Friday, March 11, 2011

The Games in Children's Games

Knucklebones Playing with dolls

Doll’s house Altar games

Owl and owl coop Pop-gun

Masking Swinging

Whirligig Blowing soap bubbles

Cap of rushes Play with a bird

Rattle Stone, stone on the leg

Baptismal procession Blindman’s bluff

Child’s stool Odds or evens

Paper scissors rock Hot potato

Hobbyhorse Hand seat

Playing drum and flute Stirring a mudpie

Rolling a hoop Girl’s hoop

Call down a bung hole Rocking a barrel

Running with a pig’s bladder Lift

How many horns does the goat have? Playing store

Making pigment from bricks A brick

Mumblety-peg Bricklaying

Pulling hair Finding fireflies

Run with a cake Round the blind man

Leapfrog Tug-of-war

Running the gauntlet Turning somersaults

Head stands Turning cartwheels

Climb over a fence Ride on the fence

Bridal procession Blind pots

Walk on stilts Blind hood

Skittles or marbles Twirl around

Walk on high stilts Swing on the fence

Hang on the fence Balance a broom

Pickaback Piggyback

Hide and seek Spinning tops

Spinning tops Who sits here in the blue tower?

Rattle Windmill tournament

Digging a well Jumping over sandbags

King of the Castle? Jumping over sandbags

Here we go round the mulberry bush Twirling

Climbing trees Swimming with a bladder

Bathing one’s feet Swimming along the shore

Before or after the swim Throwing a ball against the wall

Defecating Bowling with knucklebones

Hockey Skittles

Hare and hound Badger the bear

Frog in the middle Climbing a wall

Fighting Hitting the wall

Procession game Follow the leader

Go on a visit First one there

Follow the leader Push someone off the bench

Piggyback No English equivalent

Horse Bayard and the four Heemskindern

St. John’s Fire Dragging trees for St. John’s Fire

Carrying torches Singing at doors

Wandering Joy pennant

St. Nicholas baskets

Wednesday, March 2, 2011

Seeking performers

I'm looking for actors/performers to play feral children/teenage runaways for the video sections of Children's Games.

Performers should be willing to develop material and be flexible in responding to a variety of methods, including scores, actions, sounds and scripts.

Auditions and rehearsals will begin in April, shooting begins in June.
Chosen performers will receive a modest fee and portfolio materials upon completion. Some performers may continue with the project, including the live performance in October 2011.

Please respond to s_nehil@yahoo.com with your performance resume (if any) and headshot by March 31st.

Wednesday, February 9, 2011

Films about children...

Watching all of the movies I can find about evil, possessed and feral children has been a strange and sometimes tedious undertaking. It has become something of an absurd completist hobby, but I'm looking for larger patterns, or for those moments when a flash of beauty or meaning is revealed. I've seen some arguably terrible films (Alice, Sweet Alice and Don't Look Now - horror films from the 70s can be pretty risky), some enjoyable classics (The Bad Seed, Lord of the Flies, Village of the Damned, Poltergeist), and I've revisited some beautiful and profound films (The Wild Child).


Many of the films contain a scene or two that inspires a connection, or moments that seem like they could be usefully misremembered (The Changeling). "Misremembering" is a helpful tool in gathering and developing material for Children's Games. Most recent movies are too stylized or self-aware to be used in this way (The Orphan).
Occasionally, a film is extremely close to my core topic, in a surprising way. Dogtooth (dir. Giorgos Lanthimos, 2009) is a film that approaches a feeling at the heart of my project, deeper than any surface features of scary children or identifiable genre.

This beautiful, risky film overlaps with many of the issues I've been exploring - education as violence, protection and risk, the borders between children and adults, narrative as control, the use of games and boredom, connections between language and perception. It also succeeds in feeling horrific without utilizing horror genre signifiers or clichés. It achieves this through bizarre (but entirely possible) behavior, striking (but subtle) stylistic exaggerations, and perverse (but sometimes sensual) sexual energy.
A film like this is not "material", but rather a kindred world.
"...these things you might have seen in a different way, there’s something you might have recognized in them, but this thing gets distorted..." - Lanthimos, from this interview.

Some other movies I've checked off my list:
Kill Baby... Kill!
The Innocents
Children of the Corn
The Brood
Who Can Kill a Child?
Suggestions are always appreciated.

Wednesday, December 22, 2010

The game is on...


Children's Games received a RACC project grant for 2011!

A few excerpts from the proposal:

The goal of Children’s Games is to produce a rich musical experience that is simultaneously dramatic and allegorical. After several years of collaborating with choreographers and dance companies, I am passionate about exploring a challenging, idiosyncratic and hybridized use of the theater to create a work somewhere between music concert, cinema and performance art. My primary impulse for this work is a deep concern for the ways in which corporate, big-budget fantasy images are increasingly colonizing and replacing undirected, self-motivated, small-scale play in both children and adults. Children’s Games will dramatize this struggle in an allegory of the movie-theater audience as willingly infantilized, hypnotized and receptive to dominant ideologies. Using cinematic images against themselves, I will deconstruct their effects, allowing viewers associative and imaginative freedom.


