Tuesday 6 November 2012

Max Payne - Sound Analysis

Max Payne opening sequence - Sound Analysis

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

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