COMMUNICATION VIA SIMPLE ACTION AND MOVEMENT
Now, the nature of the film and the limitations of the set suggests stillness and that could be visually dull, so I decided to create contrasting movement in Beckett/god's second appearance. A common mistake of novice filmmakers is trying to make things busy or contain action merely for visual interest but oftentimes that is counter-productive because if the action and/or camera moves are not "motivated" they might undermine or contradict the intent of the scene rather than support or counterpoint it.
In this scene the action is designed to tell us something: Taylor paces like a nervous caged animal and then Beckett/god casually circles in the opposite direction as a complete contrast. He's literally and figuratively going in circles. She freely weaves into and through the group then exits in a straight line thus showing that they can find "ways out". The script called for this to be a down shot (from the balcony overlooking one side of the stage) but concerned about time I chose to play it on the level. I wish I'd gotten at least one quick take of it from above to break things up. C'est la vie...
Notice also that the limbo people never actually make eye contact with Beckett. I instructed them to do this so to suggest that either they can't see or are ignoring her... without specifying which it is. You choose.
VISUAL SYMBOLISM WITH A SIMPLE PROP
The limbo game appears seemingly from nowhere and with no fanfare. It either arrived unseen or perhaps it was there all along and no one noticed it before. It initially appears as three vertical rods perhaps subtly suggesting a cage or prison bars behind which these pour souls feel trapped. See it?
But as soon as one of them reaches for the center rod it falls over. It occurred to me afterwards that this immediately suggests this cage is a pretty flimsy one and perhaps the cage door was never closed or locked to begin with. As Beckett/god says at the top of the film—"you can leave any time you want".
They don't know
what it is until Alexis realizes/decides it's a limbo game. I originally thought he recognized it for what it was, but as I was editing I realized that I'd try to play it like he decisively
imposes a function on it and ergo that's what it becomes. This fits with what happens next wherein they all argue about why the now-a-game is there and what it must mean and what the rules of the game imply to them. Again, originally I thought about this being more literal (the game
is the exit) but in editing decided it was more interesting if I played it more like the characters seize upon the idea that it must be the way out and thus it becomes that... the logjam breaker. The blocking and angles suggest this even though that's not necessarily what I planned while shooting.
MAKING WHERE SOMETHING IS IN THE FRAME TELLS US WHAT A CHARACTER FEELS
This shot is about Rowan's POV, as he sees this thing as a threat to his comfortable status quo, ergo I framed the shots so the bar height suggests clotheslining/slashing across their throats, albeit this was tricky given the different heights of the two actors. I probably should have used a quarter apple (box) to cheat Jim (right) up just enough so I could get the bar across the throat of Drew (left) without obscuring Jim behind it.
SIMPLE DOMINANCE IN FRAME
Here are the only places I aimed up or down. I laid on the floor with the camera on my chest to get the up-angle, which not only gives us something like a pseudo-Taylor POV (as he is on the floor), but puts Tracy in a position of power and dominance both in terms of framing and story. So, even though she's unsure at first what to do, the angles reinforce that she has all the cards and the dominant position in the situation.
THE SIMPLEST EFFECT IS NO EFFECT
The bar hits the floor. I did this as a down-shot, almost like the POV of someone in the scene. What's important is the sudden absence of the people who just touched it who disappeared in the cut. We don't need to see the mechanics of their exit or a visual effect. The bar clattering to the floor in their wake does the job. Plus, it's delightfully weirder that way.
BLOCKING AND COMPOSITION AS VISUAL METAPHOR
The final confrontations between each couple takes place with the limbo game between them...thus it becomes a sort of physical manifestation of the things that divide them. (I should probably have had the bar in the up and down angles on Tracy and Taylor.)
But such a shot needn't reinforce what we can see. In fact such a composition can also add a contrasting visual layer to a scene. Imagine two characters playing everything as wonderful and yet there is always
something in the shots which stands between them or prevents them from getting close, representing what's really going on behind the facade, or maybe even how they feel even if they are pretending, hiding how they feel, or don't realize their own feelings.
Here, again, the bar at the neck but only in the angles favoring Riley because he's the one who fears change. So it's much more literally across his throat alone. (And, holy crap, look at the raw emotion on his face there. That, my friends, is real acting.)
Here near the finish I let Riley be obscured by the limbo game because he literally feels lost behind it. I probably should have not had him so directly behind it as I did, though. I should have moved him a hair to screen left and the camera a few inches to the right and cranked it up one hand higher so his face was framed/pinned between the vertical posts.