Editorials
‘Hardcore Henry’: A Revolutionary Action Film That Came at the Wrong Time
Maybe it’s the emotional and physical toll that Covid brought my way last year, but the excitement over watching the trailer for the Bob Odenkirk one-man action comedy, Nobody, was the type that I hadn’t experienced in months. A year chock-full of delays and movie theaters becoming temporarily obsolete killed much of the joy that I normally experienced when watching the trailer of an upcoming film that I was looking forward to.
Maybe it’s the stylized presentation of Odenkirk rhythmically striking dudes on a bus to the trailer’s music or the small snippets of John Wick-style action that made me feel a sense of renewed joy, but Nobody became the trailer I kept coming back to on YouTube even with the wealth of shows and movies available on streaming. Maybe it’s the excitement over potentially watching this film in a movie theater, in spite of how things are.
But whatever it was before, that excitement only grew when I decided to look up additional information on Nobody and came across an unexpected surprise in the form of the film’s director, Ilya Naishuller. Ilya, the founder of the Russian indie rock band Biting Elbows, plays double duty as a musician and an action filmmaker, going as far as composing the score for his previous directorial feature, as well as taking over screenwriting duties.
What was his last feature film, to be exact? A little POV action flick called Hardcore Henry.
It’s hard to believe that it’s been just about 6 years since Naishuller took up directorial duties for his feature film debut and helped craft a balls-to-the-wall action flick in a POV presentation. Playing out like a mission from a first-person action game, Hardcore Henry presented itself as a strange amalgamation of a found footage film and Crank: High Voltage.
Much of the promotional material hyped it up as a first-person action adventure told through the character’s eyes, letting us go on a wild goose chase involving a man with artificial limbs trying to save his kidnapped wife. From the first moment of the film to the finale, the story is shown purely through his eyes, including when this mission becomes complicated with hordes of mercenaries attempting to kill him in the process. On its own, Hardcore Henry’s story is painfully cliched, but the unique presentation helps transform the narrative into what is essentially a movie adaptation of a video game that technically doesn’t exist.
It’s such a high concept that the thought of it failing to resonate with audiences seems infallible, especially with a cast of well-known actors like Sharlto Copley, Haley Bennett, Danila Kozlovsky, and Tim Roth rounding out the small-scale, but high impact revenge tale. It’s such an unusual concept to use a literal first-person point of view for a John Wick-style bloodbath that it’s crazy enough to succeed on paper.
But upon release, the results didn’t match expectations, grossing only about $16 million worldwide on a $5 million budget. That doesn’t seem like a damaging loss until the promotional and acquisition costs factored on top of the production budget, officially deeming Hardcore Henry a box-office bomb. Its mixed reception with audiences and critics didn’t help either, promptly killing the chances of word of mouth saving the film’s profit margin.
Criticisms were mainly lobbed at Hardcore Henry’s lack of a compelling story, which isn’t exactly wrong in my eyes. The action set pieces and otherworldly stunt work seemed to be the intended focus for Ilya and the rest of the crew rather than the depth of its simple revenge narrative. A man sees his wife kidnapped and is determined to find her and wreak hell on anyone opposing him. It’s short and simple, to a fault.
But the most interesting criticism came with the POV presentation itself. Much was made about the film’s decision to go down this route when it technically had no reason to. There exists a plot thread involving Henry’s eyes broadcasting to the main villain’s monitors in an effort to track him, but there exists little-to-no reason for the film to give us the story told solely through one character’s eyes other than for the sake of giving the audience a set of neat and wacky visuals.
In short, Hardcore Henry is largely considered a gimmick film.
On purely technical terms, this is correct. The film’s appeal comes down to its POV presentation and seeing an action film play out LITERALLY before your very eyes. It’s not going to win over many audience members on the fence with promises of a tight and complex narrative. But what I ask is why is such a mode of filmmaking considered a gimmick? Hardcore Henry is far from the only film to use this technique. Furthermore, many of the stories that fall under this umbrella have received similar criticisms regarding the POV; it’s all a “gimmick” with no substance to make up for fatal narrative flaws.
If so, this is a gimmick that has survived in the world of filmed stories since the early 1900s. The point-of-view shot, or subjective camera shot as it’s sometimes referred to, has been used as early as 1901 with the famous British comedy short, The Big Swallow. Depicting a photographer inching closer to the subject of his camera before being swallowed whole, the point-of-view shot demonstrated that even early film equipment was capable of blurring the line between reality and fiction.
