Picture of the Week #63: Faking Movie Scenes


This article from the January 1929 issue of Modern Mechanics reveals many secrets of film special effects, including glass shots, miniature models and stop-motion animation (“Naturally, the process was very tedious”). It might not teach you anything you didn’t know already, but it’s a great timepiece. You can find much more of this sort at the Modern Mechanix blog.

[Click on any page to enlarge.]

Picture of the Week #62: The Diehl Puppets


[Princess Puppet from Die Sieben Raben, Diehl Brothers Collection, Frankfurt.]

Sorry, dear readers – I’ve been stringing you along with little more than pictures-of-the-week this year. Normal service will be resumed shortly. I have a very packed publishing schedule this year, which will take up a lot of my time, but will also produce a lot of notes with which I can feed my blog. In the meantime, I promised some photographs of the Diehl brothers’ puppets, which I viewed in one of the archives of the Deutsches-Filmmuseum, at Rödelheim, Frankfurt last week. After watching a selection of the Diehl films at the Wiesbaden archive (thankyou to Michael Schurig and Jochen Enders for technical assistance at the Steenbeck, and for their excellent interpretations of the dialogue), I had the pleasure of handling the puppets themselves. It was a real thrill to pull them out of their archival hibernation. They’re beautifully preserved and carefully stored, but they don’t get out much, and are likely to remain in their boxes for the foreseeable future. I wouldn’t want to make the case that the Diehls’ films are all neglected masterpieces, but there is enough distinctive artistry there to justify further study. In particular, the lighting and camera movement they achieve is truly extraordinary, and the faces of their puppets are unusually expressive, thanks to their patented replacement animation techniques.

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Picture of the Week #61: Die Sieben Raben


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I’m currently on a research trip in Germany. A couple of days ago I was watching films by the Diehl brothers in a Frankfurt archive (and waiting for more DVDs in the post), and the next day I was in another archive handling and photographing the actual puppets used in the films. I’m planning an article about the brothers, about whom very little has been written in English, but I’ve come away to Germany without the necessary cable to connect camera to computer and give you a little preview of some of the amazing objects I’ve been looking at. In place of the actual evidence, I present a little slideshow of shots from one of the brothers’ greatest achievements, Die Sieben Raben. Released in 1937, just a fortnight before Snow White and the Seven Dwarfs premiered in the US, it follows the traditional folk-tale (written down by the Brothers Grimm) of a young girl who discovers that she once had seven brothers, but with major revisions. Their father had sent them to fetch baptismal water from the well for the newborn girl, and when they accidentally broke the pail and were too scared to return home, their father cursed them and wished they were transformed into ravens. Nature obliged, and the boys changed into birds and flew away. Now, years later, the girl is wracked with guilt that her brothers were outcast on her behalf, and sets out on an arduous journey to find them.

In the sequence shown in these images, she wanders the countryside in search of her brothers, and meets a fairy, who promises her that if she can remain silent for seven years, and spin seven shirts from her golden hair, the curse will be lifted. It’s a stunningly beautiful sequence, slow and measured, with poignant focus on the woodland surroundings in which the girl will sit and mutely go about her selfless trials. The Diehls were experts at lighting their miniature sets, and because the puppets were quite large, there was plenty of space to move cameras through and around them and create a strong sense of depth and distance. The rest of the film is not quite this fine, but it’s a sadly neglected animated feature that never really got the recognition it deserved, even in its own time. When I get back, I’ll show you some pictures of puppets…

