Revisiting The Lord of the Rings

It’s hard to think that The Fellowship of the Ring first came out in theaters nearly nineteen years ago. It’s even harder to think of a world in which these masterpieces of cinema didn’t exist, and nobody knew what they were in for before their first-ever watch. It’s particularly difficult to imagine that Peter Jackson et al had the most immense difficulty getting these films green lit, filmed, produced, and realized, in an era where CGI was only just starting to take hold of blockbusters and our only experience of motion capture was Jar Jar Binks.

I want to revisit these films in light of their imminent release in 4K, as I am (like many fans the world over) simply dying to see scenes such as wandering the halls of Moria, or the battle of the Pelanor Fields, in even higher quality than ever before. I’m even more excited for the news that remastered editions are coming next year, but 4K will have to do for now.

Like the best of cinema, The Lord of the Rings trilogy is an epic visual feast, from the bright and colorful renditions of the Shire to the overwhelming sight of ten thousand soldiers on horseback running down an even greater number of orcs, and every scene and shot is filled with visual magic – both practical and CGI.

Given that we’re discussing these films in the context of their technological improvement (upscaling, re-rendering, etc.), it’s worth noting that the timing of these films was perhaps a key to their visual success: the burgeoning rise of computer-assisted imagery was vital to Peter Jackson’s vision, yet an enormous number of shots were achieved through much simpler – and much cleverer – practical effects. When comparing these films to later blockbusters – including The Hobbit prequels – it really is the seamless blend of practical and digital effects that allowed this movie to achieve the visual successes that it did. When we see great panning shots around the stone city of Minas Tirith, or witness the breaking of the dam above Isengard, we’re actually watching 100% practical shots, achieved with excessively large miniatures (‘bigatures’, as Jackson’s team would come to call them), enhanced only by the subtle CGI addition of things such as people wandering the streets, or orcs being thrown into cascading rivers.

At the time, audiences were used to CGI being used for very obvious, impossible to visualize effects; think the liquid metal of Terminator 2, or the tracking shot of the bug in the opening to Men In Black. Most other blockbusters of the time – even huge visual-effects-laden hits such as Independence Day – relied primarily on practical effects, sometimes superimposing multiple practical shots with green screen. It was much less common – and at times disastrously obvious – when CGI was used to render entire landscapes, create inhuman characters, or add dazzle to otherwise normal shots.

This means that Jackson was, at the time, at a crossroads of technology; anything was possible with CGI, but it still wasn’t alway the best choice. To create creatures such as Gollum – which, as opposed to Jar Jar Binks, was necessitated by the original source material – Jackson had no choice but to rely on motion capture and an army of digital artists to create his vision. But to create many of the epic landscapes and cities, he relied on something much simpler: the majestic and wildly varied countryside of his native New Zealand. So much of the grandiosity of The Lord of the Rings comes not from CGI, but from the real-life locations in which he chose to film. When we watch Gandalf, on the back of an eagle, soaring high over snow-drenched peaks, we’re watching a small blip of CGI against a completely real world.

In some ways, these are the scenes I’m most looking forward to seeing in 4K: not the crazy, CGI-laden battles of ghosts and oliphants, but the sweeping, majestic landscapes that deserve to be seen in the highest possible quality.

Of course, style is nothing without substance, and whilst there are small moments that detract from the overall interpretation of Tolkien’s original vision (I’m looking at you, Legolas-surfing-down-a-staircase-on-a-shield), the faithfulness of the adaptation, and the clear love Jackson had for the source material, make for one of the most thrilling, and emotional, stories to be put to film. When The Lord of the Rings first came out, many people were concerned at its runtime, and what seemed to be incredibly slow pacing. And arguably, they are a long, slow set of movies; it’s nearly forty minutes into the film before we even leave the Shire, and there’s still half an hour of film to go after the destruction of the One Ring. But this pacing reflects the detail of the film, which in turn reflects the detail of the world-building that Tolkien put so much effort into.

