Revision

 
How do the micro features (especially mise-en scene, camerawork and sound) create verisimilitude (a sense of reality/ realism) for the audience? [20 marker] 

(Call of duty POV game clip)

Sound 

Non- diegetic
  • Music in background - very quiet and unnoticeable 
  • Suspenseful dramatic music in background - adding suspense to the reality of the mission 
  • Atonal music 

Diegetic

  • Rain sounds
  • His (our) footsteps in the mud 
  • Guy (soldier) talking on radio - we are talking and we can hear our colleges 
  • Gun being loaded 
  • Type of language for using letters (saying words) - used by military, police and authoritative figures - like a police code - specialist language 
  • Insects 
  • Wind
  • Muted sound when the soldier goes underwater - creating a sense of reality
  • Splash noise when soldier comes out of the water 
  • Cry of pain from victim of murder
  • Dialogue is serious and loudly whispered ("get down!")
  • Joking/ banta - esque dialogue understandable of soldiers to lighten the mood ("it never gets old")
  • Gunfire 
  • Explosion - creates a similitude of a war zone
  • Commands on radio


Camerawork 

  • Point of view (we/ the player is the soldier) 


Editing

  • One continuous shot - creates a sense of reality - creates more accurate POV - mimics real life viewpoint (no cuts or sudden changes of scene in real life 



Mise-en-scene

  • trees
  • Knife in hand with gloves on - create a similitude for me as a soldier (creating a sense of reality)
  • Rain
  • River
  • Log
  • Jungle vine leaves
  • Dim sunlight
  • Long tall trees
  • Banana trees 
  • Tropical environment (trees suggest this)
  • Ripples in water 
  • Air bubbles for breath in water 
  • fish in water
  • Blood during murder
  •  Type of boat suggests south east asian scene
  • Structures (houses in background) suggests a scene of south east asia


Structure for long answer questions [16-20 marks]

PEET

Point - An idea, category or piece of terminology
Example - justify point - connect it back to the question
Explanation - Justify your point. Relate to 
Theory - eg propp, desensitisation


How do the micro features (especially mise-en scene, camerawork and sound) create verisimilitude (a sense of reality/ realism) for the audience? [20 marker] 

  • Mise-en-scene and camerawork creates verisimilitude in the COD clip by creating a sense of point of view -  as if you are the character in the game
  • An example of this is the arms and hands wearing gloves, holding a knife visible on the screen.   The gamer uses a physical controller to move their character as suggested by the visible arms.       As a result, we see the setting changing, as if we're walking through the scene in the game, with our visible body (arms and hands) moving with the scene in one continuous shot, as it would be viewed from first person in the 'real world'. This is enhanced by the camera angle of POV
  •  The visibility of the arms on either side of the screen mimics the reality that people see through a first person view.                                                                                                                                The gloves and knife in (from our POV) hand also adds a sense of realism to the war-zone setting, by focussing on the realistic details of what a soldiers point of view would be.                                The movement of the scene, from looking left and right around the war-zone setting , jumping up and down with our visible arms following further enhances the sense of point of view, especially considering the movement of the camerawork is completely in the gamers control. 
  • *Theory*? Propp hero!
  • Sound creates a realistic sense of the war-zone setting of the game. 






















Comments