Profile

All opinions on this site are those of Mike Jones and are not intended to represent his employers or associates.

 

Posts

Entries in cinema (50)

Monday
Jan302012

5 lessons from Stanley Kubrick

I have been recently compiling a new lecture on Stanley Kubrick as part of a screen histories course Im teaching this semester. Of course there is much to say about Kubrick and indeed it has all been said many times by many people over many years. I confess to not, ostensibly, being a Kubrick fan and yet as I research, write and compile my lecture I find myself entranced by his films. His narratives don’t overtly interest me and his subject matter often bores me; but on a scene by scene level, moment by cinematic moment, he is intoxicating.

What i find particularly interesting - and which is perhaps obvious in this context - is that his early photography from his time as staff photographer for Look magazine, is just as compelling as his films. His portraits remind me of a New York incarnation of Henri Cartier-Bresson.

 

As I tech not in a university context but within the very different demands of a national film school (which is to say NOT teaching ‘cultural studies’ pretending to be Screen Studies, but actually teaching the Study of the Screen) i am aware of being sure to contact thick and tangible threads between ideas, concepts and screen production practice. And as I look to Kubrick with this frame I can see profoundly 5 core tenets aspiring and developing screen practitioners can take from the story of Stanley Kubrick.

The power of Genre - Kubrick may be a definitive auteur artist filmmaker but he was absolutely a genre filmmaker - war, horror, thriller, noir, slapstick. And he understand the power of genre to elevate stories, rather than (as they are too often perceived) a constraint to weight them down.

The power of Knowledge and Research. Kubrick proves a notion i often struggle to drive ohm to students; that there is no such thing as knowing too much. That there has never been a consistently greta filmmaker who wasn’t also a deep thinking and astute researcher. intuition is worthless if its not informed by knowledge, ideas, research and articulate considerations. Kubrick himself once observed about himself and his love of Chess is that it “teaches you that you must sit there calmly and think about whether it’s really a good idea and whether there are other, better ideas”

The power of Technology. Cinema IS technology and no other art-form so wholly relies on technology for both its construction and reception. Kubrick certainly understood this and the precision, artistry and visual richness of his films can be seen as stemming directly from his deep knowledge of cinema as a technical process. Kubrick was a director never at the mercy of the technology or ignorance of it. And the results are on the screen, camera movement by gloriously exposed and lit camera movement. 

The importance of Development. Kubrick may have taken many years between films but this was not down time chilling by the pool with a margarita. Kubrick understood that great films come from long and rich processes of development. he was a filmmaker always and perpetually in Development. And this drives home the notion for emerging filmmakers to always been engaged with the process of making. Filmmaking does not begin with a camera and a set, it begins with a book and a notepad. 

The importance of Adaptation. There is unfortunately a modern phenomena that inextricably links the director Auteur with the moniker of Writer-Director in popular young filmmaker perception; and moreover as the Writer-Director of original narratives. Yet Kubrick’s great skill was that of adaptation with virtually all of his films being adaptations novels and short-stories. In the digital ago of cross-platform, immersive, interactive and episodic storyworlds the fundamental skills of adaptation, I would argue, is the Single Most Important skill a creative screen media producer can possess.  The ability to see a property, understand it, extract form it it’s essence and articulate that essence into new mediums and constructs is the basis of almost all modern screen production. As movies become games and games become websites and websites become mobile apps and apps become augmented reality games and ARGS become episodic series and graphic novels and…. Adaptation is the core skill we must all possess. 

He may be dead and many may think his films dead boring but Kubrick still has much to teach us.

