Horror Movie Swatches PT2
While Creating colour swatches to pick out the blue and green tones I was contemplating in my last post, a few exceptions popped up that were unexpected. The past weekend I went to see Stephen King's IT at the cinema so when creating swatches based from scary/suspense filled scenes the scene when the kids were looking at a map in a dark room using a projector as the main light source. A haunting blue light is cast on the room from the projector but yet when creating the colour swatches I surprisingly discovered warm tones that I didn't expect to find as this could arguably be one of the most horrifying scenes in the film.
The reason I feel like this scene work better with these warm colours introduced is mostly because of the setting. The location is set in a place that's meant to feel safe and secure as it's one of the characters (Bill) home. Further more they're in a group so typically the audience should feel relaxed and like they have a moment to catch their breath before something else terrifying happens. But the choice of colour and mood doesn't allow this as it starts building up suspense and adding more of the ominous blue tones that subconsciously lets our minds know that there's something not right as this colour shouldn't be so prominent in a location such as this where we typically feel safe. it's a clever design choice that shows subtle colour shifts can have more impact farther than going full out with just one main colour as the tones slowly smother us and engulf the pleasant tones. The unsettling tones slowly dominate over the warm tones and lead to a more enjoyable (or un-enjoyable scene depending on how you look at it) scene.
An example of this used in a game can be seen in P.T below I've used the same method of creating swatches as I have with the movie examples.
As seen in the 'early game' screenshot the colours are warmer helping the player feel as safe as they can while playing a horror game. In contrast the player is thrown into a more suspense filled experience during the 'late game' screenshot as the game progresses and unravels into a sinister experience. Even though the setting is located in the same hallway with a few small changes to the lighting and colour the player feels more on edge as these changes help build up suspense and creates dread that a jump scare or blood-curdling experience could happen just around the corner.
In conclusion finding he right contrast in colours and tones can lead to a much greater affect on the viewer. This is something I'll be taking much more into consideration as I feel each scenario in film, games and paintings can be treated differently. As sometimes being able to add in a warmer more secure tone for the viewer to try and grasp onto while the darker tones overwhelm it could make the overall image a lot more looming and dreadful compared to one that's full saturated in these direful tones.
The reason I feel like this scene work better with these warm colours introduced is mostly because of the setting. The location is set in a place that's meant to feel safe and secure as it's one of the characters (Bill) home. Further more they're in a group so typically the audience should feel relaxed and like they have a moment to catch their breath before something else terrifying happens. But the choice of colour and mood doesn't allow this as it starts building up suspense and adding more of the ominous blue tones that subconsciously lets our minds know that there's something not right as this colour shouldn't be so prominent in a location such as this where we typically feel safe. it's a clever design choice that shows subtle colour shifts can have more impact farther than going full out with just one main colour as the tones slowly smother us and engulf the pleasant tones. The unsettling tones slowly dominate over the warm tones and lead to a more enjoyable (or un-enjoyable scene depending on how you look at it) scene.
An example of this used in a game can be seen in P.T below I've used the same method of creating swatches as I have with the movie examples.
(Early game)
(Late game)
As seen in the 'early game' screenshot the colours are warmer helping the player feel as safe as they can while playing a horror game. In contrast the player is thrown into a more suspense filled experience during the 'late game' screenshot as the game progresses and unravels into a sinister experience. Even though the setting is located in the same hallway with a few small changes to the lighting and colour the player feels more on edge as these changes help build up suspense and creates dread that a jump scare or blood-curdling experience could happen just around the corner.
In conclusion finding he right contrast in colours and tones can lead to a much greater affect on the viewer. This is something I'll be taking much more into consideration as I feel each scenario in film, games and paintings can be treated differently. As sometimes being able to add in a warmer more secure tone for the viewer to try and grasp onto while the darker tones overwhelm it could make the overall image a lot more looming and dreadful compared to one that's full saturated in these direful tones.
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