Dunkirk: 5 things
After weeks of seemingly everyone
on the planet singing its praises, I finally saw Dunkirk in all its IMAX-y
goodness yesterday. It’s a masterpiece, and once the hype has died down I might
even go so far as to say it’s Nolan’s best. For now, here are the five things
that I took away from the film:
1. An epic scale doesn’t have to
mean an epic runtime
I can’t have been alone in
expecting Dunkirk to have a lengthy
runtime. Instead, Dunkirk runs at a
breathless 106 minutes. Nolan gets held up as a champion of cinema for his insistence
on shooting with celluloid, but it’s deeper than that; he understands that
cinema is about show, not tell. Dunkirk is a film about the human story of
Dunkirk, not its logistical achievements, and that first shot of Ffion
Whitehead’s eyes as he looked out over the spume-covered frontier of Northern
France was all the backstory I needed.
2. Nolan is a master architect
The decision to shift time frames
(a week for those on the beach, a day on water and an hour in the sky) was an
ingenious way to maintain excitement throughout the film. Where Saving Private Ryan had a middle act
that suffered in between its dramatic close and game-changing opening, Dunkirk’s temporal shifts kept the pace
of the film up without needing to short-change each strand of the plot. There’s
probably an earlier draft of the film that saw the beach plot build up to an
epic, three-strand final act, but Nolan’s use of non-linear narrative (and
faith that the audience would be able to keep up) shows him again to be a
master structurer.
3. The devil’s in the details
The lack of dialogue means that
there are comparisons to be made between Dunkirk
and the silent cinema of the early 20th Century, but the sound
design is just as accomplished as those crystal-clear IMAX shots. One of the tensest
scenes in the film sees a group of soldiers holed up in a stranded boat, waiting
for the tide to rise sufficiently in order to float away. Suddenly, a hole
appears; enemy soldiers are using the boat for target practice, and the
soldiers are forced to choose between giving away their position or ending up
with a boat too riddled with bullets to float. It’s a mini-movie within the
grander film, the ‘enemy’ constantly shifting as the group’s priorities change.
It’s also a sequence where the films sound design comes to the fore. Each
bullet hole is followed by a clang of metal as the bullet ricochets inside. The
music (or sound effects, Zimmer’s score being used to harmoniously with the
latter that it’s hard to differentiate) rises alongside the rush of water. The
Dutch ‘captain’ walking along the deck of the ship, his footsteps imitating the
heartbeats of the hidden soldiers (and the audience) listening. It reminded me
of Fleming’s James Bond novels, where he would write in almost perverse detail
about the guns and hardware of Bond’s trade, lending an authenticity to their
otherwise outlandish plots.
4. Shepard tones are the stuff of
nightmares
Nolan has used Shepard tones,
where different pitches of sounds are cycled to give the impression of a
never-ending escalation of noise, before, but never to such potent effect. Expect
to start hearing them in every thriller for the next few years.
5. Even Nolan has to use CGI
sometimes
CGI can feel like a dirty term
these days, used as a get-out-of-jail card for filmmakers that want spectacle
without the challenges of creating something in-camera. Mad Max: Fury Road and now Dunkirk
(funnily enough both starring Tom Hardy) are great examples of the
excitement that special effects and stuntwork can create, but without losing
sight of the extra oomph that VFX can provide. I’m sure some of those soaring
IMAX shots of the English Channel will have had merchant ships removed, and the
modern-day coastline of Dunkirk does not look like the 1940s time capsule that
it appears as in the film. Yet within the context of the film this FX work is
invisible, and only helped to heighten the considerable achievements of the
Spitfire pilots who really were skimming the waves with their propeller blades.
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