Eye of the Beholder

Released in 1999.

Director: Stephan Elliot

Staring: Ewan McGregor (Trainspotting, The Phantom Menace), Ashley Judd (Double Jeopardy, The Passion of Darkly Moon).

DVD Features: Director's comments on/off, language options, cast featurettes.

You'll know Stephan Elliot from his work writing and direction The Adventures of Priscilla, Queen of the Desert. He has accomplished something rather startling with this film that's likely to disappoint a fair number of people, based mainly on the fact that this is not, in fact, a suspense thriller.

The movie deals heavily with themes of numerology, fate, and the consequences of our actions.

Ewan McGregor plays Eye, a genius surveillance expert for an unnamed agency. From the importance he seems to command with the police, he has to be more than a casual private detective, and one suspects that he works under some government agency, but this is never made terribly clear.

Eye is pulled off of his current work to follow the Boss' son and discover whether he has been embezzling his trust fund. However, we soon find that his abandonment 7 years ago by his wife (and the daughter he has never seen) has driven him into a state of madness.

What perhaps is so interesting, at least to myself, about Eye's madness, is that he is aware of it. He has, in fact, created it himself as an element of his naturally obsessive focus. The daughter he has never seen follows him everywhere, talking to him, cajoling, demanding, alternately speaking from his conscience and his desire. Perhaps one of the most amazing scenes in the film occurs in the midst of an important surveillance operation as the girl appears in multiple places in the apartment at once, making a variety of different noises and singing in a quite marvellous piece of sound work.

The film is suffused with images of circles, of patterns, and the elements of numerology and fate. The characters can see what is coming clearly, yet are powerless to avoid their respective fates, and even seem eager to meet them.

The film style has certain elements reminiscent of the Wachowski brother's 1996 effort, Bound, in a manner of camera angles and juxtapositions.

The movie is, over all, quite beautiful, a dark poem if you will. If you watch this, watch it because the moods and images created therein are beautiful and captivating and stark...not because you need an action/suspense flick for a Friday night. This is a movie for examination and exploration, if you like that kind of thing.

Eye of the Beholder is the second episode in the first season of the 1983 Marvel Productions Ltd., D&D Enterprises and TSR nonlinear animated series, Dungeons & Dragons.

Short Summary: The children come across a knight, Sir John, who helps them when they are being chased by a giant scorpion. When Dungeon Master sends them to battle a beholder in a distant valley the children decide the knight is the perfect person to accompany them. The only problem is that Sir John is in reality an utter coward.

Complete Summary: Warning, the following episode summary is complete and will spoil the episode totally for those who haven't seen it.

The episode begins with the children wandering through a parched desert, subject to the combined heat of the Realm's four suns. Eric and Hank begin to argue over which course they should take. Dungeon Master has ordered them to proceed in the direction of the setting suns, but they haven't seen him for two days and Eric dislikes blindly following orders. Just as things are getting interesting Uni decides to go and uncover a monstrous giant scorpion, which then chases the group across the desert towards a nearby mountain range.

A knight walking nearby hears the group's panicked cries. The British-sounding knight, Sir John, is hardly a brave individual and wisely decides the best thing he can do is hide in a nearby cave until the danger has passed. Regretably for him, he has chosen a cave that is home to a blue dragon, which swiftly pursues him.

The children take refuge in a crack in the mountain side, leaving the scorpion with nothing to do outside, until Sir John arrives with his dragon. Captured between the two monsters, Sir John lies down with his hands over his head and, as is usual in western animation, escapes unharmed as the blue dragon drives the scorpion away with bolts of lightning.

The children emerge from their cave and find the scorpion gone. With no other obvious explanation to hand they assume the knight has driven it away. Caught up in their enthusiasm, Sir John ends up claiming it really was him and conjuring up false heros in the children's minds. He excuses himself and hurries away into the distance, intent on returning to the village of Pendrake - a place he has been hired to protect.

At this point, right on schedule, Dungeon Master rounds the rockface and immediately begins confusing Eric with his nonsensical speech. He tells the children that he has found a way they can get home, but that it is very dangerous. He tells them of a land far to the East known as the Valley of the Beholder. The valley was once apparently the most beautiful in the Realm, but ever since the Beholder arrived from the underworld all things of "beauty" in the valley have withered and died.

Dungeon Master explains that the Beholder guards a portal back to the real world that is hidden somewhere in the valley. Dungeon Master disappears into thin air behind a mound of rock, leaving not just one riddle, but two, for the children to puzzle over: "Sometimes by looking back you can see a clearer path through what lies ahead"

and "But beware! For only beauty can defeat the eye of the beholder"

Hank works out that the only important thing in their past (remembering that this is a nonlinear western animation so that for all intents and purposes nothing exists before the start of the episode) was their meeting with Sir John. They decide to seek him out and get his help battling the beholder, one of the most powerful Dungeons and Dragons monsters that exists.

