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“An auteur is not a brand,” argues Richard Brody. Not always, I’d suggest; but it can happen. And it’s not necessarily a bad thing.
Wes Anderson has found a way to make films that project a unique sensibility while also fitting fairly smoothly into the modern American industry. He has his detractors (“I detest these films,” a friend tells me), but there’s no arguing with his distinctiveness. The Grand Budapest Hotel is perhaps the most vivid example of Andersonian whimsy as signature style.
In any case, before summer’s end I want to look at the auteurish aspects of another Anderson film. Whether you admire him, abominate him, or have mixed feelings, I think that studying this film can show us some interesting things about authorship in today’s film culture.
When I’m making a movie, what I have in mind, first for the visuals, is how we can stage the scenes to bring them more to life in the most interesting way, and then how we can make a world for the story that the audience hasn’t quite been in before.
A film auteur is often described as having a characteristic tone, an attitude, and recurring themes. But we also find more tangible marks of authorship. One is a tendency to create distinctive story worlds. Hawks gives us milieus filled with stoic, sometimes grimly resigned professionals. Scorsese presents manic, sometimes vicious worlds that encourage his protagonists to go too far.
If the auteur’s story world is the what, plot patterning and cinematic narration give us the how. How are the actions arranged to create an arc of engagement? How are the events rendered in film style—the texture of images and sounds?
It seems clear that no auteur can be absolutely unique; each one works with norms and conventions given by tradition. For instance, a great many US independent films subscribe to the Hollywood convention of the goal-driven protagonist. Moonrise Kingdom accepts it too: Sam and Suzy want to be together, and their aims propel the action. Anderson and co-screenwriter Roman Coppola even give us the classic formula of lovers, kept apart by society, who escape to freedom in the wilderness. Likewise, the film maintains the convention multiple lines of action: it creates parallels between the idealistic Suzy-Sam romance and the pallid routine of her parents’ marriage, as well as the hint of emerging affection between the phone operator Becky and Scoutmaster Ward.
Like a mainstream film, Moonrise Kingdom is at pains to build the plot toward a crisis—the second elopement of the couple and the massive storm that hits the region. The film turns the storm into a deadline: It will hit, says Bob Balaban’s narrator, “in three days’ time.” And as in a classical Hollywood film, the couple’s problems are solved and we get an epilogue showing their happy, if somewhat covert union.
Anderson has absorbed some lessons from mainstream cinema in more specific ways, I think. Since the Star Wars series (1977-on), we’ve seen Hollywood ever more eager to try “world-making”—adapting the traditions of fantasy, science-fiction, and comic books to creating fairly separate realms governed by their own rules. Batman and Superman adaptations of the 1980s and after followed this line, with Lord of the Rings proving that world-making could sustain long-running franchises (Harry Potter, the Marvel universe).
Anderson follows Lucas in creating his own worlds, but outside the conventions of space opera. We can find more or less parallel worlds in The Royal Tennenbaums and The Life Aquatic with Steve Zissou, but Moonrise Kingdom may be the most elaborate example. It takes place in terra incognita, a cluster of imaginary islands presumably on the upper Atlantic coast. The name of the primary island, “New Penzance,” reminds us of the fantasy-worlds of Gilbert and Sullivan. There are make-believe Amerindians (Chickchaws) and the Khaki Scouts are parallel to the Boy Scouts, with Accomplishment Buttons instead of Merit Badges. The Scout regalia are given us in the sort of fussy detail that Anderson has long enjoyed.
Parts of the story are relayed by a gnome-like Narrator whose range of knowledge includes past, present, and future. He suggests a fairy-tale wizard or bard. An ancillary film tells us that he’s the librarian of New Penzance—the tribal chronicler as small-town administrator. (The existence of this short film serves to reinforce the pretense that New Penzance exists.) Then there are the young-adult books that Suzy carries with her. They’re fictitious but they get strongly tagged to aspects of the action. The books and the scouting gear take on the same solidity as retro details like Suzy’s battery-powered phonograph and Sam’s jar of tang: 1965 stuff is recruited to flesh out Anderson’s miniature world.
Suzy’s books remind us that New Penzance, like other Anderson story worlds, is redolent of childhood. The film’s opening presents a family’s home as a dollhouse filled with toys and games. Once we’ve seen the fabric pictures rushing past on the walls, the landscapes they preview retain a miniaturized quality.
Those landscapes themselves have a childish defiance of gravity, as when we’re introduced to the poles at the tidal canals and when the Scouts build their tree house improbably high. This motif of top-heaviness eventually yields a sight gag when we learn the implausible fate of Redford’s motorcycle.
Childhood is everywhere. The music we hear in the opening is Britten’s Young Person’s Guide to the Orchestra, played by three little brothers on a phonograph and narrated by a child for one of Leonard Bernstein’s Young People’s Concerts. Throughout the film we hear grownup music designed for kids, such as bits of Bernstein’s rendition of Saint-Saens’ Carnival of the Animals.
Benjamin Britten’s music is central to the film’s soundtrack, from his juvenilia (Simple Symphony, songs from Friday Afternoons) to his later opera A Midsummer Night’s Dream and its chorus of child fairies. A performance of Britten’s church parable Noye’s Fludde is the occasion of Sam’s first encounter with Suzy, and it prophesies the devastating storm of a year later. Carrying this kid-friendly ethos further, Anderson designs his closing credits so that Sam’s voice-over can anatomize Alexandre Desplat’s score, instrument by instrument.
If Britten suggests childhood vitality, the mournful Hank Williams tunes evoke adult disappointment. They’re associated from the start with the lonely, not-overbright Captain Sharp. When Sam’s canoe odyssey is accompanied by the fantasy Williams song “Kaw-Liga,” about a wooden Indian yearning for the carved woman across the street, Anderson suggests a parallel between two lonely, yearning males, and tagging it to Sam prefigures his eventual alliance with his surrogate father.
A tradition of twee
The density of this childish New Penzance, like that of other DIY cinematic worlds, supports a tendency I talked about in The Way Hollywood Tells It. For some time now, filmmakers have been filling their films with details that can be discovered on re-viewing, particularly on the DVD format, which allows us to stop and study a frame. The musical citations I just mentioned can be researched after an initial viewing, and perhaps cinephiles will notice that the therapy book’s cover is a riff on Saul Bass’s credit sequence for Bonjour Tristesse (like Françoise Hardy, a link to Left Bank pop culture).
Still, on the first pass we’re unlikely to notice that the stamp on Sam’s postcard to Suzy bears the likeness of Commander Pierce.
Likewise, only after many viewings did I notice that the peculiar flaming-scissors abstraction during the skirmish in the woods is given the same design as that on the motorcycle and helmet of the despicable, and rightfully lacerated, Redford.
And in the epilogue, we might spot that Sam, having cast off his Accomplishment Buttons, has kept his mother’s pin on his new Island Police uniform.
Art and commerce again: What exec could object to loading every rift with ore when it supports ancillary sales to the fan faithful?
Some people find an inward-turned world like this to be fey, coy, twee, infantile, precious, or self-indulgent. It seems to me, though, that Anderson’s work from The Life Aquatic onward links up with a literary tradition we associate with J. M. Barrie and G. K. Chesterton. These writers employed childhood fantasy in an effort to imagine a richer, livelier realm behind prosaic reality. Another kindred spirit would be Winsor McCay, like Anderson an obsessively meticulous stylist who gives heft and lilt to dream worlds. In cinema we might recall Greenaway’s The Falls (1980), as obsessive and precious a project as can be imagined.
Indeed, why not mention the most famous figure of all? There is a trace of Lewis Carroll in Moonrise Kingdom’s looking-glass world—its strangely safe tree house, its deadpan absurdity, the habit of lawyers talking as if always in court. Like Carroll, Anderson doesn’t shrink from cruelty; the death of Snoopy is as perfunctory as that of the oysters on which the Walrus and the Carpenter tearfully dine.
Significantly, modern efforts to reenchant the world are often framed by loss. Wendy comes back from Neverland, Little Nemo awakes with a thump, Alice must return to lazy and boring afternoons. Anderson too evokes the fading of enchantment. Moonrise Kingdom takes place at the onset of autumn, and Suzy’s family lives at Summer’s End. Unlike other modern explorations of faerie, however, this one lets its characters wake up in something approximating their dream life.
Day by day, with interruptions
In accord with the child-based story world, the plot of Moonrise Kingdom provides something of a modern fairy tale. A runaway orphan who retains a token of his parentage heads out for the wilderness. A princess imprisoned in a tower scans the horizon for her rescuer. Lovers exchange messages before they escape into a realm of danger and death. They are rescued by a beneficent authority who will allow them to stay together.
Of course it’s a meta-exercise, since its authors and audiences are self-consciously deploying fairy-tale conventions. But as Barrie and Chesterton and Carroll show, enjoyment of artifice is central to art. Anderson accordingly stylizes both his plot structure and his narration.
He has long been drawn to block construction, building his plots out of big chunks that are often signaled explicitly. In Moonrise Kingdom, the chunks divide up in unusual ways—part, again, of this auteur’s cinematic signature.
At first we might think we can just track the adventure day by day. On 2 September 1965 Sam goes AWOL from scout camp and Suzy sets out with her belongings. On 3 September the couple fend off their pursuers—the battle of arrow, BB gun, and scissors—and make camp on Mile 3.25 Tidal Inlet. There they swim, dance, and spend the night. On 4 September they’re captured and separated.
But that night the scouts help them escape again, and all head for New Lebanon. The “marriage” of Sam and Suzy on the 5th leads to their flight to Saint Jack Wood Island just as the storm hits. Before they can make a lovers’ leap from the church steeple, Captain Sharp rescues them and arranges to be Sam’s foster parent. These four days are sporadically marked by changes from day to night and some remarks, as when Scoutmaster Ward dictates into his tape recorder. An epilogue is reserved for 10 October.
Running athwart the day-by-day divisions are other blocks. Actually, the first day is shown us three times, via shifts in narrational attachment. First we’re with Scoutmaster Ward, his charges, and Captain Sharp, all of whom are searching for Sam. After Ward dolefully ends his audio diary entry (“Let’s hope tomorrow is better”), Anderson cuts to Sam in the stolen canoe.
You might think this scene of Sam paddling is taking place the next day, but actually it skips back to the morning of the 2nd, when he sneaked off. Thereafter we’re attached to him when he meets Suzy in the meadow and they share their first day on the run. Then the plot skips back again to earlier that night, when Mrs. Bishop calls Suzy to dinner and discovers that she’s gone.
The 2 September section is even more complicated than I’ve suggested. When Suzy and Sam rendezvous in the meadow, their encounter is interrupted by a flashback to their first meeting a year earlier (signaled by a title). Later, the Bishop-centered evening section is interrupted by another block, a flashback montage triggered by Mrs. Bishop’s discovery of the couple’s love letters.
Here Anderson provides important backstory paralleling the two kids’ reasons for running away. Sam is bullied by the older boys in the foster-family-compound run by the Billingsleys, and Suzy blows up at her parents and schoolmates. By the end of the third iteration of 2 September, all the major forces in the drama have been delineated.
The two expository flashbacks give us more reason to care about Sam and Suzy in the following scenes, particularly during their skirmish with the Khaki Scouts squadron. Redford’s bullying ways, ignoring Ward’s orders to avoid violence, earn him a lumbar thrust from Suzy’s scissors, and it’s a mis-aimed arrow that wipes out poor Snoopy.
The couple’s idyll, presented as more or less another block, becomes the center of the film. It ends, at the midpoint of the running time, with Suzy reading: “Part Two.”
After they’re captured, Mr. Bishop vows to keep Suzy from Sam. Worse, Captain Sharp learns that Sam is headed for an orphanage and maybe shock therapy. This will encourage Sharp to defend and rescue the two kids at the climax.
With this crisis looming, the plot gives us a sort of nocturne on the evening of September fourth and the dawn of the fifth. In the night, all the players mull over what has happened: Suzy and her mother, Sam and Captain Sharp, Mr. and Mrs. Bishop, and Scoutmaster Ward. But this isn’t merely downtime. The Scouts in their treehouse decide they’ve treated Sam unjustly and set out to help the couple. This decision propels the climax.
By the morning of the final day, Sam and Suzy are reunited and ready for their mock marriage. All that remains is for the storm to disrupt things (even giving Sam some shock therapy by lightning), but also to set things right. The epilogue shows the new stable state of the story world, tying together the plot action neatly. Scoutmaster Ward, reinstated from disgrace, has replaced Captain Pierce’s picture with Becky’s. Sam has a foster father, and he can covertly see Suzy every day.
The magic power of binoculars
Narration involves the moment-by-moment flow of story information, organized around the key question: Who knows what, when?
A simple example: Early in the film Suzy finds a letter in the family mailbox. She takes it to the bus shelter and reads it. When she’s done, she looks up resolutely at us and slips the letter into a shoe box.
What was in the letter? The narration has suppressed that information, stirring up curiosity and preparing us for what, many scenes later, Mrs. Bishop will reveal when she finds it: Sam’s final message about their rendezvous. Moreover, the narration flaunts its suppressiveness: She looks at us as if insisting that the message is private.
