Ghostbusters HQ

Dissecting an Encounter with the EPA

In the process of doing a little clean-up on my computer, I recently came across an analysis I had done in school for the blocking/setup of Peter Venkman's first encounter with Walter Peck in the original 1984 film. It was an exercise in dissecting a scene from a film to determine how blocking, camera setup and composition, lighting, editorial, music and directorial choices impacted the overall effectiveness of the scene.

Going back and re-reading it, I'm actually still fascinated with the findings and thought I'd share them with the masses... so here you go, here's my original essay from December of 2002 (and the scene courtesy of Ghostbusters.net for reference). 

I chose to analyze this particular scene from “Ghostbusters” because it was one of the first things that I noticed after learning about analyzing the beats of a scene in class. It was an interesting realization to me because “Ghostbusters” has been a film that I have greatly admired and respected (and viewed countless times) and had never really noticed the structure to it like this before. It also adds so much to the relationship between the protagonist and the antagonist that I had not really caught onto and makes their rivalry that heats to the climax so much more memorable.

There is one beat to the scene really, however since there are two separate levels to the scene it could be said that there are two separate beats. The first beat hits the moment that Venkman tells Peck that he may not see the storage facility. It turns the tables, suddenly Peck goes from running the show to having resistance to his request. On a sub-level to the scene, the beat hits when Peter realizes that he’s being accused of fraud (not to mention there’s a hint that he knows that he’s operating without the required permits). This beat comes the moment of Peck’s monologue that accuses Venkman and the Ghostbusters of polluting with noxious gasses etc.

The scene proves to be more of a serious note in an otherwise light and goofy comedy. While “Ghostbusters” isn’t exactly a National Lampoon film, it is a very light and genre pieced blockbuster comedy. It is lit very lightly and vibrantly. The actors quip funny lines frequently. This scene fits well into the film because it highlights the smart-ass remarks of Venkman adding some comic relief to the tension.

The pacing of the scene is very casual and slow at first. The shots are a bit longer and since they are wider shots, they seem to be orienting the viewer as to their surroundings and the characters before they get into the thick of things. There are brief pauses between the characters’ lines at first. Then it begins to pick up pace as the two realize that they both have other motives behind the meeting. The actors begin to read their lines quicker after the line “Why do you want to see the storage facility?” Peck realizes that he’s getting nowhere and will continue to go nowhere and begins attacking. It is a gradual process, however.

The scene begins with a wide shot as the two characters are introduced to each other. It quickly cuts to a tilt that reveals the “slime on the suit” gag. Then cuts back to an even wider shot to not only establish Peter Venkman’s office once again (it appears earlier in the film when Peter first meets Dana Barrett) but to establish the casual, and ordinary meeting of the two characters. The first close up is the first moment that a hostile line is spoken. When Peck asks, “What exactly are you a doctor of?” in a very sarcastic and inquisitive tone is the first moment we are drawn into a close up. A close, but high angle on Venkman as he answers the question shows that Venkman didn’t expect the attack at first.  As the questioning continues, Peck walks away to turn his close-up into a medium shot (which then cuts back to a new setup medium shot of Venkman in the exact same placement as Peck). Then it’s back to a close up as Peck asks “May I see the storage facility?” Venkman says no and immediately it cuts to a 2 shot where the actors are on the same level, the same plane, worthy opponents for each other. Back to even closer shots of both filling the frame intercut with 2 shots where they appear to be right in each others’ faces (as the tensions get high toward the end of the scene). Again, on the same level on the same plane. Venkman stands to take dominance in the scene (fills the frame with a tilt up to an Extreme Close Up) which is immediately matched in an identical shot by Peck (tilt up to Extreme Close Up mirrored to Venkman) to show that indeed, these two will be butting heads on the same level again.

The main character (Venkman) achieves his goal of pushing Peck away with the activation of his defense mechanism that is established the moment that the character is introduced. He knows that he is superior to everyone else and quips wisecracks at the expense of those below him. As Peck threatens with unlicensed waste handling, Venkman’s objective quickly goes from schmoozing with the government official to threatening law suit and trying to push his adversary away.

As far as acting methods go, the actors begin casual. As it becomes apparent to their characters that there are tensions between the two of them and that they will be facing off against each other, they begin limiting the space between them. Both are unwilling to budge. While Peck (William Atherton) was quick to walk away and present the conversation with a comfortable distance, as soon as Venkman (Bill Murray) resists, they are in each other’s faces fighting for dominance in the scene. The movement of Peck as he sits down to look Venkman eye to eye pits them on the same battlefield, then at the end of the argument, Venkman stands to become dominant and Peck quickly counters getting to eye level again. Again, neither of them are willing to back down.

In addition to the actual dialogue in the scene, actions that the actors take (for example, Venkman is slouching in his chair during the beginning of the conversation fidgeting with a paperweight) show their perspectives on the conversation. In addition, costume direction plays an important role. Venkman is sloppy, worn from working hard, slime covered. Peck is dressed in a nice suit with a power tie. Their hair is also the same polar opposite. Venkman’s is unkempt while Peck’s is neatly arranged. Without the dialogue, we immediately have a sense of the roles each character takes.

As far as shot composition and cinematography go, again the entire scene is lit very evenly and very brightly. The shots are setup to associate Venkman with chaos, clutter, and disorder (the desk in front of him is messy, behind him an empty potato chip bag and more of a mess). Peck is associated with straight lines and order (he is shot with the walls and the file cabinets behind him. Both are very heavy metaphors for their personality.