Picture of the Week #60


This week’s picture is a little preview of things to come, I hope. Tomorrow, I’m off to Frankfurt to visit archival holdings for the Diehl Brothers (Ferdinand (1901 – 1992) and Hermann (1906 – 1983), German animators who released a feature-length puppet film (Die Sieben Raben) days before the world premiere of Disney’s Snow White and the Seven Dwarfs (though neither film can truly claim to be the first animated feature, an honour which must go Christiani Quirino’s The Apostle from 1917, though no prints survive, leaving Lotte Reiniger’s The Adventures of Prince Achmed as the oldest surviving animated feature). They achieved lasting fame with their hedgehog character Mecki, but little has been written about them in English. I’d like to find out much more about them, hence the visit to Frankfurt. I look forward to sharing much more information here in the future, but for now here’s a taste, in the form of the patent filed by Ferdinand Diehl in 1935. His innovation is a system of animation that allows for improved mouth movements, removing the need for head replacements when changing the expressions on a puppet’s face during stop-motion animation. Here we find one small example of a puppet’s anatomy becoming the site of negotiation over realistic motion, as well as the practicalities of streamlining the industrial production of animated subjects.

Fragment #16: Hedda Hopper on the Casting of Vivien Leigh as Scarlett O’Hara in Gone With the Wind


[A lengthy search for the lead role in the adaptation of Margaret Mitchell’s blockbuster novel ended on Christmas Day 1938. Over 100 American actresses were considered for the part of Scarlett O’Hara, many suggested to producer David O’Selznick by submissions from the public, but the final shortlist of Paulette Goddard, Joan Bennette, and Jean Arthur were beaten out by Leigh, who had recently moved to the USA to be with Laurence Oliver while he made Wuthering Heights: they shared an agent in Myron Selznick, David’s brother. Following the casting, the columnist Hedda Hopper responded furiously to the idea of an English actress in a quintessentially American role. She later regretted this hasty judgement, but her prediction that American audiences would boycott the film is quite spectacularly wide of the mark.]

[Press cutting from The LA Times.]

