lunes, 29 de noviembre de 2010

Makoto Shinkai’s scenery porn



Whenever someone mentions scenery porn as a commonly known trope, the idea that comes into my mind is that of compensation. When speaking about films, in general, I can picture wildly stylized photography of natural landscapes striping the attention from a lazy script layout and shaky narrative direction. Think about those films that were just gorgeous but a little flimsy plots, think about Aronofsky’s The Fountain, the watered-down Buddhist approach of Ki-Duk Kim’s Spring, Summer, Fall, Winter… and Spring or Singh’s The Fall. It seems as if the directors were prioritizing eye-candy in an attempt to distract us from how thin the plot is spread, and it feels kind of dishonest and cheap. But luckily for us, this is not the only use of breathtaking scenery, and animation is a great place to start the discussion.



Now, this is a broad subject, so I won’t be covering it completely. There are great examples from all over the spectrum: from Bakshi’s Wizard’s citadel of the mutants to the Thief and the Cobbler’s chasing scenes, from the Celtic The Book of Kells to the urban dystopia of Akira and the noiresque feeling of Batman, The Animated Series. But let’s focus today on Makoto Shinkai’s backgrounds and what they add to their peculiar narrative.

Not long ago I talked about realism in anime and the special efforts put into this industry to create effective realism within their stories. Scenery, being the quite protagonist that it is, can enhance this particular effect greatly. This is no science. Think about Genshiken’s first season. The attractiveness of this anime comes from its attempt to be an accurate portrayal of the Otaku fandom’s everyday life, without romanticizing its aspects. This kind of slice-of-life approach to storytelling, pretty common in anime, works on the identification of the viewers, disregarding every rule of narrative about conflict or even plot progression.

But this rather comes as strength to them. For some strange reason, we’re wired to think that, in reality, nothing happens to people. It is easier to believe a story where there is no action, no intrigue, no development than to believe something packed with moral dilemmas, catastrophes and surprises. It is easier to believe, but not so much to care. We’re so divorced from the notion that our own lives have weight, significance, that we need a sort of fiction-indicator in order to develop attachment to a story, to relate to what’s happening to its characters. And, strangely, that’s where Shinkai’s backgrounds come in.



Generally speaking, Makoto’s movies tend to have almost no conflict pushing the plot forwards. She and her cat is about a cat and his owner, and that’s it. Voices from a distant star is about a couple separated by war, sending each other messages that every time get longer to reach their destiny. 5 cm per second are three segments about love stories that just won’t happen. They’re built around the anticipation of an action that just won’t happen. All this stories are complemented by Makoto’s hyper-realistic background design. His style is so precise and saturated that its characters feel unreal in comparison, almost as intruders in an immutable world.

The end result accentuates the alienation of the characters within their own worlds. It paints its protagonist as making dues in a cold, static world, a world of objects so perfect and filled with detail that makes its inhabitants strange. It is a lonely world that makes its characters relationship matter by comparison. If they can’t relate to their surroundings, then, even the most fleeting and superficial of relationships gain weight and significance by contrast.

By paying this exquisite amount of attention to the background, Makoto actually develops characters. Not only that, but he also puts us as viewers in the shoes of his protagonists. It’s not only them who are lost in the overwhelming details of the worlds he creates, but us. In the end, he creates not only a believable world through narrative and backgrounds to create an effect of reality, but also takes that realism and makes it engaging through the contrast of bereft narrative and detailed background. You don’t believe me? Take a look again at 5 cm per second. Watch that last segment and tell me if it doesn’t leave you feeling a little emptier, as if you just lost something important but couldn’t really point what it was, even though its mostly backgrounds and unrelated shots.



Like I said before, the subject of backgrounds is really a lot wider than this short presentation. It not only sets the characters to their spatial location, but also defines the relationship between a character and its surroundings, giving us a better understanding of the characters themselves. I’d like to invite you to tell us in the comments which background works caught your attention. But, please, don’t even mention Hanna-Barbera’s looping backgrounds!

