VIZ. ARTS
Weekly meditations from your humble messenger

Second Life
(Coraline, 2/16/09)
By Nicholas Nicastro

Once upon a time, movie animators didn't even need computers to do their work. Sound fantastic? Have a look at Coraline, the baroque, sometimes creepy, frequently spectacular fable made mostly with old-fashioned stop-motion animation.
      Stop-motion is the technique behind Gumby, Wallace and Gromit, and those Rudolf the Red-Nosed Reindeer Christmas specials (not to mention the Brothers Quay, Jan Svankmajer, and other masters of the form). Sure, computer-generated animation (CG) has come light-years in the last twenty years, and is suitable for telling just about any kind of story. But there's still something missing— something distractingly immaterial—about watching ones and zeroes, no matter how cleverly deployed. For those of us still living in the 3-D meat-iverse, animating something, whether a puppet or a piece of clay, has a deep-seated tactile advantage over CG. Am I comparing apples to oranges? Let's just say I prefer apples.
      Coraline is directed by Henry Selick, the director of The Nightmare Before Christmas and James and the Giant Peach. This says it all about the film's style, which features all the mordant creepiness of Tim Burton, but with none of Burton's self-congratulatory preciosity. The eponymous heroine (voiced by Dakota Fanning) is a precocious pre-teen who's forced to move to an isolated farmhouse by her clueless parents (Teri Hatcher and John "I'm a PC" Hodgman). Poking around, she discovers a hidden crawlspace that leads to an alternative universe where her parents are hip and attentive, all meals are scrumptious, and all toys are cooler than Nintendo DS. But staying with "Other Mother" forever has one big catch: like everyone else in that world, Coraline must choose to get her eyes replaced with big black buttons. Creepy, indeed.
      The film's visual style suggests a gently-laundered version of Edward Gorey, with occasion flights into the kind of colorized Victoriana (bugs, fairies, blossoms the size of soccer balls) that never seem to lose their appeal for little girls. But there's nothing girlie about the intensity of the imagery. This is especially true in the last forty minutes when, among other things, Other Father almost runs Coraline down with his giant mechanical praying mantis, and Other Mother abandons her fresh-from-the-salon disguise. With its intimations of menace beneath the surface of "normal" family life, and adult-on-child violence, Coraline's PG rating deserved to be taken seriously. The under-6 set is best sent to Hotel for Dogs instead; impressionable 45 year olds might also take heed.
      To be sure, considering that children are bombarded with promises—especially from toy companies—that their dreams can come true without costing anything, there's a worthwhile theme beneath the macabre exterior. The same warning might as well apply to adults who live significant portions of their lives in Second Life, World of Warcraft or—for that matter—consuming Hollywood fantasy.
      Full disclosure: Coraline is hardly an exemplar of analog-era purity in a world of digital imagery. There some CG here too. But it's used sparingly, to complement backgrounds, transitions, and other ways that complement the spectacle. Though the movie is about the dangers of making a fetish of fantasy, director Selick hasn't been seduced by his toys. For its discipline, its message, and its out-and-out baroqueness, Coraline is a crawlspace worth visiting.

©2009 Nicholas Nicastro

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