Unlike the letter scene, which suppresses information, the opening tours of the house give us a fair amount, but we’re not yet in a position to understand it. This applies to our glimpses of the scissors and the New Penzance locations, but there’s also the vertically rising shot shows Suzy’s suitcase in the attic along with her cat peeping out of the fishing creel.
This becomes significant only later, when we realize that Suzy is preparing to bolt.
The narrational process mobilizes film style, both visual and auditory, to engage us in a constant process of expectations—stated, prolonged, fulfilled, or cheated. Consider Suzy’s binoculars. Early in the film we see her looking through them, but we don’t see what she sees. What is she looking at? Or looking for? Soon enough we’ll see that she manages to learn of her mother’s affair with Captain Sharp.
Once we’re set up for the binoculars device, Anderson can use it elliptically. In the meadow we see Sam through binoculars, so we’ll assume that Suzy is looking at him, even if Anderson doesn’t show the customary head-on reverse shot of her.
In effect, this image of Sam is the answering POV shot that has been missing in the early sequences.
But at the climax, when Sam rushes back to camp to fetch Suzy’s binoculars, he’s again caught in their field of view. This immediately leads us to ask: Who’s watching him? Anderson has stuck to Sam in the scene, so we get a gratifying surprise when we learn that the odious Redford has grabbed the glasses and is watching Sam’s search.
Or consider the film’s opening as a narrational gesture. The toy world that the tracking shots present is packed with story information. The very first image shows a fabric version of the Bishops’ house, flanked by Suzy’s left-handed scissors; the picture will soon be echoed by an establishing shot.
Shot by shot, the film channels information in order to set up expectations, to prolong them, to confirm them, or to deflate them. This is how cinematic narration can engage us.
The gnome-like narrator is another source of information. Anderson has compared him to the Stage Manager in Our Town, who can address the audience but also interact with other characters. His opening explanation supplies factoids about this imaginary landscape, while foreshadowing things explicitly (the storm) and implicitly, as with this image that looks forward to Sam and Suzy’s interlude at Mile 3.25 Tidal Inlet.
Narration doesn’t just pass along information; sometimes it suppresses it. It can point out when it’s hiding something, as when the film refuses to show us Suzy’s letter. Sometimes information is noticeably incomplete, as when only bits of Suzy’s and Sam’s correspondence are relayed to us. Another instance is the elliptical handling of the Khaki bullies’ attack on the couple, with a glimpse of an arrow and Paul-Sharits-ish flashes of scissors. Only quite a bit after the assault do we see the damage.
At other moments a film’s narration can create an informational gap that it doesn’t fill, only to do so later. During the central idyll Moonrise Kingdom omits a crucial piece of information and puts it in place only at the very end.
Down the aisle and face to face
Cinematic narration involves stylistic choices as well, and here again Anderson has sought an identifiable look and feel. In an earlier entry on The Grand Budapest Hotel, I talked about his adherence to planimetric images, the tendency to fix the camera at right angles to a background plane and then arrange figures either horizontally, like clothes on a line, or in profile.
Likewise, Anderseon employs what I’ve called compass-point editing. He usually puts the camera between the characters so that they face us in shot/ reverse-shot.
Or he films the action from straight-on, straight-back, or at a right angle. This geometry can be extended to camera movements: moving lateral and parallel to the planes of the shot, or panning at right angles, or zooming along the lens axis. Another extension is the straight-down angle, which is another variant of shooting at a different right angle to the action.
Planimetric shots and compass-point editing aren’t absolutely new with Anderson, but he uses them more thoroughly than most other filmmakers do. They govern his staging to the extent of pushing him away from realism. How plausible is it that all the Khaki scouts would line up on one side of the picnic table? Or that Ward wouldn’t notice, in a later scene, that all of them are gone?
Anderson’s use of such imagery evokes silent-film comedy, especially the compositions of Keaton, but these shots also suit a fairy-tale world. The stylized naivete of these compositions recalls children’s drawings, which tend to spread figures out against a flat background. (This was prefigured in the squashed perspective of the Bishop house as portrayed in the fabric picture.)
When a director commits to a particular style, he or she may have limited choices on other fronts. A good example is the climactic confrontation of all the adults in the St. Jack Wood church. Anderson might have staged this in many ways, but his stylistic preferences make the central aisle the most feasible arena. So we get the groups facing one another, in reverse-angle depth, moving from one planimetric composition to another, the cutting being either 180-degree reverses or simple axial cuts (zero-degree changes of angle). Sometimes the actors pivot to provide foreground profiles and frontal faces in the distance.
Once you the filmmaker embrace such a marked style so thoroughly, how can you signal special moments? In Moonrise Kingdom, Anderson does this by reverting to more commonplace technical choices.
When Suzy and Sam meet in the dressing room in 1964, we get straightforward 180-degree reversals.
And when they re-meet in the meadow, we get a mixture of profile and head-on shots.
But then Anderson starts to exempt them from the usual spatial strictures. The correspondence montage, for instance, retains the perpendicular framing but decenters his protagonists in mirror-image fashion.
As they get to know one another on their camping trip, the facing-front staging becomes less severe, more modulated.
And finally, when they admit their love to each other, Anderson gives us conventional ¾ views of faces and over-the-shoulder angles. These setups are reiterated when they embrace and dance.
At an emotional peak, Anderson sharply violates the film’s intrinsic norm by bringing in a common technique—which now gains a force it doesn’t customarily have.
The epilogue recapitulates both narrative and stylistic features. There’s another lateral tracking shot of the Bishop house, but now Sam is painting in a space that was empty at the start.
Again Suzy is using her binoculars, but now, dressed in cheery yellow, she has something worth seeing.
On the soundtrack we hear Britten’s “Cuckoo” song, a reiteration of the summer’s-end motif. The cuckoo, born in spring, enjoys the summer but must eventually fly. As we hear this over Sam’s departure through the window, Anderson’s camera slides down to reveal that Sam’s picture presents a landscape that has now vanished.
Here is the big ellipsis that Anderson didn’t flag in the central idyll. When Sam was painting a stretched-out Suzy at Mile 3.25 Tidal Inlet, they had agreed that the name of the place was insipid. She says she’ll think of a new name. But we’re told no more about the matter. In the epilogue, when we see Sam’s picture, we realize that they have given the place a better name: Moonrise Kingdom, inscribed in white on the shore.
“This is our land!” Sam had shouted when they looked out at the inlet. Like Anderson’s imagining of a parallel world of childhood, Sam has recreated, in the manner of modern fairy tales, something that is gone. As if in sympathy with the gesture, the film’s closing shot updates one that was given us during the scenes on the shore, with the yellow pup tent now pitched as the mist rolls in.
Did the couple really write MOONRISE KINGDOM on the shore during their stay? Hard to say. What matters is that, provoked by Sam’s picture, the film’s narration concludes by asserting the power of imaginative artifice.
Thinking about auteurs has always obliged us to focus on the interchange between industrial demands and artistic aims.
In general, I don’t see an inevitable conflict between market demands and artistic expression. (I argue for this here and elsewhere.) True, often producers and executives and censors mangle creators’ efforts. But some directors know how to do what they want with what they have. For example, Hitchcock’s artistry benefited from his status as a celebrity director. He won substantial budgets and greater control of his work. And sometimes the suits’ demands improve a film (as I suggest here).
Historically, it isn’t easy to separate auteurs from their brands. Let’s assume that a branded auteur is one who is known to a broad public for certain qualities of his or her films. A simple measure would be an ordinary viewer saying “I like X movies,” where X is the name of the director.
Hitchcock is nearly everybody’s clear-cut example of an auteur, but by the time the Cahiers du cinéma critics were forging their conception of cinematic artistry, Hitch was a brand too. How else to explain the 1940s-1950s book collections bearing his name, or The Alfred Hitchcock Mystery Magazine, or the tag, “The master of suspense”? Hitchcock participated in this image-building with his jokey interviews, his walk-on appearances in his movies, and his reputation as a bland-faced prankster. Few directors today foster such shameless self-promotion. Also branded were Chaplin, Disney, Welles, and Cecil B. DeMille. Among the cinephilic public there was recognition of Huston, Sturges, and a few other hands.
Of course many of the auteurs discovered by the Cahiers critics were unknown to the public at large, and they didn’t make profitable pictures. In 1940s Hollywood, the successful Lang was Walter, not Fritz. But as the film industry developed, and as auteur criticism became prominent, directorial distinctiveness became a marketing angle. By the 1970s, the movie brats, along with older hands like Altman, were presenting themselves as having “personal visions” carried by their films.
More recently, US independent cinema has come to depend on several appeals (sex, social comment, and the like), but surely authorship is a central one. The indie scene exploits the signatures of directors as different as Lynch, Jarmusch, and Paul Thomas Anderson. The emergence of younger talent like Nicholas Winding Refn and Kelly Reichardt conforms to a similar pattern; people follow and support emerging directors, and distributors publicize the films that way. No wonder James Schamus, founder of Good Machine and late of Focus Features, once remarked: “I’m in the business of selling directors.”
This is just a fact of life for ambitious independent filmmakers. Wes Anderson’s cultivation of a distinct style is probably partly a genuine reflection of his personality and partly a matter of willed self-presentation. But of course we’re all indulging in self-presentation, using Goffman’s “impression management,” every time we interact with others.
Like an indie band, Anderson has created a marque unusual enough to let the fans feel they’re in on something keyed to their nonconformist tastes. He has provided the usual panoply of ancillary items, like soundtracks and bonus DVD tracks, but he has allowed others to participate in his world. Amateur videos comment on his style; graphic artists render their own versions of his posters. There are dozens of unlicensed Moonrise Kingdom tchotchkes. Anderson’s willingness to permit all manner of “tribute” memorabilia fits the handmade quality evoked by his films.
Call it Geek Chic if you want, but it exemplifies an important and potentially valuable part of modern popular culture. For such reasons, I don’t see anything inherently bad about being an auteur with marketing possibilities. People don’t seem to object to David Lynch’s coffee and his nightclub. With eccentricity, spontaneous or willed, all is permitted.
My argument assumes that the term “auteur” picks out something neutral. For some people, though, it’s not a description but a compliment; there can be no bad auteurs. But I think we can have both weak auteurs—filmmakers distinguished only by technique or tone or narrative strategy—and downright bad ones as well. I have my own list.
This piece is based on a talk I gave earlier in July at the Hochschule für Fernsehen und Film in Munich. Thanks to Andreas Rost and Michaela Krützen for arranging my visit.
In the New Yorker column I mention, Richard Brody develops an argument along a different line than mine. As I understand it, he’s replying to critics who claim that the auteur approach overrates individual creativity at the expense of collaborators. He’s also objecting to the expanding search for ever more auteurs, who turn out to be minor artisans at best. My remarks are focused on different issues.
For much more on Moonrise Kingdom consult Matthew Zoller Seitz’s indispensable The Wes Anderson Collection. Michael Newman’s Indie: An American Film Culture examines Anderson’s cinema as a development of the “Quirky Indie.” The fan-generated merchandise exemplifies what Henry Jenkins, in his book Textual Poachers, called “participatory culture.”
My stills showing Sam’s painting and the extreme long shots of the shore can’t do justice to the originals; I tried bigger proportions, but the MOONRISE KINGDOM inscription remains hard to see. I have to assume that most readers have seen the movie, or will. The image below will have to do.
P.S. 21 July 2014: One sign of a distinctive authorial approach is that it can be parodied. James Fiumara writes to recommend the Saturday Night Live parody of Anderson, applying his style to domestic horror. “I frequently show this to students in discussions of both auteurism and genre conventions. The students all laugh at the parody and then I get them to try to recognize what the parody depends on (namely, their recognizing recurring styles and patterns distinct to Anderson films, recognizing the conventions of the horror home-invasion subgenre, and of course seeing the incongruity between Anderson’s films and the horror genre).” Thanks to James for the link.
P.P.S. 12 September 2014: Guillaume Campeau-Dupras writes to point me toward his 2012 blog on the film, which looks at the film from a perspective related to what Kristin and I have written about (but with many original ideas of his own). I think readers interested in Anderson would benefit from his entry.
The Grand Budapest Hotel (2014).
Be shot-conscious! I urged in a blog entry some years ago. I illustrated the point with a tradition of staging and shooting that seemed simple and modest but was actually quite flashy, and even fashionable. Although many filmmakers resorted to it, either often or occasionally, critics hadn’t attended to it. Wes Anderson’s work yielded one of many examples of what I called (swiping from art historian Heinrich Wölfflin) a “planimetric” style.
Ideally, you should look at that entry before reading this one. (To encourage you, I link it again. Not for the last time.) Very briefly, this style involves a frontal presentation of the action. You frame people against a perpendicular background, as if they were in a police line-up. Usually you face them to camera, as in this shot from Godard’s Made in USA.
As we’ll see, sometimes you can frame the characters at right angles to the camera, or turned directly away from the camera. Here are examples from Napoleon Dynamite and from Angelopoulos’ The Traveling Players. (Is this the first time these two movies have been mentioned together?)
The key idea is that the people and the setting aren’t observed from an oblique angle; if the background is perpendicular, the people will stand or sit at 90 or 180 degrees to that.
You can arrange them in some depth too, but again, they are stacked in perpendicular fashion, making each area a pretty strict plane. Here’s an example from Pulp Fiction.
One point of my earlier entry is that this is a surprisingly old strategy; Keaton used it occasionally, and Godard was using it heavily fifty years ago. Here are two shots from Contempt (Le Mépris, 1963).
