Run Lola Pair

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Transcript of Run Lola Pair

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    "Nach dem Spiel ist vor dem Spiel.""After the game is before the game." Or: When one game

    ends, another is about to begin.

    Hardly a pause, and even the pause is preparation for the next game. What dominates, whether

    before or after the game, is the game itself.

    So whatever else this epigraph might mean), it reminds us that while watching Run Lola Run we

    should never forget that we are in a sense watching a game. Or in several senses.

    2nd quote- We shall not cease from exploration and the end of our exploring will be to arrive

    where we started and know the place for the first time.

    This gives us a hint on what the story will be about. It emphasizes that exploring life is never

    ending and you will always start a new one after youve finished.

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    A clock's pendulum swings ominously

    back and forth across the screen.

    The back and forth motion

    represents Lolas ability to go back

    and forth in time.

    Then it swings across the frame another

    5-6 timesalmost with an hypnotic

    rhythm. Then it stops abruptly. We can see

    the amulet has an ugly face, mouth wide

    in a bizarre smile, what seems to be a

    snake coming out of its mouth. Camera

    moves in, and then upto show theamulet is really a pendulum of a clock.

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    Games, like films, are

    usually time-bound, and

    Lola (Franka Potente) is a

    most time-bound

    character.

    Games can also be

    played again; if you lose

    one game, you can

    always try again. So if

    film is like a game, then

    why not give Lola a

    second chance to win, ora third? "The space-time

    continuum is unhinged.

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    The mouth of the evil entity

    on the clock opens and the

    camera zooms in on that.

    This is allowing the audience

    to get sucked in a world wherepeople can play with time.

    It also tells us that this might

    be caused by peoples greed in

    succeeding and although

    were not really told where

    her power came from, fromthe intro we can assume that

    she had a contract with the

    devil.

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    Suddenly we see people packing the screen, and stop-action used to speed up their movements. Their colors are muted. Each person seems

    anonymous. The camera pans to add to the fast-paced action.Suddenly the fast-moving anonymous figures slow down, and we pick up one woman in the center of the frame who is not moving. She

    stares at the camera. Why do we believe anything at all? Back to the fast-moving crowd, and then it slows and again we pick out a specific

    person, dressed in vibrant red: Countless questions in search of an answer. An answer that will give rise to a new question. The fast-paced

    action resumes and then slows down again as we pick out a third person, a middle-aged man, as the voice-over continues: And the next

    question will rise to the next question and so on.

    The fast-paced action resumes, then slows, as we see a fourth persona mother holding her 2-year-old. The voice-over: But in the end

    isnt it always the same question? The fast paced action resumes. The voice-over: And always the same answer? Fast-paced action

    resumes, then slows, all this time the fast-paced and pounding music under the images. We pick out a fifth persona man dressed in a

    leather jacket and wearing a capa police officer? A chauffeur? The voice-over: The ball is round. The game lasts 90 minutes. Thats a fact. As before the person looks into the camera. This time the character speaks. Everything else is pure

    theory. Here we go.

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    The film includes the animatedsummary of Lolas run. It

    represents her struggles and her

    power as well.

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    The repetition of her going intothe monster cave encountering

    different obstacles pretty much

    summarizes the story.

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    The web inside the cartoon worldtells us that Lola is like a prey that

    has been stuck in a web being

    unable to escape the conflicts that

    she was facing and the only way to

    be free is to try to fight it.

    The distorted clocks in the mouth ofthe evil creature emphasizes her

    need to rush and get the money. It

    is green because it connotes money

    and evil which justifies the clocks

    features in the beginning.

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    The cast of characters were

    introduced by flashing their

    pictures that looked like mug

    shots.

    This is to tell us that they are all

    guilty of being involved in this

    game of life.

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    The camerawork synchs with the pace of the narrative

    They used multiple of cinematic techniques like animation, video,black and white, jump cuts, slow motion, rapid and sometimes

    collisive montage, Lola running in one direction dissolving into Lola

    running in another direction

    It breaks the 180 degree rule

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    Does Lola possess the power to affect the heart

    rate of the characters in her game? Certainly from

    run to run she has gained in knowledge and power.

    She climbs into the back of the ambulance and

    there on the stretcher is Schuster having his heartmassaged, but to no effect. "What do you want

    here?" the attendant asks, and Lola says, "I belong

    to him" ("Ich gehr zu ihm"). Then she holds his

    hand and brings his heart beat back to normal.

    Lola enters the casino and twice wills the ball (the

    second time with the help of her scream) to land

    on 20. Her scream breaks glasses

    She can re-do the scenario until she gets it right

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    Art/Foreign, Thriller, Action/Adventure

    The genre fits perfectly with the Video game theme.

    The narrative is really simple. It is just about her

    trying to save her boyfriends life by getting themoney in 20 minutes.

    This is postmodern because as we all know,

    postmodernism rejects the idea of having grand

    narratives.

    The way Lola has been represented is hyper real.It breaks the stereotype of girls being weak and

    helpless.

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    For the audience, the experience is a lot like

    watching some bizarre combination of a MTV music

    video

    Tykwer does everything he can to keep the audience

    on its toes. The film switches from color to black-and-white and vice versa.

    The runaway train approach effectively allows the

    audience to empathize with the title character and

    experience her life-and-death race against time

    Tykwer wraps it in a pleasant pop-art coating that

    makes it easy to swallow. He never loses sight of the

    fact that his primary goal is to create something thatwill entertain first, and teach second. The end result

    is a movie that is, above all else, a whole lot of fun.

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    The evocation of a hyperreal culture where simulations precede reality - or in this case, where

    reality is so malleable that it can actually be replayed if things go badly, just like a video game.

    The emphasis on style over substance, with its impressively consistent use of chromatic coding

    of characters and themes, a technical coding (by mixing colour and black and white film with

    video) of the context of these events, and a techno soundtrack that perfectly fits the action.

    The use ofpastiche and cultural recycling, notably a recycling of the techniques and structure

    of computer role-playing games and rock music videos in the context of an action film.

    The decline of meta-narratives, signalled right from the start of the film in the prologue where

    an omniscient-sounding narrator dismisses all deep metaphysical and moral questions in

    exchange for the sheer fun of the game.

    There are no wasted shots in this 81-minute film. Its style is fast and kinetic, driven except in

    one short scene by a pounding techno soundtrack giving it a real energy, surging mercilessly

    forward toward two tentative and one final resolution.