Virtual Actors, Spectacle and Special Effects in the Matrix Trilogy


[Credit for this post must be shared with a group of my final-year students at the University of Exeter. The assignment was to re-edit a piece of writing for re-publication online. I hadn’t tried this before, but wanted to experiment with collaborative work using Google docs. To begin with, I posted the first draft of an essay I wrote in 2003, the first book chapter I ever had published (the finished product had ended up in The Matrix Trilogy: Cyberpunk Reloaded, edited by Stacy Gillis and published by Wallflower Press in 2005). The task was to re-edit a 6000-word essay to about half that length, correcting errors, adding web-links and images, removing academic jargon and generally formatting it for an online readership (however they might interpret such a thing). There were 28 students on the module, and each had access to the document – the only rules were that other students’ edits should be respected: if you wished to change something that had already been reworded, you should add a comment to say why. The integrity, argument, grammar, tone and style of the original text demanded no such respect, and was to be disregarded completely. Almost every sentence has been altered in some way. More than 3000 words have been excised, either by making my youthful, eagerly excessive prose more succinct, or by hacking out wholesale paragraphs that distracted from the central argument. I wouldn’t want to have them treat another writer’s work in this way, and the essay was mostly concerned with close reading, clarifying an argument, addressing a different audience and working collaboratively, so in future, I’ll give this another go and divide students into smaller groups and let them work together to build a blog post from the ground up rather than just cleaning up my old messes. It was a very interesting process to watch, and I hope they also found it productive/instructive. The results are posted below.]
Film studies once saw special effects as extrinsic to narrative progression; more often than not, spectacle was seen as eye-candy for the benefit of viewers unable to concentrate without pyrotechnics. Whilst visual spectacle can be used as a fig leaf to hide the shame of substandard storytelling, critics such as Michele Pierson and Norman Klein  have seen  special effects as an integral component of commercial cinema, rather than as a side-effect of its perceived deterioration. In addition, Hollywood’s gleeful embrace of digital technologies for the production of photorealistic computer-generated imagery (CGI) since the early 1990s has promoted a simulationist aesthetic that has caught the attention of postmodern audiences more than hubcap UFOs and rubber dinosaurs ever could. In the Matrix trilogy, we see not so much a striving to stultify and patronise the cinema audience with immersive sights, and more a special effects agenda which connects text with context, image with apparatus. The Wachowskis’ films deploy almost the entire panoply of available effects, including digital matte paintings, miniature models and prosthetic make-up.  We will here concentrate on one particular scene from The Matrix: Reloaded – the sequence which has come to be known as ‘The Burly Brawl’. This scene allows the viewer to observe the full mobilisation of virtual actors in computer-generated backgrounds, and places the human cast in conflict with digital doubles. Consistency is maintained across the Matrix trilogy through the integration of narrative and spectacle. It makes logical sense that the plot oscillates between two separate environments, the first (the Matrix) seductively illusory and the other (the ‘real’ world) inhospitably solid. Neo finds that he has been plugged into the reconfigured post-apocalyptic planet, and that what he thought of as his body was a digital avatar of his excorporeated mind. The view from inside the Matrix provides the spectator with all of the films’ comforting filmic pleasures (the spatio-temporal manipulations of bullet-time, fetish-fashion, indestructibility and choreographed violence) – what Jeffrey Sconce calls a “hipster playground of high-action and high-fashion” (204) – while the real world is a harsh and hungry wasteland. The virtual world of the Matrix asserts its authenticity by conforming to physical laws, resulting in an environment grounded in what Stephen Prince terms perceptual realism: that distinctive facet of CGI which aligns it with photorealism by virtue of its detailed textural resemblance to its referent, but which enables it to create impossible objects, locations and characters by virtue of its extreme malleability; CGI thus creates visual images which are “referentially fictional but perceptually realistic” (32). The photorealistic aesthetic of digital effects have led to a popular belief that digital imaging technologies are about to usher in a new age of absolute simulation where the filmed and generated are indistinguishable. It is assumed that complete immersion is the ultimate goal, however, digital special effects perform two functions; to create convincing illusory worlds and to make itself known, allowing the spectator to question its construction as well as its evolution from previous imaging techniques. But budgets are wasted if expensive special effects go unnoticed. Visual spectacle asks spectators to marvel at the comparison of it with the ‘real’. The discrepancy between them is the space in which visual effects can be understood by the spectator, and though it might be a gap narrowed by photorealism, extra-textual reference points help to preserve its integrity. Each component of the Matrix franchise is linked to the whole by a series of digressive pathways. At one level these can be narrative-based connections – in The Final Flight of the Osiris from The Animatrix, Jue posts a message from within the Matrix which arrives in the diegetic space of The Matrix: Reloaded, while the computer game Enter the Matrix features a narrative thread that intersects with that of Reloaded. At another level, the digressions point to the apparatus behind their production. More than most film cycles, The Matrix has fostered a network of discursive articles, behind-the-scenes footage, fan fiction, crew interviews and on-set photographs all clustered around the mainframe of an official website. Barbara Klinger describes spectators taking ‘digressive pathways’, raging from “generic or narrative intertexts that school the spectator in dramatic conventions, to a host of promotional forms … that arm the spectator with background information”(4). The digressive principle is demonstrated nowhere more explicitly than in the ‘Follow the White Rabbit’ feature on the Matrix and Matrix: Revolutions DVDs, which prompts the viewer to exit the film and watch behind-the-scenes footage of the production techniques used in the making of a particular sequence. The white rabbit motif, borrowed from the film itself, signifies the first step in Neo’s voyage of awakening to the true nature of the Matrix. Its use on the DVD creates a correlation between the story and the product that contains it.

