Hooroo Jackson

The History of Special Effects is the History of Cinema

From Pirate Cinema: Volume 3 of the New Machine Cinema

The earliest audiences paid to see things happen that could not happen: a rocket in the moon’s eye, a head that comes off and sings, a train that arrives and seems to arrive at you. Before cinema was an art, it was a magic trick. Before it adopted the gallery’s hush of a museum work, it worked on vaudeville stages. There, the contract was simple: show me what reality can’t.

Every major leap in the medium’s expressive power arrived as an effects breakthrough first, and an aesthetic decision second. The canon, if it is honest, is the record of those breakthroughs.

The great post-war auteurs did real work; the point is not to erase them. But the elevation of a certain “painterly” ideal: static composition, image purity, the distrust of trickery—recast cinema as something lofty beyond its innate origins. Painterly is not just an aesthetic here, but a motive, an icon, a church made for worship.

The entire 1950s arthouse movement onward was a detour under the false presumption that cinema exists in the painting tradition not the vaudeville tradition. So fervent was this notion of cinema as a formal study that it continues to capsize the medium’s history entirely, through the tyranny of critique: if cinema is a church, then we must sit in reverence of its masterpieces. They must exist beyond the regular viewer. They must be paintings, their appraisal existing as a frame.

Cinematographic composition has become a shorthand crutch for cinematic joy, wherein a viewer delights in its engagement. There is a certain ritual in not just the image, but the culture it evokes.

Often this comes with a common refrain that Lucas and Spielberg ruined cinema with the blockbusters Jaws and Star Wars, turning a medium of popular entertainment into… popular entertainment. Another followed: that digital effects ruined the purity of cinema with digital CGI instead of practical effects, and eventually a combination therein; “Marvel fan” became the go-to insult, even as year after year the arthouse itself deteriorated from prestige into the pseudo-prestige picture.

The actual art, as the cinema of yore, could no longer be sustained by the industry beast. Yet the artists existed in an institution that demanded input, therefore they had to dress up genre entertainment with an arthouse tint, often with neon lights, filled with painterly composed shots, detached, aloof ironic tones, and flashes of ultraviolence—these are not aesthetics but shorthands toward meaning through chilling contrast

This was the greatest magic trick of all where the art was forced to adhere to the same structure as popular entertainment, but now we called it elevated.

Real cinematic art constituted by personal expression, fell by the wayside, absorbed into dressed-up genre fare. Films like Mad Max: Fury Road now headlined the Cannes Film Festival, winning “Best Film of the Decade” accolade by critics and curators, who came full circle that cinema as a high art must respect its own history. This now seems like the ultimate cope where the arthouse in the turn of the century era failed to claim meaning.

The structures existed regardless of the input, so instead of continue in the artistic search for meaning, the input had to change.

So the artistic establishment bent itself into a pretzel to ensure its very survival, else it could no longer exist as an institution. But the fact remained clear, any sort of arthouse existed as a tail to the populist head, even when the tail pretended to be the head.

Art and entertainment could not co-exist, until we defer from the formal canon entirely and accept that the history of special effects is the history of cinema.

A Trip to the Moon (1902) — Screen sorcery.
Metropolis (1927) — Architecture as inner world.
King Kong (1933) — The monster of our fantasies.
Snow White and the Seven Dwarfs (1937) — A thought is a film.
The Thief of Bagdad (1940) — The tactile at play.
Playtime (1967) — The director externalized as architecture.
2001: A Space Odyssey (1968) — Special effects as meaning.
Star Wars (1977) — All of cinema all at once.
Blade Runner (1982) — Special effects as romance through neo-noir.
Tron (1982) — The computer itself.
Who Framed Roger Rabbit (1988) — A thought now lives alongside us.
Batman (1989) — Architecture as inner world. The monster of our fantasies. The director externalized. All of cinema all at once.
The Abyss (1989) → Terminator 2 (1991) → Jurassic Park (1993) — Reality and fantasy in lock-step.
Toy Story (1995) — The database is self-aware.
The Matrix (1999) — The self-awareness is mythologized.
The Lord of the Rings: The Two Towers (2002) — The unreal pointing at the unreal.
Star Wars: Episode II – Attack of the Clones (2002) — Pure digital imagination.
The Polar Express (2004) — Imagination turns on itself; imagination vs. imagination.
Avatar (2009) — Reality is now arbitrary, a space we enter.

