
Black screen.
“The rush of battle is often a potent and lethal addiction, for war is a drug.”
The white letters fade to black leaving only “war is a drug” to linger in the corner, unintelligible screams escaping frantically into the ears of the audience to exemplify this concept. The screen flickers to life. The rushing sound of a motor can be heard along the barren ground in view. Pixels and camera flicker with the ground’s bumps. Mechanical voices and hums scrape across the gravel and garbage on the ground. It is here that the camera switches perspectives. Instead of being the mechanical noises, the camera shows the robot running across the ground. Noises still fill our ears. We see feet running past. The camera, mimicking our eyes, tilts to follow the rapid run of these people. Among panicked people, we get the words Baghdad flashed on the screen. The use of rapid editing jerks our attention to the screams then the robot. People running. Robot squealing. The screen encapsulates eye movement , on that is frantically running from an unknown danger. Distance changes with each frame, using an amateur zoom effect to get us closer to the subject. The shaky handheld camera joined with this zoom focus on the instrument of the camera for the audience, yet we still feel as though we are watching it. Our perspective now is a distance, watching a hurried army vehicle rove across the street. The camera jerks from soldiers to the vehicle, blurring our sight with mechanic sounds and screaming. Soldiers storm out of the truck, guns at the ready.
Parallel editing cuts our eyes between the crowd, the soldiers and the robot. The screen flickers with every bump on the road. We are the robot again. Cut back to crowd running. Back to robot. A pile of garbage bags comes into view. Before reaching it, the camera cuts to a monitor where the robot is being manipulated. Two soldiers hover over the monitor, extreme close-ups used to show their eyes. Staring at the monitor. Using
eyeline matching, the frame then cuts to his hands, flipping switches. The camera flickers once again. We are close to the bags, the sound of motor humming and gravel increasing our anxiety. Jerk back towards soldiers, the camera creates us as a soldier seeing what they see, yet looking to them for guidance. One of them, turns his head right, cut to see a building with people. He turns his head left, turn to see another building with same type of natives. Flickering of the screen brings us back to the robot. Rapidly cutting between robot and soldiers, we become afraid of what is inside this pile. Using different sized shots, we see the soldiers interact jokingly in what may be a dire situation. The laugh and switch places on the controls of the robot. The camera is slightly further during this exchange to suggest a more looser frame the constrictive tight frame during the action. Tilt back towards controls and cut to the robot, twisting and turning. Shift back to soldiers, hands tightly framed on the controls. Back to robot, lowering its arm to move the pile. Something dirty gray appears under the white bags. The soldiers’ expression realization: a bomb. Over the shoulder, we see the monitor focused on the swaddled bomb. Zooming in and out, we feel less apart of the group of soldiers as they discuss. Soon we watch as they point out, camera cutting to show the barren road ahead of them. Again our perspective changes to a side view, yet seemingly behind some obstruction, shaking. More rapid editing, to view the scene from any number of perspectives. From behind. To the side. In front. Anywhere and everywhere. We become many people at once looking with them, at them, or against them. Back to the robot, screeching towards the soldiers. We look at more soldiers pushing back a panicked crowd. Screaming, pushing, shoving. The camera flips back and forth to illustrate the action between soldier and man. From a high angle, we shift to see the original soldiers at work, through a perforated gate. Zooming and cutting we watch the soldiers prepare explosives. Jerk behind them to watch it leave. goats begin to run by, and immediately the camera switches to a low angle among the goats. We soon speed back to the robot. Wheels squeak from the wagon attached. Zoom into soldiers. He looks around: man on roof of building. Robot continues its path. Zoom to wagon. It breaks. Flip to soldiers irritated face. The camera, our eyes, pans between the three soldiers. Robot begins its return. One of the soldiers is dressed in a bomb suit. From all angles, we zoom in and out of the change in attire. The cuts are almost in a circular motion around the central figure of the bomb suit. With each new movement to secure the suit, our vision cuts to different angles to watch all of it get put on. Now we watch him leave, switching between a various amount of perspectives. First from behind. Now we are in front of him, tilting to view the entirety of the suit. Now we are inside with him, vision partially covered by the shape of the mask, watching a helicopter fly by. Back to soldiers, where a man comes to talk to them. The camera cuts even more frequently as the tension grows and guns are used as threats. Shifting between the vehicle and the bomb suit solider, we watch through our many different eyes as each of them completes their job. Everything seems ok once the bomb is set, but our perspective from the outside-in increases. Camera shakes with rapid editing looking at a man with a phone. Then the soldiers running. Bomb suit running away. Man with phone. Soldiers running. Bomb suit running. Man. Soldiers. Bomb suit. All this time our perspective is either of the soldier or man. We almost want to run with them to do something: anything. But its too late. Bomb explodes. Time slows to show the gravel slowly jumping from a shockwave off the ground. A cars roof slowly bends, the dirt raising from its roof in unison. The soldier in the bomb suit running from the cloud of destruction slowly spreading behind him. Gravel jumps further. Then the frame comes back to real time, jettisoning the soldier in the bomb suit to the ground.
Screaming. Falling. Dead.
This opening scene exemplifies the use of the camera in filmmaking. Throughout the duration of the scene, the perspective of the camera is constantly changing to reveal something new to the audience. These different angles and shot locations give the audience a specific point of view in which the director can call attention. This same technique in creation of different point-of-views is used in the sniper scene where the team of Sanburn, Eldrige, and James along with a group of British contractors are under attack from snipers in the middle of the Iraqi desert. As this scene progresses, Katherine Bigelow, the director of
The Hurt Locker, presents the camera between two dynamic point-of-view shots. The first is the point-of-view of the enemy sniper. In these shots we see the gun held out the window of a building, carefully waiting its precise moment to fire. The latter, however, is searching, with most of the screen blacked out besides the circular scope. This view is obstructed from the enemy due to the drastic thermals arising from the desert. To me, these perspectives are not to instill guilt within the audience, as it did in Full Metal Jacket. Instead the change in perspectives back and forth like this help to convey the urgency while still allowing the scene to remain a somber one once the panic has settled. Bigelow plays with these changes in views not only to give the audience more than just a state of agency, but also to keep the film grounded in reality and the thematic element of war, even though the fast paced editing calls attention to the fact that we are watching a movie. These intricate techniques with a handheld camera keep the audience within the diegesis, allowing us to capture for ourselves what frantic nature of battle and the immediate nature of death.