Showing posts with label Gaiman. Show all posts
Showing posts with label Gaiman. Show all posts

Sunday, February 08, 2009

Coraline: Unlocking the Papered-Over Door


Some years ago, I bought Neil Gaiman's book CORALINE in hardback, but somehow never got around to reading it. More recently, I bought the hardback graphic novel adaptation of CORALINE, by P. Craig Russell, but I haven't read it yet either. This weekend, Henry Selick's stop-motion-animated movie adaptation of CORALINE opened in 3-D in theaters; and in light of the critical acclaim for it (and my admiration for both Gaiman's writing and Selick's skills) I figured we'd better go see it.

I'm very glad I did.

CORALINE is one of those extraordinary movies that uses a high level of craft to make you completely forget about the craft, forget about the 3-D gimmickry, forget that these are wooden figures being painstakingly moved by hand a few millimeters between frames, and just get sucked into the story.

The movie plays to both Gaiman's and Selick's strengths, in that it combines the ancient with the modern. Gaiman often puts modern characters through the paces of old stories and fairy tales, where a likeable (though usually not entirely) character enters another world and must learn and use the rules of that world. Selick works with the ancient art of puppetry; and stop-motion animation, one of the oldest kinds of visual trickery in film (one that is possible only with film), which gives the movie a tactile reality that computer animation cannot (yet) achieve. Yet he also uses the more modern technology of 3-D (far more advanced than the old red-blue-lensed cardboard glasses) and high-definition photography to make his imagery even more vivid.

Selick puts out few movies, likely because they are so time-consuming. (The lasting merchandising value of his NIGHTMARE BEFORE CHRISTMAS, however, shows that his work can be commercially valuable.) Each one he does is a treat.

And hey, how many fantasy films (let alone stop-motion-animated ones) are set in Ashland, Oregon?

As for Gaiman, one can hope that the newly-Newberry-awarded writer's work achieves more box office success here than the last film adaptation of his work, the enjoyable but underperforming STARDUST.

Sunday, December 02, 2007

And the Geat Goes On

Last night, we saw BEOWULF in Imax 3-D, which is a combination moviegoing experience and thrill-ride. BEOWULF is the unlikely collaboration between BACK TO THE FUTURE and WHO FRAMED ROGER RABBIT director Robert Zemeckis, SANDMAN and STARDUST scribe Neil Gaiman, PULP FICTION co-writer Roger Avery, and some anonymous bard or bards who, around the seventh to tenth century AD, wrote down a poem (probably heard from others) about this Weather-Geat prince who beats up a few monsters.

As might be expected from Gaiman, who has made a cottage industry out of probing, prodding and post-moderning the enduring myths and stories of the western world, BEOWULF follows the broad contours of the poem; but is less interested in telling a straight account of events than in a "print the legend" exploration of what the "true" events behind the poem's account might be. The creators don't take the magic or the essence out: Beowulf's just as mighty and foolhardy as he is in the poem (albeit quite a bit less noble); supernatural monsters and demons are just as real as in that tale; and Beowulf's fights with Grendel and the dragon are as slam-bang satisfying as one could hope. Indeed, the dragon may be the best such fire-breather ever realized on film.

But the filmmakers introduce complexity into the story, by making Beowulf, Hrothgar, and the other folks in the saga three-dimensional (I'm not just referring to the headache-inducing glasses the audience was wearing); by making Grendel sympathetic, and giving him and his mom motives for their acts; by exploring some of the mysteries of the poem (if Beowulf kills Grendel's mom in her watery lair, why does he haul back Grendel's head?); and by recognizing that one can obtain revenge on a man in far subtler ways than beating the crap out of him.

The motion-capture animation generally looks great, although the hair-thin line between animation and reality is sometimes jarring. And the 3-D effects pose an inherent visual storytelling problem. A primary goal of framing a shot is to focus the audience's attention on whatever the object is on screen that is most crucial to telling the story. But 3-D focuses the audience's attention on whatever is flying at them, be it a rat snatched by a hawk, an arrow, or half of a bisected warrior. For instance, in one scene Beowulf and his men drag their ship up onto a rocky beach. Our attention is not on the men; not on the ship; but on the millions of water-polished stones in the foreground (i.e., floating over the front row's heads). Now, the stones are visually impressive, and the thought of generating them in a computer is daunting. But what part to they play in telling the story of Beowulf?