He was inspired by the fluidity of Del Toro's
constantly moving camera, and by the importance of water to the story.
Whereas the earlier films, mostly shot by Dietrich Lohmann, often framed the groups or members of the group in static tableaux in order to highlight their solidarity and opposition to a lone outsider, this film (Fassbinder's ultimate collaboration with Michael Ballhaus) uses an almost
constantly moving camera and a remarkable succession of framing and fracturing devices within the camera frame to underscore the shifting alliances, individual isolation, and internal struggles of the characters.
Anderson does a remarkable job of covering up the fact that his story lacks real substance, using tricks such as
a constantly moving camera and an increasingly - intrusive score to make things feel a lot more tense than they actually are.
In fact, one can't help but feel that Harlin's quick cuts and
constantly moving camera were purposefully intended to make up for a lack of energy in the script.
I, TONYA is actually a whole lot of fun with Gillespie turning this into a sprawling slice of pop - culture flashback, fusing the story with wall - to - wall songs from the era, and
a constantly moving camera.
I will never understand how people can tolerate those awful DMC - type control schemes where you have to
constantly move the camera to see where you're going.
I can always see the action in your films, as opposed to a lot of today's filmmakers who use quick cuts, tight close - ups and
constantly move the camera in ways that take away the impact.
Not exact matches
The Orphanage's Juan Antonio Bayona directs the opening episodes, his
camera constantly moving through London's streets, always picking out new shadows to explore.
Nemes keeps the
camera moving almost
constantly, focusing mostly on Saul's face, though also quite often on his back — he wears a gray coat with an X marked on it, and there's no way to avoid fixating on it.
The
camera is almost
constantly moving, maintaining a sense of unrest in the environment.
Fassbinder and production designer Kurt Raab create a near future out of modern architecture (some of it still under construction), gangster - movie fashions, futuristic bric - a-brac, and more glass and mirrors than a carnival funhouse, and his
camera is
constantly reframing,
moving around for a better look, or simply tracking through the increasingly alienated world of his reluctant hero.
In the first act of the film, the
camera is
constantly moving; the cuts are shockingly brief; and the mise - en - scène is sleek and muted.
The erotic fascination underlying all this is
constantly visible in the way that Piñeiro and DP Fernando Lockett film faces, often in long gliding takes that
move seamlessly from wide shot to close - up — see the radio studio scenes in The Princess of France and the extended scene in Viola in which the
camera hunkers down between three characters talking in a car at very close quarters.
In the game's opening, it sends out several Tikis to hypnotize the local population, and can be seen from the world map throughout the game, always facing the
camera, and
constantly moving its lower jaw.
They successfully avoid the monotony of a conventional talking - head documentary by shooting their interviews outdoors in a dark alley or at a cemetery with a
constantly -
moving camera.
Virtually every scene is shot during that «magic hour» before sunset using
constantly moving, handheld
cameras, making everything golden and entrancing.
Traverse the vision - induced,
constantly shifting house full of supernatural phenomena, where each
move of the
camera can change the environment, and discover the true motive of the artist.
The inventory system is excessively limited and coupled with the way in which the game requires the player to be overly precise when trying to interact with an object, picking things up and
moving them in and out of your inventory without reorienting the
camera by mistake is
constantly frustrating.
In another your
cameras are
constantly moving and you need to take down the combat robots while dealing with this slight impairment.
Sure, Outcast isn't a game that puts emphasis on combat, but given the tremendous amount of rabid enemies
constantly shooting at you, you'll need to fight some people every now and then, and it's not very enjoyable, given the input lag, overall dated aiming system, very slow
camera movement, and the fact your character
moves at a snail's pace.
I was particularly frustrated by my inability to disable click to
move, resulting in my
constantly sending my character careening off in the wrong direction as I tried to pan the
camera.
«The
camera is my paintbrush,» Moore has said, «
moving constantly as I create and interpret the intensity of color, depth, surface and textures leading to a new level of creativity and excitement.
Even though you can
move the
camera with a digital direction pad on the system's touchscreen, the game's free - roaming action had me
constantly wishing that the 3DS had a second analog stick.