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Spielberg’s Suburban Animism

Thick Thesis

So, it’s been eight months since my last post. In that time I managed to finish writing my dissertation, complete a barrage of revisions, defend the thesis in a three-hour inquisition, pass the defense, graduate, and accept a teaching and research fellowship that will take my wife and I to Los Angeles for at least two years. It’s all a bit surreal to think that my doctoral project is finally over.

Four hundred and fifty three pages later, the result is “Sound from Start to Finish: Professional Style and Practice in Modern Hollywood Sound Production.” Count me among those who were floored at its eventual length — for some reason I have a tendency to under-estimate word counts and page lengths with my writing.

What is most amazing about these past eight months is that everything to do with this research project reached a level of intensity that I had not experienced before. I’m still processing it all. But completing the project definitely felt more anti-climactic than exultant. After a prolonged period of not knowing how the project would be received by the thesis committee, or how much time any revisions would take to complete, or if the defense recommendations would interfere with my post-doctoral appointment, everything actually…worked out well.

In the coming weeks and months I’m aiming to return to this blog with some frequency to hammer out some new ideas and describe the monumental task of moving from Toronto to L.A. and working within the School of Cinematic Arts at the University of Southern California.

To start, I thought I’d share some ideas on the nature of Steven Spielberg’s “suburban animism” that I tried to describe in an article I wrote a few years ago that I never published. After seeing Super 8, and reading Matt Zoller Seitz’s piece on the nostalgic glare of J.J. Abrams’ film, I thought this might be a good opportunity to explore some of the fine-grained features of Spielberg’s early sound style as evidenced in Close Encounters of the Third Kind, E.T., and Poltergeist (yes, I know Tobe Hooper directed this one, but we can all see Spielberg’s fingerprints on it).

In 1991, Spielberg was asked to provide an image from one of his films that typified his visual style. Indelible as it is enigmatic, Spielberg chose the moment in Close Encounters where little Barry Guiler is caught in the doorway between his home and that “beautiful but awful” outer light. The dichotomous relationship between the familiar image of the family home and that of the unfamiliar alien presence serves to spotlight the significance and simplicity of this moment in the film; it also reflects the prevailing notion of suburban disruption in the filmmaker’s work. Arguably, however, the extent to which we can study Spielberg’s style by focusing on this “master image” is limited, as it does not account for the sound that accompanies and surrounds it. Sound defines the domestic setting of the scene. It introduces the familiar noise of a family home, while disrupting it with an unfamiliar, alien presence that reverberates in both the aural and visual spaces.

Within the boundaries of Spielberg’s early works, the domestic melodrama finds a home amidst the fantastic. Unlike its generic antecedents, the science-fiction films by Spielberg offer a rich, textured, and ambivalent notion of the American suburb. Part domestic bliss, part domestic nightmare, these films are often transgeneric models that blend elements of horror, sci-fi, and family melodrama into a cohesive whole. What can be termed Spielberg’s “fantastic” cinema, the defining feature of this generic model is his attention to to the functionality of the contemporary American family (or, as it were, the 1970s family): how domestic space is divided, sewn, and often torn apart by familial tension. Spielberg’s domestic scene is painted with few frills; instead, his portraits of suburbia are eerily plain and realistic.

In their biography of the director, Donald Mott and Cheryl McAllister Saunders note, “Spielberg’s characters are usually suburban types very much like the suburban moviegoers sitting in the shopping mall theaters watching them.” Noting the important connection between Spielberg and his middle-class roots, biographer Joseph McBride amusingly suggests, “It is possible to imagine John Ford never having seen Monument Valley, or Martin Scorsese never having walked New York’s mean streets, and it is equally impossible to imagine Steven Spielberg never having grown up in suburbia.”

Described by Tom O’Brien as “suburban animism,” Spielberg’s early sci-fi films personify the everyday. The realities that govern a middle-class experience are paramount in Spielberg’s world. O’Brien writes:

Watch Spielberg’s pizzas, watch his toys, dolls and train sets. In E.T. watch his use of Coors beer and Pez candies. On one level, this mass of details explains part of the appeal of his films — the lovingly nostalgic recreation of American life, particularly suburban life, that engages viewer sympathy, tickles humor, and establishes credibility for the weird events about to happen. On another level, however, these physical, almost palpable recreations of the material world are not the antithesis to Spielberg’s interest in the uncanny; rather, their intensity explains it.

Bridging the gap between genres, Spielberg introduces the supernatural and extraterrestrial into domestic, suburban settings. Put another way, the fantastic finds its way to the homes of Roy Neary and Barry Guiler, Elliot, and Carol Anne.

As if connected by a common narrative thread, Close Encounters focuses on the disintegration of the traditional family unit, while E.T. and Poltergeist reflect, expand, and comment on the results of this breakdown. As Roy Neary boards the mother ship to be born again, to re-discover his life’s purpose, his wife and three children are left to clean up after him and to go on without him. In E.T., Elliot is without a father, and watches as his two siblings and mother learn to cope with the abandonment. Indeed, E.T. begins where Close Encounters ends, with a family in disarray, and a child without a father. In Poltergeist, the scenario is taken even further. Vivian Sobchack has suggested that signs of paternal failure are visible in the “ethically lax, real-estate salesman Dad whose willful ignorance of the ground of his business practice jeopardizes his children.” While Steve and Diane Freeling are seemingly happily married, their home becomes the site of a haunting, which results in their youngest daughter being kidnapped by evil spirits. The disappearance of Carol Anne fuels the Spielberg thematic of familial separation and subsequent disorder and division.

More generally, all three films exhibit a distinct suburban animism that resonates not only visually but, more importantly, sonically. The Spielberg suburban thematic has often been discussed in visual terms, as evidenced by this review of E.T. and Poltergeist by Vincent Canby:

The Spielberg films are distinguished from most other American films with which they might be compared by the richness of their gently satiric social detail. The gallant youngsters…do not live in some unlocated American Never-Never-Land but in California, in an all-too-real real estate development. The houses, which look not as if they’d been built but laid by a giant hen, come equipped with every possible kitchen gadget, hot tubs, suspended staircases, and walls that are probably paper-thin. The kids eat dreadfully over-sweetened cold cereals and waffles defrosted in toasters, and they sleep in beds that are often full of potato chips. They play with remote control toys, drink colas that rot their teeth even as they’re being straightened, and they go to sleep to the hum of television sets that are no longer being watched.

Canby’s review, while rich in visual description, only hints at the sound of Spielberg’s suburbia. The director’s objets d’art crackle with a palpable sense of realism and temporal immediacy. They are the sounds of the domestic landscape: the multi-layered conversations among family members, the noise of electronic toys, and the distant but familiar sounds of dogs barking and garbage cans rolling in the street.

