The End of the World (As We Know It)

Sometimes the metaphor is so perfect it seems the gods of discourse and simulation must have conspired to produce it. The video clip now spreading across the internet — in the Huffington Post‘s words, “like wildfire” — not only visualizes the earth’s destruction by asteroid, but the global proliferation of the clip itself, a CG cartoon leaping from one link to another in a contagious collective imagining of apocalypse:

The video has apparently been in existence at least since 2005, when (according to my quick-and-dirty sleuthing) it aired as a segment on the Discovery Channel series Miracle Planet. Only recently — perhaps after being contextually unmoored by the swapping of its narration for a Pink Floyd soundtrack — has it “gone viral,” scorching the graphical territories that have grown around our planet like a second skin since the dual foundings in the 1960s of the internet (nee ARPAnet) and the computer-graphics movement whose granddaddy was Ivan Sutherland. The reasons for the asteroid clip’s sudden popularity are, I suspect, both too mundane and profound ever to explain to anyone’s satisfaction: on one level, it’s about the idle clicking of links and impulsive forwarding of attachments that has become the unconscious microlabor of millions who believe ourselves to be playing as we work (when, in fact, we are working as we play); on another level, it’s about 9/11, The Dark Knight, and conflict in the Middle East. Tipping points, for all their blunt undeniability, remain enigmatic things at heart. Jurassic Park‘s Ian Malcolm (Jeff Goldblum) spilled water off the back of his hand to illustrate nonlinearity and strange attractors; I submit to you “Chocolate Rain,” Twilight, and now a video, running time just under five minutes, that renders in lush but elegant terms the immolation of our homeworld.

I’m not about to get all moralistic on you and suggest there’s something unhealthy about this spectacle, or the way we’re passing it eagerly from platform to platform like a digital hot potato. It is, in a word, supercool, especially when the continents start peeling up like the waxy bacon grease to which I applied my spatula after an indulgent Christmas breakfast last week. In its languid, extended takes it recalls the Spider-Man sequence that Dan North and I recently kicked around, and in its scalar play — a square inch or two of screen display windowing outward onto the collision of planetary bodies — it’s like a peepshow of the gods, the perverse cosmos literally getting its rocks off, caressing earth and stone together like Ben Wa balls. The clip is mercifully blind to the suffering of life on the ground (or for that matter in the air and sea); its only intimations of pain are displaced, oddly, onto architecture, with Big Ben and the Parthenon in flames.

What the clip brings to mind most powerfully, though, is a similar exercise in worldshaping now more than 25 years old: the Project Genesis sequence in Star Trek II: The Wrath of Khan (Nicholas Meyer, 1982). That brilliant, franchise-saving movie revolved around an experimental device called Genesis, a high-tech MacGuffin that motivated the piratical faceoff between Admiral James T. Kirk and Khan Noonien Singh (is my geek showing?) as well as some beautiful matte paintings, a cloud-tank nebula, and a thrilling countdown sequence scored by James Horner before his compositions became simulacra of themselves.

But all of the Genesis device’s visual and auditory puzzle-pieces would not have cohered as potently in my imagination if not for the way it is introduced early in the film, by a short CG sequence showing the effect that Genesis would have on a lifeless planet:

Several things tie the Genesis sequence to the asteroid-strike video: formally, each begins by tracking inward on a celestial body and ends with a pullback to show the world turning serenely in space; the midsection consists of a sweeping orbital arc, dipping down to the level of mountains, forests, and oceans before lifting back into the stratosphere. Most importantly, each details the utter transformation of a planet, albeit in opposite directions: Genesis brings, in the words of Carol Marcus (Bibi Besch), “life from lifelessness,” while the Discovery Channel’s asteroid inverts the dream of creation, showing its necessary, extinguishing counterpole. The difference between them reflects, perhaps, a shift in how we imagine the possibilities of technology through science fiction: Star Trek‘s utopian vision has given way to the more shadowed and conspiratorial nihilism of Battlestar Galactica (a series that begins in the fires of nuclear armageddon).