It has endured in some surprising places. It’s now a go-to option for one-off effects in mainstream cinema. Here are examples from Shutter Island and The Secret Life of Walter Mitty (2013 version).
A few filmmakers make it the basis of an entire film, as I indicate in this entry on Oliveira’s Gebo and the Shadow. And since I wrote the original entry, I’ve drawn on other examples from time to time, particularly from directors who are pastiching Ozu to some degree or another.
Still, Anderson is today the most widely visible example of the style, partly because while others use it sporadically, he is single-minded about it. He has made people shot-conscious (at least when they watch his movies). So after seeing his newest film, I thought it would be fun to think about what distinguishes his approach.
Playing with planes
With the release of The Grand Budapest Hotel, several bloggers have pointed to recurring compositional features, most obviously bilateral symmetry. I’d just add that such symmetry is often used by practitioners of the planimetric approach, with results that sometimes exceed Anderson’s. Here are two shots from Angelopoulos’ Weeping Meadow.
When you think about it, it takes a brave filmmaker (e.g., Godard) to use this approach and not deploy symmetry.
Anderson has used the planimetric approach more extensively in recent years, and he modifies it some distinctive ways. I think particularly of his habit of crowding people together in layers rather than stretching them along a single line. He makes some images look like group portraits or over-posed highschool yearbook shots (The Royal Tenenbaums; Fantastic Mr. Fox).
By employing the planimetric strategy, Anderson gains a somewhat awkward formality, a sense that we are looking from a distance into an enclosed world that sometimes looks back at us. There are as well the sort of comic possibilities that Keaton recognized in Neighbors and The General. A rigid perpendicular angle can endow action with an absurd geometry.
These apparently simple framings often evoke a world of childhood. Just as Kitano Takeshi shows us gangsters behaving like little boys, Anderson’s dollhouse-room frames make adults seem to be toy people arranged just so–like items laid out in a Joseph Cornell box. It’s a style suitable for magical-realist premises like The Life Aquatic with Steve Zissou, and in Moonrise Kingdom it finds its echo in children’s illustrated books.
All in all, then, I have to salute an American filmmaker who thinks about his images carefully and has incited sensitive viewers to notice them. I think we should go further, though. We can ask: How does Anderson, staying loyal to this tradition, vary the look of the shots? And how does he cut them together?
Consider the editing option first. Unless every scene is to consist of only one shot, the question comes up: How do you maintain the style while cutting? Either you make all your cuts axial, straight in or straight back.; or you create a sort of compass-point editing. This can involve cutting 180 degrees, to what’s “behind” the camera in the initial shot. So if characters are confronting one another, the camera is in effect sitting between them as each looks over or through the lens at the other (Ozu’s Late Autumn).
In effect, this option respects the classic 180-degree line, or axis of action, between the characters. It’s just that the camera sits right on that line. Parking the camera on the axis is a common tactic for subjective cutting, showing us first a person looking, more or less at the camera, then what she or he sees from their vantage point. Our example in Film Art: An Introduction comes from Rear Window.
Ozu used this 180-degree reversal often, but not absolutely; he had a more complicated way of conceiving space, and the 180-degree frontal cuts were only part of it. Kitano made a simpler variant central to his early films.
When I asked Kitano why he did it, he explained that it was exactly the way people saw each other in ordinary life. We face each other. He then added that he was such a naive director when he started that it was the only way he knew to set up scenes. We get kindred images in Terence Davies’ work; his frontality may owe something to the Hollywood musical.
Compass-point editing offers another possibility, that of cutting at 90-degree angles to the background plane or the figures’ position. Chantal Akerman does it throughout Jeanne Dielman 23 Quai du Commerce 1080 Bruxelles (1975).
Anderson exercises all these cutting options inThe Grand Budapest Hotel. Here a planimetric profile 2-shot yields two frontal shots; we shift 90 degrees and then 180 degrees.
Now here’s a 90-degree shift for the reverse shot.
In the passage below, the first cut rotates 90 degrees, and the second cuts in right on the lens axis. In this tradition, an axial cut respects the perpendicular layout of the space.
In such cutting patterns, the compositions keep the action in the same upper zone of the frame from shot to shot. As a result, our eye doesn’t wander much. In long shots, Anderson sometimes follows the classic Hollywood practice of allowing some decentering, as long as the cuts balance one off-center composition against another. Here the changing angles obey the compass-point principle across three shots, and they crisply shift the emphasis from the right side of the frame to the center to the left.
Someone who wanted to deflate Anderson’s visual ambitions could say that his shots are monotonous. Having imposed a big constraint on himself, he’s now obliged to show us that this approach can be varied–in obvious or subtle ways.
One way is through lens length. Most planimetric filmmakers use long lenses, which flatten the space even more. The figures can look like clothes hanging on a line. But Anderson favors quite wide-angle lenses (often 40mm). These make horizontal lines bulge, as in early CinemaScope films (Rushmore, The Life Aquatic).
You can see similar distortions in the straight-on shots of the hotel desk in Grand Budapest, above.
Another way Anderson varies his images is by departing from straight-on angles. As long as the framing maintains a planimetric geometry, we can look down or up at the action. In this passage, again the camera makes 180-degree reverses. This contrasts with the more orthodox shot/reverse shot framings in a comparable scene in The Little Foxes.
In this spirit, Anderson can give us bird’s-eye views, as Matt Zoller Seitz points out in his sumptuous book-length interview with the director. It’s rare, but there are precedents, as in the work of the Coens. In one shot of The Hudsucker Proxy, a movie with an inordinate number of straight-down angles, the inflexible framing creates a joke.
Grand Budapest Hotel has room for some classically funny framings. If you want somebody to look lonely, common practice says, frame the figure off center in a long shot. Here Anderson seems to be having a joke on the convention. He presents it as a POV, although presumably if the Writer were looking at the mysterious man he would put the object of attention in the center of his field of vision.
I think that Anderson’s earliest films weren’t quite so strict in obeying the planimetric and compass-point strategies. Those options were often slipped in as alternatives to more orthodox framing and cutting. But as he’s become more rigorous about using them, he has found ways to put his stamp on some common techniques. Like Ozu incorporating devices of classical continuity into his unique stylistic system, Anderson can recruit certain conventions while staying faithful to his basic approach.
For instance, Anderson sneakily brings in the OTS–the over-the-shoulder framing standard in shot/ reverse-shot dialogue scenes. In one prison scene, Harvey Keitel’s Ludwig is granted an OTS that varies subtly from the more purely straight-on views.
Much the same thing happens with in the punching scene at the reading of the will, when frontal characters are assaulted by fists coming in as if in reverse angles.
Anderson has figured out another way to vary his compositions. I learned this before I saw the movie, thanks to some comments by the cinematographer Robert Yeoman (great name).
High or wide, and handsome
To get the criticky part of this entry out of the way: The Grand Budapest Hotel has all the charm, fussiness, and intricate whimsy typical of Anderson’s work. As often in his films, it cuts its preciosity with moments of offhand brutality (sliced-off fingers) and flashes of naughty sexuality (fellatio, the lesbian painting). With its ensemble cast, sometimes deployed in cameos, it suggests a PoMo remake of those sprawling, self-congratulatory spoofs of the 1960s like The Great Race, Those Magnificent Men in Their Flying Machines, and It’s a Mad, Mad, Mad, Mad World. (The film’s title evokes those all-star films set in hotels, like Grand Hotel and Hotel Berlin.) It’s much better than those, partly because it engages in an oblique way with history, creating a comic-pathetic alternative account of Nazi imperialism. It imagines the collapse of Europe in operetta terms, filtered through Anderson’s pawky humor and distinctive style. I admired the film but don’t feel able to analyze it much after only one viewing. Fortunately for me if not you, its stylistic aspects fit today’s sermonette.
The Grand Budapest Hotel is set in several time periods, and they’re presented via The Blog’s old friend, the device of flashbacks within flashbacks. One character recalls the past or tells a story, and inside that line of action another character recalls or recounts a story, and so on. In Grand Budapest Hotel we move from the present, more or less, to events in the 1980s, then the 1960s, and eventually the 1930s, which constitute the central episodes.
Anderson has shot the frame stories in different aspect ratios. It’s 1.85 for the near present and the 1980s, when the Author recounts meeting the hotel owner. That meeting, set in the 1960s, is shown in 2.40, the anamorphic aspect ratio. The central story, taking place in the 1930s, is presented in classic 1.37, or 4:3 imagery. With typical Anderson butterfly-collector wit, each era gets a ratio that could have been used in a movie at the time. It’s remarkable that Anderson could persuade Fox Searchlight to let him do this.
Most commercial releases in the 1950s and afterward were filmed in some widescreen ratio. In the early days, a popular option was a sort of clothesline staging, centering a single character or balancing others around the central axis: two side by side, three across, four as a pair of pairs, and so on. These shots are from Demetrius and the Gladiators and How to Marry a Millionaire.
Thanks to the widening of the frame, there is less air above the characters and less ground below them. The empty spaces are typically on the sides, particularly in the anamorphic 2.40 ratio. The problem of filling that up was solved, at least for some directors, by moving the camera very close to the actors. Spielberg remarked that he began shooting more close-ups when he filmed in anamorphic.
If you’re inclined to the planimetric approach, it fits the wider format nicely. Anderson wasn’t worried by the extra acreage; he just used the set or empty areas to balance one side against the other. Shots of only one character could be centered, as if posed, and shots of groups could be arranged more or less symmetrically, as in this passage from Moonrise Kingdom. Central perspective helps drive your eye to the main items.
In Grand Budapest, Anderson’s signature framings fit snugly into the scenes shot in 1.85 and 2.40. (The latter has been his favored ratio over the years.) But what about the 1.37 scenes? This brings me to Mr. Yeoman’s remark.
Explaining why he and Anderson watched a lot of films from the 1930s, especially by Lubitsch, Yeoman notes:
We looked at those more to familiarize ourselves with the 1.37:1 aspect ratio, which Wes wanted to use for the 1930s sequences. This aspect ratio opens up some interesting compositional possibilities; we often gave people a lot more headroom than is customary. A two-shot tends to be a little wider than the same shot in anamorphic. It was a format I’d never used before on a movie, and it was a fun departure. You can get accustomed to 1.85 or 2.40 to the point that the shots become more predictable.
Put it another way: Anderson’s penchant for centering and symmetry inclines him toward widescreen compositions that could be simply cropped right and left to fit the 1.37 ratio. His single characters and huddled groups could remain much as before. But in more distant framings you might get a lot of extra space at top and bottom–areas that simply aren’t there in the wide ratios. In other words, Anderson’s multi-format strategy gave him a new problem in maintaining his signature style.
How did he solve it? Many Budapest Hotel shots do leave considerable headroom, as you see in most of the 1.37 examples above. But other shots show Anderson filling his 4:3 frame in varied and engaging ways.
As Ozu showed, for instance, the planimetric option can fill the frame’s upper area when the camera height is below eye level. During the conversation in the car, above, Anderson gets the head of M. Ivan (Bill Murray) in the top of the frame thanks to a low angle. Here are two more examples of filling the upper reaches of the format by use of a lowish camera position.
In the elevator shot, the headroom becomes comic, with M. Gustave and Madame D. seated on the right, the morose bellboy filling the vertical area on the left, and Zero in the middle. The empty space above the couple creates a lively imbalance emphasizing them in a way different from the very balanced framing that centers Henckel among his men.
The set can cooperate. In the first shot below, Zero’s and Agatha’s centered embrace leaves lots of headroom, but the slightly disheveled stack of pastry boxes in the upper background contributes to the sense that they’re engulfed. In the second shot below, part of its humor comes from the rigid geometry of the grid and the way M. Gustave and his colleagues fill in the matrix with their intent faces and busy hands.
In all, Anderson seems to me to find intringuing ways to create visual interest in the 4:3 format. But as with any severe style, you wonder about what’s been lost.
Most obviously, Anderson loses some of the intimacy that comes with more angular and less strict approaches to the classic ratio. We like to see people from 3/4 views too. We also like depth shots that plunge us into a dynamic, diagonal playing space. Here’s a shot from John Huston’s In This Our Life, as precious in its own way as Anderson’s imagery.
As Hogarth pointed out, with the serpentine line in painting and drawing, such shots can lead our eye on “a wanton kind of chase.”
Because directors of the 1920s-1940s accepted a wider range of compositional options than Anderson embraces, headroom simply wasn’t an important problem, as in the Huston shot. Even in simpler shots, classical uses of the 4:3 ratio permitted a flexible organization of figures.
Centered symmetry against a flat ground is a fairly easy compositional strategy, after all. It wasn’t used much in the mainstream tradition because it looks artificial; perhaps only with the rise of art cinema was this sort of self-conscious composition welcomed. In any case, sticking with symmetry sacrifices the more delicate spotting of figures and faces around the frame.
A lot of visual art tries for more supple and subtle twists, torsions, and counterbalancing. Apart from organizing your space along the horizontal and vertical axes, you can try to set figures in delicate array along diagonals. This is why some old-time cinematographers argued that the 4:3 ratio was the best suited to the human body: it can flatter it from any angle.