Poltergeist

What is more, Spielberg’s characters listen. As they all learn to communicate with each other and the fantastic, the aural environments provide a rich canvas of sounds, noises, voices, and musical tones that provide a modicum of meaning to the supernatural and other-worldly events.

Disembodied Voices

The home itself takes on a living, corporeal identity in each of these films. The first time we enter the Neary home in Close Encounters, Roy is framed in close-up, seated at a living room table with his train set, attempting to help his oldest son with a math problem. While their dialogue dominates the sound track, a flurry of background noise is distinctly audible. One child causes the destruction of a playpen, another cries for attention, and Roy’s wife carries on a conversation with her husband with or without his participation. Beyond this sonic dynamism, the noise of toys being broken and the murmur of a distant television compete to be heard. The juxtaposition that emerges here is that of an uncluttered frame — a two-shot close-up — that is accompanied by a cluttered and overwrought sound track. Occasionally, Spielberg fulfills the sound hermeneutic, revealing the multiple sources of these sounds. When the sounds are revealed, the anamorphic widescreen frame takes on an expansive but claustrophobic quality thanks, in part, to Spielberg’s deep focus compositions. In this way, everything is in focus and everything speaks.

Furthermore, the sound track emphasizes important narrative points through variation, including dissipation. Roy is often framed in isolation from his family in order to advance the notion that he is no longer a pat of the household. At a dinner scene, he stares at his plate while his wife and children carry on different conversations. Framed on Roy’s face, the sound track compensates to fill in the rest of the scene. The resultant flow of sound surrounds Roy in his domestic space: his daughter vies for attention by repeating “There’s a fly in my mashed potatoes,” against the clattery noise of silverware. Mesmerized by the mound of potatoes, Roy begins to sculpt a mountainous shape from the food on his plate. Soon the sound of the family dissipates, as if on cue to signal the moment of his realization. The silence is marked by several shots of his wife and children, staring at him, bewildered and frightened.

Similarly, in E.T., Elliot struggles to be heard at the dinner table as he must compete with the common household sounds. Again, Spielberg chooses to framed Elliot in a medium close-up, which de-clutters the image but stacks the sound track with the sound of rattling dishes, a radio, and the dialog of teens playing Dungeons and Dragons. These sounds prevent Elliot from informing the family of his discovery of E.T. He is only able to assert control over the ambient sounds by dominating it: he screams “Listen!” Silence then follows, as Elliot finally receives everyone’s attention. Finally, in Poltergeist, while the children eat breakfast, an array of foreground and background noise is silenced when Robbie’s milk glass breaks (presumably) on its own.

The acousmatic appropriation of domestic phenomena is best explained by the presence of television in the home. Incorporating the work of theorists Raymond Williams and John Ellis in his study of television sound, Rick Altman posits an intriguing notion that he calls “household flow.” Altman contends that television consists of a continuous sonic flow that spreads from room to room to communicate its message. Essentially an aural medium, television “must organize itself in such a way as to harmonize with the household flow on which it depends…at the same time, renewed emphasis is laid on the message-carrying ability of the sound track, which alone remains in contact with the audience for fully half of the time that the set is on.” Therefore, in terms of this idea of household flow, television is dependent on the sound track to transit meaning and information. It is possible, then, for a television to communicate without having anyone watch it. Even when there is nothing on TV, its static signal beams through the home, uninterrupted, as in the opening scene of Poltergeist.

E.T. 3

Conceived as a wandering acousmetre, household flow is as pervasive as it is invasive in Spielberg’s suburban thematic. The television is ever-present in his domestic spaces. If it is not placed within the visual space, then its sound can be heard throughout the home as an omnipresent character. Some critics have noted that its presence assists in creating a viable suburban realism, however, this serves as its most obvious purpose. In most instances, the television communicates cultural details that reflect the generic heritage of the three films. In Close Encounters, Roy is awakened one morning by the sounds of a Looney Tunes cartoon featuring Marvin the Martian; in E.T. and Poltergeist, television becomes a receptacle for old Hollywood fantasy films, including This Island Earth (alien visitors) and A Guy Named Joe (the spirit world).

The television in Poltergeist takes on more of an ambivalent status. The television set itself is the portal through which Carol Anne is abducted. After this point, she communicates with her family solely through sound. Her family can hear her on the other side, but are unable to see her.

Poltergeist tv

Carried outside the home, acousmatic (or, disembodied voices) find a place among adult characters. In E.T., adults and figures of authority are shot in characteristic fashion by Spielberg: waist-down compositions that hide faces, or ones bathed in shadow. Recalling the child-views of Charles Schultz’s Peanuts comic strip, Spielberg limits the physical view of adults onscreen, while allowing them to retain their voices offscreen. The scene in Elliot’s science classroom is Spielberg’s most overt attempt to avoid showing the teacher’s face.

Certainly, acousmatic sounds serve a further purpose in these films, one that concerns the degree to which characters listen. Hearing sound is as much an audience activity as it is one for major characters. For instance, we listen as attentively for Carol Anne as Steven and Diane do.

“First Day of School” – A Lesson in Communication

The cluttered suburban soundscape that governs Spielberg’s animism often prevents the main characters from successfully communicating with each other and with those who seek to disrupt the familial structure. Overlapping voices compete with foreground and background noises. In her study of dialog in classical Hollywood films, Sarah Kozloff articulates the notion of verbal excess by situating it within a temporal framework. She argues that the 1970s brought an awareness of documentary realism to Hollywood, resulting in the adoption of an aesthetic she calls “verbal wallpaper.” Characteristic of urban dramas such as Alice Doesn’t Live Here Anymore, Kozloff insists that the sound track transmits the sonorous richness of a city street or a restaurant dining room: “a proportion of dialogue in every film serves primarily as a representation of ordinary conversational activities.”

E.T. 2

The effect of the “verbal wallpaper” technique on Spielberg’s works is pretty clear. However, Spielberg also assuages any sonorous excess by setting up two different strategies to simplify the sound space and allow his characters the ability to communicate. The first strategy echoes Spielberg’s general distrust of adult authority by having his adolescent characters speak in simple, colloquial, and often endearing terms. During Elliot’s first morning with E.T. in his room, he shows the alien an array of action figures and toys that help Elliot describe many facets of human life. Just read (or listen) to Elliot’s monologue:

Do you talk? You know, talk? Me human. Boy. Elliot. Ell-i-ot. Coke, see. We drink it. It’s, uh, it’s a drink. You know, food. These are toys. These little men. This is Greedo. And then this is Hammerhead. See, this is Walrusman. And then this is Snaggletooth. And this is Lando Calrissian. See. And this is Boba Fett. And look, they can even have wars. Look at this. (Simulates ray-gun noises) And look, fish. Fish eat the fish food and the shark eats the fish. But nobody eats the shark. See, this is Pez. Candy. See, you eat it. You put the candy in here and then when you lift up the head, candy comes out and you can eat it. You want some? This is a peanut, you eat it. But you can’t eat this one, ’cause this is fake. This is money. See, we put the money in the peanut. You see, bank. Seee. And then, this is a car. This is what we get around in. See, car. (E.T. begins to chew on the toy car) Hey! Hey! Wait a second! No! You don’t eat em. Are you hungry? I’m hungry. Stay. Stay. I’ll be right here.

