If you owned a copy of the 2000 home media release Aardman Classics, you might recall just how flat-out unsettling the compilation got the deeper you delved into its centre. For those who only knew the Bristol-based animation studio for the Morph skits and the creations of Nick Park, I'd imagine this would have been one heck of a bucket of ice water. Things got off to a deceptively genial start, with the original Creature Comforts short and the first of the spin-off ads for electric heaters featuring Frank the tortoise. Then Pib and Pog appeared, in all of their mean-minded, psuedo-educational glory, and things were thrown just a little off of balance. The Creature Comforts gang resurfaced, and for a fleeting moment we felt like we were safe again...right before were slap-dab in the middle of an incredibly fucked-up computer animated bit about a minotaur murdering a duck with the help of a severed hand. Sandwiching Minotaur and Little Nerkin in between the two ads about the dishwasher-loving pandas had the effect of making the pandas seem utterly false; going back to their smiling faces immediately after witnessing the horrors inflicted on that duck was like to having to resume your place at a dinner party after being privy to some enormously disturbing gossip about your host. There was some agreeable content ahead - War Story, Wat's Pig, a music video where a claymation cat with the vocals of Nina Simone performs "My Baby Just Cares For Me" - but "Heat Electric - Penguins 3 and Pablo" would be the last stop before a very disconcerting stretch throughout the middle, where we were basically leaping from one bite-sized nightmare to the next. Stage Fright, Pop, Ident, Loves Me, Loves Me Not - it was a non-stop parade of sleep-robbing freakiness. Obviously nothing else among them was as dark and sobering as the apocalyptic drama Babylon, but twisted psyches with full creative freedom clearly were endemic to the studio. The end of the compilation took us back into calmer territory, with the grimy realism of the Conversation Pieces and Animated Conversations, but even then they had to stick on one final scare to send us home with, in the form of Boris Kossmehl's Not Without My Handbag. In 2006 Aardman released another compilation, Aardman's Darkside, touted as a glimpse into the studio's nastier, more adult-orientated underbelly, but I personally saw very little difference between the films therein and at least half the line-up of Aardman Classics. Family-friendly was definitely not their default setting in the days before Chicken Run.
Lurking amid that sinister middle stretch was the 1998 film Humdrum - a short that, based on the opening credits, I had seriously expected to be a lot darker than it was. Everything about the title sequence - the deeply ominous musical notes, the black backdrop, the abrasive, jagged lettering - suggests something truly terrifying is in store. Which may well be part of the joke; we enter into Humdrum prepped for a more dramatic affair than actually transpires. Instead, the key characters, two shadowy entities voiced by Scottish comedians Jack Docherty and Moray Hunter, are navigating a nightmare of a whole other nature, one that has less in common with the overt horrors of Stage Fright and Not Without My Handbag than the plight expressed by the verbose zoo animals in Creature Comforts. Stuck indoors and fed up of staring at the same four walls all day, the shadows spend the entirety of the six and a half minute runtime in search of alleviation from the stifling monotony. Their names are never disclosed, but I've taken the liberty of applying
my own for the purposes of this review - Pawn, the thoroughly morose one
(Docherty), and Rook, the intermittently exuberant one (Hunter), based
on the chess pieces their heads resemble. This design choice strikes me as entirely deliberate, since the game of chess comes up explicitly in the dialogue, with Pawn recounting what happened on a previous and (we presume) equally boring occasion, when Rook made him eat all of the white pieces after losing a bet. He indicates that most of the pieces have yet to work their way through his digestive system (though he thought he saw a couple of pawns yesterday), a gleefully scatological gag that takes on added resonance if we view it as a mirror to the characters' own predicament, engulfed by a smothering monotony and desperately looking for an exit that never appears. The idea that the characters themselves are chess pieces also calls attention to their positioning for most of the film, perched at opposite ends of a table, suggesting that they are, whether knowingly or not, opponents and not allies in their ongoing entrapment. In the absence of any other distractions, they have nothing to gaze into except the dark abyss of one another, their every move a bid to keep not only the monotony from gnawing away them, but their companion's eccentricities too. Pawn is, unsurprisingly, the underdog in this equation, with Rook appearing to outmanoeuvre him at virtually every turn, and we sympathise with Pawn all the better for it.
