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I've been asked to contribute an article for The Cinema Journal, for a special issue about the relationship between cinema and gaming.
I've provisionally agreed to do it as I had some ideas along those lines (below), but my position is that I know a fair bit about cinema and only really a bit about gaming.
My notes so far were more about cinema's use of CGI and how our notions of "authenticity" are still so tied to what the analogue lens shows us, and to the physical limits of the film camera. I've also got some observations in there inspired by a thread on this board, about lens flare and the way your "eyes" in a game are represented as if they were a camera lens ~ again, the (hand-held in particular) camera as guarantor of "truth" and "realism".
I'll share the paragraphs I wrote earlier, here, and then move on from there.
NB: there are some really basic notes in there, within square brackets and italics, as add-ons to the more finished prose (which I was writing as a draft book proposal). Some of them are, again, inspired directly by a Barbelith thread ~ the one on Cloverfield.
The three films discussed directly above – as with The Matrix and also Crank, which pastiches the look of the Grand Theft Auto series – borrow in many ways from the visual style and storytelling conventions of contemporary video-games. This is an increasing trend in action-oriented SF cinema but for the most part – with further exceptions such as the steadicam in Strange Days imitating a “first person shooter” viewpoint – the borrowing works in reverse, with video games appropriating the techniques of cinema to connote spectacle and authenticity. The swooping CGI camera-eye that establishes and introduces new locations, familiar in many video games, is borrowed by Ultraviolet but this move originates, as noted above, in 1920s city cinema. The Matrix’s “bullet time”, a forensic camera view that focuses on and fetishises the detail of weapons trajectory, was explicitly copied in the Max Payne games, which were promoted as film noir; Max Payne’s bullet time sequences are even shot in sepia, imitating old photography. Like the vast majority of contemporary games, the recent GTA series uses conventions of establishing shot and shot/reverse shot for its dialogue and cut-scenes; it also employs slow motion for replayed sequences or moments of particular spectacle, raindrops on the “lens” during wet weather, and lens flare when the player looks towards the sun.
These last two techniques are particularly telling, as they are not designed to imitate the authentic experience of walking or driving in the city – only a camera lens, not a windshield or human eye, produces flare, and outside a car, there is no physical explanation for raindrops obscuring vision. These visual devices imitate the experience of cinema: it is analogue photography, with all its quirks – lens flare is technically a limitation of the equipment – that guarantees “authenticity” in video games.
This drive to imitate photography is even more extreme in cinematic CGI. Again, ironically this involves breaking down the smooth, shiny visuals of CGI in order to disguise it as the more primitive analogue technology; developers strive towards reproducing cinema’s technical flaws. Battlestar Galactica prides itself on the jerky, handheld quality of its outer-space CGI, complete with rapid zooms and momentary loss of focus. Zodiac includes a sequence of entirely artificial time-lapse city photography, the jerkiness of the earlier method reproduced in CGI.
[see also Cloverfield with CGI-augmented DV footage as “authentic”, though it is carefully, painstakingly constructed to look rough and amateur, and LOTR hand-held/jumpy battle footage]
[NB despite the “authenticity” of this CGI we are of course buying an illusion, knowingly – and repressing our knowledge that we’re looking at a simulation. Like Cypher, who opts for the Matrix illusion knowing it’s a fake, or Deckard/Rachael, trying to repress their own suspicions of their replicant status, we accept a convincing simulation as “real”. We are like citizens of a simulated city ourselves
Dover in Minden, 2000: 281-283 Fritz Lang’s Metropolis (Camden House) – the viewer is consumed by the images on screen as the workers are consumed by the machine – the citizens devoured by the city reflect the viewer being devoured by the screen’s seductive surfaces
Inability of humans (diegetic citizens, and viewers) to maintain the integrity of self in a machine/image environment – we are subsumed
Cf. Matrix viewers (and Dark City viewers, etc… BR viewers) accepting simulating and repressing the uncomfortable real, just as the protagonists do.]
The conventions of photography, and the cinematic techniques established over a century ago, are still the guarantor of authenticity in contemporary cinema. This privileging of the photographic image as connoting the real, personal history, memories and identity is also central to many recent SF films. Blade Runner’s Rachael desperately clings to a picture of her mother as proof of her past, Leon treasures snapshots of his replicant “family”, while Deckard keeps images of people he can never have met. Jack Logan, Lenny Nero and John Anderton in Timecop, Strange Days and Minority Report respectively immerse themselves in video memories (whether conventional, 3D or cerebral cortex “SQUID” clips) of lost loved ones.