Elliot’s simple lesson cuts directly to the heart of the matter without unnecessary disruption or confusion. When the two say goodbye at the end of the film, E.T. tells Elliot, “I’ll be right here,” mirroring the lesson Elliot taught him their first morning together. During the course of the film, E.T. and Elliot communicate with rather simple speech: “ouch” represents both physical and heartfelt pain; Elliot asks E.T. to “stay,” while E.T. replies “home.”

In Poltergeist, Steve and Diane must learn to communicate with Carol Anne with stern verbal efficiency. Diane must compose herself to instruct her daughter to stay out of the light.

Close Encounters offers the clearest example of the desire and search for effective means of communication between people and interplanetary beings. The film posits the extraordinary challenge of communicating without resorting to conversational, verbal logic. Since the acousmatic voice resists clarity and yields an excess of noise, Spielberg suggests that language itself must be redefined in order for interaction to be productive. Charlene Engel writes:

Close Encounters is about language: verbal, electronic, and musical — communication and its limitations, language and its possibilities; and it is about the ineffable things which are beyond speech or imaging — things having to do with emotion and yearning, things touching upon the spiritual and the supernatural.

Engel goes further by suggestingt hat the extraterrestrials have come to Earth not to inhabit the planet, but rather to “see if humans are capable of rapidly learning to communicate in an abstract language of light and sound.”

Importantly, Lacombe is initially baffled by the meaning of the vocal chant sung by the Indians. By contrast, the five-note musical pattern is harmonious and immediate. John Williams has stated the genesis for the five notes resulted from Spielberg’s request for a musical signal rather than a melody. A melody, according to Williams, would require too much time to state, while a signal or short phrase would connote the immediacy of a doorbell chime: “we’re here.” Lacombe’s inability to fully articulate the meaning o the signal is based, in part, on the fact that the first time the tones are heard, they are enunciated by human voice. The voice — as I have suggested — has the ability to disrupt, hide, and confuse. In response, Lacombe translates the vocal harmony into a visual sign system. Lacombe adopts the sign language system designed by Zoltan Kodaly that was meant to aid deaf children in understanding music. During a meeting with government and UN officials, Lacombe demonstrates the Kodaly method: first, the vocal rendition is played on tape recorder, then Lacombe performs the hand gestures that accompany each note, and finally the signal is translated into electronic pulses. Click this link for a full clip of this sequence.

During the climactic conversation sequence at the end of the film, the acousmatic sounds of the suburban home and government authority dull to a whisper as one engineer says to another, “It’s the first day of school.” Indeed, as E.T. learns to communicate with simple eloquence, so too do the scientists in Close Encounters. As music and image coalesce in one epiphanous moment, the struggle for communication is overcome: Lacombe extends his hand and greets the extraterrestrial with the Kodaly hand gestures. Synchronized with Lacombe’s gestures, the five notes are played non-diegetically, thus sewing Williams’ score to the diegesis.

E.T.

Similarly, in Poltergeist, the rescue of Carol Anne unfolds in a dizzying display of diffused light and orchestral bombast: Jerry Goldsmith’s score score fluctuates between ethereal opulence and a gentle lullaby motif by Carol Anne. Also, in E.T., the final reel is joined to Williams’ score. In fact, the light on Elliot’s finger illuminates to a dramatic brass cue, adding one more connection between music and image. E.T. tells Elliot, “I’ll be right here,” a symbol of Elliot’s teaching and a reminder that even the most complex of emotions can be expressed with remarkable clarity through simple words and music.

Parting Notes

The domestic landscapes of these three films are visually denoted by the rows of semi-built homes in E.T. and Poltergeist, and the crowded living room in Close Encounters. But more so, Spielberg’s suburban animism is denoted through the sounds of his domestic spaces. These soundscapes are often cluttered, descriptive, and dynamic; they are also excessive and claustrophobic. Spielberg’s suburban ambivalence reveals a common tension in all three films: as characters attempt to overcome the cluttered nature of their environments, the search for communication becomes paramount. In order for this goal to be achieved, the world of noise is ultimately replaced with a simpler method. Dense, speech-laden environments are replaced with rudimentary, simplistic dialog between characters. Additionally, dialog is abandoned altogether in the climaxes of all three films in favor of a musical language that expresses triumph over the confines of the family home.

Just as Spielberg offered as “master image” little Barry Guiler opening his front door the unknown, we may add as “master sound” the noisy living rooms in Close Encounters and E.T. and the droning presence of television in Poltergeist. Maybe it’s the interplay of music and image. In its suburban familiarity, Spielberg’s master sound may exist in our own homes at this very moment.

Master Image

The Hero Complex

Hans Zimmer

“It’s all a big experiment.”

This was Hans Zimmer’s summation of his work on Christopher Nolan’s summer blockbuster Inception, which is fast becoming one of the composer’s more commercially popular scores. This summer, a viral video on You Tube revealed the origins of the thematic two-note motif that provided Inception with its musical signature. The augmented horn blasts were, in fact, based on a slowed version of a passage from Edith Piaf’s “Je Ne Regrette Rien.” Of course, the song itself played an important role in the story world: it was the thematic slumber music by which Cobb (played by Leonardo DiCaprio) forces himself back into consciousness.

The two-note brass motif represents a surprisingly small section of Zimmer’s much larger musical work for the film, but has become the chief signifying element of the score. The trailer music, composed by Zack Hemsey, builds an effective motif around a more robust version of the horn blast, which itself has gone viral — in cat videos, no less.

Interestingly, the liner notes of the soundtrack listed the cues that featured “interpolations” of the Piaf song. While some may think Zimmer simply lifted the motif without providing due credit, the decision to augment the original song and integrate it into the sonic tapestry of the film was made by Zimmer and Nolan early in the film’s production. What is truly remarkable about Zimmer’s relationship with Nolan is how early he gets involved. With Inception, for example, Nolan began consulting with Zimmer at the script stage before shooting had even begun. At that point, Zimmer began working out certain musical ideas based on their conversations and his initial impressions of the screenplay, which, to his mind, faithfully conveyed the film’s visual aesthetic in “novelistic” terms.