Stanley Kubrick Filmogrpahy by Martin Woutisseth - martinwoutisseth.com
Wednesday
Nov022011

There's life in indie filmmaking yet

Jackie (Francesca Gasteen) and Lucy (Cindy Nelson) - together nicknamed ‘Jucy’ - are 20 something best friends who do everything together. Their days are spent working at a local alternative video store serving a variety of equally emotionally disenfranchised freaks and geeks. Always on the outside looking in but never alone as long as they have each other, they combat boredom with their own special brand of ‘joie de vivre’. When badgered by friends and family for being in a ‘womance’ (the girl equivalent of a bromance - codependent, weird and incapable of living a normal life), the girls decide it’s time to grow up. Jackie will snag the dreamy boyfriend and Lucy will land the job of her dreams, but will growing up mean growing apart? In the spirit of Muriel’s Wedding and Bridget Jones’ Diary this Aussie comedy speaks to everyone who survived the all too common quarter-life crisis with a little help from their friends.

Jucy restores faith in indie filmmaking, fresh ideas and popular appeal without trading in heart and soul.

Jucy opens on 5 screens across Australia on the 3rd November 2011 and the stars are going on the road to meet and talk to audiences!

Catch them at these places:

Manuka Event Cinema (ACT) Wed 2nd Nov
6.30pm screening followed by Q&A with stars, director and writer

Wagga Wagga Forum 6 (NSW) Thurs 3rd Nov
7.30pm screening followed by Q&A with stars, director and writer

Orange Odeon5 (NSW) Fri 4th Nov
7.30pm screening followed by Q&A with stars, director and writer

Indooroopilly Megaplex (Qld) Sat 5th Nov
7pm screening followed by Q&A with starts, director, writer and producer

Adelaide Iris Cinema (SA) Thurs 10th Nov
6pm screening followed by Q&A with director

Tuesday
Nov012011

Cinema. Style or Mistake?

“The higher up you go, the more mistakes you are allowed. Right at the top, if you make enough of them, it’s considered to be your style.
Fred Astaire


How much of the history of film is the driven by individual style?  How much by mistake?  Or would we call it creativity, problem solving, necessity, invention, innovation, play…  

Apply for the AFTRS 2012 Graduate Certificate in Screen Culture.

Monday
Oct312011

Re-writing the History of Movies

“It’s time to redraw the map of movie history that we have in our heads; it’s factually inaccurate, and racist by omission.”

Mark Cousins, The Story of Film, 15 part documentary series.
 

Cousins is proposing, among other things, that the movies are not driven by money but by ideas, which is a potentially hugely liberating notion for our industry.  Controversial, yes, but is this because of the ways the debate has been defined by Hollywood?  What if the facts and omissions were corrected, would we think differently about movies, particularly the movies we are yet to make?

Join the conversation: apply for the AFTRS Graduate Certificate in Screen Culture

Saturday
Oct292011

Graduate Course in Screen Culture - 10 Quotes

“Everyone wants to be Cary Grant, even me”  Archibald Leach



I love this quote from Cary Grant, whose real name was Archibald Alexander Leach.  It may be apocryphal (IMDb reports it slightly differently) but even if it is, it says so much about the  movies and how they create us.

The AFTRS Graduate Certificate in Screen Culture offers students the opportunity to discover and engage with the underlying ideas that shape screen arts and culture.  It covers key knowledge about the history and contemporary landscape of screen arts that an expert in screen culture needs in order to make informed decisions as a curator, festival director, administrator, or project officer, to write authoritatively as a critic, commentator, distributor or marketer, or to make richer work as a practitioner. Over the course of one-year (part time) students learn about the agencies and structures that make key decisions about our screen culture, they collaboratively create a lively screen culture destination online, and pursue an idea of their own in a screen culture project, while they discover and debate the ideas underlying screen arts concepts, stories, artistry, genres, cinematics and forms of the past, present and future.  Through discussions, screenings, in-class exercises, guest presentations and seminars students will develop fluency with the ideas that determined our past and present and the skills to shape the ideas that will determine our future.

Learn more here and Apply for the AFTRS 2012 Grad Cert in Screen Culture.

Monday
Sep262011

The History of Cinema in 5 Films

What if you had to explain cinema to someone from another planet and only had five films to do it with? Which films would you pick, and why?  Would they be your favourites, your ‘Desert Island Discs’?  The ones that changed cinema the most?  The ones that are representative of key moments, ideas or artists?  Would there be any Australian films on the list?

