Even though Mabe (2005) commented
that "there will be no reason for anyone to make a comic-book
movie ever again. Miller and Rodriguez have pushed the form as far as
it can possibly go", many other filmmakers have adapted graphic
novels after Sin City was released. Among them, it is worthy
to consider two, Zack Snyder's 300 (2007) and Frank Miller's
The Spirit (2008), since both of them have borrowed a great
deal of expertise from Rodriguez's experience, but with very
different results.

Let's
consider 300 first. Adapted once again from a Frank Miller's
comic book series, it takes place in ancient greek during the Battle
of Thermopylae. Unlike Sin City, which more or less in drawn
from real world, 300 often crosses into the fantasy genre,
with it's made up creatures, setups and environments, but
nevertheless it's a shot-by-shot adaptation of the comic book.
Although Snyder used many of the same techniques and technologies
Rodriguez employed in Sin City (green screen shootings,
digital matte painting) the style of 300's mise-en-scene has
very little to do with it's predecessor. While keeping the visuals
faithful to the comic book, Snyder brought his personal vision to the
project, which resulted in a very different visual style. Examples of
that range from the extensive camera movements to the use of CGI
extras for the massive battle scenes to the extremely long variable
speed shots where the action is at times sped up to be then greatly
slowed down, an element that has since become a distinguished trait
of Snyder's visual style. These stylish elements were made possible
by an understanding and use of technologies such as virtual cameras
in a digital environment and ultra high speed cameras (Wolff, 2007).
Once again, this goes towards making the point that technology is a
tool that, in the hands of a creative storyteller, can be used to
convey a message in many different ways.

Let's
now compare Sin City
with Frank Miller's own The Spirit.
Released just three years after Sin City,
this movie is adapted from a 1940s comic strip by Will Eisner.
Leaving the story aside, the film's visual heavily borrows from the
visuals of Sin City,
with its sharp silhouettes, a quasi black and white colour palette
with a few elements kept in full, primary colours. The difference
being that while Sin City
was adapted from a comic book that was already drawn with these
characteristics, the original The Spirit
was a regular, full colour old style comic strip in the same style as
the early Superman or Batman. It could be argued that Miller tried to
apply Sin City's
visual style to his own movie in an attempt to ride the popularity of
Rodriguez's film among the hardcore comic book movie fan base. Or it
could be that he just fell in love with the process while working
himself as a co-director on Sin City.
Anyway , unlike Rodriguez's and Snyder's movies, The Spirit
performed poorly at the box office and was strongly criticized by
many for its poorly constructed characters (Ebert, 2008) and its
unconvincing narrative (Gleiberman, 2008). This could arguably seen
as a further proof that it's not the technology that makes the
narrative work, but rather a synergy between the two that comes from
the storyteller's mastery of both. We have previously argued about
how in Rodriguez's Sin City
the technology is always working in a close connection with the
narrative, and nothing is done for the mere sake of implementing a
tool, but rather every element is interconnected like the sand grains
in a sand castle. It would appear that in Miller's The
Spirit most of the same
technology are adopted, but rather than serving the purpose of
telling the story, shaping the characters, immersing the spectator in
the movie's reality they're just put to work, as it often happens in
mainstream american movies, for the sole purpose of creating a
visually pleasant film.
It
could be argued that Mabe was exaggerating saying that the art form
had been pushed as far as it could go. There's always room for
experimentation and, since we always build upon other people's work,
reaching the limit of creativity is almost impossible. What gets
harder and harder is the process of going from what has been done to
what could still be done.
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