We sketch the language forged when effects collided with narrative desire. They are works of imagination, often overlooked, or begrudgingly respected when all else fails, and when it does, they are the only ones left standing.

Each represents a leap. Each leap invents a sentence structure cinema didn’t have before, expanding, perfecting, evolving, and continuing.

Interestingly, as the technology evolves, meta-treatments and self-awareness emerge along the continuum. As effects evolve, the sophistication of the story evolves alongside them. We are gradually forced to engage with what the film says about its effects, and what the effects say about the film. Therefore we can add a further canon, post-CGI and pre-AI.

Gravity – Weight itself as film craft, speed of the mind
Life of Pi – Effects as philosophy
Her – Effects as erotica
Mad Max: Fury Road – Reality and fantasy out of lockstep
Ready Player One – Effects as the hero’s journey

Footnote: The One Non-Effects Film in the Effects Canon

We must make room for the magic trick of screenwriting, which is itself a special effect. We’ve already granted space to noir and even erotica, formalizing the literary and the tactile as canon-worthy; Groundhog Day is where cinema first realizes its own infinite loop, branching a throughline from Edge of Tomorrow toward Everything Everywhere All at Once, a new branch where multiverse cinema forecasts Roguelike cinema, a film that is constantly refreshed while boxed in, reaching both spontaneous and predetermined outcomes called the Pinnacle Contact.

Therein we land at artificial intelligence. We, as in you and I, are now the ones one screen, our own personal fantasy, imagination, desires, tastes. It could on paper no longer be separated between audience and artist. Except the audience remains, in a state of full democratization we will dream and watch each other’s dreams alike.

Everyone is both artist and audience at once.

You can also see the continuum adding dimension. For what begins as 2-dimensional cinema, through digital, achieves not only breadth and scope but the expansion of form, a meta self-awareness emerges in the subconscious of entertainment. Cinema not only shows our dreams but becomes functionally meaningful, existing for all of us, as everything. It was never enough just to see. We wanted to partake.

As we open the gates to digital simulacra taking the place of every facet of meaning, every corner of the kaleidoscope of consciousness, we risk drowning in the AI age.

But by imposing extreme constraints, we re-introduce intention, scarcity, and the human hand.

Look at Burton, Raimi, Spielberg. Their ‘80s fantasy films feel like different directors compared to their 2000s CGI work. This is because those peak works of cinema did not represent the director via the auteur theory. They represented the state of the film industry itself, utilizing the peak of their resources.

Self-expression was not actually the final word. The history of special effects is the history of cinema.

GOING BEYOND

Each milestone is where a tool became a thought.

Consider what each leap really purchased:

  • Composite taught cinema that reality is negotiable. It invented irony: the audience knows we are watching layers, and that knowledge is part of the pleasure.
  • Stop-motion taught empathy for the fabricated—our willingness to believe a rhythm that doesn’t match physiology, provided the conflicts and interactions feel true.
  • Motion control/optical taught systematization—shots could be re-made, allowing universe-scale continuity.
  • CGI taught that physics is a persuasion engine—get inertia, occlusion, and light transport right, and the mind supplies the soul.
  • Performance capture taught that acting is encodable—identity survives translation.
  • AI teaches that authorship is parametric—style, face, and space become movable knobs, and the “cut” becomes a living switch you can revisit.

Every stage expands what a “shot” is. The shot is no longer merely where you put the camera; it’s the total of what your pipeline can think.

As effects become generalized, two things happen. First, the specialness dissolves: good taste will try to hide the trick again. Second, the film itself refuses to be finished. Updates, recuts, language swaps, actor de-ages, weather changes; what used to be impossible post-release becomes a routine decision. The logic of literature: editions, annotated versions, revised paperbacks, enters the theater. This is often framed as loss (stability, authority), but it is also the secret wish cinema had from the start: to keep making the shot until it matches the feeling in the director’s head. We are back to the magic shop, but the trapdoor is in software.

Cinema’s history is the history of special effects, because cinema is an effect: a sequence of stills making motion where there is none. It is not an image in isolation. The visual pleasure represents the surface facet of cinema, risking the tyranny of image, a shorthand for cinematic thought.

If we build our canon on the true spine of the medium, we get a map that explains not just where we’ve been but where we’re going: toward images that know they are built, worlds that admit they are solved, and stories that can change after they’re told. The trick was the point all along.