In many ways, merging reality and fiction is one of the main purposes behind the point-of-view shot. Seeing a film directly through a character’s eyes aims to put the audience in said character’s shoes in a form of heightened voyeurism. The grittiness of film noir becomes ever so closer to our reality in something like the 1947 film, Lady in the Lake, which uses the point-of-view shot for the whole story, save for a couple of scenes.
Strangely enough, Lady in the Lake also flopped at the box office, with critics leveling similar accusations of the perspective shots being nothing more than a cheap gimmick. It’s no shock that Hardcore Henry pays homage to its stylistic ancestor with a poster of the film making a cameo. Even though the two films are radically different in terms of story and tone and era, they both aimed to give audiences a level of immersion unique to film with mixed results.
The point is that perspective shots are in fact nothing new, though they are significantly scarce in comparison to traditional third-person presentation. Audiences have been conditioned to favor the third person in an effort to accustom ourselves to the characters’ faces. Imagination plays a relatively minor part in this compared to our minds running wild in trying to visualize a character we read about in a book.
Even in the examples I mentioned and the various others that followed in their footsteps in their own respective ways, such as Maniac, Cannibal Holocaust, The Blair Witch Project, Paranormal Activity and practically a large majority of found footage films, there was always some way to solidify the line between a full-blown first-person perspective and a third person shot depicting a singular perspective by making sure that we got a look at the actors’ faces.
Hardcore Henry differs in that apart from two faint glimpses, we do not see Henry’s face for the whole film. Everything is seen through Henry’s eyes, whether it’s his banter with Sharlto Copley’s Jimmy or when he’s using the power of a van explosion to propel himself onto a motorbike to chase another van. The only thing left relatively up to our imaginations is what Henry looks like. Henry, in essence, is an example of a stone solid audience character, allowing us to project whatever type of image that pops into our heads as our interpretation of what he looks like.
The film is not unlike that of a video game and the gaming industry as a whole has come a long way into embracing the first-person perspective. The shooters of old and new and the wildly popular first-person horror wave have made perspective shots a priority, allowing players to immerse themselves within the story in a manner that has become distinct from the immersion offered by film and television. The Nintendo Wii being a console based solely on that is just the tip of the iceberg.
Hardcore Henry is a film that seems to want to meld the video game perspective into a feature film and on that alone, the critique of it being too reliant on a “gimmick” misses the point and importance of its placement within the story. Henry’s personality is basically blank save for some brief moments of sass and it is up to us to envision and imagine whatever comes to mind regarding his character traits. It is a case where the character being an empty shell of nothing reinforces the whole point of the film’s presentation.
But the Russian-American action flick ran with this idea at a point where video games and movies/shows had already started to blend in with each other. Ilya Naishuller first came up with the film concept after he decided to use the perspective shot to create first-person music videos for Biting Elbows’ “The Stampede” back in 2011, following that up with the insanely viral “Bad Motherfucker.”
That same year, the Uncharted series was releasing the third game of a franchise gaining widespread popularity for blending film and video game worlds together. By the time that Hardcore Henry premiered at the 2015 Toronto International Film Festival, we had been three years removed from the massive success of the cinematic zombie drama known as The Last of Us. More than ever, the lines between film and video games were being scrubbed away at a pace that was growing quicker by the day. So when an action film boasts about its revolutionary and game-like presentation at a time when video games have already evolved past its previous form, we get a film that looks like…well, a gimmick on the surface.
Do I think that Hardcore Henry’s extremely first-person structure is a gimmick? Not at all. It is not a gimmick any more than it was in Lady in the Lake or Maniac or Gaspar Noe’s Enter the Void. It can no doubt be used as a crutch when nothing else about the film works, but Naishuller’s film has shown itself to be more a victim of bad timing than anything else. “Too little, too late”, as the saying goes. A film that is as technically impressive and daring as this stunt show belongs in the conversation of films that have the tools to flip the film world upside down.
But its unfortunately timed release date has caused it to be sandwiched between films like Mad Max: Fury Road and Mission Impossible: Fallout: action movies that broke the ceiling for what was possible in the movie genre. Hardcore Henry broke the ceiling through its own method, but it did so at the wrong time, forever deeming it a box office disappointment even if it manages to gain a sizable cult following, which wouldn’t surprise me.
Audiences simply couldn’t connect to something that they felt like they’ve experienced before through video games and other daring action barnburners. Would it have done as well as a 2000s release, stepping ahead of the curve and getting the chance to set an example for how action movies COULD be shot? What about releasing in the 2020s, a perpetually online empire dominated by streaming? It’s hard to tell.
