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Clayton George Wickham - final thesis

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85<br />

Vice President of distribution at Paramount Pictures at the time of production, said,<br />

“The idea for the 3-D was born out of the fact that the process is so visceral, and<br />

horror movies are so visceral.” (Bracke; 74) The connection between the horror film<br />

and 3-D also extends to the tendencies in the genre’s narratives, according to Kevin<br />

Heffernan: “The generic norms of the horror film were uniquely suited to achieving<br />

a balance between integrated narrative and scenes of shock or spectacle, an<br />

obsession of industry discourses on 3-D during the period of House of Wax’s (1953;<br />

dir. De Toth) production and reception.” (27) Miner utilizes such “scenes of shock<br />

or spectacle”, or novelty shots which involve objects leaping out at the viewer 4 , in<br />

Friday the 13 th Part III 3-D to reinforce expectations created by previous 3-D films,<br />

thereby creating a sense of comfort in familiarity. 5<br />

After the flashback sequence which consists of a condensed version of the<br />

last fifteen minutes of Friday the 13 th Part 2, the opening credits, consistent with the<br />

3-D illusion appear from a distance, moving toward the viewer, but Miner plays with<br />

this in order to shock the audience. The <strong>final</strong> shot of the flashback sequence, as in<br />

Friday the 13 th Part 2, is a close-up of Mrs. Voorhees’s severed rotting head on the<br />

homemade shrine surrounded by candles. The first title, “Friday the 13 th ” comes out<br />

of the eye to the left of the viewer, and stops at a moderate distance, and then from<br />

the eye to the right of the viewer, “Part III” comes toward the audience. As the title<br />

reaches the same distance as the “Friday the 13 th ” title, they both come out at the<br />

viewer, and stop at what appears to be a close distance. As Miner has created the<br />

4 An example of such a novelty shot from House of Wax, features a man demonstrating a paddle-ball<br />

game to people standing in a queue to enter the House of Wax. In a sequence of little narrative<br />

import, he spends a large amount of time demonstrating the paddle-ball game, bouncing the ball<br />

directly at the camera.<br />

5 To simplify the description of 3-D imagery, I will discuss the viewing experience of 3-D in terms of<br />

proximity to the viewer, although this proximity is entirely illusory.

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