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YMMV / The Quiet Man

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  • Adaptation Displacement: Few people have read the short story The Green Rushes the film is based on. The story was eventually later bundled into an anthology titled The Quiet Man and Other Stories so that people can find it.
  • Award Snub:
    • The part of Thornton was practically John Wayne's first role as a romantic lead, and while he's pretty much acting as JOHN WAYNE, he's surprisingly good as the romantic-at-heart Sean Thorton. That he wasn't even nominated for Best Actor stands as a minor injustice.
    • Maureen O'Hara - in her finest moment as Fiery Redhead was snubbed for Best Actress as well.
    • The Best Picture nomination was nice, but the film lost to The Greatest Show on Earth? Granted, they were also up against High Noon and Moulin Rougenote .
  • Heartwarming in Hindsight: Maureen O'Hara had the music from this film, her favorite of her own work, played while on her deathbed. George A. Romero, likewise.
  • Hilarious in Hindsight: When Thorton petitions the Widow Tillane (Mildred Natwick) to buy back "White O'Morning" property, the Widow Tillane quizzes him on his motives, joking that he was going to convert the farm into "a national shrine, perhaps charge tuppence a visit for a guided tour through the little thatched cottage." In Real Life, the community where the filming took place – in County Mayo, Ireland — has kept up the film sets, including that cottage, for the waves of tourists who come to visit.
  • Mexicans Love Speedy Gonzales: The film lays on the Irish stereotypes thick, but it's beloved in Ireland. It's viewed as a Christmas classic and is frequently played on TV.
  • Special Effect Failure: It's clear that every time he gets water thrown in his face, they had John Wayne dub "Thanks" in a sarcastic tone during post-production.
  • Tear Jerker: The flashback to Thorton killing his opponent in the boxing ring. The horrified look on John Wayne's face was an incredible piece of acting on his part, while the rest of the scene is filled with understated on-lookers showing no expression at all.
  • Values Dissonance:
    • Jokes about drunken Irishmen and the threat of domestic violence were perfectly acceptable back then.
    • Although Sean is twice handed a stick to hit Mary with and throws it away both times, the extended scene where he drags her five miles back to town is hard to view in a romantic light now. He drags her by the wrist while she's visibly exhausted, and when she stumbles or loses her shoes, he grabs her by the collar of her jacket and drags her along the ground (which happens several times), and at the end of it flings her roughly at her brother. This humiliating treatment happens in front of the entire town, too. And the town loves it. Especially the old woman who gave John the stick in the first place.