Join us at AFTRS on 05 October, 2011 at 6:30 pm for a revealing and entertaining debate amongst influential screen culture and industry figures about which films they would pick. Special guests include:
  • Neil Peplow – Director of Screen Content, AFTRS
  • Kristy Matheson, Film Programmer, ACMI
  • Julie Rigg, ABC Radio National MovieTime  Presenter and film critic
  • Moderated by Karen Pearlman, Head of Screen Studies, AFTRS
Rules of Engagement – each of our special guests will prepare a list of five, with short clips and pithy arguments for why they are right.  The audience will vote to come up with a list of ten films.  
This event is presented as part of the AFTRS Graduate Certificate in Screen Culture, a course for future arts and broadcast industry critics, commentators, curators, festival directors, arts administrators and project officers. More info here.
For my own pick of 5 - I went for 5 films metaphorically concerned with Humanity by being films about Aliens. Thus I choose:

1) Day the Earth Stood Still (where humanity is in Judgement by the Alien)
2) 2001 (where Humanity becomes the Alien)
3) Alien (where Humanity’s greed seeks to unleash the Alien as a weapon)
4) Close Encounters of the Third Kind (where the Aliens are our friends offering us transcendence)
5) District 9 (where the Alien is the victim and in need of our help)

What are your 5?

Monday
Jun272011

The Case for More Film Adaptations

Whilst many may decry the number of adaptations out of Hollywood rather than original stories for the screen, the importance and value of adaptations from non-film stories in national cinemas outside of Hollywood is more compelling.

Screen Australia researcher and former MA student at the AFTRS centre for screen business, Matt Hancock, produced an important research paper late last year that is beginning to ring bells in the Australian film industry and even prompted a feature session at the Australian Writers Festival on the value of adaptations. 

Matt’s paper, entitled “Mitigating Risk; the case for more adaptations in Australian cinema” poses hard questions about why the rates of film adaptations in Australia are so low compared to other western countries and why reversing this trend may be the most important thing the Australian film industry can do to garner some sustainability.

The full paper is available below and makes for an fascinating read for any writer, producer or director looking to assemble a vibrant and viable slate of productions.

 

 

Monday
Jun062011

Roger Ebert, Video Games and a lesson in Film History

Eminent film critic Roger Ebert has long made himself the target of angry gamers with his obtuse assertions about Video Games and their lowly status in the grand hierarchy of art. Ebert has in blog posts and newspaper columns declared open and proud his dismissive attitude toward games and his clear declartion that games are not, and indeed cannot, be art. 

Subsequently, and rightly, Roger Ebert has been called various things by afronted gamers which boil down to two clear charges - Arrogance and Ignorance. Certainly i agree that these are two sins Ebert is  guilty of in regard to his perspective on computer games. But I’m going to take a moment to take Mr Ebert to task from another angle and call him a name he may find more offensive than any of the unsavoury things he has been called by those who love the art of computer games - I charge Roger Ebert with being a Hypocrite.

How do i come to such a charge? My accusation comes from the history of cinema  itself and the paradigm of theoretical thinking that is directly responsible for the modern cultural position of cinema as an artform and moreover the basis for modern film criticism.

You see, cinema itself wasn’t always considered an art. Whilst cinema has it origins at the turn of the 20th century and produced many of its great master works from the likes of  chaplin, keaton, murnau and lang in the first three decades of its existance, cinema had had no true critical or scholarly status as an art until well into the second half of the century.

Cinema’s fortunes changed hoowever in the 1950’s and 60’s with a collection of film critics and filmmakers who becane collectiveky known as the French New Wave. And modern critics such as Mr Ebert owe their livlihood and profession to the tsunami the French new wave unleashed.

For the New Wave critics, and their devotees that followed (both in Europe and the US) the idea of the auteur (the director artist) and mise en scene (the recognisable style of the artist) were bound together with both being deliberate and concerted efforts to provide for cinema the academic credibility and scholarly critique other artforms had long enjoyed. In order to understand the significance of mise en scene and auteur thinking as concepts – ideas which govern much of what is understood in regard to contemporary cinema criticsm – we need to acknowledge the impetus for the assertion of cinema as an art.