In the end, the Piaf motif became only one of several musical dreamscapes in the film. The main theme, as it could be called, revolves around another two-note (this time, ascending) motif that is fully developed in the final scene of the film. Zimmer hired guitarist Johnny Marr to add his voice to a selection of cues, including the incredibly expansive “Mombasa” action set piece, which blends Marr’s humming guitar with some driving drum and bass motifs.

Inception

Like much of Zimmer’s work, the music is less reactive than it is proactive. The shards of melody and chord swells tend not to work as counterpoint but parallel to the picture. That is not to say he doesn’t hit certain sync points or underline certain dramatic moments, but his stylistic signature remains the “slow burn” technique I outlined in an earlier post. In a motif that echoes the close of The DaVinci Code, Zimmer builds his original two-note motif and adds a cluster of ascending and descending chords in addition to Johnny Marr’s guitar riff for the final minutes of Inception. There’s a clear sync point when Cobb clears customs and is greeted by Miles (Michael Caine) in the airport, which transforms the motif in a more driving figure for guitar, brass and strings. In a narrative sense, the music builds to a climax, but as an audience we’re unsure where we’re going — he’s certainly leading us somewhere, but the music is not necessarily being led by the picture.

In a certain sense, the music could be a projection of Cobb’s character psychology. In other words, Zimmer is following Cobb’s emotional arc in that final sequence. I’m usually not drawn to such flights of psychoanalytic fancy but this might explain how Zimmer approached the emotional tone of the scene. Since the score was mixed particularly high in the film, it is certainly fair to suggest that music plays a greater role in establishing a sound world tapestry that is not entirely locked to every picture beat. It’s precisely that organic quality that eschews clear definitions of point/contrapuntal music. The music leads — but to its own beat, it seems.

In those final minutes we eventually see where he’s been leading us — to Cobb’s home and his children. When we enter Cobb’s home and he spots his children playing in the yard, Zimmer drops the motif and replaces it with a much sparser musical world: a piano arrangement of the two notes built around a rising string figure and the thick undercurrent of an electronic drone, the marker of what might be yet another dream, which is confirmed moments later when Nolan pans left to reveal the spinning top. (The music does not clearly indicate if it’s a dream, though.)

Zimmer cleverly satisfies the desire for a classical denouement by introducing an anthemic quality to the film’s main motif without contradicting the open-ended nature of Nolan’s final image. The repeated motif and thick undercurrent are hallmarks of earlier dream worlds, and Zimmer is not about to scrub the final scene of those markings. If it’s yet another dream, the moving music has fooled us into believing Cobb is safe; however, if he’s reunited with his children, then we are left with a musical reminder of what it cost to get there. That final scene is, indeed, a microcosm of the entire film for how music functions within it.

Inception: The Final Shot

In addition, Zimmer’s current stylistic fingerprints are all over the sound world of the score. Zimmer’s current axiom seems to be that fewer notes work best. What this basically amounts to is a series of small melodic parts stretched and augmented over a period of time. Although Zimmer shies away from being called a minimalist — Anne Thompson tried to assign the label to him in a recent interview — because, to his mind, every film presents a different field of possibility with which to experiment. In other words, he’d rather not be pigeonholed as a “minimalist” composer who simply likes to use two or three notes extended and stretched like Gabe Louis’ “soundscape” projects on The Office.

Zimmer did, however, reveal some thoughts about his creative process in a series of online interviews that coincided with the release of Inception. One particular answer popped up in more than one place and struck me as fascinating and even a bit contradictory. Here’s the full quote from one of the interviews, where he was asked about composing “heroic” music for characters such as Batman, and if his style has changed over the years. Zimmer said,

Yeah, I think so. It’s evolutionary. For instance, I wouldn’t be able to write a tune like Gladiator anymore because it feels like it’s inappropriate for where we are. I think I have a very good sense of that other devilish German word “Zeitgeist”—the heartbeat of the times. If you wrote a big overtly heroic theme, it would just feel wrong. I think I’m getting better at what music can do in a film, thank God. [Laughs] Maybe it’s just because my interests have changed. I’m not interested in the massive heroic tunes anymore. I’ve been there, done it, got the t-shirt, even the crew jacket [Laughs]. Now, I’m interested in how I can take two, three or four notes and make a really complex emotional structure. It’s emotional as opposed to sentimental. It’s not bullshit heroic; it has dignity to it.

In effect, Zimmer is discussing two very different things but they appear conflated in his answer. First, he states that stylistically he has reached a point in his career where he prefers to use “two, three or four notes and make a really complex emotional structure” out of them as opposed to building a series of long-lined motifs. Second, he raises the ever-so-popular notion of “Zeitgeist,” or what can be called the “cultural barometer.” He notes that it is not necessarily fashionable to signify characters or events with grand orchestral “themes” in the vein of Gladiator. This is also applicable to his approach to Nolan’s Batman films, which eschew the Wagnerian textures of Danny Elfman’s scores for Tim Burton’s two Batman films (Batman and Batman Returns) in favor of a more cellular approach. Writing that kind of bold theme would just sound “wrong,” he says.

He conflates the two issues by noting how he feels he has reached a point in his musical education that he can better deal with such film music moments than to revert to past practices (i.e., the grand symphonic tradition of classical Hollywood). In an October interview with Anne Thompson, Zimmer touches on the same issue when he says, “I couldn’t write like GladiatorGladiator would not fit into this movie. I was using the language that was appropriate for this movie.” He tones down the rhetoric and simply argues that Inception did not require a grand thematic score, but did not venture an opinion about the use of such an approach in ALL films.

It’s pretty obvious from the examples I’ve cited above that Zimmer has fully embraced the minimal note approach to which he refers. He is keenly aware of his current mode of practice, and is one of the only commercial film composers who openly discusses his creative process with journalists and researchers, and often neatly contextualizes how his approach for one film informs his greater overall style and “evolution” as a composer.  Other composers, including John Williams, prefer to speak generally and opaquely about their methods, as if musical ideas simply appear before them as tangible options.

Zimmer’s honest self evaluation has also led him to suggest that certain musical options are no longer tenable. But here’s where Zimmer seems to confuse what isn’t tenable for himself and what aspects of film music do not reflect the current Zeitgeist. We can waste a lot of digital ink debating the key characteristics of our socio-cultural milieu and what constitutes the current cinematic Zeitgeist, but I think it’s fair to say Zimmer is primarily talking about the modern treatment of epic filmmaking, spectacle, and heroes. As he says, his approach is “emotional as opposed to sentimental. It’s not bullshit heroic; it has dignity to it.”

