A Look Into Parasite’s Decor

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by Zach Cogan, Meagan Johnson, Dylan Kanaan, Gabriela Horwath, and Alan Countess

Position of the Houses: How it Reflects a Class Struggle

Kim House

The Kim house is below ground in a busy and cluttered area of poor families with people disrespecting their home (including a couple of drunk men peeing on the property). Their house itself has very poor lighting and really the only pieces of technology are outdated, insufficient for their daily lives, and are in very bad shape. Their house has a very unorthodox structure to it, yet it can also be said that the Kims are very good at using what they have in order to make it work, regardless of the clutter that it creates in their home (E.g. socks drying on a ceiling fan and trying to latch onto any wifi possible). They have supplies for work (pizza boxes) stacked everywhere and store clutter in every room. Even the toilet is in a strange place, sitting on top of a ledge. There appears to be no beds in the home. In the opening scenes of the film, we see the patriarch of the Kim family resting his eyes and lying in a fetal position atop a thin rug. This layout shows how they manage to scrape by using what they have in the most efficient way possible. The family has this massive window that they have to look up to see out of. This could be a metaphor for the family wanting to climb up the socioeconomic ladder and take on a world that they don’t feel is theirs. On the outside of the window, it looks almost as if it is barred. This again shows how they are locked away from the rest of the world, unable to succeed and advance up the socioeconomic ladder. 

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Inspect-’em-Ups: Genre Core and Periphery

One last post for September: I did indeed succeed in getting the second part of my new series on detective games out of the door by the end of the month. And it’s a long one, too! Long enough that I don’t feel bad about the dry spell that’s inevitably going to set in in October.

I’ve written about most of the games in this video on the blog before, mostly for things like capsule reviews and walkthroughs. This is the only time I’ve done any sort of analysis of them, though. (Excepting maybe Gone Home.) In addition to being long, it’s also mostly brand-new material, which is not something I can say about most of my videos.

Script below the jump.

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Stream Pools: Space and Narrative Pacing in Games

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Ian here—

I spent the first week of 2017 catching up on things I hadn’t played from 2016. But all play and no work makes Ian a dull boy, so it’s time to get back to writing, even if it’s of the casual sort.

Fair warning: In this post I’m going to dip into some unapologetic formalism as a way of best expressing some otherwise entirely subjective reactions. Obviously, there are pitfalls to this. Formalism puts off some. Unabashedly subjective attempts at criticism puts off others. But, whatever—this is my blog, and sometimes I like to post things that aren’t lesson plans. (Also, a note: I’m going to have fewer of those posted in the foreseeable future. I’ve posted most of my best lessons from past courses at this point, and I’m only teaching one class this term, one I’ve taught before.)

Below the fold, I play with some vocabulary, and offer thoughts on three more interesting games of 2016. These are short takes, and it is quite likely that I will be writing more on some of these in the near future.

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Five Ways to Look Smart while Teaching PlayTime

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The travel posters are the obvious gag. But can you spot the fake cars?

Ian here—

So, this isn’t a proper lesson plan. It’s just a quick cheat sheet. When teaching PlayTime, I pair it with Kristin Thompson’s chapter “Play Time: Comedy n the Edge of Perception” in her book Breaking the Glass Armor. (I consider myself incredibly lucky that I can pair one of my favorite films with a piece of writing that I consider to be one of the more astute and persuasive pieces of academic film criticism ever written.) My lesson, therefore, largely revolves around the conclusions of Thompsons’ analysis: that “the comic and the non-comic become indistinguishable” in PlayTime, and that the way the film “forces us into new viewing procedures” holds the potential to “successfully transform our perception in general.”[i] To view PlayTime, in other words, is to encounter a new way of seeing the world, one that might persist beyond the theater.

How do you successfully persuade students that PlayTime requires specific viewing procedures from its audience, ones unlike those we use when viewing a more traditional narrative film? My tactic is pretty simple: I pull student attention to moments that reward close viewing. Thompson herself lists a bunch of these in her chapter. I like to point to additional, different ones, so that I can show students new, unexpected visual rewards—therefore making both me and Tati seem smarter than we otherwise would! Please feel free to steal these.

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Silhouettes, Shadows, & Smoke: Lighting in In the Mood for Love

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Sherlock Ziauddin

Wong Kar-wei’s In the Mood For Love depicts the story of a man (Chow) and a woman (Su) who, both suspecting that their spouses are involved in extramarital affairs, become close companions to each other in their loneliness. As the story progresses, however, their platonic friendship spills over and they begin to fall in love.

Their story unfolds in carefully controlled sequences that are almost dreamlike in nature as, together, they fabricate a fantasy world for themselves in which they pretend to be in love as their spouses are – and then continue, even when the façade of romantic affection becomes a reality. One of the most obvious visual cues in the mise-en-scène that indicate the portrayal of these moments is in the lighting. In all of these sequences, the lighting is more dramatic: it is low-key, sharp, and almost always artificial, as these scenes overwhelmingly take place under cover of night. This type of lighting is fundamental in setting the mood in these sequences; the subtle expression of emotion and the tension of physical bodies is highlighted, literally, by its use.

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Breaking the Glass: Engaging With Space in Playtime

Julia Huang

Jacques Tati often liked to say that the only real star of his film Playtime (1967) was the set itself. With his brilliant manipulation of its mise en scène, those words hold to be quite true. The minimally dialogued, loosely plot-based film is mainly structured around the changing of settings. As the movie goes on, an apparent pattern emerges among the scenery—it almost entirely consists of grey, pristine buildings, from the steely Orly Airport to the shiny new Royal Garden restaurant. Tati establishes this foundation in order to build up and play with the dichotomy of public and private space. Throughout the film, he juxtaposes these two ideas and questions the boundary that divides them.

The only moment of private space we see in Playtime is when Monsieur Hulot’s acquaintance from the army invites him into his recently bought apartment. However, Tati takes this scene and challenges the extent to which the space could be deemed personal. First off, the design of the apartment complex remains consistent with the public buildings that we have previously seen—grid-like, silver, and clean-cut. In the below collage of the six main scenes in the movie, the apartment (middle picture of the top row) blends right in with the other buildings of this ultra-modern world. By making the aesthetics of families’ homes parallel that of public locations, the distinction between them becomes slightly blurred, for our expectations of how the two different spaces should look are challenged. Tati creates a disturbance in what we think we know—if we are not certain of how a private space should appear, do we even know how they function?

collage of scenes

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