But there is also a story here of computer graphics and how they have, for all their evolution, stayed much the same in their aesthetics and predilections. The Genesis sequence was a groundbreaking piece of work from the nascent CGI department at Industrial Light and Magic — a proof-of-concept exercise in ray tracing and fractal modeling by artists and equipment that would soon spin off into Pixar. ILM founder George Lucas, obsessed with extending his authorial control through the development of digital production tools like SoundDroid and EditDroid (forerunner of Avid and nonlinear editing systems), let the future juggernaut slip through his fingers, only later realizing the degree to which CGI would revolutionize filmmaking by merging the elastic, constructive capabilities of animation with the textured realism of live-action. In Pixar’s most recent work — the acclaimed Wall-E, whose glories I’ve been revisiting on my Blu-Ray player — one can see the same hunger to take worlds apart in favor of building new ones, an awareness of how closely, in the world of visual-effects engineering, creation and destruction intertwine. Like other films that have captured my attention on the blog this year — I Am Legend, Planet of the ApesWall-E serves up apocalypse as spectacle, a tradition that continues (proudly, perversely) with the asteroid video.

Happy new year to all, and best wishes for 2009!

Getting Granular with Setpieces

Dan North has published an excellent analysis of the Sandman birth sequence in Spider-Man 3, using this three-minute shot as springboard for a characteristically deft dissection of visual-effects aesthetics and the relationship between CG and live-action filmmaking. His concluding point, that CGI builds on rather than supplants indexical sensibilities — logically extending the cinematographic vocabulary rather than coining utterly alien neologisms — is one that is too often lost in discussions that stress digital technology’s alleged alterity to traditional filmic practices. I’d noticed the Sandman sequence too; in fact, it was paratextually telegraphed to me long before I saw the movie itself, in reviews like this from the New York Times:

… And when [The Sandman] rises from a bed of sand after a “particle atomizer” scrambles his molecules, his newly granulated form shifts and spills apart, then lurches into human form with a heaviness that recalls Boris Karloff staggering into the world as Frankenstein’s monster. There’s poetry in this metamorphosis, not just technological bravura, a glimpse into the glory and agony of transformation.

I don’t have anything to add to Dan’s exegesis (though if I were being picky, I might take issue with his suggestion that the Sandman sequence simply could not have been realized without computer-generated effects; while it’s true that this particular rendering, with its chaotic yet structured swarms of sand-grains, would have taxed the abilities of “stop-motion or another kind of pro-filmic object animation,” the fact is that there are infinitely many ways of designing and staging dramatic events onscreen, and in the hands of a different creative imagination than Sam Raimi and his previz team, the Sandman’s birth might have been realized in much more allusive, poetic, and suggestive ways, substituting panache for pixels; indeed, for all the sequence’s correctly lauded technical artistry and narrative concision, there is something ploddingly literal at its heart, a blunt sense of investigation that smacks of pornography, surveillance-camera footage, and NASA animations — all forms, incidentally, that share the Spider-Man scene’s unflinching long take).

But my attention was caught by this line of Dan’s:

This demarcation of the set-piece is a common trope in this kind of foregrounded spectacle — it has clear entry and exit points and stands alone as an autonomous performance, even as it offers some narrative information; It possesses a limited colour scheme of browns and greys (er … it’s sand-coloured), and the lack of dialogue or peripheral characters further enforces the self-containment.

I’ve long been interested in the concept of the setpiece, that strange cinematic subunit that hovers somewhere between shot, scene, and sequence, hesitating among the registers of cinematography, editing, and narrative, partaking of all while being confinable to none. Setpieces can be an unbroken single shot from the relatively brief (the Sandman’s birth or the opening to Welles’s Touch of Evil) to the extravagantly extended (the thirteen-minute tracking shot with which Steadicam fetishist Brian DePalma kicks off Snake Eyes). But we’re perhaps most familiar with the setpiece as constituted through the beats of action movies: hailstorms of tightly edited velocity and collision like the car chases in Bullitt or, more humorously, Foul Play; the fight scenes and song-and-dance numbers that act as structuring agents and generic determinants of martial-arts movies and musicals respectively; certain “procedural” stretches of heist, caper, and espionage films, like the silent CIA break-in of Mission Impossible (smartly profiled in a recent Aspect Ratio post). Setpieces often occur at the start of movies or near the end as a climactic sequence, but just as frequently erupt throughout the film’s running time like beads on a string; Raiders of the Lost Ark is a gaudy yet elegant necklace of such baubles, including one of my favorites, the “basket chase” set in Cairo. Usually wordless, setpieces tend to feature their own distinctive editing rhythms, musical tracks, and can-you-top-this series of gags and physical (now digital) stunts.