The piece will be comprised of four distinct layers: 1) a large HD video projection with stereo sound, 2) a ten-person mixed-voice choir, 3) several synchronized video monitors, and 4) a live electronic band. Each of these four zones will contain a series of "games" - scores or procedural devices that result in rhythmic and narrative behavior. Distributed throughout the performance space, individual games will overlap and interact. Organized by rhythm and intensity rather than narrative and character, Children´s Games will expand and contract, drifting from solo voice to full choir, from a single video to a dense interplay of cinema, sound effects and evocative electronic songs. Merging media and expanding the definition of music, this performance will celebrate the associative, fragmentary and irrational aspects of imaginative play.


Children´s Games will be an adventurous work filled with haunting images, vivid compositions and strange sounds. Drawing on research into film theory, cognitive science, the loss of play in children, catharsis and special effects, I will examine the power of narratives to shape our view of the world, and argue for the independence and freedom to play.

Sunday, December 5, 2010

Perfectly Imperfect

After watching Dario Argento's Suspiria (1977) for the third time, I have a few thoughts about why it remains so interesting... How is it that Argento never again matched the audio-visual shock of this film? While obviously sensationalist, stiffly acted and generally absurd, every scene in this movie displays an idiosyncratic approach to editing, sound and set design. Like many viewers, I am amazed by the film's confident, over-the-top beauty and grotesquery. Intensely artificial, Suspiria produces a Brechtian distance that I find thoroughly enjoyable. Cinematic effects are emphasized at the cost of coherence. While some of these eccentricities may be the result of low budgets or technical limitations, I find it more interesting to treat them as intentional - stylistically or conceptually purposeful.

Suspiria is sometimes attacked as being overly stylized, or stylized at the cost of content. However, it’s exactly this excess that I like - the way the film so obviously reveals itself as a machine for producing effects. The first thing we notice is the use of overly theatrical lighting - intense reds, blues and greens sculpt space and create chromatic drama. This is apparently a tradition among Italian giallo directors, as demonstrated in a much earlier film, Bava’s Blood and Black Lace (1964).

Argento amplifies the color to an even greater degree, emphasizing its garish and cartoon-like possibilities. We first encounter ballet student Suzy Banyon in the generic modernist space of an airport where the pools of primary color seem out of place. We immediately know that something is very wrong...

The same excess could be noted in the editing style of this first sequence. As Suzy leaves the airport, Argento abruptly cuts to a close-up of the automatic door’s pneumatics. The edit feels similar to the three-shot “salvo” in the “Dead Dan” sequence of Hitchcock’s The Birds (1963).

While Hitchcock reserves this technique for the climactic moment of his film, in Suspiria it is unmotivated, and the significance is unclear. Suzy’s world is presented as one in which ordinary objects and encounters are overloaded with unexplained dread. The effect peels away from meaning and the edit becomes a stylistic device.

Sam Raimi plays a similar game with the viewer in Drag Me to Hell (2009), for example in a scene where a white handkerchief “attacks” the windshield of a car, animated by a sharp edit and a blast of "stinger" music.

By quickly deflating itself, the moment reveals how shock is unrelated to content and is instead simply a collection of techniques, designed to manipulate audience response. Raimi invites us to observe our own reactions and to laugh at the silliness of how easily we can be controlled. Argento, on the other hand, maintains a serious, even maudlin tone throughout. The same jump-cut technique is again used as Suzy rides in a taxi through the rainy night. Streams of blue water rush noisily into a sewer grate and we are left wondering – what is the significance of this shot? Should we pay special attention? Will the theme of water be developed later? Does the shot explain something about Suzy’s mental state? In the end, it seems only to emphasize a universal dread - a sense that the banal world has become filled with antagonistic ill-will.

Such antagonism is pervasive and can also be found in Suzy’s interactions with other characters. While she seems to be a sincere and well-meaning young woman, the residents of this unidentified German town are snide, ironic, rude, demanding and aggressive. Their attitude seems so entirely unprovoked that we have to wonder where it comes from. Are we witnessing the subjective view of a paranoid schizophrenic?

This transformation of the “normal” world reminds me of a description of physical exhaustion on Radiolab. As a long-distance biker pushes past his bodily limits, his mind revolts and hallucinations emerge, creating a final burst of desperate adrenaline. It also reminds me of the spooky forest sequence in Disney’s Snow White and the Seven Dwarfs (1937), in which the limbs of trees transform into monstrous claws, clutching at Snow White’s dress as she flees. This animation, a direct inspiration for Argento, itself
was based on classic horror films such as Dr Jekyll and Mr. Hyde (1931).

