Living in Digital
Posted 22 Aug, 2005 at 00:21 by matt in /MovingPictures | Permanent link
Sin City and Sky Captain and the World of Tomorrow: have the following things in common: both of them are entirely digital films; both of them use the digital technology to create a very specific mood and aesthetic; both are self-consciously drawing on past movie styles (noir for Sin City, pulp action for Sky Captain) for a lot of their vision.
So why did I find Sin City compelling, and turned off Sky Captain within the first fifteen minutes the first time I tried watching it?
Here's the thing, I think, about digital moviemaking on this scale: eye candy is a good thing, but it can not, should not, must not be the only thing. If you're relying on pretty pictures to carry the day for you, then you've almost certainly lost already. (At least, if we're talking about a feature-length film. Short films based on visual conceits are quite all right: The Mind's Eye was pretty and charming, the Final Fantasy movie not so much.)
Sky Captain has eye candy; in fact, it has nothing but eye candy. The creators did their homework and created a marvelous rendition of pulp style, evoking for me any number of evenings watching Elwie Yost's movie programme on CBC Saturday nights. It's big, it's pretty, but there's this problem with all of the little moving props running around here and there.
To wit: there is no reason at all to care about the characters here. The actors don't even care about their characters; why should we? Gwyneth Platrow bears a lot of the onus here, since for the first main sequence of the film she's really the only character of note... and I don't believe her, partly because she doesn't believe herself. Maybe it's the whole green-screen thing, and the difficulty of pretending that you're about to get crushed by a giant robot when really you're in a mostly empty room with walls the colour of a sugar maple in spring; I don't know.
Sin City doesn't have this problem; despite how nearly every damn scene in this film must have been green-screened and then processed to within a quarter-inch of its life, the actors never ever let it show that they doubt their surroundings. "Hypernoir" was a term used to describe Sin City before its release, and that's about right; even with the heavy stylization and odd visual effects (brief moments in reverse silhouette, spots of colour in an otherwise relelntless monochrome), there's a grittiness here that goes beyond realism somehow.
More than that: every visual effect in Sin City has a reason behind it. Sometimes the reason isn't apparent, and I suspect that occasionally the reason is to echo a particularly cool panel from the original graphic novel (Road to Perdition did this as well, but it didn't flow as well there); but almost never were the visual effects arbitrary. Sky Captain has a bit of a kitchen-sink feel to it: "hey, guys, let's put in some more Kewl Stuff in the background here, we've still got money we haven't spent yet". The effects served mostly to distract from the (dull, hackneyed) story; the effects in Sin City were entirely at the service of the story.
Comments (8 comments so far)
Hmmmm....
After checking out Uberviolet's favourite movies, I'm suddenly worried about the chances that I'll like Sin City. On the otherhand, if Dr. Matt likes it.... Posted 2005/8/22 08:02:02 by KaelFor instance, you think that the Ewoks in SW6 evoke more sympathy from the audience than the Gungans in SW1 because one is "more real" than the other; I would propose the alternative hypothesis that the Ewoks were set up to evoke sympathy, while the Gungans were more or less a throwaway alien race. (Recall the scene when C-3PO was telling the story so far to a group of Ewok children; moments like that "humanized" the Ewoks in a way that nobody bothered to for the Gungans. My, that was some interesting grammar there.)
Basically, I think my point still stands: it's not really a question of "depth" when one talks about digital effects, because digital effects are all about presentation: about the surface of things, how they appear. Can that be turned to illuminate themes, enrich characterization? Almost certainly. Can it do so on its own, without story, without character? No, unless you mean something different by "depth" than most people would in a narrative context such as film-making. Posted 2005/8/22 11:43:30 by