The proliferation of behind-the-scenes material and revelation of the technologies behind the effects offsets any conviction in the illusion suggested by photorealistic CGI. At the most cynical level, this is in the service of selling DVDs with the promise of privileged secrets, or of attracting hits to members-only sections of websites, but it also keeps the spectator engaged with the diegetic technologies as reflections or extrapolations of extra-filmic developments in digital imaging. Consequently, by finding new ways to engage with the profilmic aspects of the Matrix trilogy, the spectator becomes an active participant in the process of reinforcing the illusion of virtual reality offered by the trilogy’s diegesis. The spectator’s desire to enter the virtual world encountered onscreen is made possible through the paratextual features found on the DVD release, which situate the film as merely one medium by which the Matrix may be explored; indeed, as Chuck Tryon has noted, ‘the film itself serves primarily as a means of stimulating interest in the wider media franchise, one that extends well beyond the DVD itself into other ancillary materials’ (29). The digressive aspects of the film serve to preserve the function of special effects to draw attention to themselves without necessitating compromises in technical clarity and perceptual realism.

The Burly Brawl

The Burly Brawl’ refers to a scene midway through Reloaded in which Neo fights an ever-expanding army of Smiths, the rogue agent who has acquired the ability to clone himself. Initiated by a scuffle with a few agent replicas, the scene employs special effects to primarily remove wires and to digitally graft Agent Smith’s visage on to the faces of each stunt performer. As Neo is called upon to parry the attacks of increasing number Smiths, so the visual effects are required to replace more of the combatants with computer-generated doubles. This challenges the spectator to discern the points at which the switches occur, urging the viewer to contemplate the discrepancy between real and rendered.
The scene also serves self-consciously as a showcase for ‘Virtual Cinematography,’ the conglomeration of digitally-rendered bodies and backgrounds offering a theoretically unlimited number of shooting angles within that virtual space. Before ‘Virtual Cinematography’ became the technical buzzword surrounding the films, The Matrix offered its viewers the signature visual trope of ‘bullet-time,’ an effect of camera movement within ultra-slow motion which, despite occupying no more than twenty seconds of screen time in the first film, was instrumental in establishing the film as technically innovative. In bullet-time effects, the human subject is first recorded against a green screen by the rig of up to 120 cameras set to shoot in rapid sequence, providing a series of still images of the action (see Figure 1) Such a novel, seemingly unique effect might be seen as working against the intertextual digressions we have suggested are prompted by the appearance of a technical illusion – how does the spectator find an intertext for something that has never been witnessed before?
Bolter and Grusin have argued that new media forms exist only in relation to earlier configurations of techniques and technologies (50). The innovative bullet-time sequences used in the Matrix trilogy are a recent illustration of existing technologies narrativised and branded as a novel visual spectacle. Another example is The Campanile Movie (1997), Paul Debevec’s 150-second fly-by of the Berkeley campus (see video above), where textures of the buildings captured from still photographs were mapped onto three dimensional representations of their actual geometry thereby allowing the creation of virtual backdrops into which the human subjects could be composited.Similarly, Dayton Taylor’s ‘Timetrack’ camera rig, which had been patented in 1997 and tested on several television commercials, sired the means of capturing the ultra-slow motion foreground action; we could even trace such multi-camera experiments as far back as the motion studies conducted in California in the 1870s by Eadweard Muybridge (right),“the man who split the second,” as Rebecca Solnit would have it (7). Even though the vast majority of viewers would not have had prior knowledge of these experiments in the history of remediation, it is unlikely that they had never experienced the kinds of hyperbolic spatio-temporal manipulations they inspired. If the Matrix films give the impression of novelty, it is only an illusion created by the prolific remediation of a wide variety of pop cultural reference points; they have appropriated certain qualities of kung fu films, comic book visuals, anime compositions and anti-corporate nu-metal posturing, technologised as if to proclude their imposition upon the new texts. The early version of bullet-time was not fully virtualised because it required detailed pre-planning from conceptual drawings by comic book illustrators Steve Skroce and Geof Darrow (Lamm 8) to computer-generated pre-visualisations of shots, followed by strict adherence to those plans at the shooting stage. The virtual camera was constrained, its very virtuality a cunning illusion. In one piece of explication/publicity, visual effects supervisor John Gaeta promises that the sequels’ virtual cinematography was more advanced, allowing the construction of shots to be devised regardless of camera position and possible lines of movement:

We wanted to create scenes that were not in any way restricted by physical placement of cameras. … We wanted longer, flowing shots that built action to a level where the interactions of bodies would be so complex there would be no way that we could properly conceive of the cameras during shooting. Instead, we would create the master template for the choreography, and then have complete flexibility to compose shots in postproduction.’ (quoted in Fordham 87)

Gaeta claims that the virtual camera technology was supposed to mirror the way the technology in the film created an enforced hallucination in the Matrix whilst existence continued outside of it. The Matrix films thematise technology in ways which are not unfamiliar within discourses around science fiction and cyberpunk cinema, but the visual effects serve to knit the components of the franchise together as a transmedia experience, and go beyond the usual spectacular functionings of such illusions to solidify the connections between the diegetic and extra-filmic technologies. For instance, the presence of virtual actors within the films is more than a technical anomaly necessitated by the limits of human performance, but a fully integrated trope mobilising discursive elements within and without the text. The virtual actor was also the result of discussions of superhumanism between the Wachowskis and John Gaeta: “Within the Matrix, everything is really a state of mind, a mental self-actualization of your abilities. We wanted to visually depict that power, simulating events that Neo was part of.” (quoted in Fordham 86)

Virtual Actors and Cinematic Bodies

It would be easy to believe that the age of the synthespian is imminent, and that soon human actors will interact with computer-generated co-stars without the audience realising which is which. Will Anielewicz, a senior animator at effects house Industrial Light and Magic, promised recently that “Within five years, the best actor is going to be a digital actor” (quoted in Baylis). The apotheosis of an animated character into an artificially intelligent, fully simulacrous figure indistinguishable from its human referent is technically impossible, at least in the foreseeable future, but visual effects are not definitive renderings of a character or event, but indicators of ‘the state-of-the-art’ offering “a hint of what is likely to come” (Kerlow 1) in the field of visual illusions in the future. It is understandable that such a competitive industry needs to maintain interest in the potential of its products, but the mythos of the virtual actor has pervaded the Hollywood blockbuster in recent years; however, whereas in the pastthe computer-generated body had to fit into the diegesis unobtrusively, more recent films such as Avatar have moved away from the dichotomy of human and synthespian by fusing the marvels of CGI with the gestures, expressions and voices of real actors, creating immersive virtual worlds in which there is no tell-tale seam between illusion and reality. The seamless nature of this combination is still reliant on the actor’s performance to bridge the gap between the virtual and the actual by providing the digital body with a soul.

The Animatrix also explores uses of the virtual body – the CGI striptease which opens The Final Flight of the Osiris announces itself as ‘advanced’ by lingering on detailed surfaces of athletic bodies in action, drawing focus onto the technology which created it.Keen-eyed viewers might notice that Jue exhibits what might be the world’s first sighting of CG cellulite – the markings of a true body without the idealised gloss of airbrushed skin. Thus the desire for computers to create an ever more realistic “digital actor” has developed to include the imperfections of the human body. Jue’s movements were created from a combination of motion-capture from live actors, and ‘key-frame’ animation directed by computer animators. Unlike other CGI/human constructs such as Gollum in the Lord of the Rings trilogy or Jar Jar Binks in The Phantom Menace, in The Matrix trilogy, the virtual body provides a visual articulation of posthuman transcendence which confers fantastic capabilities upon the diegetic body and simultaneously imagines a liberated future for the cinematic body. No longer constrained by the limitations of the recording medium, the director is free to experiment with techniques such as ‘bullet time’ and the ‘virtual camera’ in order to present us with a world that, whilst clearly impossible in its flouting of the laws of physics or the death-defying stunts of its characters, nonetheless derives verisimilitude from its status as an autonomous entity; though impossible in our world, the removal of the spectator to a new, often techno-futurist reality eliminates the awkward juxtaposition of real/illusory as we struggle to reconcile what our eyes tell us with what our mind knows about the world we inhabit.Neo takes on the properties of a digitally cinematic body – he is preternaturally fast, fluid and precise in his movements. Through centring Neo in the onscreen action (Figure 2) and the use of digital effects (notably slow motion), Neo becomes both a powerful character within the story of a digital simulation and also a star perfomer within a filmic space. We could say that he is becoming synergised – he can assume the capacities of a computer game sprite or a synthespian, replicable and spectacular just by virtue of his very existence (as opposed to by virtue of what he actually does). His individual skill sets are downloaded as if they were applications for a smart phone, and it is within the realm of the Matrix that characters can use these skills to manipulate their bodies and appearances (what Morpheus calls “residual self image”), enabling them to become glamourised upgrades of their organic forms, which are prostrate elsewhere, grimy and linen-clad. The digital avatar, built from motion capture data, is a cinematic prosthesis which enables the performer to enact cinematisation directly, rather than through the use of tactical editing and careful composition which can, for instance, hide the face of a stunt double. The Brawl toys with viewers’ expectations about how an action sequence usually has to work around the limitations of the body. Virtual camera moves are only recognisable as such because we are familiar with where and how a camera can and cannot be moved.