Whilst we may take for granted the position of cinema as both a high and popular artform today this position is not one that was organically or easily adopted. Cinema had suffered, much as its young-art predecessors (namely still-photography) had suffered, from both benign neglect and, at times, overt dismissal of any serious artistic legitimacy. Fundamental to the disparaging attitude exerted upon cinema by the art establishment up until the1950’s and 60’s was the collaborative nature of cinema’s making, worse still its oftentimes production-line assembly process (as propagated by the Hollywood studio system) that appeared more like the seminal Model-T Ford factory than an artist’s studio. What specifically made this such an abhorrence to art was the distinct lack of an identifiable ‘author’. Without a individually identifiable author, that a work of art could be attributed to, there could be no ‘art’. More particularly without an author there could be no art critique, no critical or analytical study of the artist and their body of work. The French New Wave aimed squarely at elevating cinema as an art by specifically championing the individuality and unique voice of the identifiable cinema director as artist, what they termed the auteur, above and beyond the collaborative group of artisans.

If the New Wave critics could pin the creative choices of a cinematic work to the specific and unique vision of an individual - a Director with a  tangible political, social, stylistic, cultural or aesthetic axe to grind - then they would achieve the establishment of cinema as an art by letting in the critics.

It is therefore very interesting to note that Roger Ebert has levelled this self-same argument once fought by cinema against contemporary computer gaming by asserting that games cannot be  ‘Art’ since there is no identifiable ‘Artist’ or authorial control. Gaming is a collaborative artform forged between creators of different disciplines just as cinema is. But Mr Ebert asserts that Games are “inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.” (Ebert, R cited in Choi, D 2005)

It would appear hypocritical for a film critic such as Ebert to mount such an argument when his very status and position as a contemporary film critic is the direct result of the French New Wave vigorously combating the extact same perspectives once levelled at cinema. Cinema spent its first 50 years deemed Not an Art because it had no identifiable Author and Ebert charges Gaming with the same failing?

The efforts of the New Wave to change the perception of cinema and have it taken seriously as an individually authored art were highly successful as Paul Watson comments:

“such a fundamentally evaluative critical method not only enabled cinema’s great works and the great film artists to be ranked alongside the great works and artists of the classical arts, but presented critics with a methodology and vocabulary for studying cinema. Armed with such a method, it was possible also for the critic to contribute to the task of winkling out traces of authorship in a range of filmmakers’ work.” (Critical approaches to Hollywood cinema: autorship, genre and stars 1996)

Cinema had to fight very hard to be taken seriously as an art and undermine the established but arbitary and inconsistent notions of the ‘artist’. Gaming is simply at the same place cinema was at in 1950, mounting the same battle, following the path trod by cinema before it. Thus I feel very confident in declaring Roger Ebert an ignornant, arrogant, hypocrite in the purest definitions of those words - he’s obviously ignorant of gaming, he is evidently arrogant about the hierarchy of cinema and entirely hypocritical by applying the same criticism of gaming that his role is as film critic was instrumental in overturning.

But the real question; is he being deliberatelty disingenuous, selectively chosing to ignore the history of his chosen art in order to disparage a different artform he evidently knows nothing about? Or Is he simply demonstarting yet further levels of ignorance, this time more disturbingly, an ignorance of the history of his own profession.

Either Mr Ebert needs a little schooling on the history of cinema or else he needs to open his mind a little.

Thursday
Oct072010

Got a great idea for a film or TV script? Come and Bounce it!

Think you have a story that would make a brilliant film? Got a great idea for a TV or webisode series? Come to a special AFTRS event called BOUNCE. You’ll have the chance to get feedback on your concept from industry experts. Plus you’ll get guidance on how to develop your idea. BOUNCE is absolutely FREE but places are strictly limited so register TODAY.