    Video Game 
  • Big-Lipped Alligator Moment: The 11th-Hour Superpower comes across this way, given the lack of anything supernatural beforehand or afterward, with the live action scene immediately picking up from the gameplay not acknowledging it at all.
  • Esoteric Happy Ending: The New Game+ ends with Dane being released from prison some time after the events of the game, where he meets Robert and the two decide to have another go at salvaging their relationship. This is framed as a hopeful, happy ending, except Robert has received absolutely zero apparent comeuppance for or development from his abusive and manipulative actions towards Dane, making such a resolution feel completely unearned. The game also fails to mention how Taye is dead as a direct result of said schemes, and even Lala's eventual fate is completely unmentioned.
  • Narm: Like you wouldn't believe. Several moments intended to be dramatic fall completely flat and end up as laughable due to the game's infamous incomprehensibility. The New Game+ where the audio turned on makes things even worse, as now you actually get to hear the ridiculous dialogue and scenery-chewing performances.
  • Relationship Writing Fumble: Due to the relatively youthful appearances of Dane and Lala, as well as a lack of dialogue or definite framing helping confirm matters until a second playthrough, it's very unclear as to whether or not Lala is supposed to be Dane's mother that frequently appears in flashbacks, giving their relationship (as well as much of the overall emotional conflict in the game) very awkward incestuous subtext as a result.
  • Scrappy Mechanic:
    • The lack of any sound or consistent subtitles has been heavily panned, since it makes the game nigh incomprehensible for players until they achieve a New Game+, and it doesn't even reflect the deaf protagonist's experience, since he does understand what's going on.
    • The game attempts a semi-Diegetic Interface where the focus meter for combat is represented as a lens flare effect in the top-right. An interesting idea, but it's ruined by the fact the game never explicitly points it out, and combined with the action and other camera effects you're likely to focus on more, it's also very easy to lose track of.
  • Special Effect Failure:
    • The full motion video part of The Quiet Man starkly contrasts with the beat 'em up segments which were generally compared to effortless video games on Google Play Store gameplay-wise, and to an early PS3 game graphics-wise.
    • Related to the latter is Square Enix/Human Head Studios' claim that game will come with "flawless transitions between the 3D scenes and FMV" - only two scenes throughout the entirety of The Quiet Man hold up to that claim, while the rest goes between inconsistently-shaded cuts and obvious fades between the shots.
    • Moreso, despite having FMV cutscenes, most of the game is rendered in real time with... not the most organic recreations of the characters' respective actors — particularly Taye. That, and Dane's 3D model emotes very little, if at all. Combined with the inconsistently-shaded environments, the "seamless" transitions are instead extremely conspicuous.
    • During the subway level, a Mook's entrance animation is horribly misaligned: Instead of vaulting over a turnstile, he vaults over the empty air behind it and clips through said turnstile when he lands.
    • All the menus are stylized after neon signs, in the vein of Club Moonrise... unless you own the PC version of the game which has an extra menu, made only with stock Unreal assets.
    • Dane's shadow-y form in the climax has very rough particle effect interactions, most conspicuously with how his Glowing Eyes of Doom leave behind light trails that dart all over the place at random with virtually every animation.
  • Snark Bait: The game very quickly became considered this due to how little (and how poorly received) gameplay there is, the failure to give the player any coherency or context for the story, and how the Answered patch (which was released a week after the game proper and teased if you beat it beforehand) seemingly affirmed that the developers knew the game's story didn't make sense without dialogue in the first place. It didn't help that it was barely advertised after E3 2018.
  • So Bad, It's Good: While the actual game as a whole has not been looked kindly at all — appearing on many, many "Worst Games of 2018" lists (and even topping some of them) the general consensus is that The Quiet Man is straight-up bad— the story has this reputation for being hilariously difficult to understand due to aspects of the story that work against the narrative, and the Answered patch only made the game's attempts to be serious even funnier. This came to a point that one of the post-game trailers was done "accolades" style, but the first half being done with reviews that hated the game.
  • They Wasted a Perfectly Good Plot: Many critics are of the opinion that a narrative-driven game without sound — built around idea of "communication beyond words" — is an intriguing, if ambitious concept, but got completely screwballed here due to the clunky, repetitive gameplay, the near-incomprehensible storytelling choices that ironically completely fail to communicate the proper narrative, and the incredibly poorly-written narrative itself.
  • Took the Bad Film Seriously:
    • Many viewers are of the agreement that Taye's actor, John Anthony Wylliams, gives the best attempt in performing the game's near-incomprehensible plot, making the most effort at physical acting rather than constantly monologuing like most (including several moments of ASL). Even in the Narm-tacular Answered patch, his audible performance is relatively well-received in spite of the nonsensical script.
    • In general, the behind-the-scenes short and several interviews seem to indicate that most everyone developing the game was fully aware of how ambitious and potentially disastrous their concept of a soundless game was, and were at least attempting to make it into a challengingly unique, but still entertaining experience. It's almost tragic that it ended up turning out as what casual players and critics alike consider a disaster.
  • True Art Is Incomprehensible: A literal example. Due to all sound being muted for nearly the entire game, the story is totally incomprehensible on a first playthrough. The New Game+ has all the sound, music and dialogue restored. Note: though the protagonist is deaf, he does know what's going on (there are even instances of him responding to spoken dialogue), meaning that this is exclusively for the purpose of making the story harder to understand.
  • Unfortunate Implications:
  • Unintentionally Sympathetic: Taye is a very confused sort. While his poor treatment of Lala is crucial to the plot, it's the only unprovoked villainy we actually see on screen. The first half of the game treats him as a shady, yet supportive friend and ally of Dane, but he slowly becomes an antagonistic force you have to fight. However, much of this antagonism is driven by him feeling pretty justifiably betrayed by Dane going behind his back in his convoluted plot of rescuing Lala (and Dane never tries to clear up his accidental rampage), and Taye even offers a chance to end things peacefully that Dane has no choice but to reject. Even when Taye finally resolves to kill Dane, his hesitation, choked up voice, tears, and violently shaking hand imply pretty strongly that he's sincere toward Dane.
  • Unintentionally Unsympathetic:
  • What an Idiot!: The flashback that finally reveals the full context of Lorraine's death just makes everyone look dumb. Dane and his mother walk around a corner and see Taye in plain view pointing a gun at Isaac.
    You'd expect: Dane would at least react in shock or horror, and Lorraine would try to get her kid out of there.
    Instead: Dane smiles and waves at his friend. Lorraine does nothing. This even ends up as a distraction to Taye which Isaac takes advantage of. Dane and his mother continue to react in no particular fashion for the next several moments until the gun accidentally goes off. It's only then that Dane reacts in a way that implies he realizes that guns are dangerous, while his mother continues to give off a reaction that's more or less Dull Surprise.
  • The Woobie: Dane. Already born deaf, which his father hated him for, he watched his mother get shot and killed in front of him as a child. Afterward his father began to ramp up the abuse and blamed him for all of it when he already felt guilt enough. As an adult, he appears to at least have a modicum of control and seems to be getting by working for his friend. Over the course of the game, however, everything starts to break down around him. He's essentially forced to relive the loss of his mother and he's tricked into turning his only friends against him. At the end, it's revealed that he pretty much had no agency in any of this as it was carefully manipulated by outside forces, including the very father that already destroyed his childhood. When he breaks down crying before the final boss fight, it's hard to not wish the guy could have been spared the whole plot.


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