It’s unclear what exactly he means by “bullshit” heroic and heroism with “dignity.” It’s also unclear whether or not long-lined themes are still effective options for film music. Three examples might help illustrate this point. Consider the main title sequences from three acclaimed super hero scores and films: Superman: The Movie (1978), Batman (1989), and The Dark Knight (2008). The first difference between these three title sequences is that The Dark Knight does not have one.

Superman: The Movie

Batman (1989) Titles

The Dark Knight Titles

Both John Williams and Danny Elfman used the title sequences in Superman and Batman, respectively, to set a dramatic tone for the films and introduce the key musical motifs that structured their scores. The themes were also unabashedly heroic, featuring driving, up-tempo brass writing. Each theme is comprised of several parts, including fanfares and marches, A-motifs and B-motifs.

On the other hand, Zimmer had very little time to introduce any musical ideas into the first few minutes of The Dark Knight since the only real title — aside from the corporate logos — was a foggy black bat signal emerging from a haze of blue flame. No heroic fanfare, just near-silence. What we do get is a thin, sustained string chord that tracks over the bat signal — an embryonic statement of the Joker’s theme. In a certain sense, Zimmer saves the large orchestral flourishes — grand theme and all — for the film’s final sequence. During Gordon’s hero speech, Zimmer develops the two-note Batman motif into a powerful anthem that reaches its crescendo just as the screen goes black. Then, as the title appears on screen, the reverberant horn blasts become more structured and resemble a fairly “heroic” fanfare that takes us into the Joker’s creepy sustained string chords.

Is Zimmer’s Batman motif more “dignified” than Elfman’s? Is Williams’ Superman too sentimental? Hardly. Each composer responded to the material they were given and worked to create a musical sound world that fit the aesthetic parameters and narrative focus of their films. Obviously, each composer imbued the material with their own musical voices — could there be anything more John Williams-y than that famous preparatory phrase? Burton’s take on the Caped Crusader inspired Elfman to seek a cathedral-like quality to his score. The mix of gong and organ to signal the entrance or exit of Batman perfectly captures the excessive romanticism and Gothic textures of Burton’s visual style.

What is really at issue here is the kind of films Zimmer and Nolan are making and how they do not seem to lend themselves to the romantic tendencies of these other super hero examples. But, in a way, Zimmer’s un-heroic (or dignified) themes simply represent a slightly more modern (i.e., new) way of characterizing the same themes, symbols, and myths that populate these super hero narratives.

That is not to say the “old fashioned way” isn’t palatable anymore; it’s just not currently very popular. In another interview, Zimmer noted that he didn’t believe he could write another Gladiator-type score again because the lyrical, long-lined melodies and romantic tone seemed out of place in the current milieu. It seems that scoring films with fewer notes and more “soundscape” elements — that is, expanding and varying one- or two-note motifs into lengthy suites — will be with us for a while. Even fairly long-lined writers like John Debney have recently tried their hand at writing more immediate, “slow burn” material (see Iron Man 2).

Despite Zimmer’s claim that he has abandoned certain classical tropes of film scoring, he hasn’t completely done away with long-line writing and grand themes. The current Zeitgeist may emphasize a darker and “less-is-more” approach, but the Pirates of the Caribbean series begs to differ. Zimmer’s score for At World’s End, the third film in the series, contains a set of sprawling themes that evoke the action writing and romantic material of composer Jerry Goldsmith. The blocky whole-note writing is still there, but Zimmer cuts through the heavy undertones with a sweeping love theme that is augmented to fit into several different contexts, much the same way that Elfman’s Batman fanfare could be treated delicately to suggest romance or recklessly to suggest anger.

It’s possible that At World’s End represents an anomaly or a serious attempt to re-capture the romanticism of classical Hollywood swashbucklers like The Sea Hawk. The Zeitgeist may forgive attempts at pastiche. Indeed, Madagascar could be riffing off the winding John Barry melody from Born Free.

In any event, it is difficult for any artist to see past their current stylistic impulse. Obviously, Zimmer finds himself working in particular narrative environments that do not lend themselves to the kind of music he wrote for Gladiator. That is not to say, however, that the Zeitgeist precludes those kinds of scores from being acceptable. Studio executives may not find them all that appealing, but there is an appropriate context for them.

With Inception, Zimmer may have composed a thoroughly contemporary film score that rejects the “bullshit heroism” of an earlier era, but it would be a mistake to conflate the suitability of a particular approach to all film with its applicability to a composer’s particular working style.

Rules and Anarchy

Apocalypse Now

It seems fitting that my first post in eight months should reflect on some of my recent film-related adventures. This long absence was not intentional, but as I dove into my dissertation I had a hard time turning away from it. Since my last report on James Cameron’s use of sound in Avatar, I have been mired in the cagey world of production and post-production sound. The good news is that, after a summer spent indoors, there is a light at the end of the tunnel. Ten chapters down, two to go.

Hopefully, I’ll be able to return to blogging on a more regular basis now that the bulk of my tome on modern sound practices has been written. One of the highlights of this past summer occurred when I received an e-mail notification from Paul Brunick at Film Comment / Slant Magazine stating that this site was named one of the top film criticism blogs on the net. It was just the kind of thing to keep me motivated to keep writing. So, despite being late to the party, I would like to thank Mr. Brunick and Matthew Connolly for profiling my site and placing me in such amazing company with other noteworthy blogs like Glenn Kenny’s Some Came Running, Dennis Cozzalio’s Sergio Leone and the Infield Fly Rule, David Bordwell’s Observations on Film Art, Matt Zoller Seitz and the gang at The House Next Door, Jim Emerson’s Scanners, and many others.

While I’m name-dropping film sites, I’d like to also mention the outstanding work of Michael Coleman and his crew at SoundWorks Collection, who have been producing some pretty amazing video profiles on the post-production sound work of major Hollywood releases, including The Social Network. I’d been following Mr. Coleman’s work at Mix Magazine for some time, but last year the SoundWorks project really came into its own as a leading voice in the film sound community.

It’s always nice to see sound editors and mixers talk about the nuances of their work, the challenges they faced, and the creative solutions they devised. Often, filmmakers get short-changed by critics and academics, especially when they talk about their work. We can always learn from what filmmakers say about their work, even if we don’t always believe them or agree with their assessments. In the last few years, the internet has provided a way for filmmakers, especially sound and picture professionals, to speak about the technical and creative aspects of their work. Profiles by SoundWorks and David Poland’s ongoing DP/30 series offer filmmakers a forum to engage with journalists on a variety of issues related to their films in a manner that is more provocative and revealing than your average “Making Of” DVD featurette or Electronic Press Kit.