To get a sense of these possibilities, I’ve compiled a little collection of images from a film that doesn’t boast any outrageously pretty shots: Otto Preminger’s Angel Face (1953). It’s typical of the unassertive approach we find in Preminger’s work of the 1940s and 1950s. He avoids the flashy depth of the post-Kane directors and offers something less aggressive but no less fascinating. Composition and staging integrate expressions, posture, glances, and gestures to create a smooth flow of action. My samples also indicate how rare straight-on views of faces and bodies are in American studio cinema. The 3/4 angle rules.
As with the American films of Lang, Preminger’s work displays a style that’s tough to analyze because the technique isn’t obvious. There’s a marvelous variety in the ways that the 4:3 ratio can render a single figure or two figures, or three, shifting them not around the perfect center of the picture format but around curves and diagonal axes–that yield interest in their own right.
This last comparison isn’t a slam on Anderson. I think well of many of his films, particularly the most recent ones, and I appreciate anyone who takes on a challenge of narrowing his range of creative choices. Once you narrow that range, it turns out there’s a host of new possibilities that pop out. Call it the Ozu strategy: refine your means and you discover nuances nobody else notices.
Still, in art as in life, every choice is a trade-off. It’s worth remembering what one loses by pursuing a particular path. By sticking to his signature look in working with 4:3, Anderson gave himself a problem that didn’t exist for directors of an earlier time, the problem of maintaining a frontal style in a squarish format. I’m glad he faced it and solved it. But I’m also glad that classical filmmakers, quite intuitively, showed how much you could do with an alternative option.
Iain Stasukevich’s American Cinematographer article on the making of The Grand Budapest Hotel is well worth your attention beyond the technical matter I latched onto.
The Huston image came to hand because of the previous entry. Go there for more instances of the sort of framing and staging that Anderson and his planimetric colleagues don’t aim at.
I survey the planimetric style in On the History of Film Style and in Figures Traced in Light. A search of this blog’s archive will bring other instances to light. I analyze Ozu’s style in Ozu and the Poetics of Cinema, available as a pdf here. For more on CinemaScope, you can visit my online lecture.
P.S. 27 March (Hong Kong time): Jonah Horwitz writes with a useful point:
One thing I would add to your summary is that as early as Rushmore, most notably in The Darjeeling Limited, Anderson purposely inserts into his limited stylistic palette selected, isolated “foreign” devices like loose framings, handheld camera, and relatively aimless zooms (as opposed to his more common precise shock-zooms). In some cases, as in the drama-club staging of “Serpico” in Rushmore, these devices serve as citations, in that case to “realist” New Hollywood cinematography. But they also feel very much like the exceptions that prove the rule: they stand out from his usual stylistic register so much that they effectively reinforce the latter. I’m looking forward to seeing Grand Budapest to see if this continues, or if he emphasizes instead a further refinement of his typical gestures.
I agree with Jonah that importing foreign devices often throws into relief a filmmaker’s signature style–a matter of a film’s intrinsic norm getting reinforced by some marked deviation from it. I think of Ozu’s pans or tracking shots, which occur in all his black and white films, and which often just remind us how narrow the style is in the rest of the movie. And sometimes, as in The Flavor of Green Tea over Rice, those camera movements are hybrids or compromises with with his static style. Thanks to Jonah for corresponding.
P.P.S. 27 March: This entry has been revised to eliminate an error. Originally I had said that the play with aspect ratios in the film wouldn’t have been possible before digital projection. Bryce Utting wrote to point out that it was indeed possible on film, since Peter Greenaway’s Pillow Book used both 1.85 and anamorphic widescreen. I had even seen the film and forgotten that! Thanks to Bryce for the correction.
P.P.P.S. 30 March (Hong Kong time): Jim Healy, impresario of our Wisconsin Cinematheque, writes to point out several other films that mix aspect ratios:
The first hour of Redford’s The Horse Whisperer, the urban-set part, is in 1.85. When the characters make it to the open horse country, the image widens to ‘scope. . . . The 2002 Disney animated feature Brother Bear (which isn’t so bad) is 1.85 for about the first 20 minutes and when the principal Inuit character (voiced by Joaquin Phoenix) is transformed into a bear, the picture goes to Scope.
The Grand Budapest Hotel (2014).
The Wolf of Wall Street.
At many points in The Wolf of Wall Street, we hear the voice of Jordan Belfort chronicling his exploits in building up a rapacious investment company. A few times he even addresses the camera.
What’s he doing? Well, he’s telling us a story, obviously. Stories are what many (not all) films present to us. But how, exactly, can we understand the storytelling process in film? What do the filmmakers do, and what do we do?
For my book Poetics of Cinema, I wrote a chapter called “Three Dimensions of Film Narrative.” This 2007 essay tries to come to grips with several questions. Some are pretty general. What makes a film a narrative? How does a narrative film shape our response? What roles do visual and auditory techniques play? What are the roles of emotional responses and broad cultural factors? How does characterization work in a movie?
Other questions are narrower. How revelatory is Hollywood’s three-act model of plot? How do we pick out a story’s protagonist? Do literary concepts like “narrator” and “implied author” apply to films?
Since the chapter is part of a larger book, some of these matters are dealt with at greater length in other chapters. Some are developed in other books, notably Narration in the Fiction Film, and elsewhere on this site. This essay was my attempt to boil down my thinking about filmic storytelling into one convenient, if sometimes sketchy, form.
Today I’m posting a corrected, slightly revised version of that chapter as a downloadable pdf file. Thanks to our web tsarina Meg Hamel, it has links as well. Students, teachers, researchers, and casual or ardent cinephiles: Make use of this as you like.
The essay is here.
This blog entry is a guide to the essay, or maybe just a trailer. As with a trailer, my use of The Wolf of Wall Street is illustrative; I’m not offering anything like a full analysis or even a review. And like most trailers, mine has spoilers.
The three dimensions I explore in the essay are narration, plot structure, and story world.
Dimension 1: Pushy narration
A film’s narration I take to be unfolding and organization of story information as the viewer encounters it, moment by moment. . (This is distinct from the term “voice-over narration,” like Jordan’s in The Wolf of Wall Street, though voice-over commentary is part of the overall narration.) Narration is designed to shape our itinerary through the film. It’s a complex array of cues that guide us in building up the story.
In The Wolf of Wall Street, the first dose of information we get is a TV commercial for the Stratton Oakmont investment company. We see busy, efficient brokers bent over their desks in a vast office as a lion paces the aisles. But then we get another view of the office, as partying staff prepare to launch a little man in a Velcro suit toward a target. The man is hurled, and one of the men who tosses him identifies himself as Jordan Belfort. We’re then launched into a sequence laying out Jordan’s lifestyle.
One thing this portion of the narration does is to peel back the staid, solid image of the brokering house and show the orgiastic self-indulgence behind it. What if Scorsese and his screenwriter Terrence Winter hadn’t included the commercial? Our sense of the contrast between public image and internal debauchery wouldn’t be so strong.
The quick scenes of Jordan’s lifestyle, driven by drugs, sex, and high living constitute a block of concentrated exposition. The narration could have introduced Jordan’s debauchery gradually through hints, but instead we’re told of it bluntly and swiftly. Jordan boasts that at age 26 he made nearly fifty million dollars a year. We’re coaxed to ask: How did he get so far?
This is, we might say, a curiosity question—a question about what in the past led up to the present. A film’s narration is often prodding us to ask just this question. A piece of narration may also provoke effects of surprise, as when the Velcro-target episode undercuts the corporate image. Surprise is central to narrative because knowledge is distributed unequally among characters and spectators; any character may have a secret.
There’s also suspense, which we can consider broadly as a sharpened anticipation of what might happen next. In The Wolf, I’d argue that there’s some suspense when Jordan, zonked on Quaaludes, must save Donnie from choking on a piece of ham. Curiosity, surprise, and suspense aren’t of course the only effects of storytelling, but they function as “master-effects,” in Meir Sternberg’s phrase. They are central to our comprehension of the story.
Style as narration
At the same time, narration is shaping our experience through film style. The staid tracking shot along the desks in the commercial, with the firm’s trademark lion prowling the aisles, clashes with the abrupt editing and freeze-frame that introduces Jordan. The actors’ performances, centrally the swaggering performance of DiCaprio, are part of narration as well. The soundtrack’s stylistic texture contributes a lot too, with Jordan’s voice-over and the music and effects creating a rousing, exhilarating effect. The narration’s use of film technique, I think, aims to summon up a shocked but fascinated and amused awareness of the decadent world that Jordan rules.
Throughout Wolf, Scorese’s stylistic choices serve narrational purposes. There are rapid montage sequences, commenting musical tunes, and dialogue hooks (“I won’t call him”/shot of Denham, called, approaching Jordan’s yacht). Scorsese’s fondness for rendering psychological states—here, druggy ones—is presented through classic “impressionist” techniques. As the film goes on, he starts to take us into characters’ minds through inner monologues and misperceptions (the smashed Ferarri). Stylistic patterning also contributes to the film’s tone of grotesque comedy, not just through the dialogue, delivery, and music but through editing. The potentially dramatic moment of Jordan rescuing Donnie with CPR is intercut with a Popeye cartoon: Jordan’s miraculous spinach is coke.
By shaping our knowledge, the narration also throttles the film’s emotional appeal up or down. For example, in one scene Jordan punches his second wife Naomi. Scorsese presents the action in a distant shot, in which a doorway allows us merely to glimpse the violence.
This choice lessens the impact of Jordan’s aggression. It gives us important information about the story action, but not nearly as forcefully as the tight close-ups of sexual and drug-fueled escapades in other scenes do. You could argue that closer and more visceral views (of the sort we get during Raging Bull’s domestic violence, as above) would make it harder to treat Jordan’s bad-boy high-jinks as entertaining.
A more detailed analysis would trace the overall development of the film’s narration. We’d consider, for instance, how it restricts our information at key points. Although the narration breaks with its attachment to Jordan to show Denham’s investigation, it doesn’t reveal Naomi’s scheme to divorce him. We learn of that only when he does. As we indicate in Film Art: An Introduction, “Who knows what when?” is a central question for understanding film narration.
Narration as inference-making
More generally, the essay develops in some detail a notion that’s central to understanding narration. I offer a mentalistic account of narrative understanding.
I think that a storytelling movie, through its narration, impels us to draw inferences. To follow a movie story is to turn the images and sounds into characters, actions, events, causes, and the like. This happens partly through fast, automatic inferences of the kind we make constantly in perceiving the world, and partly and more evidently through the inferences we make in building up that construct we call the movie’s story.
Everything I’ve been describing so far asks us to fill in, extrapolate, and draw conclusions at the level of comprehension. We take the Stratton Oakmont commercial as indicating trustworthiness. We’re encouraged to see the little-person-tossing scene as outrageous and boisterous but cruel, the amusement of people charged with a reckless energy. Jordan’s bragging montage sequence invites us see him as powerful, arrogant, and materialistic.
By saying that narration pushes us to make inferences I’m not suggesting that the inferences are models of deep thinking. They are, we say, commonsensical. In the multiplex, we’re not logicians. Understanding and responding to a story are processes based largely on folk psychology. In that respect, the chapter argues a point I’ve made elsewhere on the site.
Of course not all our inferences will be correct. It would be possible to knock down our first impressions of Jordan with information suggesting that beneath the sharkskin is a likable idealist. (That happens in Jerry Maguire.) Here, other sorts of moments steer our inferences astray. We’re led to think that Jordan drives his Lamborghini home safely, but that impression gets recalibrated the next morning. Earlier, when Denham visits Jordan on his yacht, the rather long, tense scene leads us to consider the possibility that the FBI agent is susceptible to bribery. His questions and facial expressions suggest that he’s weighing Jordan’s offer to help him with some investments. This interchange is conveyed in fairly tight shot/ reverse shots.
Only when Denham asks Jordan to repeat his offer does Scorsese cut to an angle showing that Denham’s colleague has, offscreen, quietly stepped close enough to bear witness to the bribe Jordan might offer.
Scorsese has choked off some information about the scene in order to yield a surprise, one that corrects the impression we were building up. One of cinema’s great pleasures is catching up with a narration that has been designed to lead us astray. Hitchcock fans, take note.
Dimension 2: Plot as pattern
You can also think about the narrative as having a more abstract, geometrical structure: that’s given to us as the plot. Narration creates on-line, moment-by-moment pickup; as viewers we go with the flow. The plot is more architectural, a sort of static anatomy of the film as a whole. We can think of it in a couple of ways.
As a map of a particular film, the plot consists of the overall arrangement of incidents. It lays out the story actions in time. It can proceed chronologically, as plots do most of the time, or it can rearrange incidents out of linear order. The Wolf of Wall Street follows the Stratton Oakmont commercial with the Velcro-target scene, and then presents Jordan at the height of his powers. But after the quick exposition of his lifestyle, the plot flashes back to his first day on Wall Street in 1987.
Now the film presents a mostly chronological layout. Jordan gets his broker’s license, loses his job, picks up a low-end one, and then rises to the spot running his company. This trajectory is sometimes interrupted by quick flashbacks filling in background on a character or a situation; we even get flashbacks within flashbacks. The overall time scheme is hazy, since we’re never shown exactly what point in time is “now.” There’s the suggestion that the initial flashback is rounded off when Jordan’s cohorts meet to plan the Velcro-tossing stunt, but that opening scene isn’t replayed, so we can’t be sure exactly when the opening flashback ends. The flashback must be finished at some indeterminate time late in the film, when Jordan’s fortunes decline and Naomi is alienated from him. But the narration whisks us along without establishing the firm framing devices of traditional flashback plotting.