When asked about similarities between the Burly Brawl and the climactic battle between the Bride and the Crazy 88 gang in his Kill Bill Volume I (2003), Quentin Tarantino was keen to distance himself from such “CGI bullshit,” even though his fight scene is as much a cinematic construction as any in the Matrix: “You know, my guys are all real. There’s no computer fucking around. I’m sick to death of all that shit. This is old school, with fucking cameras. If I’d wanted all that computer game bullshit, I’d have gone home and stuck my dick in my Nintendo” (quoted in Dinning 91). Tarantino objects to the over-use of CGI, but forgets that one of the reasons for the deployment of such “profane” digital imagery in the Matrix films is precisely for the purposes of differentiation from the films to which it refers (or pays homage). Yuen Woo-Ping served as a martial arts advisor on both the Kill Bill and the Matrix series, but the combat between Neo and Smith represents a dramatic remediation of the choreography for which he is renowned, rather than the generic authenticity for which he was enlisted by Tarantino. The Burly Brawl is built up from a series of actions appropriated from the kung fu film’s generic database, hyperbolised, digitised and virtualised. David Bordwell refers to the kung fu film’s use of “expressive amplification,” whereby “film style magnifies the emotional dynamics of the performance” (232). Therefore, combatants in kung fu films can appear to fight with superhuman speed (under-cranking the camera during shooting makes the projected film run slightly faster), skill (supporting wires can help them to defy gravity) and strength (power powder sprinkled on clothing, coupled with sound effects, accentuates the visual and sonic impact of a blow). The Brawl remediates what Bordwell terms the “one-by-one tracking shot,” a technique of cinematic authentication through which a fighter is shown moving through a group of combatants in a continuous take. The length of the unedited shot cues the spectator to accept that the performer is demonstrating a sustained sequence of skills. During the Burly Brawl, two such shots occur, the first performed by Keanu Reeves and a group of stunt performers, the second by his digital double. Subjecting the real and virtual bodies to the same modes of mediation helps foster the viewer’s fascination with a discrepancy between the two. Throughout the Brawl, the spectator is incited to distinguish between them, just as the kung fu fanatic will inspect the text for evidence of the star’s authenticity or replacement by a diegetically anomalous but technically necessitated stunt double. The trilogy constructs a dialectic between old and new by remediating kung fu motifs and visual stylings; for instance, the pedagogic dojo fight sequence, wirework and choreographed combat. When Keanu’s digital copy flies through the air, the illusion is distinct because the virtual body is unfettered by the need for physical reference – wirework always exhibits the body’s need for balanced weight distribution, providing its distinctive, super-real look.
The Matrix films have presented a series of postulations on the past and future of special effects. Virtual cinematography is defined in relation to earlier, less technologised forms of cinema (kung fu, anime) by remediating their motifs of physical or animated display in the service of a technological spectacle. However, it also offers a ‘utopian’ idea of a cinema free from the tethers of indexicality and practical constraints. This liberation is reflected in Neo’s empowerment as a virtualised body, free from the gravitational and physical restrictions of the real world.One must keep in mind though, that since this fiction always exists as a redesigning of existing reference points, the concept of virtual cinematography is, for the time being, only an illusion of what the future holds. The spectator is empowered with mastery of the film text by a profusion of textual exit points, which offer the chance to observe the spectacle from a remove that reveals its artificiality, while simultaneously celebrating the seductive force of its artifice.