I had an opportunity a few weeks ago to see Apocalypse Now Redux and hear Walter Murch speak about his sound and picture duties on the film. The newly minted Bell Lightbox in downtown Toronto, which is the new home to the Toronto International Film Festival, has been running their 100 Essential Cinema series, which features 35mm, 70mm, and digital presentations of classical and modern favorites, including Apocalypse Now. Murch was in town to participate in a Q & A after the film and to present an original lecture the following night entitled, “The State of Cinema,” which speculated on what would have happened if cinema had been invented in 1789, one hundred years before its actual birth.

Photo of Walter Murch courtesy Linda Dawn Hammond

It’s seriously about time Toronto had a repertory house for cinema. New York and Los Angeles have a rich tradition of retrospective screenings (with pristine 35mm prints) and special Q&A screenings with filmmakers. The Bell Lightbox project aims to bring the same kind of attention to film classics, and it’s even more impressive that TIFF is inviting filmmakers to speak about their work.

I’ve never met Walter Murch, but his legendary status among sound and picture professionals was in evidence during most of my conversations and interviews with Hollywood sound people. Many contemporary sound editors were eager to discuss particular stylistic aspects to his work, but also reflect on his film-theoretical writing. One conversation in particular about Murch’s “Rule of Two-and-a-Half” inspired me to ask him a question during the Apocalypse Now Q&A.

Over the years, Murch has discussed a series of “rules” and self-imposed limitations in his sound editing and mixing work, but none are more prominent than the “Rule of Two-and-a-Half.” Any sound re-recording mixer must balance a bevy of material in order to compose a comprehensible final track. It’s not uncommon for most sequences to feature dialog, music, and a variety of effects elements that must be married to the picture in a way that does not distort or “step on” the other. Every element has been designed to contribute to the sequence in ways that often go beyond mere redundancy (see it/hear it). In a film as dense as Apocalypse Now, Murch had his work cut out for him.

In the essay “Dense Clarity/Clear Density,” Murch outlines the mixing challenges he faced on the film, and offers a theoretical primer on the nature of film sound and how human brains process sound information. In effect, Murch argues that in order to maintain clarity and density — the two key components of any good mix — one could not include more than two-and-a-half elements from any one group of sounds. Let’s say you have a group of five people walking down a long corridor with linoleum floors. It’s pretty clear that we’re going to need to hear their footsteps, but do we need to hear all five sets of them? Not according to Murch:

Somehow, it seems that our minds can keep track of one person’s footsteps, or even the footsteps of two people, but with three or more people our minds just give up – there are too many steps happening too quickly. As a result, each footstep is no longer evaluated individually, but rather the group of footsteps is evaluated as a single entity, like a musical chord. If the pace of the steps is roughly correct, and it seems as if they are on the right surface, this is apparently enough. In effect, the mind says “Yes, I see a group of people walking down a corridor and what I hear sounds like a group of people walking down a corridor.

To illustrate his point more finely, Murch tells the story of one of Eduoard Manet’s students who was asked to paint a bunch of grapes. “Manet suddenly knocked the brush out of her hand and shouted: ‘Not like that! I don’t give a damn about Every Single Grape! I want you to get the feel of the grapes, how they taste, their color, how the dust shapes them and softens them at the same time.’” With our five characters walking down a hallway, what is important to convey sonically is not the diligent reproduction of each footfall, but the impression of their movements. Three represented the threshold whereupon a group of sounds can be deciphered as parts of a whole and an unintelligible mass.

The Dagwood Sandwich is another Murchian concept. This particular “rule” was applied to a sequence in Apocalypse Now when Kilgore’s men land their helicopters on the beach and begin their combat operations. The sound crew produced six pre-mixes of all the necessary sound elements, presented below in the order of importance:

1. Dialog

2. Helicopters

3. Music (Valkries)

4. Small Arms Fire (AK 47s; M16s)

5. Explosions (Mortars, Grenades, Heavy Artillery)

6. Footsteps and other Foley

Mixing these sound groups together, Murch found that the sound was overbearing. He had created a sound sandwich with too many layers. Everything sounded brown. There was no clarity, just density.

So in this section of Apocalypse, I found I could build a “sandwich” with five layers to it. If I wanted to add something new, I had to take something else away. For instance, when the boy in the helicopter says “I’m not going, I’m not going!” I chose to remove all the music. On a certain logical level, that is not reasonable, because he is actually in the helicopter that is producing the music, so it should be louder there than anywhere else. But for story reasons we needed to hear his dialogue, of course, and I also wanted to emphasize the chaos outside – the AK47’s and mortar fire that he was resisting going into – and the helicopter sound that represented “safety,” as well as the voices of the other members of his unit. So for that brief section, here are the layers:

  1. Dialogue (”I’m not going! I’m not going!”)
  2. Other voices, shouts, etc.
  3. Helicopters
  4. AK-47’s and M-16s
  5. Mortar fire.

Under the circumstances, music was the sacrificial victim. The miraculous thing is that you do not hear it go away – you believe that it is still playing even though, as I mentioned earlier, it should be louder here than anywhere else. And, in fact, as soon as this line of dialogue was over, we brought the music back in and sacrificed something else. Every moment in this section is similarly fluid, a kind of shell game where layers are disappearing and reappearing according to the dramatic focus of the moment. It is necessitated by the ‘five-layer’ law, but it is also one of the things that makes the soundtrack exciting to listen to.

In this sense, feel dictated that the music be removed because it affected the general clarity of the scene. Hence, the “Rule of Five” was born.

I asked Murch about his proclivity for sound rules and if they continue to shape his sound mixing work. The short answer was yes, they do. He spoke briefly about his commitment to a dense but clear soundtrack, one that is full of rich details but not overpowering or overly thick. For example, he said that the same sets of conceptual rules governed his mixing work on Cold Mountain.

This sort of rule play guided some of my discussions with other sound supervisors and mixers. Some practice the art of sound mixing using Murch’s principles as a guide or sound Bible. The philosophical aspects to his approach appeals to many top-tier Hollywood sound professionals in much the same way that writers cling to certain well-worn principles of screenwriting. Others, however, expressed a more reserved acceptance of a rule-based account to sound editing and mixing.

One editor in particular dismissed the need for such strict boundaries. Indeed, one can imagine that the Rule of Two-and-a-Half and the Rule of Five might not apply across the board. In some modern action mixes I am fairly certain that more than five sound groups are operating at one time. In a special editorial for Designing Sound, Transformers sound designer Erik Aadahl explained his pre-mixing strategy for that film’s densely packed sound track. Below is a spreadsheet Aadahl prepared for his pre-dubbed “food groups.”

