After the escape sub-plot was completed, the film launched a sub-plot in which a team failed to break through the palace. This episode is very useful, and it has a paving or experiential implantation effect for the audience. 1) A well-versed agent died at the hands of a female assassin (and left a sigh of relief on purpose) when the thunder was too fast to hide the bell, and the action was defeated. The impression that the female killer Bit Worker is stronger and more vicious is implanted into the audience experience. The audience was suspicious about whether the special agent team could fight her head-on in the main plot. 2) In the same way, the villain can intercept the communication channel of the Secret Service and blame it on the Secret Service. The impression that the big villain Bitman is more clever and more in control is implanted experientially. As a result, the audience was in suspense as to whether the special agent team could fight the big villain in the main plot. 3) The scene of the Kegong Big Bang was thrilling, but it was just a little test of the big villain. The feeling that the villain’s explosion is powerful and the consequences are terrifying is implanted experientially. It makes the audience feel worried and terrified about the core crisis of the film, the nuclear bomb explosion. 4) In the scene of escaping from the hospital, the hero didn't dare to jump from a few floors (if it was Jackie Chan's movie), even if he jumped off the car at the end, he didn't fall lightly. Experientially implanted (and also defines the tone of the high-altitude ability of the agent) high jump is also very dangerous and psychologically stressful for the male protagonist (the audience originally expected to be almighty and invincible, all mastered), and easy to jump. However, it is easy to get hurt. As a result, the back actor climbed the outer wall of the tall building, the supporting actor climbed the deep well and the scene of the positive and negative battle against the air garage, the audience also felt worried and shocked. Moreover, these feelings are constantly superimposed in the stunts of high-altitude jumping and escaping in the film's repeated performances, increasing the impact on the audience. 5) The second episode confessed that the two team members are a rookie, and a woman who has just lost her lover and experienced a failed action. In the end, the big villain set up the game and caused the operation to fail. The rookie was very nervous and made a mistake in the action. Women have experienced two consecutive major failures. The experience is implanted with the impression that the player's level/emotions are unreliable, the secret agent team is not in control, and the action is easy to fail. The audience was therefore full of worry or suspense about the success or failure of the agent team's actions in the main plot. Imagine if the players are quick and reliable in this episode, and the action goes smoothly, the villains only appear in the main plot, and the hero jumps high above the sky like a bag, extremely accurate, how much the impact of the following main plot on the audience will be reduced.
In addition, what creates a sense of urgency for the audience in the main plot is the countdown. 1) Each event in the main plot has a specific and precise time limit, and the time limit is very short. 2) As the pace of the film accelerates, the time limit gets shorter and shorter. The time limit for starting to sneak into the computer room is still dozens of minutes, and the time limit for keeping the tracking distance of half a kilometer (the time limit for the variant) is even shorter. It takes only 5 minutes to obtain the nuclear bomb code from the Indian tycoon, only three minutes to launch the nuclear bomb, and only about 1 minute to terminate the launch in the garage. 3) There is a countdown reminder constantly. For example, the beating elevator floor display, the close-up of the countdown clock, the countdown sound in the agent's headset, and the repeated reminders between the agents.
The sandstorms aggravated the sense of crisis and tension during the Mission Impossible. And if you learn the above-mentioned simple principles, if you learn one-tenth of the Dragon Gate Flying Armor, don't engage in two sandstorms as well, and you don't feel a little nervous yet.
However, the second plot of the jailbreak at the beginning of the film is slightly inadequate. Apart from creating a suspense (why he is in prison and why he needs to save the lineman), it does not help the whole film. Of course, the informant comes in handy in the main plot, but the role is not obvious and not critical. The only way to show that the protagonist is prophetly knows that he will be needed in the future (he received a secret mission after he escaped from prison before he knew that he was going to return to Russia), but the intention was not obvious. At the end of the climax, the actor reveals this suspense, but this is not a very aftertaste ending. Because the climax has passed, the ending is used to calm the audience's emotions. Here, the audience's suspense about the episode of prison escape is very weak at first, and it is basically not too distracted. Of course, the epilogue reveals a love story of life and death that did not happen in the film, and the audience can only imagine it through oral narration by the characters in the film (not staying together but love forever). After the crisis/action climax, it is a love scene. This is a basic psychological safety requirement of a person, and it is also a routine part of an action movie. This is still needed.
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