6 comentarios:

  1. oh my... i loved that movie 5 cm per second. i probably saw it like 3 times in a row. i was waiting to see it when after seeing the trailer i was so moved because of the beautiful scenery and backgrounds, 感動した! its amazing what this men can do, and now with she and her cat, a friend told me about this short, i didnt knew it was his work too, great, just great.

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  3. Hello, Okam!

    What an interesting entry. It just made wander throught those scenarios themselves, through possible interpretations and feelings they emit.

    To me, audio-visual entertainment offers the possibility of mixing various branches of what we understand of art. Looking at a beautifully detailed or peculiar background while listening to a pretty melody, and then getting to know what the characters in that environment are going through, is a wonderful aesthetic experience. Games and movies are able to combine content (the telling of a story) with context (how the story takes place), by means of this mixture.

    Great works through time have lead us to expect that they make a good balance, a satisfying formula for those elements. Though a work could be analyzed by its components, and each of them could be admired separately, we KNOW that they intend to (or at least we want them to) work together. If a work lacks story despite its wonderfull graphics, or has a great story but it doesn't match the design, or its music does not fit the scenes, we feel like it doesn't give out all that it could.

    However, it's not a matter of making EVERYTHING wonderful. It's not necessary for all these aspects to work well separately. I can't imagine a narration of "Ponyo". That work has a very simple story, it couldn't function the way it has (brilliantly, I might add) by separating its elements. Story, image and sound in a work may all be simple by themselves, but that does not matter: it's how they combine that makes the aesthetic experience of watching a movie or playing a game. Realistic scenarios mix well with realistic stories, and stories do not need to be out of the ordinary to catch our attention, to motivate us, to make us feel identified. Admiring the graphics as if we were in an art gallery, and enjoying a simple yet fitting story, is just enough.

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  4. That is what I thought when I read about and watched Makoto's works.

    Compensation is not necessarily the only factor at play when a work has unbalanced elements: I've noticed that it often involves bad adaptations. For example, when a movie is made in base of a comic book, it often doesn't feel as fitting as the comic book does, despite which one is received first. Works that are not THOUGHT for the audio-visual frame just don't work the same way as they do on their original means of transmission.

    Anime characters seem to me like a sort of simplification of human expression. They are designed not just to be pretty or easy to draw: they tend to show feelings quite easily. They keep clear of obstacles what makes us humans show feelings. Having this kind of characters fit a realistic background can manage to do exactly that: make them alien to that world.

    I see in anime that city scenarios often emit "sabishisa" (loneliness). Clouded skies, rain, umbrellas, crowded trains, departing trains (there's just something about trains...), downcast people walking by and not noticing the suffering of each other (and of the main characters, more specifically). Japanese cities these days, though I couldn't say for sure, seem to alienate people, from each other, from their needs as natural beings. It happens with many modern cities these days. Bright and cheerful scenaries often involve at least a little of nature (mountains and forests, rivers, animal life, and sunshine, don't forget the sunshine). I've been wondering if it's possible to make a cheerful environment out of those depressing gray cities, and a lonely environment out of nature. Even if the weather conditions play against that socially accepted emotion that they give, I guess it's just a matter of how the characters interpret their surroundings. Showing a character filled with joy, although under a dark, raining sky, may be enought to create that feeling.

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  6. One of the possible resources that animation offers is that characters CAN affect their surroundings according to how they feel. These environments are shown to us directly: having to imagine them (for instance, if we're reading a book) would mean going through another process of interpretation. These varying environments may fit more easily into what is going on, may create context directly from content. Or save the need of narrating.

    Just something that came to mind about "She and her cat": the world, I believe, is mostly seen from the cat's point of view (which makes sense: he's the narrator). The cat's design doesn't have many details, but everything else does. Also, cats don't distinguish colors: probably the main reason why the movie is shown in black and white. However, there is a component of the point of view of "She" that gets mixed up with the cat's. The context was that of loneliness (because of the kind of life "She" was leading), yet the movie shows us that the cat did not see things that way in the end. I guess the cat, as unable to understand much of the world as he was, did manage to see beauty and happiness in that otherwise sad environment.

    Well, I guess that's it. I'll be looking forward to commenting other entries. I'll see if I can think of something else about this topic!

    Later!

    Santi.

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