From this perspective, every film establishes its own plot structure, based on the overall “geometry” of its scenes and sequences. There’d be a lot to say about this in The Wolf, such as the introduction of Denham (and the brief alternating scenes of his investigation) and the various lines of action that fill out the plot: Jordan’s addictions, his plan for an IPO, his two marriages, the SEC inquiry, his Swiss money-laundering schemes, and the like. The craft of screenwriting consists in large part of developing and braiding lines of action in this way. Several entries on this site, as well as many chapters of Narration in the Fiction Film and Poetics of Cinema, analyze how such plot patterns work in tandem with the narration’s unfolding.
Caught in the act(s)
Another way to think about plot structure is to consider how the particular film obeys broader principles of construction. Tragedy, comedy, melodrama, mystery stories, and other genres have distinct, widely-known conventions of plot geometry. There are as well traditions of plotting that cross genres.
In modern commercial cinema, the most famous structural convention is the three-act pattern. Kristin has proposed that Hollywood feature filmmaking is better thought of as adhering to a multiple-part principle based on characters’ goals. The film might have two, three, four, or more parts, depending on its running time and the ways it shows character goals created, reformulated, blocked, delayed, and fulfilled (or not). We’ve tested Kristin’s proposal in books (Storytelling in the New Hollywood, The Way Hollywood Tells it) and on this site (here and here and here and here).
The essay considers the matter more theoretically, but just to illustrate, I’ll hazard a layout of The Wolf of Wall Street’s plot structure. It’s nothing but spoilers, so I’ve flagged it all in olive green if you want to skip it.
Since Wolf runs about 173 minutes without credits, I think it can be usefully laid out in five large-scale parts. These are framed by a brief prologue (the commercial and the Velcro-target scene) and an epilogue summing up Jordan’s court sentence, his stay in a country-club prison, and his new career as “the World’s Greatest Sales Trainer.”
The Setup shifts from Jordan’s life at the pinnacle to his beginnings in the business and his rise as an entrepreneur. In the course of this portion he meets Donnie and the two assemble their team of eccentric, grotesque staff. After establishing Stratton Oakmont, Jordan demonstrates his sales technique and the script his salespeople will follow. This section consumes the first thirty-five minutes of the film.
What Kristin calls the Complicating Action, which resets the protagonist’s goals, centers on Jordan’s plan for an IPO and his affair with Naomi. Around the hour mark, Jordan is divorced and free to pursue the IPO, but now Denham of the FBI is following the company and the SEC is getting curious.
The Development section, which typically expands and delays the fulfillment of the goals set earlier, shows Jordan marrying Naomi, the firm’s frenzied launch of the IPO, and Jordan’s botched effort to bribe Denham. By about 96 minutes into the film, the two antagonists, Jordan and Denham, have faced off in a preliminary conflict. What remains is to see how Jordan will evade capture.
I’m inclined to see the fourth part as a second Complicating Action, because Jordan recalibrates his goal. Stratton Oakmont is making so much money he needs to find an offshore place for it. He decides on Switzerland, and the bulk of this section of Wolf focuses on whether he’ll be successful. But the SEC is breathing down his neck, and he momentarily considers quitting his firm. During a pep talk to his staff, his resolve weakens (he’s sold by his own rhetoric), and he decides to fight the regulatory battle. This is a turning point: now both the SEC and the FBI are on his tail with renewed vigor.
This section, a bit longer than the others, runs about forty minutes. I attribute that mostly to a wedged-in scene that’s almost pure delay: Jordan’s and Donnie’s wild night on Quaaludes, which ends with Jordan crawling toward his car, smashing it up, and saving Donnie from choking. Nearly all of this has no effect on the plot’s forward movement; Donnie survives and Jordan isn’t charged for the road mishaps. The only plot causality here is the fact that a wacked-out Donnie makes an incriminating call on Jordan’s home phone, which is tapped. This bit of action could have been handled much more briefly, but the Quaalude gluttony is so inherently funny, and forms such a plausible topper to the ‘lude motif throughout the film, that it’s expanded to a remarkable twelve minutes. This sort of delay is usually seen in Development sections, but because Jordan resets his goals in this section I’m considering it a Complicating Action.
The Climax (25 minutes) arrives when Jordan, hiding in Italy with Donnie and their wives, learns that Aunt Emma, his front for the Swiss money-laundering, has died. He must race back to Zurich to shift the money to a new account, and in the process the yacht is wrecked in a storm. He’s arrested and agrees to rat on his friends. Naomi divorces him. He tries to protect Donnie but fails and is sent to jail. In the epilogue he’s shown bouncing back, playing to an audience of suckers who share his dream of getting very rich.
Winter’s screenplay, with its parallelled and intertwined lines of goal-driven action and its reiteration of one large-scale component, a second Complicating Action, shows how the classical pattern can be expanded to fill out a longer-than-average running time.
Dimension 3: The story and its world
There’s a tendency to think of the story action as existing virtually before it becomes a plot and is presented through narration. It’s as if the story was already there, waiting to be turned into a film. To some extent, this can happen with documentary narratives and adaptations of novels, plays, and comic books. Nonetheless, as viewers we access a movie’s world only through narration and plot structures. In fact, “access” isn’t quite right. As I’ve indicated, I think that we construct the story inferentially, on the basis of the cues given by those other dimensions.
If every viewer has to build up the story herself, shouldn’t we have widely different senses of what happens? To some extent we do. People might fill in certain gaps differently, or draw divergent conclusions about what made something happen. Certain films, not typically Hollywood ones, do encourage more open explorations of the story situations. Here plot construction and narration may follow other conventions, such as those I’ve tried to chart in Narration in the Fiction Film and elsewhere.
Mostly, though, even in “independent films,” there’s a great deal of convergence among viewers’ inference-making. Sooner or later, we arrive at a common understanding of most of what happened and why. As we leave the shared realms of perception and comprehension, of course, viewers’ construals can diverge a lot. Once we get to abstract interpretations—such as whether The Wolf of Wall Street celebrates or condemns the anything-for-a-buck culture—we should expect a lot of variations. (I try to explain why this happens elsewhere in the book, in the essay “Poetics of Cinema.”)
“Three Dimensions of Film Narrative” considers the story and its world broadly, in terms of cues for causation and characterization. It focuses particularly on characters and how we understand them. Again I argue for an inferential model. This means that, as in real life, we’re practicing “mind-reading”—trying to figure out characters’ traits and temperaments on the basis of their behavior, trying to grasp their motives and goals. We build them up as persons on the basis of cues, and we ascribe to them many of the qualities we expect persons in the real world to exhibit. Again, folk psychology provides the ground: the film is likely to streamline and simplify the complexities of real-world personhood.
As viewers we don’t understand a character in isolation. Characters interact, and the narration and plot structure prompt us to compare them, rank them, sort them in different ways. In The Wolf, Jordan is handsome, brazen, and suave; Donnie, a classic weak friend, is awkward and homely, but he has a primal energy that matches Jordan’s slick élan.
Jordan’s father and most of his elders are more prudent and cautious than his crew, who are uninhibited. The guys are a bevy of misfits, distinguished from one another by looks and one or two tricks of demeanor.
Jordan’s first wife is a brunette hair stylist who voices doubts about his schemes; his second wife is a gorgeous blonde party girl who happily plunges into his lifestyle. In each case, the narration and the plot structure give us the necessary cues, usually redundantly. Jordan’s voice-over commentary reinforces the character information we get from the actors’ appearance and performance.
The essay also considers how films present character change. Sometimes characters come to learn more; they may not vary their distinguishing traits but they realize they have made a mistake. More deeply, characters may decide to get in touch with a suppressed side of themselves. That’s what happens, I think, in Jerry Maguire; he becomes the man his wife thinks he could be.
But very often characters don’t change. Jordan, in The Wolf of Wall Street, has an opportunity to confess, return the money he fleeced from his clients, and take his punishment. Instead, he insists that everything he’s done has been for his friends—the staff of the firm—and they deserve to succeed as he has. (Even though he is deceiving them too; he buys shares in his own IPO and orders the salespeople to push that stock.) What shocks many viewers about the film, I suspect, is that Jordan doesn’t become a better person in the course of his adventures. His punishment is light, he learns nothing, and by the end of the film he’s as amoral as he was when he started the company. (“Sell me this pen.”) As sometimes happens, the interest of the plot comes from watching a gifted, resourceful scoundrel adapt his techniques to changing situations.
But wait, there’s more
Okay, you may be asking impatiently. But why? Why offer these categories, carve things up, make supersubtle distinctions, concoct new terminology? Why not just do film criticism?
Well, partly because I want to articulate more than my response to a particular movie. I want to understand the more general ways in which films work and work upon us. I think we can usefully look for explanations of movies’ functions and effects, and these are things that ordinary film criticism doesn’t typically offer. For example, noticing how a film’s elements function with respect to narration, plot, style, and story world can do more than sensitize us to this or that movie. This sort of analysis can make us aware of broad norms of moviemaking and how particular films relate to those norms, currently and historically.
At the same time, the line of thinking I’m proposing casts light on the skills we deploy, mostly unawares, in experiencing films. No matter how simple-minded the movie, I think that we do things in following it; we exercise our narrative competence. On the other side, sorting things out this way can explain the range of choice and control open to the filmmaker. I think that the poetics of cinema I propose can help filmmakers become aware of the tools they are using–and perhaps encourage them to try other ones. My categories are derived from filmmaking craft, and perhaps they can in turn illuminate the practical tasks facing filmmakers.
A couple of final points. In the chapter I draw examples from a variety of films, many American (Cellular, Boyz N the Hood, You’ve Got Mail, etc.). Despite my consideration of Ashes of Time, Claire Dolan, Memento, and other films, some readers will ask why I don’t consider more non-Hollywood examples. The choice was strategic: Hollywood films throw the areas I’m charting into sharp relief. They provide clear-cut (not necessarily simple) examples of my points. And historically, the dominance of Hollywood film in the world’s theatrical market have given them a lot of influence. Much of what we think of as non-Hollywood is based on attempts to revise or reject those norms.
At the same time, I’m counting on readers cutting me some slack because I’ve written a lot about alternatives to Hollywood. My books on Eisenstein, Ozu, Dreyer, and Hong Kong cinema try to analyze diverse storytelling options. Elsewhere in Poetics of Cinema I discuss various narrative traditions, including varieties of network narratives and forking-path plots. Narration in the Fiction Film explores still other storytelling modes. And on this site I’ve had a lot to say about non-Hollywood constructive principles (for example, here and here).
The last section of the essay considers what is probably inside-baseball for many readers. Yet the underlying question is important. How adequately can film narrative can be understood on a model of literary narrative? Some theorists think that the basic principles of narrative are to be found in verbal storytelling, and narratives in other media must find equivalents for them. My own view is that narrative as a phenomenon gets mapped onto different media in varying ways. There may not be a single model that will be valid for plays, novels, dance, comic strips, radio drama, film, digital fiction, and so on.
For example, if Jordan Belfort were a character in a novel, certain weird things wouldn’t be happening onscreen. A first-person narrator in the novel can tell us only things that she or he knows about. But “inside” Jordan’s tale we get all kinds of scenes that he didn’t witness. True, he knew that FBI agent Denham was on his trail, but he couldn’t know the color of Denham’s office, or what Denham said to his colleagues. Nor could Jordan know exactly how the quarrel between his partner Donnie Azoff and his ally Brad Bodnik went down, even though we see the entire scene embedded in “his” telling.
Of course we can say that these scenes are just movie conventions. We accept that in film, first-person voice-over often includes scenes that the speaker didn’t witness, or maybe didn’t even know about. But that convention points to the limits of importing models of storytelling from literature to the study of cinema. A novel can’t wedge those things in without raising the question of how the narrator knows this. We just don’t ask such a question about Jordan.
By a path too winding to summarize here, these and other observations lead me to a counterintuitive conclusion: Narrative, at least in film, isn’t best understood as an act of communication from an author-like entity to a reader-like one. Why do I say that? How can film not be communication? Answer, too brief: What most people call communication I call converging inferences.
And to end my trailer, I suggest that we think of narrative in all media, most especially film, as inherently promiscuous. It will pull in anything that gets the immediate job done. That includes grabbing one element of ordinary conversation–a guy telling a story–without keeping the other bits of the communicative chain, such as feedback from a listener. Jordan is talking to us, but he doesn’t know we’re here, and we can’t interrupt him.
One more time: You can get the essay here. Thanks for reading!
In a way this post is a sequel to the previous entry; background on Meir Sternberg’s account of curiosity, suspense, and surprise can be found there. For more on the subject, see our category “Narrative strategies” and the essay “Common Sense + Film Theory = Common-Sense Film Theory?”
Many of the everyday terms we apply to stories are ambiguous or vague, so sometimes we need to define our terms or invent new ones. Take “narration.” In ordinary talk, can mean “voice-over commentary,” such as Jordan Belfort’s in The Wolf of Wall Street. But if we restrict our usage to just this form of sound, we don’t have a good term for the general flow of narrative presentation in the film, let alone films that don’t have voice-overs. So it’s useful to reserve “narration” for that general process and use “voice-over” in some form to describe the soundtrack’s role in that.
