Toro has spoken with open passion about this ludicrous, ludicrous film. In fact, he's right: it's pretty good.

“Entertaining” has become a euphemism for “crap, but with pretty set-pieces": a pleading entreaty offered by sci-fi apologists to save face when discussing yet another underwhelming summer movie we were foolish enough to get excited about.

It becomes an ever weaker descriptor as the years go by, cheapening in value with every genre movie that doesn’t quite work. The rush of excitement when the BBFC card appears on screen deflates quicker and quicker each time, leaving only a distracted internal voice that gnaws on plot holes and wonders when it will all be over.

Sitting through Prometheus last year, and then World War Z and Star Trek earlier this summer, that voice was as loud as popcorn. I began seriously wondering whether satisfying genre movies were even possible anymore or whether – worse yet – my brain was burnt out on effects-driven movies, jaded to spectacle and doomed to overthink any piece of simple fun.

During the full 132 minutes of Pacific Rim, however, I don’t think I actually had any thoughts.

Before a single critical neuron could fire, the film grabbed my mental wrist like the ancient mariner and gruffly set out its pitch with a relentless opening montage. “Here” it said, “is a story about people getting in huge robots to have fights with monsters, and it’s going to be loud”. Leaving no time for me to digest this, it proceeded to launch into the most astonishing fight between a robot and a monster.

Then there was more, and more, and more. The film stuck with its preposterous internal logic with complete attention to detail, and was paced in such a way as to never really leave time for reflection.

Director Guillermo del Toro has spoken with open passion about this ludicrous, ludicrous film. His single-mindedness triumphed in the finished product. Rather than the lumpen, episodic structure so familiar from the design-by-committee approach to blockbusting, Pacific Rim successfully maintained a constant escalation of pitch.

The visual storytelling was superb, with fights choreographed and shot more in the manner of a sports movie than a typical effects-led effort. There was no shaky-cam, no loss of spatial awareness or sense of scale, and no confusing, staccato smash cuts to flailing metal of the kind that the Transformers movies were so rightly pilloried for.

The world of the film was relentlessly imaginative, from the way city streets were built around the skeletons of fallen monsters, to the alien skin parasites collected and sold by black marketeers, right down to the patches and insignia on the uniforms of the heroes (yes, heroes. Pacific Rim is not the kind of film that has ‘protagonists’).

Everything could have been generic and still have contributed to something that was just as marketable, but instead reeked of hours and hours of careful design. 

In fact, the only thing to give my suspension of disbelief a wobble was Burn Gorman’s demented parody of a bookish scientist. Even though his role was written with the same level of operatic lunacy as the rest of the film, it felt awkwardly off-the-shelf in a way that nothing else really did.

In general, the human drama in Pacific Rim was inevitably going to be its weak point. But everyone involved could act, and the attempt to tackle real emotion was far enough in advance of the genre standard to make it seem mean-spirited to make a meal of the issue.

Certainly, Idris Elba bellowing “we are cancelling the apocalypse” came pretty close to unpardonably silly, but after two hours of gigatonne punching, that level of cheesiness seemed genuinely necessary in a way that I can’t honestly explain after the fact.

And that is, essentially, where any conversation on this movie ends for me. I can’t necessarily explain how del Toro got away with it, nor do I feel any real need to understand why. I simply really, really enjoyed how it felt to be watching the film. As I understand it, that’s entertainment.

I am robot. A still from Pacific Rim.

By day, Fred Crawley is editor of Credit Today and Insolvency Today. By night, he reviews graphic novels for the New Statesman.

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.