The next scene shows the village of Pendrake, where the mayor is expelling Sir John and his son, Timothy, on the charge that the cowardly knight is worthless as a protector. In response to the knight's desperate pleas, the mayor reluctantly agrees to give Sir John one last chance to perform an act of extreme bravery and keep his post. He and his son set out from the village with heavy hearts.

The children are wandering through a forest of giant fungi. Presto tries to conjure up some light, and ends up holding a birthday cake festooned with candles. In the dim illumination of the cake the characters make out snail creatures, who cower from the light. While this works temporarily, a sneeze from Bobby extinguishes the candles, plunging them into darkness once more. The snail creatures attack.

Hank tries to use his bow to light up the area with fireworks, but the snail creatures fire sticky ropes and quickly pin down the group. Presto tries an incantation, but uses the wrong wording..."powers that come and go in the night, banish these snail things from my sight"...causing a bucket to materialize over his head. The monsters stuff the children into sacks and carry them away down the hill. Only Uni escapes, with orders from Bobby to find Sir John so he can rescue them.

Sir John is wandering through another part of the woods, mumbling to himself that he has to do something brave. He bumps into Uni who struggles to convince him to come with it. When Sir John seems too reluctant to come, Uni steals his torch. Alone in the dark, he has no choice but to run after the thief who has taken his light source.

They stumble into the clearing where the children are held and Uni drops the torch. Sir John picks it up, only to be confronted by the hideous visages of an army of hungry snails. He wildly swings the torch around and the snail creatures run away into the forest. The children come out of the sacks and, again, assume Sir John has courageously saved them.

Diana tries to trick Sir John into not asking for a reward by offering him a forest flower. Obviously not thinking too clearly, Sir John accepts the flower and puts it on his armor. The children ask the old knight to lead them to the Valley of the Beholder, but he is reluctant to agree. He tries to make excuses that he hasn't got a shield, but Presto simply conjures him up a garbage can lid. Realizing he has no choice he agrees to go with them.

On the way up a snowy slope Sir John begins to literally get cold feet. He asks Hank to think up a plan and rushes on to "scout ahead." Sir John ends up running into Venger, who demands he lead the children to the beholder and leave them there. Venger has kidnapped Timothy and is holding him in a cage guarded by worgs. Sir John rushes back to the children and urges them to hurry after him to the beholder. They reach the valley and Sir John abandons them, claiming he has taken them to the beholder but never agreed to fight it.

The children wander through the valley, disillusioned now that the fearless knight has proven so cowardly. The beholder attacks them. Strangely for a beholder it's gaze attacks are lazer beams! The group takes refuge behind a boulder.

Venger, being a decent honourable chap, returns Timothy to Sir John after seeing the bargain fulfilled. Timothy rushes to save the children, who in the meantime have been tied up in the beholder's lazer beams. The beholder, for some absolutely inexplicable reason, just holds them there roaring at them and refusing to kill them.

Sir John is driven to action by his hysterical son, who has the unswerving belief that his father is really a hero. As Eric puts it, "Poor kid, this is going to be a disappointing day for him." Sir John dives over the cliff and rushes towards the beholder, garbage can lid at the ready. The beholder engages primary weapons systems (it's big central eye) and blasts Sir John off his feet. He is siezed and brought up to the mouth for feeding...

At the last moment, Diana solves the riddle. The "beauty" that will defeat the beholder is the flower she gave to Sir John earlier. He thrusts the flower into the poor creature's eye, and it wilts away into a crevice in the earth.

Right on time the portal home opens above the corpse of the beholder, and for no particular reason starts to spontaneously close. This portal, which has existed for thousands of years in the valley, picks this exact time to begin it's shutdown - how convenient. The children get to the stage that they are actually standing in the rapidly shrinking doorway, but some insane notion has them making long farewells to Sir John and his son, just enough time for Venger to appear and attack the treacherous knight and his offspring. Faced with the aweful choice of saving the two or going home, the group, of course, elect to stay and fight - letting the portal close forever.

The children defeat Venger, and the valley magically returns to verdant life. The ending has Dungeon Master sitting above a waterfall cackling evilly as he watches the children retreat into the distance. Another dastardly scheme come to fruition. Another portal home lost.

Trivia:

- The scorpion at the beginning of the episode has big bulbous eyes! That's the first scorpion I've seen with that particular ailment. Speaking of occular apparatus, the slug creatures have them too - big bulbous human eyes.

- The beholder is killed by looking at a flower, which leaves open the question of how it entered the valley in the first place. One possible answer is that it required one particular kind of, obviously hideous, forest flower to do the creature any harm - and why? Well, the flower itself was probably harmless, but maybe it was coated with deadly infectious spores - which the beholder's keen eyesight made out. Realizing that it mustn't breath the poison in and the flower being so close to the beholder's delicate respiratory mechanisms, it suffered a fatal heart attack and shriveled away.