The same problem comes up with the term “point of view,” which has many different meanings. It might refer to first-person reportage, or what a character thinks and feels, or what she believes. (Obama is a good president from her point of view.) If we want to be precise in talking about these qualities of storytelling, we need to explain the terms we’re using.
And sometimes it’s just easier to introduce new terms. In the essay, I’ll sometimes call the plot the syuzhet and the story the fabula. Why the fancy terminology? Won’t “plot” and “story” do? Well, yes, up to a point. In this entry I did use those terms, and our textbook Film Art: An Introduction has done that ever since its first edition of 1979. Still, when we’re working within a research community, it helps to have terms, even unusual ones, which say exactly what we mean. The original readership for the “Three Dimensions” chapter knows that “plot” and “story” have different meanings in our culture, and so I tried to use terms that were less ambiguous. Not incidentally, I wanted as well to signal my debt to the Russian Formalist literary critics, perhaps our first modern narratologists.
Other chapters of Poetics of Cinema are posted online here.
P.S. 14 January 2014: Thanks to Steve Hilby for correcting me: I originally mis-identified Jordan’s car as a Ferrari.
P.S.S. 14 January 2014: My old friend Brian Rose signals his Academy interview with the filmmakers, in which Scorsese and Schoonmaker declare a lack of interest in “plot.” Pfui, says I.
In my previous entry, I described Gravity as an experimental film. I had thought of it that way ever since seeing trailers for it online back in mid-September. I described it as reminding me “of Michael Snow’s brilliant Central Region, but with narrative.”
Last time I developed that notion in more detail and analyzed the narrative structure of the film. Now I’ll analyze the experimental aspects of the film’s style and the dazzling means by which they were created. I don’t have the technical expertise to explain the inventions and ingenuity that went into creating Gravity, so I have sought to pluck out the best quotations from the many interviews and articles on the film and organize them into a coherent layout of how its most striking aspects were achieved.
As in that entry, SPOILER ALERT. This is not a review but an analysis of the film. Gravity does depend crucially upon suspense and surprise, and I would suggest not reading further without having seen the film.
Screaming on the set
I’ve written about Cuarón’s use of long takes, a stylistic device that has drawn a huge amount of attention in the press. Here the editing is so subtly done that even someone like me, who typically notices every cut, missed a lot of them during early viewings. There are bursts of rapid editing, as when the ISS is struck by debris and is destroyed, or more conventional cutting, as when the camera follows the Chinese pod and surrounding remnants of the station as they heat up in the atmosphere.
The long takes go beyond what Cuarón has done before. In Variety, Justin Chang describes one major difference: “As the movie continues, the filmmakers even add a new wrinkle, which Lubezki calls ‘elastic shots’: Takes that go from very wide shots to medium closeups, then segue seamlessly into a point-of-view shot, so the viewer is seeing the action through the character’s eyes, right down to the glare and reflections on a helmet visor.” Such moments are rare in Gravity, but one occurs in the “drifting” portion, shortly after the segment laid out above:
As Cuarón has pointed out, his long takes eliminate the need to cut in to closer views: “The language I have been working on with Chivo in these recent films is not one based on close-ups. We include close-ups as part of a longer continuous shot. So this all becomes choreography.” Another point he makes in this and other interviews is the influence of Imax documentaries on Gravity: “My process of exploring long takes fits in with that IMAX documentary notion, because when they capture nature it isn’t like they can go back and pick up the close-up afterward. There isn’t that luxury in space either. So then it falls to us to find a way to deliver that objective view, but then transform it into a more subjective experience.” Hence the “elastic shots.”
The long takes often dictate a refusal to cut in to reveal significant action. There is the moment in the epic opening shot, for example, when Shariff is suddenly killed in the background while in the foreground Kowalski tries to help Stone detach from her mechnical arm and into the shuttle. Did you see the flying piece of debris that struck his head? I didn’t, not until the fourth time I watched the film, knowing that it was coming and determined to spot it. It’s there, a little white dot that flashes through the frame in a split second. Shariff’s abrupt movement to the side, stopped with a jerk by his tether, is what we spot, since his bright white suit moves so suddenly and quickly, ending up against the pitch black of space:
A great deal happens in such moments of action, and we are left to spot what we can.
If these long takes are dazzling on the screen, think what they must have been like to witness being made. Lubezki has suggested how complicated the long takes in Gravity and earlier films were to shoot:
There are very few director/cinematographer teams working today as well known for a certain aspect of filmmaking as you and Alfonso are, which is that long extended take, or the seamlessly edited take. What it is like actually shooting those scenes?
I’m going to tell you something, the reality is that the movie was so new that when we finished a shot we would get so excited people would scream on set—probably me before anybody else. There were moments when we were shooting and Alfonso said ‘cut’ we would all just jump and scream out of happiness because we’d achieved something that we knew was very special.
In Children of Men, we also had moments like that. When we finished the first shot inside that car [the aforementioned ambush scene], the focus puller started crying. There was so much pressure that, when he realized he had done a great job, he just started crying.
There is something breathtaking about the achievement of complex long takes that seems not to arise from any other cinematic technique. I have seen Russian Ark three times now, and each time I feel an inexplicable tension, wondering whether the camera team will make it through the entire one-shot film without a mistake. I’ve already seen it happen, and yet it still seems unbelievable that they did.
In Gravity, of course, the “long takes” were not actual lengthy runs of the camera. Nor were they, as in Children of Men, several camera takes stitched together digitally to create length single shots. Rather, they were created in the special-effects animation, with the faces of the actors being jigsawed into them through a complex combination of rotoscoping and geometry builds. (See this Creative Cow article for an example.)
The choice to present the action in long takes was crucial to the look of the film. Most films set in space rely heavily on editing, since for decades the special effects needed to convey space walking were best handled in a series of shots. In Star Trek Into Darkness, Kirk flies through space toward a spaceship breaking up and surrounded by debris, a situation somewhat comparable to that in Gravity. The sequence is built up of many short shots of Kirk against shots of dark space, point-of-view shots through his helmet, and cutaways to characters inside the Enterprise conversing with him via radio. Here’s a brief sample of four contiguous shots:
The sequence conveys little sense of weightlessness, partly because the actor adopts a traditional superhero-style flying pose. With no air in space, there would be no need to compact oneself into a streamlined shape. The fast cutting keeps repeating similar compositions, as with frames 2 and 4 above, with the fast editing presumably intended to generate excitement. (Star Trek Into Darkness has at least 2200 shots in a little over two hours, while Gravity has about 200 in 83 minutes.) Gravity‘s success in creating a realistic environment in space is dramatically evident when contrasted with this film’s more traditional outer-space conventions.
But it turns out that the commitment to the long take led Cuarón toward less common choices about editing, staging, and lighting.
Follow the bouncing axis
For much of the film, there is minimal spatial stability for the characters or for our viewpoint into the diegetic world. There is no ground, so we cannot imagine the camera resting on anything. When outside the space vehicles, the camera moves nearly all the time. In an interview with ICG Magazine, director Alfonso Cuarón was asked, “So with the camera and characters in constant motion and changing perspective, how did you figure up from down?” He replied:
There is no point of departure because there is no up or down; nobody is sitting in a chair to orient your eye. It took the animators three months to learn how to think this way. They have been taught to draw based on horizon and weight, and here we stripped them of both.
Undoubtedly many scenes contain an axis of action running between the characters, but it is not of a traditional kind. Unlike in a classically edited film, in Gravity‘s action scenes in space, the axis is in constant, fleeting motion, and any given center line between two characters must in quick succession run not only left and right but also up and down, diagonally, in almost any direction. Any given screen direction set up by the axis is ephemeral and offers little to help orient us spatially. Eyeline directions mean very little, since there are few cuts to things that the characters have seen offscreen. (True, when characters look offscreen, they establish eyelines, and the camera sometimes pans from Stone or Kowalski to some object they have been looking at. But a pan from a person to an object automatically establishes the spatial relations between them, whether or not the character is looking at the object.)
As a result, the spatial cues used in continuity editing system are not so much eliminated as made irrelevant for long stretches. That system is meant, after all, to guide our understanding of the story space across cuts. There are exceptions, such as a brief shot/reverse-shot exchange: Stone, loosely attached to the International Space Station (ISS) by ropes, pleads with Kowalski not to untether himself from her and float away to die in space, and he insists that it is the only way to allow her to live. When Kowalski and Stone, tethered together, travel toward the ISS, he is always at screen left, she at screen right, with the strap joining them stretched out as a sort of visible axis of action; straight cut-ins to close views of each character, and even at one point Kowalski’s point of view, obey the 180-degree rule and create an almost conventional scene. Actions inside the spacecrafts are more oriented as well. In the ISS Stone moves weightlessly through a series of pods, all the while maintaining screen direction. Similarly, inside the vehicles, especially late in the film when Stone is strapped into seats, she is usually upright, her head oriented toward the top of the frame. Some sustained actions in space also keep her right-side up, as when she removes the bolts holding the parachute cords to the Soyuz landing vehicle.
In part because of such orienting devices, we are seldom seriously confused about where the characters are, or at least not for long. Otherwise we would not be able to comprehend the story action. Still, compared to typical classical films, Gravity conveys little sense of spatial stability. The disorienting simulation of weightlessness for characters and camera dominates the scenes outside the vehicles and creates a style that can truly be called experimental.
Take the brief segment (about 14 seconds) below, from the 13-minute opening shot. Stone has been standing at the end of a large mechanical arm which gets knocked off the space shuttle by a piece of hurtling debris. It spins rapidly, with the camera framing it from long-shot distance. The camera is not entirely static, reframing slightly, but we can see the earth in the background fairly clearly. Stark sunlight comes from offscreen left, and as Stone’s body whips through space, the shadows move accordingly around her, with the back of her body in deep shadow in the first frame and then her front shadowed in the second:
The fact that the light source, the sun, is offscreen left during this spinning segment suggests that the camera and hence our viewpoint are in a stable position. Yet that position is maintained for only a short time. At this point in the shot, the camera is essentially waiting for her to draw near in order for it to execute a change that will govern the penultimate part of the lengthy shot.
That happens when, after she has spun wildly toward and away from us several times, the camera “attaches” to her, so that we are now seeing her in medium shot and spinning with her. Instead of seeing the earth clearly, we see her while the blurred surface of the earth and the blackness of space alternate rapidly. This was the technique that led me, when I first saw the film’s trailers, to compare Gravity to Michael Snow’s Central Region:
Being closer to Stone, we can see more clearly the shadows coming and going; her face is sometimes illuminated brightly by the sun and sometimes in near darkness:
The function of the attachment to Stone, apart from allowing us to see her fear and confusion, is to show us that her hands are working to detach her from the arm, as a tilt down reveals:
As she soars off the arm and tumbles into the black depths of space, the camera leaves its “attachment” to her, and she spins away from it:
Cuarón’s commitment to the long take thus made him rely more than usual on events taking place within the frame–camera movement and figure movement in particular. Yet these movements had to occur in a microgravity environment radically different from the earthbound surroundings of Children of Men and Harry Potter and the Prisoner of Azkaban. This new constraint led to some technological innovations of remarkable originality.
The LED Light Box
Early on it became clear that moving the actors through space on wires would not create the desired realism of weightlessness, and clearly they could not be whipped about and tumbled in ways that the film ultimately achieved. The actors would have to be relatively static, with the illusion of movement created through other means. One of the main challenges was to have the lighting on their stationery faces support that illusion. And it would have to be done perfectly in order to achieve the photorealistic depiction of space that the filmmakers were after.
Usually in watching a film heavily dependent on CGI, one notices elements that have been assembled into a single composition but don’t quite match each other. A matte painting that isn’t lit from precisely the same angle as all the other components stands out from the rest (as, it has to be admitted, happens in the best of CGI scenes, including those in The Lord of the Rings). The problem was solved for Gravity using the LED Light Box, a device frequently mentioned in the press coverage of the film but seldom explained. (See image at the top.) The concept is truly revolutionary, although I am not sure to what extent it would work for other films that did not present such peculiar challenges.
In American Cinematographer‘s article on Gravity, “Facing the Void,” cinematographer Emmanuel Lubezki explains why consistency of lighting is crucial and how he came up with his solution:
Lubezki emphasizes that Gravity‘s blending of real faces with virtual environments posed a tremendous challenge. “The biggest conundrum in trying to integrate live action with animation has always been the lighting,” he says. “The actors are often lit differently than the animation, and if the lighting is not right, the composite doesn’t work. It can look eerie and take you to a place animators call ‘the uncanny valley,’ that place where everything is very close to real, but your subconscious knows something is wrong. That takes you out of the movie. The only way to avoid the uncanny valley was to use a naturalistic light on the faces, and to find a way to match the light between the faces and surroundings as closely as possible.”
This challenge led Lubezki to imagine a unique lighting space that was ultimately dubbed the “LED Box.” He recalls, “It was like a revelation. I had the idea to build a set out of LED panels and to light the actors’ faces inside it with the previs animation.” Lubezki conducted extensive LED tests and then turned to [special effects head Tim] Webber and his team to build the 20′ cube and generate footage of the virtual environments, as seen from the actor’s viewpoint, to display inside it. While constructing the LED Box, the crew also solved problems involving LED flicker and inconsistencies.
