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Mad God · essays & theory

2021 · Phil Tippett

A reading · through the lens of theory

The map comes apart in his hands. A masked figure is being lowered in a diving bell, down a shaft, through one layer of the world into the next, and the document that was supposed to tell him where he is going is turning to flakes. Nobody explains it. Nobody explains anything for eighty-three minutes: Mad God has almost no dialogue, only clank and scream and wet organic noise. But that failing map is the film's whole method in one gesture. A map promises that a place has a knowable shape before you arrive. Phil Tippett takes the promise away early, and then keeps going down.

You can watch this as pure nightmare and it works. The film is content to be experienced as sensation. But "nightmare" is a word that ends the conversation, and Deleuze has a set of terms that keeps it going — terms built for exactly this kind of film. Not the poetic kind. The rotting kind.

In Cinema 1 he isolates an image-type sitting between the close-up (feeling registered) and the action scene (feeling discharged into a deed), and calls it the impulse-image. Its cinema is naturalism: Stroheim, Buñuel. The structure has two floors. On top is a derived milieu, a real social setting, dated and furnished — a factory, a city, a hotel. Underneath is an originary world: formless, undated, nothing but appetite and matter, which the milieu is only a crust over. In such a film characters stop being psychologies and become symptoms of a drive. Objects become fetishes, torn loose and charged. And the whole thing runs down a line of slope, an irreversible tilt toward exhaustion. Naturalism in this sense has nothing to do with grit or documentary texture. It means the originary world coming up through the social one.

Most naturalist films can only imply that lower floor. Tippett built it, out of latex and wire and model-scale architecture, and lowered a camera into it on a cable. That is his specific invention here, and it is formal, not decorative: he turned a vertical metaphor into actual topography. The organizing movement of the film is down. Each descent opens another register of suffering and manufacture, an infernal geology in which the derived milieu — the ruined industrial city, the trenchworks, the factory floor — is revealed stratum by stratum as the top surface of something older and hungrier. Bodies get processed. Refuse and bone pile into mounds. The direction of travel never reverses.

Watch the drudges. Hunched things at labor, hauling, feeding machines, used up, animated in numbers. Deleuze would call a body like that a gest: a posture that stops being personal and exposes a social relation instead. You need no dialogue to read a spine bent under industrial process. And because they arrive in crowds they register as a dividual — not a set of individuals but one affective mass, a collective rendered as a single suffering unit. Here the craft lineage becomes an argument. Harryhausen's seven skeletons in Jason and the Argonauts proved that one animator could choreograph a crowd frame by frame. Tippett scales that endurance to feature length and spends it on labor instead of swordplay.

Now the deeper claim. Deleuze's account of German Expressionism turns on a phrase: the non-organic life of things. In that cinema matter itself is alive, and its life is not the warm biological kind. Light and shadow wrestle across surfaces. Objects have appetites. The world is animate without being alive. Stop-motion is that idea as a manufacturing process. Tippett's entire art is the giving of non-organic life to things: a wire armature, a skin of latex, moved a millimeter, photographed, moved again, until it walks. Nothing in a stop-motion frame is alive. All of it moves. The film's debt to Metropolis usually gets described as set design — the vertical city over the worker-machine hell, and that is real enough. The stronger debt is this one. Expressionism said matter is possessed. Tippett possesses it by hand and lights it in rust and bile and low-key shadow so you can watch the possession happen.

Which brings up the jitter, where the film's biography matters. Deleuze opens Cinema 1 with the claim that cinema gives movement as the any-instant-whatever: equidistant ordinary samples, no posed climaxes, movement reconstituted from instants none of which is privileged. Stop-motion is a strange case, because every frame is a pose, set by a hand. Tippett himself invented go-motion on Dragonslayer precisely to hide that, using rod-driven blur to make sampled poses read as true any-instants. Then he went to Jurassic Park and helped hand the work to computers, which smooth by default. Mad God reverses all of it. He kept the jitter, the weight, the visible seams. What you get is movement with the pose still showing inside it, a thing only this medium can do and which the whole history of the technique had been trying to eliminate.

That choice earns a Bazinian point too. Bazin argued that a photograph's authority comes from the fact that the thing was there, that light left it and struck film. Rendered images have no such history. Tippett's monsters do. They were built at model scale, real smoke moved around them, real light fell on them and bounced into a lens. It's why the film feels indecent in a way no CG hell does. Someone made these and then photographed them, which means someone touched them.

The cutting keeps you lost on purpose. You are dropped into a new horror with no establishing geography, no sense of how this chamber connects to the last. Deleuze calls a space like that an any-space-whatever in its disconnected mode: fragments whose linkages have gone missing, so space registers as affect rather than as somewhere you could navigate. The staging is horizonless as well. There is always another level, and the film ends by opening onto cosmic scale rather than closing on a point — an absolute out-of-field, a beyond you feel but cannot place on any floor plan. The disintegrating map, at the scale of the whole.

The Assassin mostly witnesses. No face, no voice, a purpose that curdles and changes on him along the way. Deleuze's name for that figure is the seer: someone who can no longer act his way out of a situation and is reduced to looking and enduring. We are put in the same posture, dragged down beside him. Whatever he came to do, this is not a world an act can fix.

What did it do? It proved a feature can run on texture, dread, and descent with no plot to speak of, and that people will follow it down. The episodic build is legible in the cut, because it was made that way — begun around 1990, abandoned when CGI arrived, resurrected when younger artists at Tippett Studio found the old footage, crowdfunded, finished in installments with volunteer labor. That history is not trivia. A film about drudges feeding a machine was made outside the machine, by hand, by people who chose to. Its ancestors are specific: O'Brien's armature in King Kong, which first made a puppet expressive; Harryhausen's Dynamation, the mentor tradition of compositing puppets into live plates, which Mad God discards — there is no plate to serve, the handmade owns the entire frame; Tippett's own ED-209 in RoboCop, industrial satire about bodies fed to machinery, which this film simply stops being funny about. Its descendants aren't written yet. What it passes forward is a permission and a proof: that the most obsolete technique in the industry is available for difficult, adult, feature-length work, and that a studio's downtime plus a director's thirty-year grudge is a viable way to finance one. It also shows what the Quays and Švankmajer look like at feature scale.

Watch it again for the material. Every frame is somebody's afternoon. When a drudge's shoulder rolls under a load, that rotation was set by a thumb, then a shutter, then a thumb again, hundreds of times. The horror on screen and the labor that made it are the same gesture, which is the film's grim joke and also its grief. And the question it opens without closing: if the cycle really is creation, torment, destruction, rebirth, and the film ends by opening outward instead of stopping, where does the animator stand in it? He makes the bodies. He works them. He destroys them. The title is not being ironic.

Concepts in play