Setpieces are, in this sense, like mini-movies embedded within bigger movies, and biological metaphor might be the best way to describe their temporal and reproductive scalability. Like atavistic structures within the human body, setpieces seem to preserve long-ago aesthetics of early cinema: their logic of action and escalation recalls Edison kinetoscopes and Keystone Cops chases, while more hushed and contemplative setpieces (like the Sandman birth) have about them something of the arresting stillness and visual splendor of the actualite. Or to get all DNAish on you, setpieces are not unlike the selfish genes of which Richard Dawkins writes: traveling within the hosts of larger filmic bodies, vying for advantage in the cultural marketplace, it is actually the self-interested proliferation of setpieces that drives the replication — and evolution — of certain genres. The aforementioned martial-arts movies and musicals, certainly; but also the spy movie, the war and horror film, racing movies, and the many vivid flavors of gross-out comedy. The latest innovation in setpiece genetics may be the blockbuster transmedia franchise, which effectively “brands” certain sequences and delivers them in reliable (and proprietary) form to audiences: think of the lightsaber duels in any given phenotypic expression of Star Wars, from film to comic to videogame.

On an industrial level, of course, setpieces also signal constellations of labor that we can recognize as distinct from (while inescapably articulated to) the films’ ostensible authors. One historical instance of this is the work of Slavko Vorkapich, renowned for the montages he contributed to other peoples’ movies — so distinctive in his talents that to “Vorkapich” something became a term of art in Hollywood. Walt Disney was a master when it came to channeling and rebranding the work of individual artists under his own overweening “vision”; more recently we have the magpie-like appropriations of George Lucas, who was only in a managerial sense the creator of the Death Star battle that ends the 1977 Star Wars: A New Hope. This complexly composited and edited sequence (itself largely responsible for bringing setpieces into being as an element of fannish discourse) was far more genuinely the accomplishment of John Dykstra and his crew at Industrial Light and Magic, not to mention editors Richard Chew and Marcia Lucas. Further down the line — to really ramify the author function out of existence — the battle’s parentage can be traced to the cinematographers and editors who assembled the World War II movies — Tora! Tora! Tora!, The Bridges at Toko-Ri, The Dam Busters, etc. — from which Lucas culled his reference footage, a 16mm reel that Dykstra and ILM used as a template for the transcription of Mustangs and Messerschmitts into X-Wings and TIE Fighters.

Thirty years after the first Star Wars, sequences in blockbuster films are routinely farmed out to visual effects houses, increasing the likelihood that subunits of the movie will manifest their own individuating marks of style, dependent on the particular aesthetic tendencies and technological proficiencies of the company in question. (Storyboards and animatics, as well as on-the-fly oversight of FX shots in pipeline, help to minimize the levels of difference here, smoothing over mismatches in order to fit the outsourced chunks of content together into a singularly authored text — hinting at new ways in which the hoary concepts of “compositing” and “continuity” might be redeployed as a form of meta-industrial critique.) In the case of Spider-Man 3, no fewer than eight FX houses were involved (BUF, Evil Eye Pictures, Furious FX, Gentle Giant Studios, Giant Killer Robots, Halon Entertainment, Tweak Films, and X1fx) in addition to Sony Pictures Imageworks, which produced the Sandman shot.

When we look at a particular setpiece, then, we also pinpoint a curious node in the network of production: a juncture at which the multiplicity of labor required to generate blockbuster-scale entertainment must negotiate with our sense of a unified, unique product / author / vision. Perhaps this is simply an accidental echo of the collective-yet-singular aura that has always attended the serial existence of superheroes; what is Spider-Man but a single artwork scripted, drawn, acted, and realized onscreen by decades of named and nameless creators? But before all of this, we confront a basic heterogeneity that textures film experience: our understanding, at once obvious and profound, that some parts of movies stand out as better or worse or more in need of exploration than others. Spider-Man 3, as Dan acknowledges, is not a great film; but that does not mean it cannot contain great moments. In sifting for and scrutinizing such gems, I wonder if academics like us aren’t performing a strategic if unconscious role — one shared by the increasingly contiguous subcultures of journalists, critics, and fans — our dissective blogging facilitating a trees-over-forest approach to film analysis, a “setpiece-ification” that reflects the odd granularity of contemporary blockbuster media.