I just hope that anybody who reads this keeps the film in mind when they go to check out Naishuller’s Nobody. Despite the film not being in the crazy POV that Hardcore Henry is in, you will still be watching a film from a director that took a massive risk with setting his film debut in an insane video game-like world. We vote for what we receive from film studios with our wallets and I’ve heard more than my fair share of arguments calling for studios to give us original content to chew on.
With Hardcore Henry being a film lucky enough to exist in the first place, the doors for other filmmakers to experiment with a similar style have been opened. In spite of the film’s lackluster box office performance, the prevalence of guerilla internet filmmaking gives me at least a little bit of hope that energetic and creative filmmakers can take what Naishuller crafted and twist it into something never-before-seen.
Growing up, I never envisioned a violent action-comedy being filmed solely through POV shots, yet here we are talking about how that very film has almost faded from the public consciousness. Truly hilarious, isn’t it?
Editorials
Before ‘The Odyssey’ There Was ‘Jason and the Argonauts’ and Ray Harryhausen’s Legendary Monsters
Greek mythology is the talk of the town, or at least of the internet at the moment, and with good reason. Christopher Nolan’s retelling of Homer’s The Odyssey opened this weekend in theaters and, as of this writing, is on track to rake in $120 million in the U.S. and $250 million worldwide.
That’s quite a feat for an R-rated sword and sandal epic based on a story that was first put to papyrus over 3,000 years ago. Of course, mythology has been a film standard practically since the beginning of the medium and has proven to be fertile ground for storytellers. One of the great tellers of these tales is not a writer or director but an innovative special effects master and producer, Ray Harryhausen, and among his greatest achievements is Jason and the Argonauts (1963).
The story of Jason and the quest for the golden fleece predates the Homeric period by a generation or two, and there are certainly similarities to the later works, specifically The Odyssey. Both are seafaring adventures captained by men of both strength and wit. Their crews are filled with colorful characters as well, including Hercules and Argos in the Jason tales and Eurylochus and Polites among Odysseus’s men. Both encounter the beautiful and bizarre on their journeys. The major differences are in tone and theme. The Odyssey is a more contemplative piece about men of war finding it is practically impossible to truly return home.
Jason and the Argonauts, especially in the hands of Harryhausen, producer Charles H. Schneer, director Don Chaffey, and writers Beverly Cross and Jan Read, is a tale of adventure, romance, betrayal, gods, and perhaps above all—monsters.
Strictly speaking, nearly all the Harryhausen films are fantasy films, but all are filled with some of the most incredible monster creations in all of cinema. Telling mythological stories was a way of making monster movies that parents would not object to their children seeing. That whiff of the movie-going experience being educational gave him license to bring to life dozens of indelible creations, starting with The 7th Voyage of Sinbad in 1958 all the way to Clash of the Titans in 1981. So, rather than spoil the story of Jason and the Argonauts, I will be focusing on its main attraction, its unforgettable monstrosities.
Talos: The Bronze Giant That Changed Movie Monsters

After Jason (Todd Armstrong) and his crew set off on their quest aboard the Argo, they quickly find themselves running out of food and water. Calling upon the help of his protector Hera, Queen of the Gods (Honor Blackman), Jason is guided to the Island of Bronze but warned not to take anything from the island but food and water. While chasing a herd of goats, unlikely pals Hercules (Nigel Green) and Hylas (John Cairney) discover the gargantuan bronze statues of the gods and Titans created by the long-departed Hephaestus.
In the base of the statue of Talos, they discover the treasure trove of the gods, and Hercules decides to take a giant golden needle that he intends to use as a javelin. Of course, this awakens Talos, who pursues them back to the Argo.
Talos was one of Harryhausen’s favorite creations, and he reveled in giving life to the stiff movements of the man of bronze. In one sequence, Talos blocks the narrow waterway that is the only means of escape and plucks the Argo out of the sea as though it were a toy, shaking the crew overboard and breaking the mast in two. Jason once again asks Hera for help, and she advises him to “look to the ankles” of the statue. He spots a kind of hatch on the heel of the giant and, after much struggle, removes it, releasing a flow of steaming liquid that is apparently the driving force of Talos, who weakens, cracks, and falls to the beach, breaking into pieces.
Echoes of this scene can be found in all kinds of stories from Achilles’ heel to the small vulnerable spot on Smaug’s belly in The Hobbit, to tangling the legs of the Imperial AT-AT’s in The Empire Strikes Back. Even the Death Star has a touch of Talos to it.
Harryhausen’s Harpies and Hydra Bring Ancient Myth to Life

Next, the Argonauts encounter the old man Phineas, played by Patrick Troughton of Dr. Who (he played the Second Doctor) and The Omen (1976) fame. As punishment for sins that go unnamed in the film, Zeus torments Phineas day and night with harpies who steal his food and leave him only scraps.
