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- Since WWII, federal governments have covertly entered a race against each other to harness the paranormal powers in humans, their experimentation using high powered drugs to turn them into soldiers for their own nefarious purposes. A secret faction of the US government eventually sets up their own Division, as these government organizations are called, who will hunt to capture these paranormals, killing them a better option than letting them go. Their agents are all paranormals. In Hong Kong, Nick Gant, a second generation telekinetic, who are called "Movers" by Division, has not trained his powers, he wanting to run from his past. Ten years ago when Nick was a young teen, Nick's telekinetic father was killed by Agent Henry Carver of Division, he who can insert false thoughts into others (coined "Pushers") for trying to elude the organization. Before dying, Nick's father told Nick to help a young woman who one day approach him, he implying that in helping her, he would help save society. That day has come, the young woman being thirteen year old Cassie Holmes, who can see into the future (coined "Watchers"), although that future may potentially be altered upon action. She has arrived as Division has discovered Nick's location after searching for him these past ten years, Division believing he knowing the whereabouts of a woman they are looking for who has stolen a case from them. Cassie's mother, arguably the most talented Watcher Division has known, was long abducted by Division. Cassie states that the case may be able to be used to get her mother back, and may be used to bring down Division for good. Their task is not as easy as discovering the woman who stole the case, she who is closer to Nick than he initially knows. Their task is further complicated by a Chinese faction who are also after the case, they who have their own paranormals with a Watcher more adept than Cassie, and thus who knows in advance what Nick and Cassie are up to.
- Two young Americans with special abilities must race to find a girl in Hong Kong before a shadowy government organization called Division does.
- The best action movies either take the genre to a whole new level of entertainment, or they at least master preceding techniques and elements from earlier movies to the extent that the feature feels daring, bold, exciting and refreshing. Typically however, the progression that leads from A to B with the action flick is a slow transition that takes years or perhaps decades. Too often we as audiences are subjected to watching tired rehashes of hackneyed re-makes and formulaic gloop in the guise of something to get thrilled about. Push, which actually comes close to taking things a little further than is the norm these days, may not be quite as awe-inducing as say, Die Hard, King Kong or The Matrix for their days, yet it combines a fair amount of originality with established traits from the genre to create a compelling piece of entertainment. Sure enough, there are segments throughout that feel overly influenced by the Wachowski Brothers' 1999 hit with sprinkles of a superhero TV show now well past its heyday, yet punctuated with fine performances and some intriguing subtexts, characterization and fantastic action sequences, Push is definitely worth a look in if you've grown a little tired of the stream of comic book adaptations that dominate the market.<br/><br/>The setting of writer David Bourla's story is based for the most part in the alien city-scapes of Hong Kong, yet the reality associated with such a setting is only for names sake. Taking the form of an alternate reality of sorts where several government organizations around the globe take it upon themselves to toy with the "talents" of certain children dating back to the Nazi "Supermen" experiments from the middle 1940's, Push's tale is familiar, albeit intriguing. For all intents and purposes, this whole Nazi mutant thing has been a device used by comic book writers and general fiction in general for decades now—so much so that the opening scrawl that sets up the entirety of Push may be a little off-putting at first. Yet taking the time the develop the characters that serve to push the whole thing forward, Bourla crafts a narrative that may be a little too familiar on an ostensible level, but at least provides a unique set of players, weapons and skills bouncing back and forth between such overdone rules. The resulting feature is compelling at its best and merely passable when it's busy going through the motions whether they are Matrix, Heroes or even X-Men or Jumper bound—the similarities with Push and many, many other works are striking, but not entirely unpleasant.<br/><br/>On the run from the American form of these experimental units after successfully receiving a treatment to further her powers (which have until now proved fatal to all test subjects), Kira (Camilla Belle) ends up running into the paths of former lover Nick (Chris Evans) and young teenager Cassie (Dakota Fanning). This trio with the help of a few others along the way gets caught up in a contorted web of chase and power-games between the Americans spearheaded by agent Carver (Djimon Hounsou) and a local Hong Kong crime gang. To say that the plot can get a little heavy on the intricate details at times would be understatement, but enough balance in pacing is nevertheless maintained to keep things flowing even at the movie's slower points. Despite this fine attention to particulars however, the backstory inherent to Push's central adventure here is a bit muddled and confusing. It's never made entirely clear what all this superman, superpower stuff is really about, and grand leaps in time are made here and there which tend to stultify the movie's ability to connect every now and again. However, with an already robust runtime, it's probably understandable that pacing was key to minor backstory details being withheld.