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A magical dot over in the corner.



Watching Hiyao Miyazaki's "Spirited Away" for the third time, I was struck by a quality between generosity and love. On earlier the views I was caught up by the boundless imagination of the story. This time I began to focus on the elements in the picture that didn't need to be there. The animation is a painstaking process, and there is a tendency to simplify its visual elements. Miyazaki, in contrast, offers complexity. His backgrounds are rich in detail, his canvas embraces space liberally, and it is all drawn with meticulous attention. We may not pay much conscious attention to the corners of the frame, but we know they are there, and they reinforce the remarkable precision of his fantasy worlds.

"Spirited Away" is surely one of the finest of all animated films, and it has its foundation in the traditional bedrock of animation, which is frame-by-frame drawing. Miyazaki began his career in that style, but he is a realist and has permitted the use of computers for some of the busywork. But he personally draws thousands of frames by hand. "We take handmade cell animation and digitize it in order to enrich the visual look," he told me in 2002, "but everything starts with the human hand drawing."

Consider a scene in "Spirited Away" where his young heroine stands on a bridge leading away from the magical bathhouse in which much of the movie is set. The central action and necessary characters supply all that is actually needs but watching from the windows and balconies of the bathhouse are many of its occupants. It would be easier to suggest them as vaguely moving presences, but Miyazaki takes care to include many figures we recognize. All of them are in motion. And it isn't the repetitive motion of the much animation, in which the only idea is simply to show a figure moving. It is really changing, detailed motion.

His story involves a 10-year-old girl named Chihiro, who isn't one of those cheerful little automatons that populate many animated films. She is described by many critics as "sullen." Yes, and impatient and impetuous, as she's stuck in the back seat during a long drive to a house her parents want to examine. Her father loses the way in a dark forest, and the road seems to end at the entrance to a tunnel. 

Investigating it, they find it leads to an abandoned amusement park. But at dusk, some of the shops seem to reopen, especially a food shop whose fragrances steam into the cool air. Her parents fall eagerly upon the counter jammed with food and stuff their mouths. Chihiro is stubborn and says she isn't hungry. Her parents eat so much them double or triple in size. They eat like pigs, and they become pigs. These aren't the parents of American animation, but parents who can do things that frighten a child.

The amusement park leads to a gigantic floating bathhouse, whose turrets and windows and ledges and ornamentation pile endlessly upon themselves. A friendly boy warns her to return, but she is too late, and the bathhouse casts off from the shore. Chihiro ventures inside, and finds a world of infinite variety. She cannot find her way out again. The boy says everyone must have a job, and sends her to Kamaji, an old bearded man with eight elongated limbs, who runs the boiler room. He and a young girl advise her to apply to Yubaba, who owns the bathhouse. This is a fearsome old witch who exhales plumes of smoke and a cackling laugh.

This is the beginning of an extraordinary adventure. Chihiro will meet no more humans in the bathhouse. She will be placed under a spell by Yubaba, who steals her name and gives her a new one, Sen. Unless she can get her old name back again, she can never leave. One confusing space opens onto another in the bathhouse, whose population is a limitless variety of bizarre life-forms. There are little fuzzy black balls with two eyeballs, who steal Sen's shoes. 

Looming semi-transparent No Faces, who wear masks over their ghostly shrouds. Three extraordinary heads without bodies, who hop about looking angry, and resemble caricatures of Karl Marx. There is a malodorous heap of black slime, a river creature whose body has sopped up piles of pollution. Shape-shifting, so common in Japanese fantasy, takes place here, and the boy who first befriended her is revealed as a lithe sea dragon with fierce fangs.

Sen makes her way through this world, befriended by some, shunned by others, threatened by Yubaba, learning as she goes. She never becomes a "nice girl," but her pluck and determination win our affection. She becomes determined to regain her name and return to the mainland on a daily train (which only runs one way). She wants to find her parents again.

Follow the path of children's emotions and feelings as we make a film. If you stay true to joy and astonishment and empathy you don't have to have violence and you don't have to have action. They'll follow you. This is our principle. "In a way, live-action is becoming part of that whole soup called animation. Animation has become a word that encompasses so much, and my animation is just a little tiny dot over in the corner. It's plenty for me."



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