Bibliography

  • Baylis, Paul. “Weekend Beat: In quest of the ‘holy grail’ of the truly lifelike digital actor.” 7 June 2003.
  • Bordwell, David. Planet Hong Kong: Popular Cinema and the Art of Entertainment. Harvard: Harvard UP, 2000.
  • Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 2000.
  • Buckland, Warren. “Between Science Fact and Science Fiction: Spielberg’s Digital Dinosaurs, Possible Worlds, and the New Aesthetic Realism.” Screen 40:2 (Summer 1999): 177-192.
  • Bukatman, Scott. Terminal Identity: The Virtual Subject in Postmodern Science Fiction. Durham: Duke UP, 1993.
  • Dinning, Mark. “The Big Boss.” Empire 14:11 (November 2003): 84-92.
  • Fordham, Joe. “Neo Realism.” Cinefex 95 (October 2003): 84-127.
  • Hunt, Leon. Kung Fu Cult Masters. London: Wallflower, 2003.
  • Kerlow, Isaac V. “Virtual CG Characters in Live-Action Feature Movies.” 19 November 2003.
  • Klein, Norman M. The Vatican to Vegas: A History of Special Effects. New York : The New Press, 2004.
  • Klinger, Barbara. “Digressions at the Cinema: Reception and Mass Culture.” Cinema Journal 28:4 (Summer 1989): 3-19.
  • Lamm, Spencer, ed. 2000. The Art of The Matrix. New York : Newmarket Press.
  • Pierson, Michele. Special Effects: Still in Search of Wonder. New York : Columbia UP, 2002.
  • Prince, Stephen. “True Lies: Perceptual Realism, Digital Images and Film Theory.” Film Quarterly 49:3 (Spring 1996): 27-37.
  • Sconce, Jeffrey. Haunted Media: Electronic Presence from Telegraphy to Television. Durham: Duke UP, 2000.
  • Sellors, Paul C. “The Impossibility of Science Fiction: Against Buckland’s Possible Worlds.” Screen 41:2 (Summer 2000): 203-216.
  • Solnit, Rebecca. Motion Studies: Time, Space and Eadweard Muybridge. London: Bloomsbury, 2003.
  • Wood, Aylish. “Timespaces in Spectacular Cinema: Crossing the Great Divide of Spectacle Versus Narrative.” Screen 43:4 (Winter 2002): 370-386.

Enter the Void: Build Your Own Review


It’s the New Year, and I’ll start as I mean to go on – by finishing the stuff I failed to complete in 2010, including this post about Enter the Void, a late consideration of its cinema release, but way ahead of its appearance on DVD in the UK (you’ll have to wait until April). If it wasn’t divisive, it wouldn’t be a Gaspar Noé film, so Enter the Void is a prime candidate for a Build Your Own Review post, especially since I’m not even sure of my own responses to it. I found it a mix of fascination and frustration, ultimately a grand folly, by turns spectacular and dull; even though I looked back on it the next day with more appreciation for its ambitions, it’s meant to be an overwhelming, enveloping sensory experience, and it just didn’t do its job on my brain. So, here are some split-personality thoughts on the film, some of them mine, some of them from other critics. Please feel free to offer up your own views on the film in the comments box below.

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