Humdrum was directed by Peter Peake, the particular twisted psyche behind the aforementioned Pib and Pog, with a script doctoring credit for Rex the Runt creator Richard Starzak (then known as Richard Goleszowski). The film takes a unique visual approach - like your archetypal Aardman production, it uses stop motion figures, with the twist that the camera in this case is interested not in the figures themselves but in the shadows they cast. Seemingly detached from any corporeal bodies, Pawn and Rook exist only as murky, one-dimensional entities who nevertheless manage to be entirely fluid and expressive with the limited features they have. They seem at once alive and stranded in a ghostly state of only half-existence, distorted imitations of a full-bodied world that seems eerily unrealised. Meanwhile, the blistered backdrops onto which the shadows are
projected take on a low-key life of their own, reflections of the protagonists' barren mental states that intermittently shift to signify the nascent traces of evanescent preoccupations. When the
game of chess is mentioned, the wall assumes the checkered pattern of a chess
board. When a cow is cited, the blotchy markings of a bovine's hide can be
seen. The uncanniness of the visuals is buffered by the distinctly human warmth of the characters' banter, the dialogue between Pawn and Rook being both hilarious and natural. If you were watching it on the Aardman Classics compilation, then that warmth, coupled with the relative simplicity of the piece, came as a great relief following after the busyness and mean-spiritedness of the preceding Stage Fright. Starzak's playful touch seems particularly evident in the film's bluntly self-aware script, incorporating multiple barbs at its own nicheness. The possibility of turning to the television for escapism is dismissed
early on, when we're told all that's on is "some weird animation thing". The major development that dominates the latter stages of the film - Rook's proposal that they entertain themselves by creating shadow puppets with their own hands - is met with weary disdain from Pawn: "I can't think of anything more boring that staring at some stupid shadows, for god's sake! Is this what happens when you don't have any friends?!" Elsewhere, Humdrum looks to be making some broader comment on our relationship with popular entertainment and the extent to which it alleviates or reinforces our monotony. The radio proves as futile a means of diversion as the television, bearing out Pawn's gloomy assessment that music "is all the same rubbish these days", with every station the characters tune into broadcasting some variation on "La Cucaracha".
The real purpose of the shadow world is to allow for a series of clever twists regarding the nature of perception. In the first half of the short, a momentary distraction arises in the form of a dog (or, more accurately, the shadow of a dog) barking at the protagonists' doorstep, which Pawn indignantly attempts to send packing. We think we understand what's going on, until Rook shows up and identifies the dog as a double-glazing salesman, who has apparently pestered the shadows on previous occasions. Our natural assumption would be that Rook is simply in cloud cuckoo land, until the door is closed and the dog, suddenly speaking in plain English, confirms his perception. It becomes even funnier when you rewatch the sequence with the knowledge that Pawn is always addressing the caller as a double-glazing salesman and not a dog; it makes me wonder, likewise, if the dog is actually barking from the protagonists' perspective, or if it's all just a comical means of conveying a particularly incessant sales pitch?
The interlude with the dog seems initially to be nothing more than a random sprinkling of absurdity, but later transpires to have laid the ground for the punchline of the short, once the game of shadow puppets has unfolded and become increasingly heated. As noted, the viewer's sympathies are invariably with Pawn, since he is the character with whom our perspectives are more firmly aligned. Odds are that we too would not recognise Rook's ridiculous attempt at contorting his digits into the shape of a cow, before he supplies the giveaway mooing (Pawn quite accurately observes that it looks more like he has his hands caught in a sandwich toaster). By contrast, Pawn's wizardry in creating an astonishingly fluid rabbit shadow is always painfully conspicuous to us, even when Rook insists that it looks more like an otter with two sausages tied to its head. It all climaxes with a deliciously cathartic moment where Pawn finally loses it with the hopelessly obtuse Rook: "I'm stuck indoors playing Guess The Misshapen Beast with someone who clearly wouldn't recognise a rabbit if it came to his house for tea, said "What's up, Doc?" and started burrowing into his head! There are blind people with no fingers who are better at shadow puppets than you! No wonder I'm a tad miffed!" All thoroughly just criticisms...except it's all tipped on its head in the closing moments, when a second caller appears at the door, a mooing shadow that perfectly matches Rook's prior attempt at creating a cow. Something even more shockingly unexpected then occurs - for the first time, we see a smile form across Pawn's face. "Not today, thank you," he says politely, before closing the door, seemingly unfazed by the irony of the situation. While it's certainly gratifying to see things end on a more buoyant note for the beleaguered Pawn, it's here that we also part ways with the character, seeing how our perspective no longer lines up with his. Suddenly, he seems at totally peace with the absurdity of his surroundings, and what's obviously normal to him has us scratching our heads with regard to what we're actually looking at. Is this hideously misshapen beast an accurate representation after all of how bovines look in this world? Is it another door to door salesperson flogging their unwanted wares? A grand cosmic joke at the expense of Pawn? A meta joke at the expense of the animators? All of those things at once? Has Pawn potentially been the daffy one all along, while Rook has a firmer grasp on the realities of the shadow world? After all, we never get any objective insight into how a rabbit even looks in this universe, outside of Pawn's projection - for all we know, his efforts really do look more like an otter with sausages protruding from its head. Or is Pawn simply calmly rejecting the film's final efforts to make a fool of him? All that matters is that Pawn is now in on something that we aren't, and it seems significant that he closes the door while facing the viewer, effectively ejecting them from the premises and leaving them out in the cold. The music heard during the end credits, yet another variation on "La Cucaracha", offers a striking contrast to the music featured during the title sequence and seems almost mocking of the viewer's confusion.
Humdrum was nominated for an Academy Award for Best Animated Short, but lost to Aleksandr Petrov's take on The Old Man and The Sea - a film to which there was seriously no shame in losing. I'm just happy that it got some recognition, since like a lot of the studio's projects that weren't helmed by Nick Park, it remains something of a hidden oddity. It's disconcerting as hell, yet basically genial enough that it helped the psychological scarring from elsewhere on the Aardman Classics release to go down more easily, which speaks volumes to Aardman's character at the time.