How the creature in Alien inspired a generation… | Little White Lies

How the crea­ture in Alien inspired a gen­er­a­tion of SFX artists

09 May 2017

Words by Mike Kelt

Close-up of a large tarantula on a person's hand, showing its hairy legs and body.
Close-up of a large tarantula on a person's hand, showing its hairy legs and body.
Award-win­ning prac­ti­cal effects artist Mike Kelt pays trib­ute to HR Giger and Car­lo Rambaldi’s icon­ic monster.

The orig­i­nal Xenomorph in Rid­ley Scott’s Alien is per­haps the most icon­ic cre­ation in Crea­ture SFX. Nei­ther a humanoid-like design, nor a fur-cov­ered man in a suit, it cap­tured the imag­i­na­tions of audi­ences and film­mak­ers at the time like noth­ing before it. The approach was all-encom­pass­ing and fol­lowed the life cycle of the alien, which was in itself inno­v­a­tive, with each stage leav­ing the audi­ence guess­ing, as well as ner­vous­ly anticipating.

Here was a film that embraced the idea of the unknown and cut shots so quick­ly that the audi­ence had hard­ly land­ed back in their seats before the shock was over, and thus kept the sus­pense going through what is a fair­ly thin script. This was great­ly aid­ed by the dark sets and even dark­er lighting.

The Egg’ stage has a slow, intense build up and when it first opens the reac­tion is one of revul­sion at the sim­ple organ­ic shapes and tex­tures – the wet, translu­cent, pul­sat­ing embryo sold the real­ism of the shot in a way that had not been done before, and the fast cut­ting leaves you won­der­ing what has just hap­pened. For once the phys­i­cal mod­el was not laugh­able, as was often the case pre­vi­ous­ly in film or television.

Close-up of a man wearing a green military uniform and cap, looking up at an alien spacecraft hanging from chains in a dark, industrial setting.

The Face­hug­ger’ was unpleas­ant­ly inno­v­a­tive as well as beau­ti­ful­ly built, with its slith­er­ing stran­gu­lat­ing tail and grip­ping spi­der-cum-crab legs. Its design plays on the fear of arach­nids with­out actu­al­ly being one, while the fear of chok­ing is all too obvi­ous. The autop­sy scene is par­tic­u­lar­ly con­vinc­ing and believ­able, as fleshy bits are prod­ded and exam­ined. It showed what could be done to a phys­i­cal SFX indus­try about to be over­run with dig­i­tal VFX, but that didn’t know it yet. Sim­ply, it set the bench­mark that oth­ers would follow.

The chest explo­sion, which comes com­plete­ly out of the blue, shocked every­one includ­ing the cast, who were appar­ent­ly kept in the dark in order get a good reac­tion. The actu­al crea­ture, although again beau­ti­ful­ly built and suit­ably cov­ered in slime, and per­haps scary at the time, is almost com­i­cal on lat­er inspec­tion; its move­ment hard­ly threat­en­ing, with its Mup­pet-like scam­per across the oper­at­ing table. But the crea­ture itself felt real. Again, the build qual­i­ty was some­thing for the rest of the SFX indus­try to aspire to.

Final­ly, the full-grown Xenomorph, which seemed to have an amaz­ing­ly fast growth cycle. The design was tru­ly new, com­bin­ing an organ­ic feel with a mechan­i­cal bony edge. HR Giger, the design­er, had played with sim­i­lar forms before in his fan­tas­ti­cal illus­tra­tions and fur­ni­ture design, not to men­tion the Nos­tro­mo space craft’s look, but with Car­lo Rambaldi’s build the head in par­tic­u­lar became a mys­te­ri­ous threat­en­ing semi mechan­i­cal mon­ster – part cos­tume, part pros­thet­ic, part ani­ma­tron­ic. It was in many ways the starter gun being fired in the area of ani­ma­tron­ic SFX, and with the way it was shot it took on a tru­ly scary nuance.

The use of water and slime left its mark on the indus­try too, and there­after slime became an impor­tant com­po­nent of many hor­ror crea­tures. The head being long and elon­gat­ed, with its tele­scop­ic jaws and no eyes, cou­pled with the quick edit­ing and the creature’s dark, damp, slimy appear­ance, leaves you won­der­ing exact­ly what it is you’re look­ing at. The less is more’ approach was nev­er bet­ter proved.

Unfor­tu­nate­ly, at the end of the film it is revealed as just anoth­er man in a suit, as the mon­ster is eject­ed via the air­lock, hold­ing on too human­is­ti­cal­ly to the door frame, before dan­gling at the end of a teth­er in full view. But up until that moment, the crea­ture works incred­i­bly well, and it undoubt­ed­ly inspired a gen­er­a­tion of film­mak­ers and SFX artists.

Mike Kelt is the CEO and co-founder of Artem, an award-win­ning phys­i­cal spe­cial effects com­pa­ny whose recent projects include Dan­ny Boyle’s T2 Trainspot­ting and Justin Kurzel’s Mac­beth, star­ring Michael Fass­ben­der. For more info vis­it artem​.com

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