With The Lord of the Rings trilogy (2001 –
2003) Peter Jackson created a world that juxtaposed realism and fantasy with
great skill. This accomplishment waned a little as the films progressed until The Return of the King (2003) was a CGI
extravaganza, that relied less on the real world locations of the first film, The Fellowship of the Ring (2001),
arguably the best of all the Middle Earth films.
With the increased use
of CGI Jackson was able to stage hugely impressive battle scenes. Impressive as
they are they lacked the intimate that made Fellowship
so successful. This pattern seems to be being repeated in Jackson’s Hobbit
trilogy, although in slightly different ways.
The Hobbit: An Unexpected Journey (2012) had the charm and the danger of
Fellowship, and while it was aimed at a younger audience, it was engaging and
fun cinema. The middle part of the trilogy, The
Hobbit: The Desolation of Smaug is far greater in scope than Journey, covering great distances and
many, many characters. It is in the latter that the problem lies. We spend
little time with the majority of the dwarves, the most of whom are scenery.
Other characters are shoehorned in and these are important characters whose
significance will come to light in the final part, but here they are so thinly
drawn that there is little attachment to them. How can we care that Bard slays
the dragon, vanquishing his family’s curse, if Bard has less than twenty
minutes screen time?
The Desolation of Smaug becomes like the latter Lord of the Rings film, an experiment in technology. And what
Jackson has achieved is groundbreaking, but also highlights the slow death of
analogue. The cameras that Jackson has developed for this film result in what
can only be described as hyper-realism. The image (even in 3D) is so sharp that
it is uncomfortable. It is far closer to what we expect from BBC HD nature
documentaries than what we are used to from film. This is unsettling because
the actors are presented in such vivid details it feels intrusive. More
positively, the CGI blends with the image and is therefore incredibly
impressive, especially Smaug who is close to, but not quite as successfully
rendered as Gollum.
From a film lover’s
point of view this sharpness of image is difficult to accept. The grain of film
is missing and that grain and Hollywood shine are what made cinema so magic.
Cinema is about suspension of disbelief, but that does not mean that the image
has to become hyper-realistic. Advancements in technology are important and
necessary, but surely they can be balanced with a more traditional look.
Side note: The 2D version of the film is a far more authentic cinema experience, aesthetically. Yet the problems in pace and pitch remain.