Screenwriting Adaptation — Devices

I have been thinking about this here and there for the last week and I wanted to do  a post about it.

One thing that I believe is a huge factor when it comes to a successful screen adaptation is the ability to translate the “devices” of the source material into the cinematic realm.

In a novel, for example, the author may utilize a certain way of writing which makes his work unique. How do you translate a poetic style of writing to cinema? To you utilize voice overs, like many other films, or do you try to replicate it in some other manner?

Let’s use an example off the top of my head, Silence of the Lambs. The reason I believe it works so well as a film is that author Thomas Harris has a style of writing that is very, for lack of a better word, forensic. The film plays out in the very same manner, a mystery unravled bit by bit. Just like many scenes in the novel have hefty, wordy setups, the shots in the film are almost handled in the same manner. Scenes are given time to grow and unfold and are not treated as cut shot to cut shot.

In a novel, I still believe that internal narrative is one of the biggest challanges a screenwriter faces. How portray a thought process in a film without relegating it to voice over? Do what Silence does, use more unfolding action, the viewer is smarter than that, they don’t need to always be spoonfed dialog.

Let’s look at the game and its film adaptation Silent Hill. I believe the film, as an adaptation, is a success on many levels. I also believe it comes up short as well.

One of the devices in Silent Hill as a game is the lonliness, the loss, the explorative gameplay. This is portrayed very well on film as suspenseful moment of literal exploration. Rose goes along, uncovering bits of the town and moving the story along. Also, the creatures design and visual style has been brought over extremely solidly. If you have never played the game, I can tell you that watching Silent Hill is like watching someone play the game. The way that aspect plays out in film, it is very faithful, and it does a good job as a atmospheric horror film.

The device of Silent Hill, which I believe the film ultimately failed, is the symbolism. There are good bits, such as the peeling “skin” of the world changing which is an allusion to Alessa’s burning skin, but there was not enough. Symbolism is hefty device in the Silent Hill games, and I believe it is the primary story device of the series. Everything is strongly cross referenced, because it is a portrayal of the protagonist’s personal horror story. The majority of the horror elements relate to the characters, and rarely is a monster, for example, thrown in without some sort of subtle meaning to the world in itself. The film, on the other hand, stuggled to translate this devices the film. Instead, it opted to explain everything and leave little thinking for the viewer.

Devices are one of the cornerstones, in my opinion, to nailing the adaptation truthfully.


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