The soundtrack by Goblin is another strong component of the film, and one much noticed by fans. There are a number of things that make the soundtrack unusual, beyond the groovy psychedelic music itself. First, we notice how prominent the music is, and how quickly it takes over. The soundtrack often subsumes the image and these sequences begin to feel like a music video. Apparently, the music was often played loudly on the set to put the actors in the appropriate mood (a technique David Lynch also employs). In the first sequence of the film, Argento cuts between tracking shots of Suzy in the airport, and shots from her perspective. With matched sound edits, the music is associated to Suzy’s point of view - but why? It continues through her rainy taxi journey, and returns again and again throughout the course of the movie. These manipulations of intensity are impressive and, like many of the other elements, incoherent. Where do these layers of creepy voices and demonic growls reside? They create an ambiguous space – more than soundtrack, but not quite diagetic. Overall, this excess has a tendency to flatten the film. Rather than building toward moments of violence, the entire atmosphere is suffused and equalized.

I’m also intrigued by the ambiguous role of the “band” Goblin. Too moody to really succeed outside the context of Argento’s films, and yet too forceful to operate as simply supportive emotional soundtracking, Goblin are stuck between the world of fiction and the real world.

There are other pleasurable discomforts in the sound design of Suspiria. Many of the sound effects are over-loud or over-close. The voice dubbing displays the infamous Italian tendency towards looseness, and many of the vocal affectations (accents, etc.) are ambiguous and exaggerated. The editing of dialogue reveals strange shifts in acoustics, moving inconsistently between various amounts and types of reverberation in a single scene. The acting itself feels both stilted and hyperbolic. I often have the impression that actors are reading their lines from scripts.

An additional distance is created in the lack of appropriateness in the script itself. Apparently, the lines were originally written for ten-year old actresses. When it was decided that the film was too violent for such young actresses, the script was not revised to reflect adult attitudes. Thus we have actresses who don't "fit" their lines, adult women who act like children, and a feeling that the dialogue splits away from the "reality" of a scene. This distance between the voices and their on-screen bodies again creates a beautiful artificiality.

Finally, one must comment on the outrageous geometry of the sets, with their art-nouveau curves and sinuous lines. In combination with the dramatic, richly-colored lighting, these over-embellished floral patterns and contrasting ornamentations produce a refracted, gothic, interior world. The consistency and zeal with which Argento decorates this film is excessive. Scopophilic pleasures are encouraged and in many ways become their own separate (even dominant) plotline. It’s worth noting that characters in Argento’s films are often killed by pieces of art. Is there a thesis here about the dangers of beauty?

Monday, November 22, 2010

Reality / Parody


"It doesn't matter how real or true the facts are; the issue is how something that somebody says is transformed into something that will change the world. (...) That happens a lot in oral communication. I can say something - it doesn't matter if it's true or not - but your reaction and the emotion it generates within you are real. (...) The actual facts are not important but the consequences of what is said are real and tangible. I feel this way about the world in general. (...) Reality is not something that exists but something that we have constructed, and since we have made it, we can also remake it differently."
- Lucrecia Martel, in conversation with Haden Guest, Bomb Magazine, Winter 2009

"It is clear that the world is purely parodic, that each thing seen is the parody of another, or is the same thing in a deceptive form."
- George Bataille

Saturday, November 13, 2010

Allegory


"Allegory resists fantasies of strictly teleological history in favor of fleeting instants where "meaning" is forged between past and present, in "the depths that separate visual being from meaning"."
- Adam Lowenstein, Shocking Representation: Historical Trauma, National Cinema, and the Modern Horror Film, quote from Benjamin, The Origin of German Drama

I'm becoming more interested in allegory as a means of structuring narrative, and this has been leading me into new research. I like how, in allegory, everything can be something other than what it is, or what it seems. Horror films lend themselves to this kind of reading, as symbols, stand-ins, replacements for the "unrepresentable". I am choosing to create a (mis)understanding that all horror films are 'actually' about the act of watching movies. I want to to read horror films (specifically those films that involve children) as allegories of spectatorship. I like this exaggerated sense of metaphor, the intersection of repression and fear, the formative trauma of childhood, the imbalances of power. But also the sense of play, the knowledge that "it's only a movie".
If I have a tagline for Children's Games (the way movies do), it will be "Narrative is a game we play with our bodies."

I am stuck in between the idea of making cinema and the idea of making music about cinema. As my music becomes more like a soundtrack (arranged rhythmically), I want to make videos that are more like music (arranged as a soundtrack). In any case, the conceptualizations for these videos are becoming more elaborate, to the point where I'll probably have to ask for help from a professional. As I imagine them now, I will need a soundstage, actors, lights. For example, I would like to shoot all of the 'scenes' against a rear projection screen. This will allow me to have two layers of camera work, and a disassociation between setting and action. I recently watched the original Godzilla and loved the obviously fake (yet still spectacular) array of special fx, including rear projection. What if the rear projection includes its own close-ups, edits, pans, etc., and is brought into active conflict with the shots? I am interested in pushing the artificiality of the video to the point where it can be read as something other than narrative - music. I am in awe of the moments where actual narrative films do this - scenes from Guy Maddin (especially Arcangel) or Lucrecia Martel come to mind.