PreDub Layout

Notice the sheer amount of FX tracks and BG (background) tracks. There are Foley groups, Background groups, Weapons groups, Hard FX groups, Robot groups, Vehicle groups, Impacts groups, Sweeteners, and miscellaneous groups (”swish/whooshes”). Most of these could theoretically play at one time since they represent actions that can occur simultaneously.

A judicious mixer, according to Murch, must negotiate what food groups constitute “warm” sounds and “cool” sounds, and to try to achieve a balance between them. Too many “cool” sounds — metallics, for example — and you risk oversaturating your “cool” palette; too many “warm” sounds — music, room tones — and you risk the same thing. But it seems likely that in the case of Transformers the Rule of Five was ignored.

This is not to suggest that Aadahl and the Transformers re-recordists simply saturated the sound track without a plan. A short sequence from the first film illustrates how sound can be absent even though we perceive it to be there. The battle between Optimus Prime and Bonecrusher on the L.A. freeway is a sequence that could very quickly devolve into a muddy, noisy mess. But the final sound mix clean, precise, and surprisingly sparse.

Director Michael Bay breaks up the visual action into clearly defined zones. Using medium-long shots, Bay handles the car-into-bot transformations with a measured approach that respects the spatial geography of the scene and individualizes each action. First, Bonecrusher transforms and proceeds to chase after Optimus, which is followed by a separate shot of Optimus transforming in his own space. The two meet (collide?) in a slowed-down long-lens two-shot. The entire build-up is among Bay’s cleanest from a visual editing perspective.

Transformers

Sound is equally uncluttered during the build-up. Muting the sequence gives you an idea of how many sound options were available to the filmmakers. Besides the mechanical sounds of the transforming robots, there are stacks of other materials and elements that could be layered into the mix, including pavement being ripped up by the ‘bots, explosions, car impacts, car tire skids, adjacent car engines, background traffic, police sirens, and the vocal “grunts” from the transformers. All of these sound food groups are present at some point during the sequence, but not all at once. Just as Walter Murch eliminated music from the continuous action for a brief moment, the Transformers sound crew emphasized only certain sounds during the continuous traffic chase.

The clip begins with a low-angle tracking shot approaching the Bonecrusher construction vehicle. The camera passes the Decepticon police cruiser with its siren on, and then settles on Bonecrusher as he transforms. The police siren drops out completely and Bonecrusher’s transformation takes center stage, sound-wise. In addition to the servos and hydraulics we also hear the grit of pavement being torn up, followed by some robot vocalizations.

A cut to the rear side of Optimus’ big rig eliminates the other sounds, and we are introduced to Optimus’ “sound world.” Again, traffic backgrounds begin to drop away as he begins his transformation, which is dominated by another set of unique servo and hydraulic noises, pavement and debris elements, and more vocalizations. Keeping a low angle on the action, Bay emphasizes Prime’s claw-foot hitting the ground — cue the impact — which nearly takes out a nearby Cadillac sedan — cue the brake skid.

Each sound element is treated as a unique event, separate from the rest of the FX and background materials. We might even say each sound is its own “shot,” which emphasizes certain key elements. There is very little overlap; in fact, the sequence does not rely on a real-world sense of sound space. At times, the robot vocalizations drown out the FX elements even though there is no reason to suggest they couldn’t share the space with the other sounds. Erik Aadahl and the mixers made a conscious decision to spotlight certain elements and eliminate others completely. It made more sense to them to highlight the vocal personalities of the ‘bots than to continue to emphasize the car/road carnage.

The linear treatment of sound whereby one sound follows another follows closely to Murch’s concept of “clear density” without owing to the rules. Murch found that he could remove a piece of sound from an otherwise busy sequence and the audience would not be consciously aware of it. Similarly, the Transformers freeway chase works on the same principle. As long as hear/see certain spotlighted actions, we don’t need every sound to be continuously employed. We don’t question why, suddenly, Bonecrusher’s destructive transformation drops out when we cut to Optimus Prime.

Some sound editors and mixers refuse to believe they work within a set of rules; in fact, some call themselves sound anarchists, believing that every film presents its own set of challenges and creative options. But it is difficult to imagine that, when faced with a complex action sequence like this one, sound designers and mixers do not adhere to some basic unwritten principles. They may not be the same strategies Murch has used, but they do tend to underscore the same goal: balance. How modern editors and mixers achieve the goal of a balanced sound track depends on who you speak to, but Murch’s career-long pursuit of a perfectly clear and dense track is also one shared by other sound professionals. They might not want to admit it, but even sound anarchists want balance in their work.

Apocalypse Now 2

On the Record: The Sound of Avatar

I came across this panel discussion a few days ago and thought it would be fitting to re-post it here. With the awards season well under way, it’s customary for filmmakers to convene panel discussions that showcase the art and craft of the Academy’s “technical” crafts like sound and visual effects. For Avatar, the sound team, along with director James Cameron and producer Jon Landau, took the stage at the Zanuck Theater on the Fox lot for a 45 minute discussion of how sound worked in the film. Joining Cameron and Landau was supervising sound editor and sound designer Christopher Boyes, and re-recording mixers Gary Summers and Andy Nelson.

Over the last year I have written about Avatar indirectly, preferring instead to cover the broader technological and aesthetic issues that surround the film, including 3-D imaging and its place in Hollywood cinema. With this in mind, I found the panel discussion to be extremely illuminating. I want to briefly highlight four points that were made at the session that relate back to some of the things I’ve written about in the past.

The sound team makes the important point that Cameron was very concerned about narrative intelligibility, which meant sacrificing some effects work in favor of pushing character dialog and sounds to the front of the mix. Boyes recalls a moment in the film when Jake’s avatar is being chased, and his heavy breathing was not present enough in the mix for Cameron’s taste. He reasoned that we need to hear Jake in order to better feel his fear. In the weeks leading up to the film’s release, Landau and Cameron emphasized the importance of story and the emotional attachment to characters even as many in the press were touting the film’s use of 3-D technology and advanced CGI.

Boyes discusses how early he was involved in the process, which goes back to 2006 when he first started designing the creature sounds. As much as Cameron and company may claim the film is a cinematic “game changer” (how I have come to hate that phrase), I believe the film’s lasting effect and its true innovation is in the way Cameron reconfigured the production process. Cameron has arguably created an entirely new workflow for high-profile pictures that involves the collaboration and involvement of crafts like sound much earlier in the process than usual.

Cameron’s home base in Malibu became ground zero for editorial. Music cues, sound effects, and visual effects shots could be sent to this production center so Cameron could continue to tweak his workprint, adding music or effects here or there. With respect to the visual effects workflow, check out this lengthy interview with Cameron, where he details the ways in which the film’s innovative production framework allowed him to work more freely within “3-D space.”

