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Final Destination: Bloodlines and telling 'em what ya gonna do

Being meta without winking at the audience.

Self-aware genre work has become somewhat unfashionable these days; I sense that audiences are getting tired of Whedonesque quips in particular, and I notice that use of meta gags has gotten somewhat lazier and one of the performative signs of genre – that is to say, something storytellers throw in because they think they’re supposed to. Which is what makes Final Destination: Bloodlines so interesting. It’s a belated sequel in the franchise, coming fourteen years after the previous entry and a full twenty-four years after the original film; the movies, while limited in influence on the genre as a whole, have a cult following spanning a generation (the log truck sequence opening the second film having instilled a fear as powerful as that caused by Jaws).

What’s fascinating is that it has a deeply self-aware understanding of its unique qualities which only expresses itself as three crude meta-gags. Otherwise, the movie uses audience expectations to more effectively tell the exact kind of story these movies have always been telling. The most obvious move is when one character, Erik (Richard Harmon), appears to go through a very typical-for-this-franchise death scene in which he gets his nose ring caught on a fan and falls onto a pile of glass and fiery oil, only for protagonist Stefani (Kaitlyn Santa Juana) to nearly hit him with her car as she drives over to his tattoo shop in a panic; he easily survived the situation.

It’s a move so obvious that I’m shocked nobody thought of it before – set up an entire elaborate sequence that does not kill anybody! Like all shock value, it’s something you can only really do the once, although it works to make the rest of the film more tense; the films have long trained their audiences to track little details and speculate how they’ll pay off – Final Destination 5 had a sequence where a screw falls on a pommel horse, setting us up to think the victim will step on it, only for someone else to step on it later and set the kill in motion – and now we’re not even sure a kill will happen at all!

Bloodlines doesn’t simply rely on these gags to push the film forward; they understand their goals fully, and the film is largely pushed forward by them. The first real kill of the film – not counting the spectacularly violent prologue – has a shard of glass fall into a drink and move around a party, making us wince as we believe multiple characters are going to swallow it, only for it to tip out and get stepped on as part of the setup to the kill. The aim of the film is still to racket up tension as we watch someone unknowingly walk into a brutal demise.

They even find a particularly clever way to deliver this pleasure, when Stefani correctly predicts exactly how someone will die, but not only did she get the target wrong, the typical elaborate setup ends up happening in one shot in the background, and the movie swiftly switches from comedy to horror as the Stefani fails to save the victim. Which is a good setup for exploring the most subtle but most effective way self-awareness factors into this movie being entertaining: character motivation.

The most famous and frequent criticism horror films get is “why are these characters acting in a way that will cause their own deaths?”. Two of the most beloved Western horror films – Alien and The Thing – are beloved specifically because everyone acts in a completely rational way, and the horror is simply too big and too powerful to really fight against, and part of the popularity of Japanese horror the past two or three decades has been in its tendencies towards arbitrary horror you don’t deserve and can’t fight.

In its meta-awareness, Bloodlines has its characters act in ways various audience members would assume they would if they ended up in the character’s situations. Erik ends up one of the most interesting; he starts out a cynical nonbeliever but switches to full belief as soon as he sees his sister die in front of him, and from that point he becomes what he thinks is pragmatic; he’s sincerely motivated to protect what’s left of his family, but he tries to game a system based on its literal wording without taking into account that the guy running the game is a spiteful motherfucker. He is, in essence, the viewer who thinks they could rules lawyer their way out.

But Stefani herself is fairly interesting too. The basic aesthetic of the films is using basic filmmaking to induce paranoia; David Fincher once said that a close-up is an underlining, and much of the film involves underlining things before the dramatic reveal, letting you try and figure out how they’re going to kill someone. Stefani effectively has that as a power; you may be familiar with how the characters in The Good, The Bad, And The Ugly don’t see anything that the audience doesn’t (famously, not noticing a massive camp until the camera pans over to it), and this amplifies that, with Stefani effectively ‘seeing’ the closeups.

(Less interesting, but still worthy of bringing up: Erik’s younger brother Bobby, who is less intelligent, unable to see the closeups, but also mostly has the sense not to push his luck. He ends up having one of the less brutal deaths – ‘less brutal’ being relative – and it comes because he trusts his brother against his better instincts)

It’s an interesting idea, making a character sympathetic simply by aligning their interests with that of the audience. The climax is thrilling specifically because it plays as a constant back-and-forth between the characters and Death, totally fair but unable to lower their guard for even an instant; my favourite part is when a character is killed by a falling pole that’s in the background like two seconds before it ‘attacks’. One popular archetype is the Reluctant Hero, or at least a lengthened Refusal Of The Call section; it’s my observation that, however artistically necessary, audiences tend to find such characters unsympathetic, and storytellers can use this.