Inside the LED Box, the CG environment played across the walls and ceiling, simulating the bounce light from Earth on the faces of Clooney or Bullock, and providing the actors with visual references as they pretended to float through space. This elegant solution enabled the real faces to be lit by the very environments into which they would be inserted, ensuring a match between the real and virtual elements in the frame.
This ingenious approach largely did away with traditional three-point lighting in the exteriors. As Lubezki explains in the AC article,
When you put a gel on a 20K or an HMI [Hydrargyrum medium-arc iodide], you’re working with one tone, one color. Because they LEDs were showing our animation, we were projecting light onto the actors’ faces that could have darkness on one side, light on another, a hot spot in the middle and different colors. It was always complex, and that was the reason to have the Box.
The crucial point here is that the lighting was being created by playing the previs animation of the earth, space, the moon, and the large reflecting objects like the space shuttle on the sides of this 20′ by 10′ box. In other words, the moving images from the nearly finished special effects were used to light the faces of the actors, and those faces were later joined to those very same special effects, in a more polished form, to create the final images.
Lubezki gives an excellent description of the Box in his interview with Bryan Abrams, a series of responses which is worth quoting at length. Note that Lubezki refers to the Box as an LED monitor–essentially a giant television screen turned inside out and surrounding the actor:
Can you touch upon some of the pieces of technology and equipment that were created to make Gravity possible?
To make this movie we used many different methodologies. For one of them, we invented this LED box that you’ve probably read about, which is basically this very large LED monitor that is folded into a cube. So all the information and images that you input into this monitor lights the actors, and you can input all of the scenes that were pre-visualized to create the movie—all the environments that we had created—and you can input them into this large cube so space itself is moving around the actors.
So it’s not Sandra Bullock spinning around like crazy, it’s your cameras.
Yes, instead of having Sandra turning in 360s and hanging from cables, what’s happening is she’s standing in the middle of this cube and the environment and the lighting is moving around her. The lighting on the movie is very complex—it’s changing all the time from day to night, all the color temperatures are changing and the contrast is changing. There were a lot of subtleties that you can capture with the box, subtleties that make the integration of the virtual cinematography and the live-action much better than ever before.
The effects of the LED projections are visible in the changes on Stone’s face in the extended example above. Here’s a brief example of changes on Kowalski’s face in the opening shot:
The harsh light in the right frame above is a real lamp. The LEDs could not produce a local, hard light intense enough to simulate the sun. The team placed “a small dolly and jib arm alongside the actors” with a lightweight spotlight. This was moved “according to the progression of the virtual sun.” Such harsh light was necessary because outside the atmosphere there is nothing to filter bright sunlight. Several moments where the actors’ faces and suits are severely overexposed reflect this technique:
The Box also contained a large video monitor, visible to the actor, which displayed the previs animation. Lubezki explains: “This was wonderful in a couple of different ways. The actor sees the environment and how objects are moving in that environment, and at the same time we can see the interaction of that light on the actor. We capture true reflections of the environment in the actor’s eyes, which makes the face sit that much better within the animation.”
Previs as environment
The fact that almost everything in the film was created digitally–including the space suits in which the actors bob and spin in the exteriors–necessitated an extraordinary amount of planning and pre-production. “Pretty much we had to finish post-production before we could even start pre-production, because of all the programming,” Cuarón says. This was one reason why there was such a long gap between Children of Men (2006) and Gravity. Four and a half years were spent in developing the new technology and preparing to shoot.
The team started with geography:
The filmmakers began their prep by charting a precise global trajectory for the characters over the story’s time-frame, so that Webber and his team could start creating the corresponding Earth imagery. Cuarón chose to begin the story with the astronauts above his native Mexico. From there, the precise orbit provided Lubezki with specific lighting and coloring cues. The cinematographer recalls, “I would say, ‘In this scene, Stone is going to be above the African desert when the sun comes out, so the Earth is going to be warm, and the bounce on her face is going to be warm light.’ We were able to use our map to keep changing the lighting.”
Next, the filmmakers defined the camera and character positions throughout the story so that animators at Framestore could create a simple previs animation of the entire movie. ["Facing the Void"]
Lubezki was completely involved in planning the digital lighting. He recalls, “I would wake up at 4 a.m., turn on my computer, I’d say good morning to my gaffer and start working on a scene. I would say, ‘Move the sun 60,000 kilometers to the north.’ That way I could put the lighting anywhere I wanted.”
The reference material for the earth imagery came in part from NASA reference footage and photos. You can get a sense of these from the NASA films posted online, although these are mostly done in fast motion, unlike the ones the filmmakers would have used. One good example is “Earth HD.” There, at 2:25 and again at 2:41, one of the most recognizable locations on earth, the Nile Valley and Delta, are visible:
A similar image of the Nile appears on earth as Kowalski and Stone slowly make their way from the space shuttle to the ISS, with him asking her about her hometown and any family she might have waiting for her. (I was also happy to see the area of the site where I work in Egypt, Tell el-Amarna, which lies about midway between the Delta at the upper left and the large bend in the river.)
This geographical plotting included some ellipses. Although commentators have suggested that the film takes place in real time, or nearly so, there are temporal gaps. Shortly after the first pass of the speeding debris field, Kowalski tells Stone to set her watch’s timer for 90 minutes, since he calculates that is when they will encounter the orbiting debris again. That happens when she exits the Soyuz vehicle to detach its parachute. She again sets her timer for 90 minutes, and the debris field shows up at the Chinese station, battering it to the point where it sinks into the atmosphere and breaks up into chunks melting from the friction of reentry. Thus a little over three hours should be passing in the 83 minutes of screen duration.
Cuarón more or less confirms this timetable when he describes the creation of the previs: “The screenplay describes a journey that takes place mostly in real time, with only a couple of time transitions. We travel around Earth three times, so in previs we planned out visuals with specific knowledge of where we’d be in orbit at any given point in the story, whether it was in sunlight or darkness.”
In the film there are very few places where we can assume a significant ellipsis occurs. After Stone enters the ISS, sheds her helmet and suit, and drifts in a fœtal position, there is a gap. It’s probably not long, since she still holds some hope of going to rescue Kowalski, but she pauses to recover after her trying experience. Later, there is a cut from her inside the landing module, not in the suit, to her emerging from the hatch fully suited up–a gap we might assume to be ten minutes or so. Most notably, the cut from the nighttime shot of the earth that includes the aurora borealis at the right to the extreme close-up of frost on the window ellides a longer stretch of time. Stone has become hoarse in the interval as she tries to send a mayday message via radio. In other cases, such as Stone and Kowalski’s slow journey toward the ISS, time seems to be somewhat compressed though not ellided.
Staging without a stage
A lack of depth cues hampered the animators charged with creating the previs. The absence of one major depth cue, aerial perspective (the tendency of layers of space in the distance to turn successively bluer and blurrier due to the filtering quality of the atmosphere), caused problems. Visual-effects supervisor Tim Webber, of the effects house Framestore, remarks:
You can’t rely on aerial perspective because without atmosphere there is no attenuation of image due to distance. And the lack of reference points [in space] can get you into trouble, like not being able to tell if the character is coming toward you or the camera is moving toward him. Even though we played it straight with respect to science and realism, we did put in more stars than you’d be able to see in daylight, just so there’d be some frame of reference to gauge movement.
Presumably Webber is referring here to the movement of the characters and objects through space, not the camera movement. (The lack of any “frame of reference” against which to sense movement is part of what makes the Star Trek scene illustrated above seem so unsophisticated.)
Naturally, since the actors were not standing on a floor or solid ground, the blocking was difficult, but it also had to be planned completely in advance:
Cuarón laughs as he recalls the surprises inherent in blocking characters in a zero-gravity environment. “The complications are really something because you have characters that are spinning. Say you want o start your shot with George’s face and move the camera to Sandra, who is spinning at a different rate. You start moving around her, and then you start to go back to George, only to realize that if you go back to George at that moment, you will be shooting his feet! So then you have to start from scratch. Sometimes you find amazing things accidentally, but sometimes you have to reconceive the whole scene.” ["Facing the Void"]
Finally, after all the planning, the previs animations were made. These had to be refined considerably so that they could adequately serve in the Light Box to illuminate the actors’ faces. According to Bill Desowitz, “The previs was so good, in fact, that the daughter of cinematographer Emmanuel (“Chivo”) Lubezki thought it was the real movie.”
The previs became so sophisticated because it evolved during preproduction. Cuarón recalled that Lubezki’s inspiration to create the LED Light Box changed the planning tactics:
Then that kind of had a ripple effect back into the previz, because originally they were going to just be a model that we could look back at, but we realized that the previz was more than that. That was something that [James] Cameron kept on talking about. He would say “I don’t use previz anymore, I use it as if it is the first painting on a canvas.” In other words it was the stuff that you kept on painting on top of and the thing with that is that it became very clear that in order to use these technologies, we needed to program stuff and the previz was going to have to be precise in terms of camera movements, choreography, timing and light.
As a result, the movie changed very little during principal photography. Senior visual-effects producer Charles Howell told American Cinematographer: “I think there were only about 200 cuts in the previs animation, [whereas] an average film has about 2,000 cuts. Because these shots had to be mapped out from day one, many of the lengthy shots didn’t really change in the three years of shot production. Because we did a virtual prelight of the entire film with, the whole film was essentially locked before we even started shooting.” ["Facing the Void"]
David counted 206 shots in Gravity, not including the two opening titles about life in space being impossible. This suggests that Howell is right, and that the film underwent little revision after the planning phase.
Several years ago I suggested on this blog that animated films, notably those of Pixar and Aardman, were on average better than mainstream live-action films because they had to be planned so carefully and thoughtfully. Gravity, being very close to an animated film, provides more evidence for that claim. Not that thought, time, and money can guarantee quality, but they certainly narrow the odds.
The Light Box technology is astonishing enough, but within its confined space there also had to be a way to photograph the actors. In Lubezki’s interview with Bryan Abrams, he explains:
So we built the box, but that wasn’t it. To be able to shoot inside the box, we had to build a special rig that holds the camera and moves with motion control. So we had people build a very narrow, lightweight but sturdy rig to control the camera. If you imagine the big box of LEDs, it has a gap that is almost a foot and a half or two feet wide, and the camera has to go into the box and make all these moves to make the audience believe that Sandra is turning and turning, but it’s really the camera and the environment in the box that is moving. So we built the box, the rig, and then used a company called Bot & Dolly. These guys are from San Francisco, and they use robots from the automotive industry. They redid all the software for us, so we were able to use these robots to move the cameras and the lights around the actors. It was just a big ballet of gadgets and new technology for the film.
Bot & Dolly is a San Francisco company specializing in robots for the automobile industry. It built or perhaps modified an elaborate rolling, multiply-jointed camera mount called Iris especially for Gravity. It has been used in other features and in ads since then. (See image at the bottom.) An impressive demo film shows the Iris gracefully writhing about, quickly pointing the camera in many directions. (The camera in the film is a Red, though Gravity used an Alexa.) According to ICG Magazine, “The firm devised a Maya-based series of commands that allowed Framestore animators to direct the robots in ways that matched previs action in precise detail.” (Maya is the industry standard computer animation program.)
Typically this camera was inserted through an opening in the Light Box and swooped around the actor, who stood in a gyroscopic basket, seen in the production photo below. The photo shows one side of the Box open, though this would not be the case during shooting:
The combination of the Light Box and Iris made it possible to blend the special-effects shots and the live-action photography of the actors so smoothly that there is no “uncanny valley” effect, no sense of an obvious matte painting stuck into the middle of an image. The shots in Gravity are all photorealistic to a degree that is rare, if not unique, in recent effects-heavy films.
Iris brings us back to the comparison with Central Region. Snow built a special camera mount (below) designed to allow his images to rotate freely in almost any direction. During the three-hour film the camera never repeated any of its trajectories. Some images were close views of the pebbles on the ground; others were upside views of the bleak Canadian mountains in the distance. A nighttime segment was completely black except when the moon occasionally swept through the frame. The one area that the camera didn’t survey was the camera support itself, the “central region” of the title.
The vital difference between Snow’s machine and Iris is that the new system has no fixed anchor. Not only does it slide on a track, but everything it photographs can be digitally altered to erase any traces of the machine. It moves with entire freedom through a constructed space that has no central region, no fixed point around which everything else revolves.
Puppeteers and eyes
Gravity‘s utterly spherical space, beyond anything we normally find in commercial cinema, placed unusual demands not only on camera movement but also upon the actors’ blocking and performances. Our first entry on Gravity begins with a quotation from Sandra Bullock, which included the statement, “No character was like Stone, no film set was ever like these sets, not one member of this crew had ever done this before.” That may seem an exaggeration until one grasps how Bullock and Cuarón’s team built her character.