One of the key aspects to my own research on contemporary film sound is the concept of balance within the mix. In a large film like Avatar, there is the potential for sonic overload: dialog competing with effects competing with music competing with more effects. Cameron and Boyes go through the destruction of Hometree sequence, and how dramatic pauses and various kinds of explosions built a sonic architecture around the action sequence. “Clarity is king,” as Cameron puts it later in the talk. With hundreds, if not thousands, of individual tracks the crew worked in a reductive process, stripping away sounds that were deemed to be unnecessary or excessive.

Finally, the crew confirms something that I discussed in an earlier post about 3-D sound. With all the focus on 3-D imaging, mixers have not really changed the way they work with sound in a 3-D space. In fact, Avatar was mixed in 2-D. However, the crew makes an interesting observation about watching reels silently in 3-D, which had them imagining what sounds were appropriate for a specific 3-D moment. In effect, they worked with the silent images to figure out what sounds to feature in the mix, and where to place those sounds in the 5.1 space.

Andy Nelson’s “3-D” treatment of James Horner’s score was also illuminating. By “hanging” certain instruments in the theater space, Nelson adds depth to the sound space in a way that is usually reserved for traditional effects. I’ve only seen the film once and can’t remember this foregrounding effect, but I’ll be interested in hearing how it worked on my second viewing.

Fascinating stuff. Hopefully we’ll get additional panels from the other sound nominees in the coming weeks.

Avatar

Snorricam

Requiem for a Dream

If there is one stylistic technique that has reached a point of saturation in Hollywood, then it must surely be the Snorricam, otherwise known as the “reverse steadicam” or the “chestcam.”  I would go so far as to suggest that it may even qualify as the technique of the decade. (Ok, that may be an overstatement).

It is normally used sparingly, limited to one or two uses in a film for a few seconds at a time. The Snorricam presents a reverse point-of-view shot, which positions the camera close to the actor’s face and is, most crucially, connected to the actor’s body so it responds to the actor’s actual movement. As a camera technique it has not been limited to uses in particular genres; much like the Steadicam, it has been successfully used in disparate genres, from horror films to romantic comedies. Unlike the Steadicam, though, the Snorricam is a plainly evident and rather pronounced camera technique.

The history of the technique is vague: a Google search results in a number of websites that provide DIY instructions for a home-made chestcam, but very few articles on the technique itself and its history in the movies. Modern use stems from a contraption devised by Einar Snorri Einarsson and Eiður Snorri Eysteinsson, the creative team who work under the name The Snorri Bros., though they are not actually related. According to the pair’s website, the Snorricam was created for a music video “years ago for an all girl punk band. It has since become world famous.” Indeed it has, but why have so many films of the aughts turned to this technique?

Its diffusion in contemporary film and television is certainly owed to the Snorri Bros., but the technique itself is not new. Versions of the mounted camera appear in John Frankenheimer’s loopy Seconds and Martin Scorsese’s breakout film Mean Streets. Both films use it to convey the drunken disorientation of the main characters, which also characterizes the way it has been used in more recent films, such as Requiem for a Dream (more on this film a little later). The intervening decades proved to be unremarkable for this technique, perhaps overshadowed by the far more popular Steadicam, which came to prominence with Bound for Glory and Rocky in the mid-70s. I haven’t been able to find any notable uses of the chestcam in the 80s and 90s outside of Jacob’s Ladder and Malcolm X. Were characters in the 80s not getting drunk, dashing around in a disoriented way? Hardly. Were filmmakers not interested point-of-view shots to give some sense of character psychology? I’m pretty sure they were. So, how did this nifty device not gain traction? Well, on a purely functional level, the apparatus had not yet been refined, so weight and mobility could have been a problem. It is also a fairly disruptive technique, and by that I mean it can be disorienting for the viewer — purposely so, I suppose. So, there is good reason to believe that its design is a bit radical, especially in conservative filmmaking circles.

So, how can we explain the resurgence of the Snorricam in the latter part of this decade? It might be productive to look to Darren Aronofsky’s extensive use of the device in Requiem for a Dream and Pi. On its own, Requiem has become a film student’s film, quotable not so much for its dialogue but for its dizzying visual and sound style. Its stylistic palette even became fodder for The Simpsons. Out of the various techniques Aronofsky used to convey the troubled (and troubling) lives of his characters, the chestcam shots are distinctive for two reasons. First, he holds on the shots for some time, giving the impression that the technique is actually doing something more than providing a momentary visual gimmick. Second, the shots are not mere manifestations of subjective drunkenness, but instead suggest an out-of-body disassociativeness, which are neither purely omniscient nor particularly subjective.

The chestcam appears three times in the film: when Tyrone (Marlon Wayans) flees the gang murder scene, when Marion (Jennifer Connolly) leaves the scene of her first trick, and during one of Sara’s (Ellen Burstyn) paranoid delusions. Marion’s sequence is arguably the most visceral, lasting for over a minute. Aronofsky uses two different camera rigs, one in front and one behind her, to capture her walk from the john’s apartment, down an elevator and outside into the rain where she throws up onto the lens. Overall, the dizzying quality of the chestcam works well in the film mainly because it feels connected to the other overly-stylized elements.

The Hangover

In 2008 and 2009, the chestcam made cameos in The Hangover, Slumdog Millionaire, Rock’n'Rolla, District 9, The Lovely Bones, and Orphan among others. It has found favor among filmmakers like Spike Lee, who has used it in Malcolm X, The 25th Hour and Inside Man. It has even found its way onto television shows like House and CSI. Similarly, the taxi cab sequence in Zodiac accomplishes the same effect when the camera is virtually mounted to the moves of the car. The camera is locked to the CG taxi in a way that is slightly disorienting. The camera moves are too perfect, too still, which makes it all the more eerie.

The technique certainly calls attention to itself, which is perhaps why it is used so briefly. I’m not entirely convinced that it’s an effective technique even though it seems to be the go-to device for contemporary directors looking to add a sense of distorted subjectivity to a particular sequence. Peter Jackson recently spoke to Ain’t it Cool News about its use in The Lovely Bones, where he opted to have Stanley Tucci carry a small camera in his own hands, pointed at his face, while running through the house in one of the film’s climactic scenes. But I’m afraid that by this point it’s reached a point of real saturation, where it’s no longer as effective at creating the needed sense of urgency or “raw” movement. While not quite a gimmick, the Snorricam reminds me of how the slow Steadicam creep-in became a de-facto horror film convention after John Carpenter used it to such great effect in Halloween.

When used in an otherwise plainly shot film, the chestcam feels out of place. By this point it’s become a standard option in a director’s bag of tricks. Directors seem to be working off of each other here, borrowing the device to convey similar points. There are other ways of portraying interior states of mind, but this one seems to be the device du jour.

Lovely Bones