- The animation of the slug creatures carrying the children away down the hill has at least 10 of them holding sacks. What hapless passersby were in the other sacks?

- My Monstrous Manual lists quite a number of potent gaze attacks among beholder-kin - but not lazer beams! Each of a beholder's eyes usually has a different attack. What unusual species of beholder is this?

Eye of the Beholder is a fairly early 3D computer 'role-playing' game. As with all such efforts before about Planescape: Torment, the role-playing aspect is nil, but it's still an excellent game. It's written by SSI and Westwood Associates, and clearly draws on the legacy of FTL software's Dungeon Master. Movement is on a square-by-square basis, and the VGA graphics are quite lush.

The story is set in, or rather under, Waterdeep in the Dungeons and Dragons Forgotten Realms gameworld - by implication, in or around Undermountain. The rules of the game are a surprisingly good imitation of Advanced Dungeons and Dragons Second Edition - although there's a nifty exploit linked to the fact that the designers over-estimated the XP value of kenku. To return to the plot: your PCs have been asked to investigate mysterious goings-on in the sewers beneath Waterdeep. On arrival in the tunnels, however, the group is mysteriously imprisoned by a rock-fall. Only by discovering secret passages and overcoming some slightly implausible monster opponents can you proceed, and discover the secret of Xanathar!

The game was followed by two sequels: Eye of the Beholder II: Legend of Darkmoon and Eye of the Beholder III: Assault on Myth Drannor.

Spoilers ahead!

Level 1: Sewers. Inhabitants: Kobolds and giant leeches.
Level 2: Sewers. Inhabitants: Skeletons and Zombies.
Level 3: Sewers. Inhabitants: Kuo-toa and Flind.
Level 4: Grey stone catacombs. Inhabitants: Giant spiders.
Level 5: Grey stone catacombs. Inhabitants: Dwarves and giant spiders.
Level 6: Grey stone catacombs. Inhabitants: Kenku and one angry mage.
Level 7: Purple stone tunnels. Inhabitants: Drow and skeleton warriors.
Level 8: Purple stone tunnels. Inhabitants: Driders and hellhounds.
Level 9: Purple stone tunnels. Inhabitants: Displacer beasts and rust monsters.
Level 10: Green gungy catacombs. Inhabitants: Thri-kreen.
Level 11: Green gungy catacombs. Inhabitants: Mind flayers and xorn.
Level 12: Grey stone overlaid with mock victoriana in a horrible mauve hue. Inhabitants: Stone golems and the Big Awful. If you haven't guessed the identity of Xanathar, I'm not going to tell you.

There are twelve special quests spread through the game, one per level, and originally there was said to be a prize if you completed all of them and informed SSI. The Amiga version of this game had better cut-scenes than the PC version.

Tips:

To escape the first level, look for two hidden switches, and be prepared to leave something behind.
If at all possible, pick all three locks at the beginning of level two.
On level four, in the room with all the sayings about King Kruen, close the left and right doors, open the middle one and pull the chain. You will receive a powerful magic axe called Drow Slayer.
Keep all stone items - they begin appearing early on. They're portal keys.
Before descending to level seven from level six, ensure that the door into the wide passages, unlocked with a gold key, is open. Failure to do so can result in locking yourself out of about a fifth of the game, including some very useful rooms.
On level nine, in the area beginning 'donate', you can find a +5 long sword, one of the best weapons in the game. Its name is Severious.

Imagine a beach at night. A soft, balmy breeze caresses your skin as you walk barefoot in the sand. You gently squeeze your lover's hand as you both stare up at the full moon glowing bright overhead. You look down and see the moon's pale light shining in the ocean's waves, paving a white, shimmering highway headed out to sea.

Kinda makes me wish I was there.

Well, last night I was, at least in part. I was walking home late along a trail down by the James River, just below the Falls. Down there the river is serene and sedate, flowing along majestically on its way to the Chesapeake Bay.

I wasn't looking at anything in particular. The city lights across the river. The cars zooming by on the I-95 bridge a half-mile downriver. The light clouds overhead in the dark, moonless sky.

Then I looked down at the water below me and saw the same shimmering path made by that full moon on the beach. The same pale white light, the same sparkling ripples in the water.

But there was no moon. I looked up, and my eyes followed the path of light back to its source, a huge billboard beside the interstate, screaming out in bold letters

MEGA MILLIONS JACKPOT

$68,000,000

I looked back down at the water. It was odd. If I focused on that reflection in the waves, it was easy to imagine I was back at the beach, looking at a full moon low on the horizon. But the second I looked up and saw that hideous billboard, the illusion was gone, evaporating like so much smoke. But the view of the water was the same.

Then it struck me. The only difference between the two -– between seeing the sign and not seeing the sign –- was me. Me and my perception of the world. Me and my attitude towards it.

One view was beautiful. One was not. And I was all that stood between them.

I guess beauty really is in the eye of the beholder.

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