<br/><br/>When absorbing a feature such as Push however, little details tend to go amiss regardless of how in-your-face they may be. Part of the bigger picture here are the many action sequences which build up, break down and maintain their grip whilst unfolding impeccably well. Although not quite as grand as you might hope, the pacing and choreography is nevertheless tight and refrained with a nice balance between special effects spectacle and psychology of character that always makes them a real thrill to watch. Again, this is the kind of thing the Wachowski brothers were trying out ten years earlier, but there's no bullet time here—the influence is clear, yet director McGuigan isn't out to re-make anything. Push has its own traits, effects and powers that further that familiar-yet-interesting quality, reinforcing its distinctive tone without ever coming off as overly odd-ball or derivative. Although it plays a major part, quite of a large portion of this life comes from outside the computer, as all the lead stars here do a particularly fine job of bringing Push's story down to earth on more than a few occasions. These human performances, in sync with a lively, sometimes slightly comical edge throughout Bourla's script help keep McGuigan's movie afloat in amongst all the little details and tidbits that can at times weigh a little too heavily on the movie's spirit.<br/><br/>When it comes down to it, Push may not be anywhere near the level that the archetypal action movie begs these days, but it's nevertheless a fine treat for fans and a small, if not note-worthy step towards something new and refreshing. The script is tight, the action palpable and the characters defined and compelling—it's just the little details here and there that stop Push from coming off the screen like it really should. Despite those small niggles however, there's a vast amount of fun to be had here alongside stuff that will move as well as thrill you.<br/><br/><ul><li>A review by Jamie Robert Ward (http://www.invocus.net)</li></ul>
- Suspend disbelief a bit and enjoy a compelling action drama. Graphic-novel type surrealism, which I enjoy, maybe not for everyone,but did the job for me. Visually very interesting and captivating view of Chinese culture. I look forward to seeing more movies along this line- sequels? sure. Watchers, Shadows, Movers, Pushers and all other kinds of manifestations of psychic powers in this movie. Satisfying for an adult without the kind of sexual situations that would keep a 10 year old from liking it. Particularly like the shifting of visual styles from standard movie, to 16mm like, to security cam. Actors did their job, no profound emotional moments called for in the script, but not all movies need that. Great entertainment!
- At the very least, a movie like this requires coherence to stay afloat. Barring that, it needs a star to distract us.
- Push is based on a screenplay written by screenwriter David Bourla. There are nine types of psychics in Push: (1) Movers, (2) Pushers, (3) Watchers, (4) Bleeders, (5) Sniffs, (6) Shifters, (7) Wipers, (8) Shadows, and (9) Stitchers. Movers manipulate inanimate objects at varying distances. The actual technique is known as kinetic signature control, where the Mover is trained to hear and identify the specific atomic frequency of any given material and alter the gravity wave around it, usually producing the nearby air to appear warped. Advanced Movers can work at the molecular level creating protective shields in the air around them. Pushers push specific thoughts, memories, and even emotions into their targets. This technique can be used to gain a subject's trust or to have them perform any action, thinking it was their own agenda. Watchers are trained to self-induce visions of the future, very much like a prolonged sense of déjà vu. The technique of following the future, either of a person or object, is called subject tracking. A Watcher's skill is primarily rated by how far they can see into the future. Bleeders have the ability to emit high-pitched sonic vibrations that cause ruptures in a target's blood vessels. Sniffs are highly developed psychometrics who can track the location of either people or objects over varying distances. Like psychic bloodhounds, their tracking ability is increased if they have tactile access to an object that has been in direct contact with the subject. Sniffs receive information based on images, not specific addresses, which is why identifiable landmarks help increase their effectiveness. Shifters can temporarily shift patterns of light on any object to create illusions to the naked eye. They work mostly on a touch basis, but once the illusion is established, it remains with the object for short periods of time. For example, a Shifter could momentarily touch a one dollar bill, altering its light pattern to appear as a one hundred dollar bill for hours until the effect expires. The length of the shift is based on experience and ability. Wipers are skilled at either temporary or permanent memory erasure, an invaluable asset in espionage. Experience will dictate the accuracy of their wipes, though the danger is always present that they will eliminate a desired memory. Shadows are trained to block the vision of other clairvoyants such as Sniffs, making any subject within their target radius appear "dark". Experience will enhance the size of the area they can shadow and the intensity of their shielding effect. Shadows need to be awake to perform their ability, and it is common for a detail of two Shadows to operate in shifts while protecting a person or object for extended periods. Stitchers are psychic surgeons trained to quickly reconstruct cells to their previous or healthy state. Using only their hands, they can heal and even "unheal" whatever they have done. For more detailed work, Stitches use a silver based cream on their hands which acts as a conductor to their ability. a5c7b9f00b
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