Posts Tagged: film

2014’s top cinematographers on film vs. digital

Another year, another Indiewire roundup discussion with top cinematographers on their preferred shooting formats. If you think it’s a one-sided argument of digital always trumping film, think again. While it’s true nearly every DP interviewed shoots with mostly digital today, there’s an interesting nuance to their position, one that speaks highly of the natural warmth and grain inherant to real film.

Interview: Roger Deakins

One positive byproduct of the fairly unremarkable (in the eyes of most film critics) Unbroken from late last year: a few solid interviews with legendary DP Roger Deakins.

The 25 best films of 2014: a video countdown

Time Out’s David Ehrlich made one of the definitive video roundups of the best in cinema for 2013, and for 2014 he nails it again. The blend of music cuts (all of David’s selections are exclusively from his top 25 list) and stellar editing really makes this something well worth the video’s full twelve minutes of your time.

Lynch, Waters, Soderbergh: a generation of MIA filmmakers

Jason Bailey, writing for Flavorwire:

Back in the 1980s and 1990s, when Waters and Lynch were doing their most commercially successful work, it was possible to finance — either independently or via or the studio system — mid-budget films (anywhere from $5 million to $60 million) with an adult sensibility. But slowly, quietly, over roughly the decade and a half since the turn of the century, the paradigm shifted. Studios began to make fewer films, betting big on would-be blockbusters, operating under the assumption that large investments equal large returns. Movies that don’t fit into that box (thoughtful dramas, dark comedies, oddball thrillers, experimental efforts) were relegated to the indies, where freedom is greater, but resources are far more limited.

Why Star Wars?

The Dissolve’s Keith Phipps:

From a certain point of view, to borrow a phrase from a different movie, Star Wars isn’t an attempt to escape from Vietnam, but an attempt to recontextualize it, with the United States slotted into the role of the Empire, and the Rebellion standing in for the NVA and the Viet Cong. By the time the film reached screens, this source of inspiration was so deep in the mix—buried beneath everything from Joseph Campbell to Bruno Bettelheim to The Wizard Of Oz—that it hardly counted as subtext anymore. But it’s still fundamentally a story about revolutionaries standing up for what’s right, and its Vietnam-inspired origins complicate the notion that Star Wars was ever purely an escapist enterprise. No matter how long ago and how far, far away you set a story, the real world has a way of creeping in.

Of all the many influences on George Lucas for Star Wars, Vietnam wasn’t one that came to mind before reading Keith’s piece. Yet he makes a fairly persuasive argument.

Typeset In the Future: Alien

Another meticulously detailed Typeset In the Future post, this time about the use of Futura, Helvetica, and many other fonts in Ridley Scott’s Alien. The movie is a masterpiece of horror, sci-fi, and suspense, one of my favorite movies of all time. So it’s wonderful to see author Dave Addey geek out in such depth on small typographic cues contained all over the picture. It’s complemented with lots of freeze frames and behind the scenes knowledge.

Snowpiercer – left or right

Every Frame a Painting strikes again with a great three minute clip dissecting how Snowpiercer uses cinematography to convey a character’s choices and propel the narrative forward.

Christopher Nolan’s most-debated shot

Andrew Deyoung on Inception’s well debated ending (mild, oblique spoilers for that film below):

Lost in these either/or debates (which I find to be pretty dull, see also: The Sopranos) is what I’ve always found to be a far more interesting possibility: that this final shot functions less in the world of the story than it does on the meta-level of the film itself—the shared dream-world created by Nolan and his filmmaking crew and occupied, for a time, by the audience, a dream world that comes to an abrupt end with the cut to credits that immediately follows the wobbling of the top.

In other words, I don’t think that is Dom’s totem. I think it’s ours.

The very, very large black bars of The Evil Within

Giant Bomb’s Patrick Klepek writes a fascinating post on the intersection between gaming and film with regard to a game’s aspect ratio:

For the sake of argument, let’s say that’s not true, and Mikami chose 2.35:1 because it’s part of his vision. Given he’s deployed similar aesthetic choices in the past, it’s not unreasonable. The man enjoys blending Hollywood and games. If Mikami wants The Evil Within to be played with this aspect ratio, which frames the game through a particular lens, perhaps players should show that decision respect, despite other options.

Or maybe not! By being interactive, perhaps games invite players to subvert the designer’s will and aspect ratios are merely an act of interpretation. World builders can set up an experience a certain way, but the free will of a player means the creator gives up the right to be upset over what they do with the game, even when it comes to tinkering with technical specifications.

The truth, of course, is probably somewhere in-between.

Every reference in The Cabin in the Woods

Nine minutes of packed references from Josh Whedon’s 2012 deconstructed horror film. Horror is admittedly a film genre I tend to avoid, but I had a wonderful time watching this movie years ago in the theater. Available on Netflix now.

(Yes, this post would have been more apt a few days ago, but I stumbled on it over the weekend.)