Tuesday, 4 November 2008

Technical Shot Analysis - Resident Evil: Apocalypse



'Resident Evil: Apocalypse'

2004, Alexander Witt'








 For my technical shot analysis I chose to analyse Resident Evil: Apocalypse as it is a very conventional horror film, so will be very easy to see what kind of shots I should be thinking about when filming.
 Whilst I was analysing the shots I described the camera movement in most parts (as this move was very common in the opening sequence) as crabbing while keeping same shot size and keeping the camera focused in the midpoint, giving the illusion of rotation. When I was describing this I should have been calling it a (correct angle) degree pan, e.g. when the camera give the illusion of a full rotation this is called a 360 degree pan. This is a mistake I made frequently when noting down the camera movements.
 From the results of my analysis I found having an opening shot of something iconic can be effective, as this can form immediate expectations. e.g. a shot of a cross. This can then be corrupted in some way to form a variety of more connotations. e.g. a cross shattering. I may think about this for my opening sequence while filming.
 Alexander Witt then goes on to create an establishing shot as a BCU of a woman's eye. This is an effective technique as it shoes who the main character is going to be in the narrative.
 The sequence then goes on to show montages in different parts of the same shot. This is useful as it creates connotations of chaos, speed and multitude of information. This again is a useful technique as it shows the audience what has been happening previous to present day in a short amount of time.
 While the montage is being shown, the selection of screens being shown are violently swish panned and crabbed left and right, up and down pausing for moments on each screen. While also being quickly tracked in and out. This again creates connotations of chaos and speed, while also giving the added impression of progressing along the story. This is an easy technique to use, and could be a key aspect of my opening sequence.
 I found that low angle shots are mainly used for the main character and authority figures. This connotes power. High angle shots are used for the 'weaker' characters.
 Many birds-eye or very high angle shots were used in the opening sequence to give an establishing shot of locations. This is useful as it shows the audience exactly what is happening from all areas of the room, however it is hard to see emotions and distinguish characters. This may be good to use in a few shots as a character enters a location.
 Many CUs were used in the opening sequence to depict the character's emotion, mostly being either disturbingly vacant, or in a state of terror. CUs will be used a lot in my opening sequence. Tracking in or out from a CU gives a good visual effect and Will also probably be used.
 Worm's-eye view from a POV shot is also very effective as it creates a feeling of the character looming over the audience.
 Overall from this I have learnt that quick tracking/panning/crabbing can create a sense of chaos and speed relatively easily. Also using BCU's as an establishing shot can be useful, and Bird's-eye or High angle views are a good way to establish a location. Lastly, montages are an excellent way to display information quickly, and can create connotations very effectively. I plan to use this to establish main characters quickly, and create time-switches in an easy to understand and uncomplicated way.   

1 comment:

c_fernandez said...

Excellent analysis - focused and useful and clearly relevant to your own production