Friday, September 8, 2023

The Old Guard Analysis



 

 

 

focal depth/

implied proximity

 

long shot (LS)

Bigger than characters, but they are in the space.

medium long shot (MLS)

Knees up. Often action scenes.

medium shot (MS)

Waist up. Common “two shot” (see) à

medium close up (MCU)

Chest up

close up (CU)

Face

 

close on

Close up of an object.

 

 

angle

 

eye level

Straight on from level.

 

low

Looking up.

 

canted/Dutch

Tilted off axis.

 

movement

tilt

Stationary camera person, moving camera, vertical.

 

pan

Stationary camera person, moving camera, horizontal.

 

handheld

Lack of steadycam rig for jumbly effect.

 

 

plane

foreground

Many shots use these three focal planes.

 

midground

 

background

 

 

Some shots reduce to foreground & background.

 

 

 

 

space

onscreen 

vs.

Seen in frame. 

 

 

offscreen

Out of frame, but still existing.

 

 

 

 

closed

 

 

 

 

 

diagonals

balanced/centered

The diagonals converge in the center, giving a sense of balance.

 

 

 

 

 

 

 

oblique/unbalanced

The diagonals pull to the sides, creating motion and lack of balance.

Large scale example à

 

Medium scale ex. à

 

 

Small scale ex. à

 

 

 

 

 

low contrast/high key

 

 

 

oddities

diagetic lights

 

 

 

 

 

aspect ratios 

 

 

2.75:1

Panavision. Larger 65mm film stock. No distortions.

 

 

lens 

 

 

telephoto/zoom

flattened space

 

 

image quality

 

digital

high res

 

 

 

degradations added/virtual grain

For aesthetics and/or to make it seem more “believable.”

 

 

The joining of shots together.

 

 

styles

“classical cutting”

 

outside in

XLS à … à … àcharacter

 

 

inside out

character à … à … à XLS

 

 

some cut types

 

 

invisible (ish)

match on action

 

 

eyeline match

 

 

graphic match

 

 

shot reverse shot

 

 

flash/smash cut

 

 

 

 

 

 

diagetic

Supposed to be in fictional world.

 

non-diagetic

Not supposed to be in the fictional world. Usually the soundtrack.

soundtrack

 

 

 

onscreen

We can see the source that is supposed to be making the sound.

This is like 99% of film sound.

 

 

 

simultaneous

Sound takes place at the time of the action onscreen.

This is like 99% of film sound.

 

 

 

synchronous

Matching the action on screen.

This is like 99% of film sound.

 

 

 

external

In the shared “real” diagetic world.

This is like 99% of film sound.



 

 

 

 

 



 

 

 

2 comments:

  1. Zayda, I think you were able to find many good ideas within the film. I can relate because I am also analyzing The Old Guard. I think the best way to develop a strong thesis would be to combine the sound and shot elements of the film while also focusing on the lighting. Once you are able to tie all of those together with a purpose I think you will be set.

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  2. Zayda, I like how you found examples from all different aspects of the chart in your film clip. In terms of an argument, I would maybe suggest something in the direction of the differing shot techniques since you have so many. I am not clear on what specific scene in the film you are focused on.

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