The harpies are flying, blue, rather demonic-looking creatures complete with bat wings and horns. They look something like living gargoyles and are masterworks by Harryhausen. The crew lures them into the ruins of a temple and covers the entire structure with a net before releasing the top and snaring the harpies. The stop-motion work in this sequence is some of the best Harryhausen ever created and is seamlessly placed into frame with the live-action elements, as was among Harryhausen’s greatest strengths.
The special effects of the film use every tool available at the time, as demonstrated by the next major effects sequence, “the clashing rocks.” The sequence utilizes stop motion, miniatures, rear projection, location and stage work with the actors all blended together, sometimes into a single shot. The clashing rocks are more-or-less a rock slide, but combined with the destruction of a different ship that tries to make passage between the rocks and the knowledge that Hera is now forbidden to interfere with Jason’s fate, real stakes are afforded to the scene. Hera pulls a fast one on Zeus (Niall MacGinnis), however, which allows Triton, king of the Mer-people, to rise from the sea and stabilize the rocks, giving the Argo safe passage.
The crew then rescues Medea (Nancy Kovack) and heads to their final destination, Colchis at the end of the world, where Jason and the Argonauts are welcomed by King Aeetes (Jack Gwillim). Eventually, after a betrayal and turn of events, Jason finds the golden fleece, which is guarded by another great Harryhausen monster, the Hydra, a multi-headed serpent. The most famous aspect of the Hydra, growing back two heads for every one cut off, is not depicted here, but the sequence is still harrowing.
Jason fights the dragon with his sword and at one point is wrapped in its tail, depicting Harryhausen’s love of intercutting and interrelating his stop-motion creations with actors and other live-action elements. The sequence also demonstrates that the artistry of Harryhausen and the craftspeople in his workshop was not limited to fantasy creatures; they were also masters of recreating believable human figures.
Why Harryhausen’s Monsters Still Feel Alive

Perhaps the most famous Harryhausen creation, the one that has had the greatest lasting influence, is what is called in the film the “children of the hydra’s teeth” and the “children of the night” by Aeetes, who calls on the goddess of darkness Hecate to bring them to him. Fire rains down from the sky and reduces the hydra to a skeleton. Aeetes orders his men to gather its teeth, which he collects in a helmet and, cornering Jason and his men, sows on the ground like seeds. Reanimated skeletons of dead soldiers rise up out of the ground and attack the Argonauts in what is certainly one of the most iconic sequences in all of fantasy cinema.
It is an expansion of a similar scene in The 7th Voyage of Sinbad in which the fearless sailor fights a single skeleton, but this time there are more than half a dozen reanimated warriors complete with the famous “Harryhausen brow,” in which the empty eye sockets are given a sinister frown. Even today, the sequence is thrilling. Though our technology has given us tools that look more realistic, there is a magic in stop-motion that remains unmatched despite all our advances in CGI.
This sequence has directly influenced many movies over the years, but for the horror crowd, the clearest examples are Freddy’s skeleton fighting Donald Thompson (John Saxon) in A Nightmare on Elm Street 3: Dream Warriors (1987) and the deadite army in Army of Darkness (1992). The animators even included the slouch of the “children of the hydra’s teeth” in the Nightmare 3 scene, and Sam Raimi insisted the Army of Darkness skeletons all have the Harryhausen brow.
Beyond these films, Harryhausen’s work has had a massive influence on horror, fantasy, and science fiction films for decades, while also making an indelible mark on popular culture at large. Among his acolytes are stop motion genius Phil Tippett, and filmmakers including Joe Dante, Guillermo del Toro, Peter Jackson, George Lucas, Steven Spielberg, John Milius, Don Coscarelli, and many others. The fingerprints of Harryhausen can in many ways be seen even in Nolan’s The Odyssey, which relies on tricks from throughout film history rather than only more recent innovations like CGI.
Above all, Harryhausen was a storyteller who sought to make audiences fall in love with the great adventure stories that have been with us for thousands of years. These stories speak to the heart of our humanity in ways that will always feel fresh when told in innovative ways. Harryhausen also always had in him the true joy of creation. Bringing his monsters to life was a long, sometimes tedious, process, but Harryhausen clearly understood that all that time and attention to detail would imbue every creation with humanity that cannot be replicated by taking the easy way around.
Despite the limitations of budget, star power, and other resources that his films often lacked, that love of storytelling always shone through. Perhaps that is why his creations endure along with the kinds of ancient stories he so loved to tell.
At their heart, they are one thing above all—deeply and undeniably human.





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