What: BOUNCE
Where: AFTRS – Australia’s national film school
130 Bent St, Entertainment Quarter, Moore Park, Sydney
Date: Saturday October 16, 2010
Time: 9.30-1pm
Cost: Free
Register for BOUNCE

Bounce Schedule
9.00-9.30am Registration
9.30-10.15am What makes for a good idea?
10.15-11.00am How to develop your idea
11.00-1:00am Do you have a great movie or TV idea?

9.30-10.15 What makes for a great movie or TV series idea?
Why does concept matter? What are the elements of a good movie idea? What makes for a good series idea? How should you express your idea: the logline.

10.15-11.00 How to develop your idea
What are the steps to develop your movie or episodic series idea? What does the market expect? What are your options to help develop your idea?

11.15-1:00 Do you have a great movie or series idea?
You’ll have the chance to bounce your idea off AFTRS film school staff including Screenwriting lecturer, Allen Palmer (and blogger at Cracking Yarns) and Head of Screen Studies, Karen Pearlman along with yours truly. We’re all highly experienced and renowned for providing honest, constructive feedback.

How to register for Bounce?

BOUNCE is the event that can begin turning your movie or TV series idea into a reality. It’s FREE but places are strictly limited so you should register today  (link to rego field on Cracking Yarns) to avoid disappointment.

Monday
Sep132010

Not So Special FX: theorising visual normality

For the purposes of a progressive discussion it is important to dissolve the largely dysfunctional distinctions in how we describe and refer to cinematic events; in particular those seemingly derived from technological advances and indeed the very notion of the ‘Special Effect’. (It should be noted that in production practice there is a clear distinction between Special effects and Visual effects; the former relates to those effects executed on-set and in the real-world, where as Visual effects refers to those largely conducted in post-production and integrated with the on-set footage. That said, for the purposes of the discussion here I will use the term ‘Special’ in a more layman vein to refer to all effects that allow the presentation of the impossible or improbable as realistic.)

The idea of cinema possessing or engaging in ‘special effects’ has immediate implications for what can, is, or should be considered a visual norm. The term Special implies extraordinary or out of the norm and so the term itself is highly problematic as a way of considering what cinema is as it pre-supposes a particular visual ‘normality’ - that anything outside of that is beyond normal and subsequently ‘special’. For example we may take a scene form a science fiction film such as Terminator 2 - two men engaged in a physical fight. Of itself this is live-action performance captured in real-time by a physical, lens-based camera. When one of those men becomes liquefied metal and melts (the result of carefully constructed 3D animation and CGI we have - in common popular language at least - a ‘special effect’. However it would be an un-useful mistake to consider that the melting man image is ‘special’ because it is not based in ‘reality’ as cinema itself, on virtually every level, defies ‘reality’ by nature without necessarily engaging in what would commonly be thought of as a special effect. For example the simple act of cutting a film sequence to show the same events from different angles is not based in ‘reality’ just as the use of a non-diegetic musical score is not ‘reality’. Defining cinematic special effects on notions of what is or isn’t ‘reality’ is simply dysfunctional. Alternativey the distinction between what is or isn’t visually ‘normal’ is a much more sound and dynamic framework from which to examine the changing nature of what can be considered a ‘special effect’ based on what might be perceived as a ‘normal’ cinematic experience.

That said, this idea of ‘Normal’ and ‘Special’ is enormously awkward and relies in large part on the subjectivity of the time the work was made to define ‘normality’. We need only look back on the evolution of cinema to see such common, simple, even (in hindsight) unremarkable, cinematic constructs as a Zoom (where the camera lens moves the viewer’s perspective in closer on a subject) or Deep-focus (where the image in both the foreground and background is kept in focus), to see examples of what where once ‘Special Effects’; cinematic events outside of the prevailing ‘norm’. Both these examples derived directly from advances in technology (zoom-lenses in the former, more light-sensitive film stock with smaller aperture exposures in the later). Both were visual cinema elements that had never been seen before and were outside of the prevailing ‘norm’ of the time. Both have however become common, everyday cinema language with nothing ‘special’ about them. It’s in this environment that we find contemporary cinema; cinema of the digital age infused with the power, flexibility and hybridisation that digital technology affords. It would be a fundamental (and yet all too common) mistake to categorise 3D CGI, composited layers, transparency and virtual cameras as ‘special effects’. By doing so they are denoted as somehow outside of a visual ‘norm’ and yet the ubiquitous nature of the tools for making these cinematic elements, across all levels and modes of cinema production, defies any categorisation of being ‘special’. When near photo-real 3D graphics can be produced on a domestic home computer by a hobbyist or amateur creator, we can hardly continue to define these elements as ‘special’ when they have such broad democratised accessibility.