We all know from infotainment coverage that Bullock was isolated in the Light Box through entire days and that it was a trying experience. What doesn’t come through in such accounts is that she was often enclosed in the gyroscopic basket, visible in the photo of the Iris rig and Light Box above, as well as in the same setup visible behind Cuarón in this photo:
That was only the start of it. Anne Thompson’s interview with Cuarón and producer David Heyman reveals some of the details of blocking a character who is unrestricted by gravity:
AC: The physical aspect, not anybody can do what she did. On the one hand the physical discipline she went through to make this film, the training and the workouts. She also has an amazing capability for abstraction. Those emotional performances, it was as if they were an exercise in abstraction, like she was bonded to very precise cues. And physically that was very difficult: she trained and practiced like crazy, together with the stunt people and special effects. And the puppeteers from “War Horse” were helping her, supporting a leg or an arm, all the floating elements, they were creating approaching objects toward her in perfect timing. Then after she practiced so much her whole concern was only about emotions and performance.
Imagine a ballet dancer with really strict physical discipline in terms of what a body has to do, positions and precise choreography, who goes through months of training for one choreography so when they are performing they have expressiveness and emotion.
What was the most challenging scene to realize?
David Heyman: When Sandy comes into the ISS for the first time. She takes off her suit, then goes into fetal position, all in one shot. It was the most difficult. All the objects, getting the suit off, and into fetal position in such a way that it felt effortless, not as it was–she was sitting on a bicycle with one leg tied down leaning back in a 12-wire rig, with puppeteers. One of the things you forget about Sandy’s performance, which seems so truthful, is all the effort and physical exertion that went into making it, the precision of the technical aspects. She had to move her hands at a third of speed — zero G –while talking. Each shot connects with the next at very precise points where her head began and end and begin and end. She’s on a bicycle stringing uncomfortable with people moving around on 12 wires, through it all, with no gravity. Physically the body must not show the tension, so it looks effortless. What I loved about it is the performance behind the visor shines through, her eyes. You can’t slouch your shoulders to show sadness or weight, it’s just the eyes.
Bullock did all this with four 10′ by 20′ walls of LEDs projecting moving images of the earth and of exploding space stations around her. I think it is safe to say that this was a unique kind of performance.
The sounds of silence
As the film’s ominous opening titles point out, there is no sound in space. In keeping with the overall attempt to duplicate the effects of weightlessness immersively, Cuarón’s team limited the track to two types of sound: diegetic sounds heard by the characters and a non-diegetic, modernist musical track. In an interview with Cuarón, Wired‘s Caitlin Roper pointed out that there was an explosion in one of the trailers. Cuarón replied:
Yes, but that’s just the trailer. I honor silence. The only sound you hear in space in the film is if, say, one of the characters is using a drill. Sandra’s character would hear the drill through the vibrations through her hand. But vibration itself doesn’t transmit in space—you can only hear what our characters are interacting with. I thought about keeping everything in absolute silence. And then I realized I was just going to annoy the audience. I knew we needed music to convey a certain energy, and while I’m sure there would be five people that would love nothingness, I want the film to be enjoyed by the entire audience.
As in other areas of the film, we see the compromise between an experimental technique–an attempt to suggest the silence of space–and the desire to provide something more familiar for the broad audience. In this case, music acquires an expanded role, substituting for sound effects and conveying the rapidly shifting emotions of the scenes.
Sound effects are not entirely eliminated. Many sounds that the astronauts would hear via vibrations of things they come into contact with are included. In some cases these are fairly clear, as with the voices heard within their helmets–their own voices or others’ via radio. Other effects are heard in a distorted fashion. Glenn Freemantle, the supervising sound designer and editor, describes the process:
“When [Bullock] is in the suit, you hear her voice and her breathing, and you hear through her suit when she is in contact with things,” he explains. His team captured sounds by recording with contact mics at car plants and hospitals. “We even recorded through water with a [submerged] guitar,” he recalls.
One obvious example of distortion comes in the opening scene, when Stone is unscrewing bolts and sliding a panel out of the transmitting device she is working on. The sounds of the bolts and the sliding metal are audible but muffled, as though they were recorded under water or electronically manipulated.
Yet other sound effects not heard by the characters were relegated to musical expression. As Angela Watercutter put it in a Wired article based on interviews with Cuarón and composer Steven Price,
Every time there’s a collision in the movie the audience doesn’t hear a bang – they hear a sonic boom. The same goes for the characters’ — and, by extension, the audience’s — feelings of anxiety, claustrophobia, and agoraphobia. Much of what is seen in Gravity is terrifying, and when the audience can’t hear the horror of a space shuttle breaking apart or an airlock flying open, Price had to fill the void with his nerve-wracking score.
Cuarón dictated that one of the rules for the film’s score was the eliminating of percussion, to avoid the “cliché of action scoring.” Watercutter continues:
As a result the score for Gravity serves as more than just musical accompaniment – it also provides the movie’s sound effects. There are some non-music sounds that would be space audible, like the ones transmitted by vibrations characters feel in their spacesuits, but for the most part everything that happens in open space is accompanied only by Price’s music and the voices of Stone and astronaut Matt Kowalski (George Clooney), which “freed up the rest of the frequency spectrum for me,” Price noted.
Price used a mix of organic and electronic sounds to meld the natural world of space with the mechanical world one of the space exploration. There are also moments where he took an analog instrument – a cello, for example, or even a human voice – and ran its notes through a synthesizer or processor in order to create a whole new sound. And for the opening song on the score, “Above Earth,” Price took a track he was already working on and slowed it to about 1/60th its original speed. “Basically,” Price said, “what you’re hearing is the space between the notes.”
In an interview with Rolling Stone, Price discussed some of the aesthetic principles and functions he aimed for with his score:
Really it was all very much led by the character of Ryan. I tried to be with her all the time. The idea was that the music was up there in space and we made it very immersive and used a lot of elements and a lot of layering so that things would move around you all the time. The writing of those elements and what they were, were always influenced by what Ryan was feeling and where she was emotionally in the whole thing. And also where the camera was, where things were moving and what point of view the camera was facing, whether it was looking at them or kind of looking through their eyes. Some of it was melodic and some of it was intended to underscore a kind of emotional journey, and then there were a lot of sounds that were there to express real terror. It was those two extremes, really, expressing the beautiful nature of where they were but also absolutely a massively terrifying situation.
With little expertise in musical analysis, I can simply say that I hear the score as a combination of traditional instrumental music and electronically synthesized instrumental music. Under this, typically in tense passages, there are abrupt or charging percussive emphases, not using percussion instruments but, in some cases, deep string chords. Scenes of damage or tension are sometimes accompanied by sounds like stressed, grinding metal. Other sounds like distorted, high-pitched radio waves (in the “ISS” and “Fire” tracks) are included, reminiscent of electronic music of the 1960s.
Other critics have offered suggestive descriptions. Justin Chang’s review refers to “Steven Price’s richly ominous score, playing like an extension of the jolts and tremors that accompany the action onscreen.” David S. Cohen and Dave McNary’s Venice festival coverage characterizes the track: “Much of the action, even the debris storms, plays out against eerie silence, broken only by the score. The silence is more startling after the score builds to deafening crescendos, then stops abruptly. But during the interior scenes, the rumbles and groans of failing space gear are as frightening as the roars of any classic movie monster — even more so because their source is unseen.”
Price has contributed a remarkable score, one which is highly original and yet completely motivated by the story situation it accompanies.
The space between
The immersive, 360-degree surrounding and sound fields made Gravity a natural for 3D exhibition, but they also posed unique problems. Given the long takes, the need for complex camera movements, the demands of the LED Box, and the complicated acting conditions, it would have been very difficult to shoot the film in 3D. In most scenes, of course, there were no real objects juxtaposed in different layers of depth in front of the camera. Even the actors’ placements in long shots would have be created digitally. So the project had to be converted to 3D. But this forced choice actually yielded strong results.
The press coverage of popular cinema has come to treat films shot in 3D (“native” 3D) as pure and admirable and films converted to 3D after shooting as crass and compromised. But is there all that much difference? Even Avatar, the film made with an intention of promoting the universal use of 3D, had some converted footage. With conversion technology improving, the notion of waiting until after filming to create a movie’s 3D is becoming less onerous. As Variety‘s David S. Cohen pointed out earlier this year, Iron Man 3, Man of Steel, Star Trek into Darkness, and Pacific Rim have been post-converted with little objection from the public or press.
That conversion techniques for generating 3D images are not inferior became much more evident during the early decision-making process for shooting Gravity. Nikki Penny, the film’s executive producer, took some test footage shot by in 3D to Prime Focus World, a conversion house that ended up doing 27 minutes of Gravity. The filmmakers were trying to decide whether to shoot the live action portions in 3D or use conversion. In an article on Creative Cow, Debra Kaufman explains what happened:
The production had done a test shoot in 3D, which involved placing the cumbersome 3D rigs inside the cramped space capsule. When Penny brought the 3D live action footage to Prime Focus World, she asked that they test 3D conversion by utilizing a single eye from the same footage. The results convinced Cuarón and producer David Heyman that conversion would not only look as good as shooting in native 3D, and would be much easier and more efficient to accomplish.
That is, the footage shot by one of the two lenses in the 3D setup was separated out. It was then treated as if it were native 2D footage and put through a conversion process to create a 3D image. The result resulted in 3D that was not inferior to the original native-shot 3D. The lesson, I think, is that the question is not usually whether a film is shot in 2D and converted; it’s whether it was planned to be completed as a 3D film (and has sufficient budgets and skills invested in it) .
Gravity couldn’t be shot in native 3D, since in most scenes there were not real objects juxtaposed in different layers of depth in front of the camera. Also, the camera was too cumbersome to fit into the space-capsule sets. With so much of the characters’ surroundings done as CGI, however, the conversion to 3D could be done concurrently with the filming. Kaufman describes the process at Prime Focus World, one of the firms that handled the conversion:
Unlike the more typical post-production 3D conversion, Gravity involved PFW working on the 3D conversion during production. The work on 3D conversion began with six months of pre-production, during which the production’s Stereo Supervisor Chris Parks worked closely with the PFW team to explain his carefully plotted depth map, which contrasted the vast emptiness of space with the tight, nearly claustrophobic quarters of the space capsules.
From the beginning, the challenge for Prime Focus World would be to make sure that the 3D converted footage integrated seamlessly with the extensive 3D CGI. Both the live action footage and CGI would be 3D, but 3D from two different worlds, conversion and visual effects – and they would both be active or “live” during the production process. At the same time, the PFW team wanted to retain the creative flexibility of its View-D conversion process, while integrating the stereo VFX universe. What made it trickier was that, unlike a completed film, Prime Focus would be working with work-in-progress shots and an open edit.
For more on the technical aspects of the integration of converted footage and CGI, along with an example of the stages that went into creating a single shot, see the Kaufman article.
In an essay on ICG Magazine, Vision3 stereo supervisor Chris Parks describes some of the narrative functions of the film’s 3D:
We had a virtual camera at Framestore that let us control depth functions. When Sandra floated off in space, we separated her slightly from the starfield, using 3D to make her feel very small. At another point we went very deep, when we see her POV as her hands reach out to those of another astronaut coming to camera. At the point when they make contact, we increased the interaxial to five times normal, then scaled it back down as they separate and drift apart.
Parks also comments on the scene where Stone and Kowalski look through the shattered windows of the space shuttle and a crew member’s dead body suddenly falls into the shot:
Alfonso asked how the 3D could make this more powerful, but without just throwing something out into the audience to make them duck. We decided to float a little Marvin the Martian doll out into the audience, which is a kind of fun, lighthearted tension-breaker, and then we whip-pan right off that to the dead astronaut, which makes the emotional revelation more jarring.
In fact the Marvin doll (derived from Chuck Jones’s Warner Bros. cartoons) comes diagonally forward from the depths of the shuttle interior, and the camera pans with it as it moves out of the ship past Stone, who watches it and then turns back to look inside again. The corpse falls into the shot from above left, but not out toward the audience. It bumps Stone’s helmet, and the camera pans to reveal it more fully and continue almost nonchalantly onward to show another dead astronaut further back in the shuttle interior.
Finally, Parks points out an expressionist distortion of space for subjective purposes in the dream sequence where Kowalski joins Stone in the Soyuz landing vehicle:
It’s a dream sequence that doesn’t reveal itself as such right away. To give a subconscious impression that something different was happening, we pushed the top right corner into the set while pulling the bottom left corner ahead, skewing the whole view. That sense of unease represents, to me, how 3D can be expanded beyond just giant VFX movies. It’s a tool that can be most effective in very small spaces, as this one shot reveals.
Outside the dream scene, we see the wall panel of instrument controls at an angle to the camera, with Stone in her seat at the left. During the dream, the panel is suddenly turned so that it is almost straight into depth, so that we are pressed up obliquely against it. Stone’s seat at the left is further away from it. The result is that the space is strangely skewed during the dream.
In all, shooting in long takes, building each shot with CGI yet including complex camera and figure movement, canceling the sense of horizons and ground planes, and enhancing all these choices through 3D, has resulted in a film in which stylistic patterning becomes an object of fascination in its own right.
Despite the occasional joke about a Gravity sequel, it seems unlikely that Cuarón will tackle similar subject matter and formal strategies in his next film. Dealing with space without horizons and characters without weight was a formidable task. At the end of his Wired interview, asked what his next film will be, he replied, “Any movie in which the characters walk on the floor.” Welcome back, axis of action.
Most of the frames used here and in Part 1 were taken from a New York Times article containing a clip from the opening shot with commentary by Cuarón.
Thanks to Stewart Fyfe, who shared links to some of the sources cited in this entry.