Satoshi Kon - Editing Space & Time - YouTube

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Hi my name is Tony and this is Every Frame a Painting.
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Today I鈥檓 going to talk about one of the greats of the last twenty years
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the Japanese filmmaker Satoshi Kon.
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Even if you don鈥檛 know his work you have certainly seen some of his images.
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He is an acknowledged influence on both Darren Aronofsky and Christopher Nolan
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And he has a fan base that includes just about everyone who loves animation.
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In one decade, he made four feature films and one TV series
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all of them amazingly consistent, all of them about
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how modern people cope with living multiple lives.
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Private, public. Offscreen, onscreen. Waking, dreaming.
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If you鈥檝e seen his work you鈥檒l recognize this blurring of reality and fantasy.
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Today, I鈥檓 only going to focus on one thing: his excellent editing.
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So as an editor, I鈥檓 always looking for new ways to cut
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especially from outside the realm of live-action.
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Kon was one of the most fascinating. His most noticeable habit
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was matching scene transitions.
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I've mentioned before that Edgar Wright does this for visual comedy
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<i>--Scott! --What?
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It's part of a tradition that includes The Simpsons
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and Buster Keaton.
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Kon was different. His inspiration was the movie version of
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Slaughterhouse-Five directed by George Roy Hill.
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<i>--I can always tell, you know, when you've been time-tripping
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This is more of a sci-fi tradition that includes Philip K Dick
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and Terry Gilliam
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But even among peers, Kon pushed this idea pretty far.
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Slaughterhouse-Five has basically three types of scene transitions:
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a general match cut
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an exact graphic match
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and intercutting two different time periods, which mirror each other.
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Kon did all of these things, but he would also
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rewind the film, cross the line into a new scene,
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zoom out from a TV, use black frames to jump cut,
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use objects to wipe frame, and I don't even know what to call this.
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To show you how dense this gets, the opening four minutes of Paprika
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has five dream sequences and every single one is connected by a match cut.
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Number six is not connected by a match cut,
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but there is a graphic match within the scene.
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Just for comparison, the opening fifteen minutes of Inception
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has four interconnected dreams. Number of match cuts: one.
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<i>--What is the most resilient parasite?
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Cuts like this aren鈥檛 uncommon, but they鈥檙e definitely not something
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most filmmakers build a style out of.
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Usually you see them as one-off effects. Two of the most famous examples:
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Oh and this one because it's amazing
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Kon鈥檚 work was about the interaction between dreams, memories,
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nightmares, movies, and life.
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The matching images were how he linked the different worlds.
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Sometimes he would stack transitions back to back,
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so you鈥檇 be getting used to one scene before you got thrown into the next.
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All of this made him really surprising to watch.
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You could blink and miss that you鈥檙e in a different scene.
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Even when he wasn't dealing with dreams, Kon was an unusual editor.
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He loved ellipses and would often just jump past part of the scene.
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So you鈥檇 see a character look at a key.
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You expect to see her take it, but that doesn鈥檛 happen.
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The scene just moves on. Later on, in a different scene:
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Or you鈥檇 see a man jumping out of a window and fade out.
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We鈥檇 then cut to a scene we didn鈥檛 understand, reveal that this is a dream,
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back out, and then show the conclusion of the previous scene.
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Even things like murder, he would do the build-up and cut away.
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But he would show us the gory result.
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I particularly love the way he handled character death.
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Here, an old man dies and the windmills of his hut stop.
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Then it turns out he鈥檚 alive, so they start up again.
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When we finish the scene, the windmill shot doesn鈥檛 repeat,
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but you鈥檒l notice they aren鈥檛 moving, implying he is dead.
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Kon also had a habit of starting scenes in close-up and you鈥檇 figure out
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where you were as the scene went on.
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Every once in a while, he鈥檇 use an establishing shot.
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And then reveal that it was actually a point-of-view. So without you noticing,
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he brought you into the character鈥檚 world.
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He was constantly showing one image and then revealing that it wasn鈥檛
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what you thought it was.
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Your experience of space and time became subjective.
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He could also edit in ways that a lot of live-action filmmakers could not.
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During an interview, Kon said that he didn鈥檛 want to direct live action
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because his editing was too fast.
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For example:
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This shot of the bag is only 6 frames. For a comparable moment in live action
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that was 10 frames. Or how about this insert of a note?
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10 frames. But in live-action...
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49 frames. Kon felt that as an animator, he could draw less information
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in the shot, so your eye could read it faster.
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You can actually see someone like Wes Anderson doing this in live-action
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removing visual information so his inserts 鈥渞ead" faster.
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It鈥檚 worth noting: you can actually cut much faster than this, but the images
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pretty much become subliminal. Some of these shots are 1 frame.
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None of this was for cheap effect. Kon felt that we each experience
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space, time, reality and fantasy at the same time as individuals
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and also collectively as a society. His style was an attempt to depict this
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in images and sound. In the course of ten years, he pushed animation in ways
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that aren鈥檛 really possible in live action.
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Not just elastic images, but elastic editing -- a unique way of moving from
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image to image, scene to scene. And he was helped in this crusade by
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the studio Madhouse, who did some of their finest work on his films.
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If you want to see a perfect summation of his work, I present his final film:
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a one-minute short about how we feel when we get up in the morning
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This is Ohayou
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<i>--Ohayou
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Farewell, Satoshi Kon.