Shot 1 -
The first shot of the film shows the iconic 'Universal globe', rotating as it does at the start of all Universal productions. When the icon appears (unconventionally slides) on the screen the audience expect the usual orchestrated theme that accompanies the globe, but instead they hear an 8-bit mock up rendition, more suited to a videogame than anything else. Also, the letters seem slightly pixelated and the globe moves another cell in rotation every 1/4 second. This is just as iconic as the Universal logo as 'vintage videogames' are very popular. This sets the tone/theme for the film as these references crop up throughout, and compels the audience to keep watching as this is a clear hint that the film is going to try to entertain you.
Shot 2 -
Once the audio has ceased, the second shot begins with a voiceover reading the text that appears on the grey screen. The lines of text appear one at a time, giving the audience a chance to read it for themselves before the voice does. The style in which the voice speaks is extremely similar to the narrators in the genre of fantasy films, where a voiceover introduces where the action is going to take place, when it is set, and often who the protagonist is.
This is beginning to set the scene for the audience, not only using the information the voice provides, but also allowing people to realise which stereotype the film is playing up to. The typical nerdy male gamer that is such an entertaining cliché to play up is taking centre stage here with the fantasy film and 8-bit gamer references. By using these, before you meet him the audience already know a significant amount of Scott's character. Also, these have a lot of comedy value. It is a fairly long shot, and as the first lines of text fade away, two more appear - again in fade - that set up exactly what is happening, allowing the audience to jump right into the action.
As the shot pans down a little more, the audience realises the grey background in reality was the sky, setting the gloomy tone the film opening takes. When finally the shot is still again, we see the roof of a house. The audience may assume this is Scott's house, and this sets up even more humour that will be realised later in the film when the audience see Scott's living conditions. The snow makes everything seem grey and cold, and the quietness creates a sense of anticipation for the audience. To finish, we here a woman's voice (as well as a musical chime (as if a memory)) as if replying to the narrator, repeating what he said as if displeased. This is a straight lead into the action.
Shot 3 -
Shot 3 is extremely short in comparison to shot 2, and very impersonal. Even though we see four characters straight off, none of them reveal their faces to the camera as if purposely ignoring it.
The table has four chairs around it, and this fact leads the audience to think that the four people in the shot are the only people who sit in those chairs, and so are a secluded and solitary group. None of the items in the shot are very modern and this hints to the audience that as a group they are not particularly wealthy. Regardless of the snow outside, 2 out of the 4 are wearing short sleeved t-shirts. This could show the audience how regular this harsh weather is, or that they wear the same clothing all year round, due to the lack of funds.
Shot 4 -
The following shots from now on are 'Shot Reverse Shot'. Shot four shows Kim from Scott's eye level, so the camera must have been tilted to make it seem as if the audience sees what he sees. It is also slightly darker in Kim's corner, and her dialogue is spoken with distain. This may reflect her dark personality and show the audience what kind of person she is.
Shot 5 -
Again, like shot 4 we see a 'Shot Reverse Shot' of Scott and Kim. There seems to be no 180 degree rule here as someone looking on would have to move continually around the kitchen to get at the angles of each characters face. Scott's corner seems a bit brighter, also you see more of Kim's head than you did of Scott's shoulder, as if the audience was actually looking past the back of Kim's head (in the room). When Scott speaks he doesn't turn around. At this point the audience still hasn't seen the face of the title character, also establishing the relationship between the too characters as quite casual.
A mid-shot of Kim, just about fitting her head in the frame. When she speaks she stays very still and doesn't use much energy in her speech or facial expression. This helps to set the lethargic mood in the scene.
Shot 7 -
Scott is introduced. This is also another mid shot, as if every shot style is then mimicked one more time by the other character. Another game reference is the ID box. These are used to introduce the name, rating/ranking, special skill and sometimes personal information in a videogame when selecting the character you want to play with. Placing it here is useful and comic, especially as each character (as well as this one) has an official rating from some unknown source. This is placed to take the audience back to when they might have played a game like this and looked for the player with the best rating.
Shot 8 -
Shot 8 introduces a new character. Behind this character (Steven Stills) we see the only modern appliances in the room. There are items behind him that do not automatically spring to mind as being typically owned by people of this age group, e.g. substantial spice rack, wok etc... which may hint to the audience that this is/was a family house. This also begins a new 'Shot Reverse Shot' between Steven Stills and Scott. Again, the lack of energy and enthusiasm adds to the lethargic feel of the scene, even though Stills' dialogue states the opposite of Kim's.
Shot 9 -
The final shot in this analysis shows the final character in the scene not yet mentioned - Young Neil. He has not yet taken an interest in the conversation, which may be the reason the space behind him is the most dark, as he is the least involved as he has been absorbed in his videogame. This is the most up-to-date piece of machinery and is symbolic seeing as it has kept the character out of the conversation so far, and yet there are so many references made. The design on his shirt is also similar to the device in his hand, as if by playing the game he is fulfilling the action suggested to him. The audience also sees what appear to be a very washing machine and dryer, which again are not typical appliances for people of this age to own. The fact that they are outdated hints that they may have been left there when the rest of the family moved out.
This film is what I feel I will take much of my inspiration from, as the themes such as 'videogame style' and overdramatized shots I find entertaining and fun to work with.
Detailed analysis - well done. Clearly filming a group round a table is tricky! You need to also comment on any ideas this gives you for your own product.
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