John Hillcoat Returns To The Wild West - Complete Short Film Included
John Hillcoat's Old Fashioned Digital Revolution.
Wrangling the latest technology and exploring new mediums of visual storytelling, John Hillcoat, Director of the exceptional Aussie western The Proposition has returned to the untamed wilderness. Teaming up with ultra violent video game giants Rockstar (Grand Theft Auto) Hillcoat brings his vision to the gun slinging carnage of Red Dead Redemption.
The Director and his Editor Barry Alexander Brown (Malcolm X, The 25th Hour) have constructed a short film that’s comprised entirely of existing digital footage featured in the smoking barrels PS3 game. Running just under a half an hour the animated film offers a unique story that rewrites what the console users have experienced while playing.
In an interview with UGO.com Hillcoat sat down to discuss the inception and evolution of the innovative project. When talking about the influence that classic cinema had on the game and how helming The Man from Black Water differs from traditional celluloid techniques, he says:
”One of the heavy influences is spaghetti westerns. It also has more classical -- it's sort of like an amalgamation of all sorts of conventions in Westerns. The marshall, the various missions. It's set in a period of when the west was kind of on the way out, the last of the outlaws. [Sam] Peckinpah - I think Peckinpah, Sergio [Leone] were important.
It's a very different kind of thing; it's a very kinetic world where one thing leads to another. In many ways it's also very different when it comes to the storytelling of things, which is much of what we were working against because of the kinetic nature, the interaction, the pace of the cut scenes and dialogue. It works differently from a film pace because you got people playing the game that are in a different headspace. Their focus isn't about sitting back and absorbing things in the way you would do with a film.”
It's a very different kind of thing; it's a very kinetic world where one thing leads to another. In many ways it's also very different when it comes to the storytelling of things, which is much of what we were working against because of the kinetic nature, the interaction, the pace of the cut scenes and dialogue. It works differently from a film pace because you got people playing the game that are in a different headspace. Their focus isn't about sitting back and absorbing things in the way you would do with a film.”
JD recommends reading the entire interview (HERE) which is full of informative ideas and interesting concepts and comparisons.
Enough tenderfooting around, without further hee-hawing saddle up, hit the prairie and enjoy this stilted but still rewarding sensory experiment from a filmmaker determined to break new ground.
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