Sightlines · how to watch

How to watch Toy Story

1995 · John Lasseter · Toy Story on Sightlines

5 things to watch and listen for on a first viewing, without spoilers, and 3 more once you have seen it. Each names something you can see or hear, the pattern it belongs to, and what noticing it gives you. How these keys work.

On a first viewing

  1. Watch every toy go limp the moment a human enters. (staging)

    Lasseter stages the same gag over and over: the door opens, bodies drop, faces empty, and the room holds still until the latch clicks. Then everyone resumes mid-thought.

    Payoff: The film's one rule gives you its whole idea as a sight gag, and it generates most of the suspense. In the reading: the interval / center of indetermination. Deleuze calls a living thing a gap between seeing and acting. The freeze switches that gap off and on.

  2. Notice how low the camera sits in Andy's room. (camera)

    The virtual camera keeps to toy height, so a bed becomes a cliff and a staircase an abyss. It also behaves like a lens, with depth of field and perspective, not flat drawn space.

    Payoff: Scale does the dramatic work. A suburban house becomes dangerous geography because you are looking up from the carpet.

  3. Listen for Randy Newman's songs arriving at the emotional turns. (sound)

    Nobody stops to sing. The songs come in over action and montage, carrying jealousy, loneliness and friendship at exactly the moments the faces do not.

    Payoff: The feeling is outsourced to the score because the 1995 animation could not yet play it in close-up.

  4. Listen to Tim Allen play Buzz's space-ranger lines completely straight. (performance)

    Allen never winks. Buzz believes the mission, the wings, the communicator. Hanks meanwhile gives Woody a frayed, hurried warmth that stays likable while he schemes.

    Payoff: The comedy works because the voices refuse irony, and that sincerity is what makes Buzz's belief cost something.

  5. Look at the broken toys in Sid's house. (setting)

    Production design splits the film in two: Andy's room is warm, ordered, hierarchical. Sid's is dim, cluttered, full of mutilated hybrids assembled from parts.

    Payoff: The film stages real menace before it resolves it, so the question of how you treat what you own gets teeth.

Once you have seen it

  1. Count the cuts during the chase after Andy's moving van. (cutting)

    The shots shorten as the sequence builds, cross-cutting between van, road, RC car and toys, while the spatial geography stays perfectly clear. You always know who is where.

    Payoff: Everything in the film funnels into one act that fixes one situation. In the reading: action-image (large form). The reading calls this large form: a huge pressing situation resolved by a single decisive action.

  2. Track who leads and who follows in each Woody-Buzz scene. (structure)

    The film keeps rebalancing them: Woody commands, Buzz displaces him, Buzz collapses, Woody rallies him. Cowboy against spaceman, then cowboy with spaceman.

    Payoff: Two opposed forces drive the plot, so fixing their quarrel is what fixes everything else. In the reading: the binomial. The reading names this the binomial: force against force, where the duel is the engine of the whole world.

  3. Look at what the film is made of: plastic, paint, hard surfaces. (setting)

    Almost every surface is molded and shiny. Human skin, hair and cloth are kept simple and brief. The toy world is also what 1995 computers could render convincingly.

    Payoff: A technical limit became the premise. The story exists because plastic was the thing the machines could tell the truth about.

Carry this in: Watch the freeze. Every time a human enters, the toys become objects, and the film restarts from there.

A Deleuzian reading of Toy Story →

How Toy Story was received →