Sleepy Brain: Northern Void
Flyer for Northern Void.

Simon Sellars

Originally published on Sleepy Brain, 19 February 2007.

Simon Sellars

Last night I attended the second (and last, for now) screening of Philip Brophy’s 50-minute film Northern Void, billed as a “live cinema performance” accompanied by the real-time sonics of Ph2 (Brophy and Philip Samartzis). Northern Void is set along Plenty Rd, in the northern Melbourne suburb of Preston — specifically a three-kilometre, decaying industrial zone. The film is divided into three sections: The Present, set in 2013; The Future (2085); and The Post-Future (3079).

Sleepy Brain: Northern Void
“The Present”: Northern Void (dir. Philip Brophy).

In “The Present”, a series of tableaux unfold: factories, blank business parks, decrepit office buildings, brutalist petrol stations. They look like still shots, but close examination reveals subtle motion: clouds inch along; a bird flaps in the distance. There are no people. The shots are looped; almost imperceptibly, the clouds return to their original position. Is this a deliberate aesthetic? Or a a necessary suturing to prevent the intrusion of offscreen elements irrelevant to the plot? In any case, it’s very effective: nothing happens. Everything remains the same, trapped in an eternal loop. The sound design begins with processed field recordings: birds, insects, magnified to unbearable levels. It settles down and melancholic piano chords pick their way through.

Sleepy Brain: Northern Void
Madeline Hodge in Northern Void (dir. Philip Brophy). Photo by Pancho Calladetti.

In “The Future”, the same shots appear, except this time the factories and buildings are pockmarked and scarred, and everything is infested with a queasy, irradiated digital-pink glow. Glowing red clouds gather overhead, and suburban zombies begin to appear: young people, spectral — they are see-through at the edges — repeating bizarre facial and physical tics.

Sleepy Brain: Northern Void Left: Nat Bates in Northern Void (dir. Philip Brophy).

One poor soul scratches his ear over and over again; another (played by Nat Bates, director of the Liquid Architecture sound-art festival) looks to the ground and back up over and over, mimicking the film loops in the first part of the film. The sound in this section is brilliant, with Samartzis generating extremely unnerving electrical effects — like dying power stations — and violent feedback via what appears to be hyper-magnified recordings of fire. Brophy, meanwhile, triggers some kind of funky synth-bass line, obviously unable to escape his iconic 80s past.

In the “Post-Future”, nothing remains of the buildings, or the zombies, really, except their shapeshifting ghosts, which float around a blasted landscape, totally devoid of life. The sound design amps up a notch. Yep, you guessed it: it’s positively unearthly. Who knows what these guys have done here? Fed cicadas through a cheese grater and processed it in a digital blender, for all I know. It’s freaky stuff. And that colour palette: it’s the colour of rotting pork or severed heads. Or something.

Simon Sellars

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Simon Sellars