The film was sort of
Memento Fighter, really.
At first I found the oft-shallow depth of field distracting, however I think it really works in the "dad" flashbacks because it gives them a slightly dreamlike quality that reinforces that these memories are in fact fake.
Starting and staying inside the ship was a good call because it puts you in John's shoes, not knowing where you are or what's happening and if this is even real or some kind of simulation/test.
This next one is a subtle critique—and to be totally fair the kind of thing I myself wouldn't have known to do not so many years ago—but at points in the story I'm not quite sure whose POV I am supposed to be with because of the cinematography. For example, early on when Mo argues with John about what happened (
4:30) in the closeups the camera is closer Mo than to John, and her eyeline is just barely to one side of the lens whereas his is further off to the side. In cinematic terms this means that at this moment the audience POV is with with Mo, not John (Jonathan Demmy did a great job with such subjective angles in
The Silence of the Lambs). But the story is about John's decision, so for this to work effectively at moments of conflict like this it's
his POV we should instinctively feel we're inside, and the angles and framing in this bit is backwards for that. It's a small thing, but it undercuts putting us in his shoes. Again, not something I should expect a beginning director to know, but an experienced DP might.
The one big CGI exterior shot is the film's midpoint reveal to what's actually happening as it pulls back the curtain for both John and the audience while raising other questions, so that's good.
Sadly, the effect of this reveal is seriously undercut because the VFX shot is is something of a mess: clunky, poorly lit and w/ insufficient motion blur for the speed of the objects at the film's framerate (notice how staccato the spinning bits on the ship
here are). I hate to employ an overused critique but the apt term is "video gamey". That shot felt like a working copy and not a final render. With those defects at 40 seconds long it just hurts the film because it rips away whatever verisimilitude had been there.
Most of this is small stuff. The biggest fault I find with the film is the script's reliance on the poor communication kills trope. Given that she's had this argument with John 12 times before she ought to be trying to warn him from the instant he's upright, or wreck the comms so he can't be swayed. From the marks on her neck and other injuries it's logical to presume these conflicts have repeatedly resulted in physical violence, so why does she keep going through it? Why not say screw it and just tie him up or otherwise try to make sure he can't interfere? Why take the risk? Perhaps she needs him to survive the battle, but so why not say that? In fact, if he's rebooted a dozen times she ought to be able to predict what he's going to do an when, so she should be one step ahead of him until they get to a new decision point they never reached before.
Sadly, the final line was laughable, not dramatic.