There is little foley to the scene and there is no music added.

Judging from the final edit, it appears that there were 12 setups. 3 of them included a pan and a tilt, 2 of them tilted up to follow the characters, 1 moving pan became a planned 2 shot of both characters. The editing seems to be a simple back and forth from character to character. Again, it seems to speed up and move to the tighter and closer shots as the tensions between the two characters grow. As both of them become familiar with each other, the audience becomes “closer” acquainted with the two of them. The pacing also mirrors this concept. It grows faster, with the lines being read quicker and the cuts getting more frequent toward the end of the scene. It builds the tension, deepening the argument between the two characters as they get further and further into it.         

The scene seems to be from Venkman’s point of view. Obviously, since it begins casual and friendly we are led to believe that this was what Venkman was expecting from the encounter. Had the scene been from Peck’s point of view, I’m sure that it would have been less friendly and more confrontational from the start. Peck was there to stir up trouble and it took a while for Venkman to catch onto that. Then again, when the EPA comes knocking at your door, it normally just isn’t a friendly chit chat is it?

The Game We Received, Not Necessarily the Game We Deserved

There's a line in Kids in the Hall's Brain Candy, where the pharmaceutical company is so desperate to find their next hit product after the massive success of the drug "Stummies," and a character begins a pitch by saying, "Well, it's a lot like Stummies..." 

I can only imagine that the pitch meeting for Ghostbusters: Puzzle Fighter started out very similarly. Someone in the room posited, "Well, it's a lot like Bejeweled," and the rest was history.

First, I should mention that the intention of Ghostbusters HQ is not to become a review site. I'm sure there are plenty of people out there with differing opinions than mine who will enjoy things that I don't, so I don't want to get into the business of throwing up reviews and opinions that might sway someone away from something they like. I also hate bad reviews, which as I started playing, I knew this would come off as. But a representative of the Ghostbusters: Puzzle Fighter PR team reached out to me and offered me a review copy of the game and I figured, what the heck - I had zero interest in the game before but since they're sending it my way, I'll give it a chance.

After downloading from the App Store, you're greeted with an incredibly lengthy loading screen that looks a lot like this. Those of the old guard that once played David Crane's Ghostbusters will understand this but this load screen stays up a good ten times longer than the Commodore 64 took to load that game in the mid-1980s. It could have been a result of getting a preview of the game and the servers weren't ready for it, or there was a giant update to the game needed that wasn't in what was downloaded through the App Store, but I gave it a good five minutes before putting the phone to sleep and moving on.

I came back to the phone later in the work day to find that whatever the game had needed to download had completed, but was a little surprised at how simplistic the game was given the lengthy load time on the front-end. What about this game could have possibly taken that long to load? As mentioned, it's essentially a skinned version of Bejeweled with a "RPG" element placed on top of it without much motivation. There's also a story but the writing and voices of the characters are so out of tone that I ended up reading the first couple static screens and skipping past them from that point forward. Janine reads like a strange character from the Nicolas Cage Valley Girl, turning uncharacteristic phrases like, "Shake your tush, bozo." Venkman comes off like a frat boy creep, and everything just feels... off. Between the strange stilted writing and the odd character design (that initially faced a lot of criticism because of how crazy hyper-sexualized it was after the initial announcement of the game), it really reminds you how difficult the tone of this franchise is to perfectly capture.

Once I was finally into the gameplay, it's identical to the current trend of Candy Crush and Dots mobile games where you're swiping to match consecutive colors/jewels in order to eliminate them from the board. If you've played one of those puzzle games since 2001, you've played Ghostbusters: Puzzle Fighter. The only somewhat new mechanic is the battle aspect of it all. You take a turn, then the AI opponent takes a stab, and so on while you "fight" your opponent draining XP with every eliminated set of jewels.

The Ghostbusters aspect of the game is really just the skin as you amass player cards and characters from the Ghostbusters franchise to do battle with you and you choose your team going into it. This aspect has been sold as a "card game" akin to Magic: The Gathering but because of the gameplay mechanics, it falls flat. Even if I received a super-awesome character card and decide to play it in the next round, I'm still swiping to connect three or more identical tokens. Essentially it feels a lot like one of those puzzle games you got as a party favor at your best friends' birthday where you need to put the marbles into the divots in the playing field: the cardboard background has Ghostbusters on it, but the game pretty much has nothing to do with Ghostbusters at all. Maybe the card game aspect should have been the actual game mechanic and the antiquated 15-year old feeling Bejeweled clone could have been jettisoned, and it would have made it feel more compelling to me? I'm not entirely sure what could have kept me interested, to be completely honest.

All-in-all, I probably played three rounds of the game and felt finished with it. Total time playing the game maybe five or ten minutes. Which I believe is the purpose. It's a quick distraction while you're waiting in a lobby or sitting at the airport that you don't have to think that much about. The good news is that it's free, it most likely relies on in-game purchases for additional levels, characters, etc. but I never even got to that part of the game and probably won't. 

Hopefully this is just a place-holder for Capcom/Beeline to maintain the license until they unveil something more elaborate up their sleeves. A quick skin of an existing product to keep the brand awareness up while they work on a more complex and actually Ghostbusters-related title. I hate to be so down on it, I'm sure a lot of folks worked incredibly hard on it and worse had to scramble and redesign several aspects of the game at the last-minute. Just not really my cup of tea. I'm sure others will kick a kick out of it.