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Year Of The Month

Sin City

This shouldn't have been a cinematic dead-end!

It puzzles and irritates me that Sin City wasn’t far more influential than it was. Admittedly, even ardent admirers admit that it doesn’t completely work – director Robert Rodriguez described it not as an adaptation of Frank Miller’s comic book series of the same name, but a translation, using the book itself as a storyboard for scenes and imitating it as directly as he could. Unlike Zack Snyder in the making of Watchmen, Rodriguez even had the cinematic sense to not frame a shot to include non-existent dialogue bubbles. Still, this frequently causes weird visible cuts and frames; actors holding themselves like statues in awkward positions and sequences edited together in a visibly staged way.

But I think this is the price of experimental filmmaking. Ideally, I prefer tightly structured works designed to entertain, but I also dearly love works intended to push an idea or a technique past the point of reason – past the point of entertainment, or meaning, or common sense. These are works designed for everyone to learn from, and then you take what does work and use it in those tightly structured works. You need a work that’s occasionally Too Much to prevent everything else from being Too Little.

So what does Sin City bring to the table? I believe its filmmaking process should be the model for low-to-zero budget action filmmaking. In some ways, Sin City is the antithesis of John McTiernan’s action movie philosophy – his aim was to make you believe this was really happening, that the hero was a real guy who was really in that situation. Sin City, on the other hand, presents characters who are gods, demons, and angels in human form. The downside of CG and green-screen-heavy filmmaking has been that verisimilitude has been ruined. None of this is real, none of this is plausible, nothing of this ever existed in reality. Sin City fixes that problem by diving right into it – the pleasure of this is that none of it is realistic.

Very little of the film actually consists of action scenes – rather, it’s mostly dialogue shot as if it were an action scene, and almost every beat is delivered with an operatic tone – the camera looking up or down, intense cuts to closeups, that sort of thing (I suspect this has the least handheld of any Robert Rodriguez flick). The green-screens don’t undermine this melodrama – they enhance it, pushing it all the way to some mystical higher plane of existence we can only access in the cinema.

(The film also ‘compensates’ for this by drawing attention to the humanity within it; both the fact that it’s filled with stories of people making decisions, and in that the film is overflowing with creative decisions; Benicio del Toro’s weirdass voice as the dead Jackie Boy haunting Dwight in the car, or the makeup that has Mickey Rourke looking even more beat up as Marv) 

This is what I believe low budget cinema can easily replicate, especially because the technology has only become cheaper since Sin City was released. I’m not saying I want all indie films to be like this – I also want mumblecore and indie comedies and brutally realistic dramas and whatever – but if you’re looking to make an action film and have limited resources, this seems like a logical model to have. I’ve seen enough low-budget action films to recognise that trying to replicate Hollywood’s high-budget scope might not be the easiest task in the world.

So why wasn’t this more influential? Why was it kind of a cinematic dead-end? I think there are several reasons for that, starting with the fact that people tend to replicate action before they replicate principles. The film itself has an incredibly seedy, revulsion-inducing vibe to it; it’s about serial killers, rapists (including pedophiles), corrupt cops, sex workers, and other sordid bullshit; there’ll always be a market for that kind of thing, but it’s not generally a vibe mainstream audiences or mainstream creators embrace.

Most people, as well, aren’t really interested in how the sausage is made when it comes to art, even the majority of people who make it – the true virtues of Sin City are invisible and take work to express. Compare this to, say, the works of Rodriguez’s friend (and director of one scene in the film) Quentin Tarantino, whose filmmaking is very visible and caused a wave of influence – smash cuts and title cards and all that other extra bullshit. I love that shit as well and I think he’s a master filmmaker, but the fact that ‘Tarantinoesque’ is generally a flaw in a work speaks to its superficial and easy-to-recognise pleasures.

Secondly – and this is a crucial element – most audiences are looking for ‘realism’, or at least what they believe to be realism. Ayn Rand described her work with the phrase ‘romantic realism’; this is another layer of her being a fuckin’ moron, seeing as that’s a contradiction in terms, but it speaks to what I think mainstream audiences are looking for. They want a work that functions mechanically how they expect the world to work, and the morality to play out so that people get what they believe they should deserve.

(Useful example: Game of Thrones was frequently criticized for its use of rape of women as a plot device. Defenders of the show would cite this as a realistic representation of medieval times, apparently forgetting that Game of Thrones is set in an entirely fictional world, and that the rapists generally got punished in a significant way, deciding the presentation of rape was fine so long as the offender gets what’s coming to him.)

It’s a shame, because one could very easily keep the mechanical construction of Sin City and how it was made while swapping out the morality and aesthetic; the same campy larger-than-life magnificence, but with, ya know, colours and happy characters and a moral outlook one prefers. In fact, ironically, marginalized storytellers who are specifically interested in larger-than-life action struggling to find funding because their ideas don’t sell well to a mass audience would actually find more utility in the Sin City approach than anyone else. Such is the way of the arts industry.