[also Wong kar-wai. Mazierska and Rascarioli 2001]
This chapter will consider the implications of what SF writer Bruce Sterling calls “technological lock-in” – the way the potential of the “CG-Eye” is deliberately hobbled to bring it in line with photography. As previous chapters have demonstrated, to an extent the CGI camera does offer us spectacle, both in terms of what we see and how we see it, beyond the scope of the analogue camera; but the earlier discussion has also shown that these techniques evolve directly from analogue photography. The CG-Eye is currently tied to the conventions not just of cinema, but of specific, limited approaches from cinema – for the most part it reproduces but expands upon the mobile, free-moving crane or helicopter shot to introduce city vistas, and as noted above, occasionally imitates hand-held shake or stop motion. So far, CGI has only occasionally attempted to engage with the vast possibilities of other cinematic “looks” beyond this range: Max Payne’s dream sequences, fittingly for a self-styled noir, resemble Expressionism, and the first trailer for Grand Theft Auto IV was a witty pastiche of Koyannisqatsi. So far, though, the potential of the CG-Eye to show us new views of the city has been held back by a perceived need to guarantee the “real” through the approximation of relatively mainstream cinematic forms.
So that's where I am so far.
I'm posting this on here in the hope that some of you might help me bounce off these ideas, discuss them in ways I hadn't thought of, fill in the gaps in my knowledge with some relevant examples from games (or from cinema I haven't thought of) and maybe point me towards some of those examples ~ bearing in mind that I can't really buy a ton of games and play them through to the appropriate moment, because I am having to research and write this article very much in the margins of my full time job. (It's still an inconvenient fact about games as art, to the scholar, that to see a specific moment, you have to play them through to that point ~ in contrast to the instant accessibility of a scene on a DVD).
The key questions I'm interested in are:
Do contemporary games invariably follow the conventions of mainstream cinema ~ eg. cut-scenes in establishing shot and shot/reverse shot ~ or are there examples of game "cameras" establishing their own grammar of visual storytelling distinct from cinema?
I'm particularly interested in the fact that the mobile camera in games seems to simulate the crane shot and/or the steadicam ~ the sort of thing we've seen in cinema since, say, Touch of Evil and The Shining.
And that the FPS seems to emulate either the steadicam or the hand-held camera, for "authenticity". That is, it's not emulating what a human sees, but what a camera sees ~ especially true when drops fall on the "lens" or the sun flares.
Does this vary by genre? eg. do war games particularly play up "hand-held" shake and disruption ~ as a parallel to the way Cloverfield, LOTR and BSG employ camera-shake and, in BSG, dramatic whip-zooms (or is it crash-zooms? someone will know the difference) to suggest the frantic intensity of a combat emergency?
Do sports games, and racing games, specifically emulate the camerawork we're used to from watching those sports on TV?
Are other devices borrowed from TV? The slomo replay of stunts in GTA, for instance, seems inspired by the spectacular car-jumps in Dukes of Hazzard (and other action-genre TV of the 80s? A-Team, Knight Rider?).
Are there other examples of games simulating specific historical and cultural styles from cinema, like Max Payne's use of sepia for "bullet time" (which is confused in itself, because sepia surely connotes early cinema, which appears to run faster, not slower, and the game is billed as film noir, which actually doesn't look much like either Max Payne's contemporary crime drama, or the sepia mode).
Is bullet time in The Matrix an example of cinema appropriating gaming camerawork, or did it originate in The Matrix (or in Hong Kong action cimema?) and then inspire games like Max Payne? Are there visual techniques in cinema that have been borrowed from gaming? (What about films based on games, like Silent Hill? Were the games cinematic, or are the films game-like?)
The film Crank seems to deliberately style some of its scenes as an homage to recent GTA games; this comes across as fast-moving, tongue-in-cheek, slightly cartoonish. Why is this apparently so different from games that style themselves as "cinematic"? Is it because of the different cultural capital of the two forms? that is, a game acquires gravity and artistic pretensions by trying to look like a film; a film is playful and funky if it lifts its approach from games?
The GTA IV trailer is the first example I've seen of games pastiching art cinema, rather than mainstream Hollywood. This experiment was then apparently abandoned after the first teaser. Are there any other examples of games modelling their visual style on a cinema outside Hollywood? on early film, avant-garde film? The key national styles like German Expressionism (perhaps in a nightmare or dream sequence)? Does East Asian cinema shape game aesthetic and visual storytelling?
~~~
You may well ask what you get out of discussing this, apart from the fact that this forum apparently needs more traffic and activity! You might point out that I seem to have lifted stuff from Barbelith discussion without any acknowledgement, above. Well, that's true, but it was only for my own notes.
If I do write something on this topic, I will properly credit everyone I use in the published piece, using your screen name or real name, whichever you prefer. |
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