By proxy the ever increasing saturation of hybridized forms and of mixed media in traditional cinema (along with a much broader and holistic definition of cinema itself) it cannot be logically argued that such constructs as 3D graphics are exceptional in any way when they function as commonplace mainstream media assets. This process of popularisation and ubiquitous dispersal across cinematic forms simply embeds the visual aesthetics of such things as 3D, CGI and virtual cameras into the common language of viewers. Virtual objects, hybrid animation/live-action sequences, motion-graphics, virtual cameras, blended multiple images, these are all simply part of the milieu of contemporary cinema; they are neither extraordinary nor are they rare. These elements have become not just a commonly understood part of cinematic imagery but rather, more importantly, become part of common visual expectation on the part of the viewer. It’s here that we might return to computer and video gaming to see the impact of Mise en space and an aesthetic paradigm of spatial composition prevailing into the common cinema language discourse. When 3D gaming is among the most popular and widespread screen-based, moving-image entertainments available to a mass audience it is inevitable that the aesthetics of gaming, the visual expectations of those for whom gaming is a common part of their cinematic diet, become part of common cinematic language. What we have is a bi-directional influence towards the same socio-cultural result in the context of cinema aesthetics. At one end, gaming being a cinematic form of mass popularity means invariably the visual expectations of gaming are supplanted onto a broader cinema context. Visual language is simply a set of social, cultural and aesthetic codes by which viewers are able to interpret and de-construct what it is they are seeing. If a significant proportion of viewers of any form of cinema are also Gamers it stands to reason that their expectations for how that moving image will, can or should behave, and be read, will be influenced by games aesthetics. From the other direction we have the exertions of the means of production themselves and the creative production processes they engage. That the tools for making games – for designing 3D CGI spaces, animating characters, generating and controlling virtual cameras – are the same toolsets used to create a huge variety of visual elements in non-game forms, it is inevitable that this cross over and interchange between tools and creative processes results in new shared aesthetics between forms. Similarly the paradigms for the composer of cinematic works, the frameworks by which they construct cinematic experiences, are drawn directly from the tools themselves; so the very act of Composing becomes one deeply embedded in the inherent aesthetics of tools built of spatial rather than framic parameters.

The expectations of viewers, what they expect from the moving image, how they expect it to behave, is fundamentally linked to the cinematic language they have been immersed in, that they have been trained to read. Never before has that language been so diverse, and thus making a distinction about what is and is not a ‘special effect’ is an arbitrary and largely useless distinction to make. Instead what we have constructed is a new relationship between the viewer and cinematic form, one built on very different and diverse set of expectations. Where once cinema was singular and unified, it is now largely hybridised multifaceted with very different connections forged between viewer and creator; between composition and experience. The link that has underpinned cinema to this point has been the tightly connected, even shared, relationship between the act of ‘composing’ by the filmmaker and the act of ‘viewing’ by the viewer. The idea that the filmmaker composed in frames and the viewer, likewise, experienced the work in frames; the act of making the moving image drawn on a shared axis with the act of viewing the moving image. But this connection is arguably a purely techno-cultural one. The tool for acquiring the moving image is traditionally a camera (even in drawn animation) and the camera is little more than an inverted viewing screen; a projector or TV working backwards - framed light in rather than framed light out. Subsequently the tightly wrought relationship between the act of composing cinema and the act of watching cinema, where both are reliant on the frame and the pre-determined position of reception, is one largely derived from the tool itself and its mechanics rather than any aesthetic impetuous. When we change the tool of composition, and therefore the process of making cinema, we unavoidably break this consistency between ‘making’ and ‘watching’. The paradigm for making the moving image is now no longer a shared modality to that of viewing the moving image. Manovich again points astutely at this shift:

“while the term “moving image” can be still used as an appropriate description for how the output of a design process is experienced by the viewers, it no longer captures how the designers think about what they create…. frame based representation did not disappear - but it became simply recoded. An output format rather than the space the actual design is taking place.” (2003)

What is asserted here is that the role of the frame has significantly altered; it is certainly still how the cinematic work is received, movies are watched on screens and screens (no matter how large or small) have frames, finite edge limits. But for the creator, the composer of a cinematic work, the frame is no longer the dominant paradigm for composition because the tools of making cinema no longer hold the frame as the primary compositional axiom. Cinema, by its new found Cartesian framework, inclusive of a z-axis, has become much more akin to architecture than it has to the photograph; the artistic processes of composing cinema now draws upon a new cannon of aesthetic language constructs; constructs which are built on dynamic spatiality and variable perspectives. How we might understand this new aesthetic platform comes, as it so often does, from looking back through the wreckage of past art movements to draw parallels and pre-cursors to the environment we now find ourselves in; precedents by which to measure our current state of affairs. In this regard, some observers have drawn connection between the spatial, layered, technological-derived and visually verbose aesthetics of contemporary cinema and the Baroque art movements of 17th century. The term Baroque has been used to describe an art movement that was built on “extravagance, impetuousness and virtuosity, all of which were concerned with stirring the affections and senses of the individual… considered a chaotic and exuberant form”. (Ndalianis. 2004, p7-8) Indeed there’s much that may be taken from this description to aptly be applied to cinematic form in the digital age of virtual cameras, multiple blended layers, interactivity and 3D animation. Baroque has also been referred to as “possessing traits that were unusual… and beyond the norm” (Ndalianis. 2004, p7) and this idea of a ‘norm’ and of exceeding that normality is particularly useful for defining the impact of what Angela Ndalianis has termed the “Neo-Baroque” (2004). Ndalianis observes that “The baroque’s difference from classical systems lies in the refusal to respect the limits of the frame.” (2004, p360) In the context of the idea of a Mise en space compositional paradigm this would appear to hold a great deal of weight. That the aesthetic impact of 3D tools, CGI and Z-space composition is not simply to work outside of the traditional cinematic frame but rather to more disrespectfully re-position the significance of the frame itself. Gibbs, in his very traditional assessment of the Mise en scene, takes some steps to include spatiality beyond the frame stating that;

“what is in the frame is only a selective view of a wider fictional world and the act of framing an action presents the filmmaker with a whole range of choices including those concerning what is revealed and withheld from the audience.” (2002, p26)

But this perspective is still fiercely adherent to the frame itself, to what we might contend is “the order and reason of neoclassicism” (Ndalianis, 2004, p8) The Gibbs perspective – which is certainly the long established pillar that has informed most cinema thinking over the past century – invokes spatiality, invites it into the discourse, allows it to be part of the frame, but keeps it reigned in, not allowing it to become the infinitely variable parameter of endless view that the Baroque implies. Instead Ndalianis draws upon Deluze to reclassify the role of the frame itself.

“the (neo-)baroque complicates classical spatial relations through the illusion of the collapse of the frame; rather than relying on static, stable viewpoints that are controlled and enclosed by the limits of the frame, (neo-)baroque perceptions of space dynamically engage the audience in what Deluze (1993) as characterized as “architectures of vision”. Neo-baroque vision, especially as explored in the quadratura and science fiction genres, is the product of new optical models of perception that suggest worlds of infinity that lose the sense of a centre.” (2004, p28)

