Shot
|
Technique
|
Effect
|
1
|
Motif
|
Brings you into the film
|
2
|
Ambiance sounds (wind)
Non-diegetic Narration – voice sounds quite hard (strong)
|
Creates a sense of a harsh cold environment
Shows you the characters thoughts and feelings also gives you a sense
of what the film will be about
|
3
|
Sudden burst of sound
Diegetic heavy breathing and gasping for air
|
Provokes emotion and helps you to feel the panic and desperation of
the character
Helps the audience to make a connection with the character
|
4
|
Sound muffles as character (and camera) are submerged in water
|
Makes you feel like you are there and experiencing the same things
the character is
|
5
|
Diegetic splashing and gasping
|
Creates an emotional connect with the character
|
6
|
Diegetic band general under water noises
|
Helps to create the sense of being under water and create a sinking
feeling, as if you are going down with him
The contrast between the loud splashing and now the quite muffled
noise of the bubbles helps to create the sense that he has given up
|
7
|
Non-diegetic Defining noise as
shot is shown
Diegetic bubbles
Non-diegetic Narration
|
Provokes feelings of shock
Create the feel of being underwater
Keeps the main connection to the main character and also gives a
little insight into the story
|
8
|
Sound bridge (sort of watery noise through the black leading to the
shot of the door)
Non-diegetic Baby crying
|
Connects the two shots – shows us there is some sort of link
Creates an eerie feel
|
9
|
Non-diegetic Baby crying
Non-diegetic Eerie wind chimes
Non-diegetic Eerie music
Non-diegetic Clock ticking
|
Make the shoot seem unreal and somewhat spooky and sinister
Makes it feel like time is moving very slowly
|
10
|
Non-diegetic Sound bridge
(baby crying)
Non-diegetic Sound bridge
(clock ticking (getting progressively slower)
Diegetic bubbles (letting out his last breaths)
Non-diegetic Narration
|
Creates a link between the baby and the main character
Makes us feel like everything is slowing down and coming to an end
Connects you to what is happening to the character in the present
Connects you to the character and makes you think about what he might
have done
|
11
|
Non-diegetic Sound bridge
(clock ticking)
Diegetic creaky door
Non-diegetic wind chimes
Non-diegetic flashing sort of sound
|
Links all the shots
Focuses you on that one point – makes it seem significant
Brings thoughts of innocence
Helps create the feel of moving through memories
|
12
|
Sound bridge (Non-diegetic flashing sort of sound)
Sound bridge (Non-diegetic wind chimes)
Ambient sounds (something goes past the window and makes a noise
(maybe a car))
|
Links the shots
Brings up the thoughts of innocence and links to the wind noises
(wind chime)
Odd as it gives a sense of normality and yet the shot we are seeing
does not portray this
|
13
|
Sound bridge (non-diegetic wind chimes)
Sound bridge (non-diegetic clock – becoming distorted)
|
Links the shots
Makes us feel like something is wrong
|
14
|
Sound bridge (non-diegetic wind chimes)
Sound bridge (non-diegetic clock – becoming more slow and distorted)
Sound bridge Thunder (could be diegetic) into next shot under water
Non-diegetic Narration
Diegetic underwater noises
|
Links the shots
Continues the eerie feeling
Creates the sense that the characters past is quite dark
Insight into how the character is feeling
Creates the sense of a 3D world
|
15
|
Narration
Sound bridge off screen diegetic police cars
|
Leaves us with a strong message
Creates the sense of normality and gives us pre-emptive thoughts
about what might come next, also links
with what he was talking about (dead criminals)
|
16
|
Sound bridge off screen diegetic police cars
Ambient sounds (people talking, cars, general city sounds)
wind
|
Links the shots and establishes the scene
Sets the scene and creates the sense of normality
Links slightly with the beginning
|
Tuesday, 6 November 2012
Max Payne - Sound Analysis
Max Payne opening sequence - Sound Analysis
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