Jorge Enrique Lage interview with Miguel Coyula (fragments) 2
Miguel Coyula: [… the cinema where I first encountered anime.] [… like the video games of the late eighties and early nineties, the anime of that time had no big budgets for a fluid animation at twenty-four frames per second, Disney-style. Then they went to a visual design and assembly and sound very often shocking.] [… in the subconscious, that left a mark on the film I make.]
For me it is very important to work the space and design the storyboard to the last detail, so that no image is repeated during the editing of a scene. That is something that comes from anime, and the comic book in general. Each panel expresses an idea, just as in literature each sentence expresses something different.
As for video games, the animation was even more limited: 2D, but that same limitation …] [… it made me shape an aesthetic where the image is as loaded as possible with small elements that add density to the setting.
[… the anime stories often left me with a bitter taste. Yaltus, known as Baldios outside Cuba, was a film that marked me a lot. Its apocalyptic and depressing ending, where the earth is completely contaminated with radioactivity, left me in a state of discomfort that I have pursued in my films.
[… one of the most striking films for me, for the stylistic collage it represents, was Belladonna of Sadness, 1973. For some reason it’s the 70’s that keeps calling me over and over again as a source of inspiration.
Site Manager’s note: Once all the fragments of this interview are translated (by different volunteers) we will unite them in order, in a single post.