It is this last articulation of infinite worlds without a “sense of a centre” that makes the concept of a neo-baroque aesthetic over contemporary (digital) cinema so applicable. The prospect of the ‘infinite’ is at the heart of 3D CGI and Z-Space – infinite points of view (aka virtual camera positions), infinite perspective, infinite focus in defiance of lens mechanics, and, most significantly, infinite flexibility for all the properties of the cinematic image to remain malleable and variable; indeed multiplicitious. The missing sense of a centre that particularly underpins Baroque ideas of architecture and spatial construction (churches, palaces and landscape gardens) – as Klein observed “Baroque landscaping looks like a video game” (2004, p11) – finds a poignant target in considering the absence, dismissal and dissolving of the ‘frame’ itself. The frame moves from primary ‘facilitator’ of composition to secondary ‘deliverer’ of composition. The ‘frame’ is the centre of traditional Mise en scee cinema, but the Neo-Baroque of the digital age dissolves that centre in favour of the chaos of variability garnered from a frameless compositional world.

“The Renaissance ideal” which we may read as traditional Mise en scene framic sensibilities is “of a perspectively guided representation… replaced by a Baroque concern with complex, dynamic motion and multiple perspectives that are dependant on the position of the viewer in relation to the work” (Ndalianis 2005, p360)  The issue this idea raises is the new relationship of perception formed between the Viewer and the cinematic ‘special effects’ that are intrinsically a part of the Neo-Baroque’s dynamic. Neo-Baroque is unable to construct its much desired ‘dynamic motion and multiple perspectives’  without what would otherwise be known as ‘special effects’ and yet since virtually all of the elements that would go into the construction these ‘special effects’ push Neo-Baroque cinema beyond the visual norm, we are left with a very problematic question of what  exactly a ‘special effect’ is? The major transgression for Neo-Baroque in regard to special effects is the decidedly tangible move away from the long-standing attempt to hide or disguise the apparatus to the veritable wearing of the apparatus on the cinematic sleeve. Klein picks up this argument discussing Bazin in the context of Baroque theatre;

“For many film theorists like Bazin, special effects are the hoax that makes the cinema feel artificial. The audience can all but smell the effects machinery just outside the frame. In Baroque theatre however sensing the fake was considered a glory. Special effects were designed to suggest a hoax; that enhanced their art. They were sculptural and painterly artifice invading the stage” (2004, p31)

Aylish Wood goes further with the concept of ‘inscribed media’;

“moving image media are becoming increasingly marked, or inscribed, by visible evidence of the technological interventions used in their creation, and that these inscriptions frame or intercede in a viewer’s engagement” (2007, p1-2)

It is this cross-roads intersection between viewer engagement, technology and the cinematic language of visual expectations, that is the fulcrum of any discussion of the contemporary role of the Mise en scene in cinematic form. As the digital age adds ever deepening layers of visual complexity, around a frameless compositional paradigm of spatiality, the artifices of that construction, and the un-reality of digital cinema’s mechanics viewed through an imposed frame, become an overtly apparent property of the cinema experience. Read in more tactile terms, digital elements such as 3D CGI and virtual environments are an unmistakable and obvious ‘hoax’ on the viewer and furthermore do not pretend to be otherwise. When the cinema space can be explored in ways that a physical space cannot, when the viewer can occupy vantage points that a physical camera could not, when images and objects divorced in space, time and context can seamlessly coexist, then we have engaged a new sense of visual ‘norm’ for the act of viewing. A norm that redefines the relationship to what would otherwise be considered a ‘special effect’. Suffice to say that Mise en space, as a form of Neo-Baroque cinema, a composition of ‘Scripted Spaces’, is one that wears the mechanics of contemporary cinema on its sleeve, that doesn’t pretend to be anything but cinematic; a grand, elaborate and extravagant experience which Klein describes as being designed “to make us feel light-headed, anaesthetized - cheerfully disorientated… because we know the confusion is intended” (2004, p97). It is how the technology positions experience in new contexts of cinematic process that defines a new understanding of what it is to ‘compose’.

___

Manovich, L., 2003. Image Future.

Ndalianis, A., 2004. Architectures of the senses: Neo-Baroque entertainment spectacles. In Cambridge: MIT Press.

Gibbs, J., 2002. Mise-En-Scene: film style and interpretation, London: Wallflower Press.