Die-hard purists will complain that the reluctant king trope Aragorn plays in the films is contrary to the original story, or bemoan the loss of Tom Bombadil in the opening chapters, but the other thing Jackson had an uncanny knack for (which he has yet to replicate to such a degree) was knowing what worked well, and what wouldn’t work well, when translated to film. As slow as the films are, they are a masterpiece nonetheless in tension, character- and world-building, and even in the extended editions, nothing is present without reason. Sure, Aragorn doesn’t set out from Rivendell with Andúril in hand, knowing he is to be crowned king, as he does in the books, but this would have worked against the audience’s empathy for him had Jackson stuck hardcore to the text. Modern audiences expect character arcs, and arguably Tolkien was less a master of character-building than he was world-building.

Even when Sam (albeit temporarily) abandons Frodo in the passages above Cirith Ungol (a thing that never happens in the books), it works to the emotional tension of the film, serving as a breaking point, and moment of darkness before moving into the final climax of the film. These changes, I would argue, are for the better – at least in the telling of the story cinematically – and these three movies remain to this day my favorite works of art ever committed to film.

I can’t wait to see them in 4K, and when the remastered versions come out next year, I’ll be first in line!

What are your favorite moments from The Lord of the Rings trilogy? Do they stand the test of time, visually and content-wise? Let me know!

Languishing No More

Those of you who’ve been following me for a time know that I published the first book in the Redemption of Erâth series all the way back in 2014, with the second coming out over two years ago in 2016. And whilst I finished the draft of the third book over the summer of 2016, it’s been languishing in edit hell for going on two years.

Some of that time, of course, was spent away from the increasingly detailed fantasy world of Erâth whilst I worked on my first young adult novel, 22 Scars (published last November). And as much as I’ve been putting effort into publishing, publicizing and marketing this other story, I’ve been longing to return to Erâth and continue the story of Brandyé, Elven, Elỳn and their family and friends.

Over the past few months, I’ve (slowly) spent time revising, cutting and editing book  three of the series, entitled Ancients & Death. It’s at a place now where I believe it’s as good as I can possibly make it, from both a story point of view as well as an editing point of view. I feel like it’s ready for the world, and I want to get it out to you all.

However – if I do so, it’ll be the first time I’ve published a novel without a professional edit. And I’m very reluctant to proceed without it. I’ve used the same wonderful editor for all my novels so far – both fantasy and otherwise – and she’s been instrumental in improving the style, pacing and fluidity of everything I’ve ever written. So why would I forgo her this time?

In a nutshull, it comes down to budget. As good as she is, she’s also expensive – for me, anyway. And in that regard, I’ve come to realize that I need to prioritize my projects. I’m not making any money from writing; I’ve invested far more into my books than I’ve made back (by a factor of hundreds), and as much as I appreciate the vast improvements it’s made in their quality, I just can’t afford it anymore.

So what I’ve had to do is learn from the edits she’s provided, and try to apply the same mentality to Ancients & Death myself. It started with severe cutting; I chopped something around 25,000 – 30,000 words from the original draft. Then I moved onto continuity, looking at the events and timelines to ensure they made sense. Finally, I read through the novel as slowly and in as much detail as I could, looking for every spelling, grammar and typo error I could find.

I think I learned a great deal about structure over the past eight years since I started writing, and I believe the pacing and action of Ancients & Death is far superior to both Consolation and Exile. This is important, because it’s one of the things I’ve been faulted for in the past by both my editor and my readers. I really can’t wait to see what you think of the result here.

At the end of the day, one of the advantages of self-publishing is the ease with which I can put out updates, corrections and revisions should they be found post-publication. But as far as the overall story goes, I’m pleased with it. And I’m ready to share it.

That means that – sooner, rather than later – there’ll be a third installment in the Redemption of Erâth series. And I can’t wait to tell you when it’s going to drop!

Road Trip, Days 5-8

So, I’ve been out of touch with the world for a few days, and for that I apologize. After leaving Boulder on Thursday morning, I was out of contact with the internet and wider world until nearly Sunday. That being said, I certainly had some interesting events occur; here’s what happened!

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