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Darkon

Other // Unrated // February 26, 2008
List Price: $26.98 [Buy now and save at Amazon]

Review by Thomas Spurlin | posted February 11, 2008 | E-mail the Author
The Film:

With a pseudo-spherical twenty sided dice in one hand and a fizzy beverage in the other, fantasy buffs have been soaking into the escapist world of role-playing games for well over 30 years now. Since the popularization of the original "Dungeons and Dragons" in the mid-70s, those looking for an enthralling romp through thought-provoking alternate realms need to look no further than TSR and Wizards of the Coast's incarnations. Over the years these "games" have evolved, producing offspring such as the popularized "Advanced Dungeons and Dragons", as well as the less complex but more addictively collectible card game, "Magic: The Gathering".

This documentary, Darkon, isn't about sitting down and slinging a transparent sword at a transparent dragon, however. Instead, it focuses on a band of D.C. / Baltimore based role-playing enthusiasts who continue to take their fantasy universe up the steps towards near complete tangibility. Darkon focuses on a fiction-based world of the same name, conceived in the mid-'80s, that revolves around a grid of townships and land plots to be conquered. A dice isn't rolled to determine the outcome of these stretches of land; through their own governing system, culture, and political framework, this imaginary world dictates ownership based on face-to-face politics and, when available, real hand-to-hand battle.

Now, this doesn't involve a Claymore or two getting tossed around or anything - at least, not a metal Claymore. The only things that do differentiate Darkon's combat from real battles are two things - the soft nature of the blunt weapons, and the honor system that the combatants agree upon before battle. As the fully-adorned and armored warriors drudge into battle, the physicality, strategy, and casualties all remain the same. Well, somewhat - "casualty" isn't permanent, as assassinations and war deaths only garnish a form of death "time-out" from the game's runtime. Players must make and maintain their own safe weapons, which infuses an added sense of ownership for the parties involved. In all, it seems to become, essentially, a second life with all the same life demands as their typical 9-to-5s.

Darkon takes two paths in telling its story. At first, it illustrates the current political strife in Darkon. A tyrannical country, Mordem, and their group called the Crimson Gryphon has begun to build momentum in conquest over several plots of land, and a small group of freedom fighters disagree with their control. They stake a motion to battle these tyrants, thus creating a somewhat David vs. Goliath persona about the battle. The film starts out with the remnants of the brutal battle, and then rewinds several months back to show how the events transpired. Darkon's camera, in observational first-person POV, slyly follows their discussions all the way through their politics and battle strategies. It gives an insight into their world that proves to be very stimulating as money begins to exchange hands and assassinations go down in the middle of the night. Then, as the tension escalates, the camera captures the battle sequences which, with the help of some nifty editing, clanks and sputters with nearly as much gravitas as some feature length epic battles.

What makes this glimpse into the Darkon world more intriguing comes when the documentary shifts into its "expository" nature as it delves into the real worlds of the fully-fleshed combatants. Individuals amidst the game range from multi-million dollar business professionals (such as the tyrannical leader of the Gryphons) to ex-exotic dancers all the way to Starbucks employees. One of the most focused characters in the story is a stay-at-home father who, at one time, was the heir of a strategy game manufacturing empire. Hearing his story and how he delved into Darkon gives an interesting glimpse into just a small portion of this rather large community. Comparing their demeanors between real-life and how they dictate themselves in Darkon helps to keep the viewer invested in this wide assortment of characters.

Darkon becomes its most compelling when it shows how the lines between reality and fantasy begin to blur. It intimately shows how an average introverted, self-proclaimed overweight kid has developed in degrees, both socially and physically, in his real life because of his participation with Darkon. He also, however, sparks an interesting discussion about relationships within the club. It seems entirely possible to develop romantic interests and, even, get married in Darkon while keeping it separate from their life outside of the "game". This can provide some bizarre links between inside and outside relationships, as one couple illustrates in the film. Conversely, the film also shows how relationships developed in the realm can spark chaos outside the bubble. If friendships develop outside of that world and politics cause them to separate ways in the game, it can also lead to a forking of paths with their tangible friendship.

This juggle between the fantasy and reality worlds is absorbing as it builds towards this accumulation of all of Darkon's bustling nerves; however, it starts to wear down the intrigue level after about the 65 to 70-minute mark. Only so much of the politics within their fantasy world can be compelling to us as observers. It wraps around full-circle back to the balance between playing a game and how much fun it is to just watch someone else play. Once it reaches the final battle, it does pay off to see the full-fledged war and its proceedings.

Darkon is a solidly photographed documentary accompanied by nice editing techniques that add to its grafted documentary style. Despite its lingering length, this piece successfully and intimately delves into an obscure world packed with active and empowered disbelief. It shows how this wargaming club, as well as the smaller spawn scattered across the country, isn't just a simple "hop in, slice up, and leave" type of environment. Darkon makes the culture seem both immersive and, at the same time, very complex once both words collide.


The DVD:

This PorchLight screening copy of Darkon is presented in a non-anamorphic, sole English audio option presentation void of menus. It's an unfinalized presentation from the ground up.

The Video:

As mentioned, the 1.85:1 image is non-anamorphic. Outside of that, the photography doesn't look too shabby within it slightly above-average handcam quality. There's a fair amount of digital noise and such, but seeing as how the "Property of PorchLight" moniker is at the bottom, I doubt this is the final digital image for the product.

The Audio:

Same goes for the Dolby Digital audio presentation. From what I heard, Darkon didn't sound too bad, as much of the vocal clarity wasn't distorted to an inaudible level. It's obviously front heavy and, in retrospect, should be reasonably clear once the final product hits the shelves.

The Extras:

As mentioned, nothing is available except for the film via a single file on the disc.

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Final Thoughts:

Darkon gives us an intimate peephole into the world of live-action roleplaying that, in itself, both provides humanity and whimsy to each character involved. Though it sludges a bit in the middle, the documentary still comes out on a strong note. It's definitely worth a Rental to see what this physical community of fantasy enthusiasts accomplish both in their false personas and their real ones, whichever of the two actually walks into the realm of Darkon.



Thomas Spurlin, Staff Reviewer -- DVDTalk Reviews | Personal Blog/Site
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