Sunday 7 April 2013

In What Ways Do My Media Products Use, Develop Or Challenge Forms And Conventions Of Real Media Products?

When people go to see a Horror film, there are certain things that they expect to see just because they know the genre it belongs to. These are called codes and conventions and are used to connote certain things to an audience that is well acquainted with films in general; this is typical for most people as we live in a media saturated society. The conventions traditionally found within Horror revolve around 4 main areas: settings, technical code, iconography&themes, and character types.

The settings are usually small communities or secluded places, which offer more opportunities for a sense of either secret harbouring or isolation. Usually it will be places that have a 'past', for example abandoned houses and asylums, or houses with different levels as psychologists say that the different levels show our primitive instincts (basements) and our repressed terrors (attics). Also very common are religious or medical institutions. Finally, the most common setting point to make is that the scariest things in Horror happen at night. My media product uses the typical Horror convention of isolated locations to reinforce Chris's desperation and helplessness. The warehouses/barn also fit the abandoned setting idea although the story doesn't focus on the locations past.

Technical code in Horror is all about the shots and editing. Often the camera work is expressive rather than natural looking and the use of high and low angles connotes unrest and disruption of everyday occurrences.  In the same sort of way, canted angles are used to create disorientation. There is always a wide range of shot lengths, often edited so there is a sudden jump to surprise the audience. Extreme close-up of the protagonists as reaction shots help the audience identify with their fear; however extreme close-ups are also used with the monster in them to make the audience feel their own personal safety is at risk. Sound and overall editing is used to create suspense and make watchers feel as if it could be their own heart beating so loudly etc. We specifically tried to perpetuate traditional forms and conventions of the genre with our camera work and editing as we felt that is what sets it apart from other film genres the most. Examples of where we stuck to these are the high angled shots of Chris running through the barn, the slightly canted angles of some shots and reaction shots of Chris which should have worked as 'killer shots' with the audio. Something I feel would have looked better, is if we could have shot certain parts at night. I don't think this was us trying to subvert the stereotypical night time found in Horror, but more us being too scared to hang out in scary places at night.

Iconography within Horror is usually the first few obvious things people think of when they're asked what has to be included in a Horror film. Things like the colours black and red are clear as they connote darkness, evil and blood. Expressive use of lighting is used to create interesting, unfamiliar shadows and this lighting often comes from unexpected places. Iconic props that are often used in Horror in general are things like bladed weapons, blood, masks and religious objects. However, in satanic Horror specifically which is DIABOLUS's sub-genre, there is often more particular iconography such as candles, crystals, and pagan and satanic symbols. We tried to included props specific to the satanic sub-genre and this is one of the things we received positive feedback about. I think we managed to use the conventions of iconography well in DIABOLUS despite the lack of interesting lighting. We also have lots of blood and a sharp weapon included in our trailer which help reinforce the genre of DIABOLUS.

Themes which often crop up in horror include the return of the repressed, the hidden evil inside, science out of control, the after life and binary oppositions such as natural/unnatural, good/evil and known/unknown. Our trailer fits the majority of popular binary oppositions e.g. good/evil, strength/weakness, control/lack of control but could also show a opposition of male/female power and how expectations of gender are not always lived up to.

The main character type in Horror is often along the lines of the main protagonist being the 'victim turned hero' and if it's a girl, usually they fit Carol Clovers 'Final Girl Theory' whereby an androgynous, virginal girl protagonist gets away from the monster because she fits conservative ideals. The immoral and stupid teenagers get killed instead. This is where DIABOLUS subverts the typical forms and conventions of real media products as not only is there a girl playing the monster but I don't fit any of the stereotypical images of a woman in horror as I'm not there to serve as someone to be saved or a love interest, but rather a person who tried to help Chris and ended up intercepting the demon instead. In fact, the idea that the medium is female doesn't seem to count at all towards the trailer apart from the fact it is unsettling for the audience to not have a typical character as the antagonist. I guess some people could interpret the fact that the medium got possessed in the first place could be because she doesn't appear conservative, but I think a more important idea to take away from our subversion of typical character and gender roles in the trailer is that women can be just as powerful and dangerous as men.

In conclusion, I think we managed to convey traditional forms and conventions of Horror in order to make the genre identifiable whilst still creating subversions to shock the audience to wonder why they are confused at a woman not being the helpless one. It's important to have a wider variety of gender representations, as everyone is so immersed in the media that the constant stream of stereotypes has an actual influence on peoples behaviour and beliefs.

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