Monday, September 08, 2008

WALL-E. Some film-making reflections.


By now you've either seen WALL-E or read something about the film (or WALL-E himself). Much has been made of the story-telling style of this unexpectedly remarkable film, so it might be worth swinging the flashlight around and attempting to illuminate another part of the picture.

It's facile to say that WALL-E is an homage to, say, Charlie Chaplin since no characters say much of anything until 40 minutes or so into the 98 minute movie. It's a bit more than a Chaplin homage, I'd venture: Motion Pictures as a form had no synchronous dialogue to speak of from the inception of movies in 1894 until 1928 or so. Deprived of "spoken" dialogue, thousands and thousands of films found a way to tell stories through body language, motion, facial expressions, editing, intertitles and the Stanton and Reardon screenplay is absolutely in the classic tradition of the so-called silent era. You have to watch the movie to tell what's happening. This is not illustrated radio (in the way that most modern television shows are which enable you to know what's happening even if you're in the other room cooking dinner and can't see the TV set). This is true "visual" story-telling.

What's stunning about this simple and quietly touching little fable (if one can stretch the definition of "fable" to include robots along with anthropomorphic animals) is the economy and richness of the script. There's hardly any wasted motion here, no fat in the meat, as it were. A second viewing reveals how wonderfully a detail pays off at the end. For example, each and every one of the "mad" robots released by the blast from EVE's disconnected arm plays a specific (and comic) part in the final chase scene. Rich in forwshadowing, the storyline shades in character, emotion, motivation all through tiny details: WALL-E's collection of his favorite garbage, the spare parts library, a tilt of his eyepods or twist of a mechanical wrist, and ultimately the precious videotape of Hello Dolly.

WALL-E himself is something of a simpleton, as one might expect from a robot intended to compress garbage, yet it's that incremental step up from "mechanical device" to "lonely being" that slides unnoticed past our critical inclinations that makes this whole thing work. The "acting" of what is literally a box-shaped garbage scoop on tank treads is amazing. Reduced to minimal cues to emotion, the animators have been forced to express character through the simplest forms of mime. Marcel Marceau would have been proud of them.

Nothing more than "boy meets girl, boy loses girl, boy gets girl back again" in schematic construction, the plot is woven intricately with the sort of science fiction detail that has -- until now -- been nearly impossible to create on the motion picture screen. I found myself thinking that the late Robert Sheckley, a seminal writer of speculative fiction in the 1940s and 50s would have loved this film. His stories were, twice, made into films (Freejack and The 10th Victim), but without the richness of modern CG graphics. One evening, about a year ago, I found myself watching an aerial shot of dozens of sailing ships gliding an 18th Century Harbor in Pirates of the Caribbean and realizing in that moment that virtually anything we can think of can now be shown on the huge motion picture screen in dazzling detail (soon to be followed by the same thing in stunning stereoscopic 3D). Now, here's WALL-E, the quintessential 1940's science fiction story fully realized in awesome reality 30 or 40 feet high in full color. [It breaks my heart that Ray Bradbury and I will never have the chance to bring The Martian Chronicles to the screen (as it should have been long ago) using this technology to re-create the retro-science fiction vision of the book. But that's a topic for another time.]

Few modern films have the simple, direct originality of WALL-E's screenplay. It has become de-rigeur to overload films with sizzle and flash and to leave the meat in the refrigerator. Young directors and editors, intoxicated with AVID and other non-linear editing systems, overdose with two-frame jump cuts simply because it's so easy to do so, and ignore the needs of telling a good story clearly. Not so here. This film plays out with effortless clarity. This has inexpicably become a nearly lost art. Somehow Hollywood has allowed its current product to become synonymous with "expensive computer graphics." Even the wonderful Star Wars series has gotten a bit too cozy with the aesthetics of computer games instead of the stories of DeMaupassant and perhaps this has led American filmmaking closer and closer to the slippery slope of entertainment based solely upon spectacle.

This, like the movie, is an essay theme worth re-visiting. Fine pieces of jewelry invite the owner to pick them up, turn them in the light, and discover new beauty over and over again.

In the end, WALL-E transcends its own technique and its very origins in digital bits and fractal equations. It's a softly whispered tale of loneliness, dreams, and loss. But most of all, it is a story of hope. Hope for the future, hope for mankind, hope for friendship and companionship, hope for the warm loving touch of a hard, cold mechanical hand.

And in the stunning climactic moment when the technological equivalent of fingers intertwine with passion and life, no words can express the fullness of the relationship between a square, clanking robot and a shining, white, flying egg with arms, and the promise that we, too, will survive our own pollution, technology and human follies with hearts -- filled like theirs -- with love.

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