Why I Still Get Goosebumps Watching Model Spaceships Crash Into Each Other


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I’ve been thinking about this a lot lately, especially after rewatching *The Thing* for probably the twentieth time last weekend. There’s something about those old practical effects that just hits differently than all the digital wizardry we see today, and I can’t shake the feeling that we’ve lost something essential in our rush toward technological perfection.

My introduction to sci-fi came through my dad’s collection of worn-out VHS tapes in the late 70s and early 80s. I mean, these things were practically disintegrating – the kind where you had to adjust the tracking every five minutes and pray the tape didn’t snap. But watching *Star Wars* on that beat-up copy was absolutely magical in a way that’s hard to explain to someone who grew up with pristine digital transfers. Every space battle felt real because, well, it was real. Those were actual models getting blown up, not pixels on a computer screen.

The first time I saw the Millennium Falcon lumber through space, I could tell it had weight to it. You know what I mean? It moved like something that actually existed, because it did exist – sitting on a soundstage somewhere, manipulated by people who’d spent months crafting every detail. There was this beautiful imperfection to how it flew, a slight wobble that made it feel lived-in and authentic. Modern CGI spaceships are too perfect, too smooth. They move like video game assets instead of actual vehicles.

What really gets me is how those practical effects forced everyone to be more creative. Take John Carpenter’s *The Thing* – Rob Bottin and his team had to figure out how to make those horrifying transformations work in real time, in front of the camera, with actors reacting to actual grotesque puppets and animatronics. The result is viscerally disturbing in a way that digital effects rarely achieve. I remember watching that chest-burster scene for the first time (I was probably too young, honestly) and being genuinely terrified because what I was seeing felt real. The actors’ reactions weren’t to tennis balls on sticks or green screen markers – they were responding to actual monstrous creations.

*Alien* works the same way. H.R. Giger’s xenomorph wasn’t just a design on paper; it was a physical presence that Ridley Scott could light and shoot from different angles, that cast real shadows, that the actors had to interact with as an actual object. When Veronica Cartwright gets sprayed with blood during the chest-burster scene, that’s her genuine shock at being doused with fake gore. You can’t replicate that authenticity with digital effects, no matter how sophisticated they become.

I’ve been revisiting a lot of Ray Harryhausen’s work lately – *Jason and the Argonauts*, *The 7th Voyage of Sinbad*, *Clash of the Titans*. His stop-motion creatures have this sculptural quality that’s absolutely beautiful. Sure, they move a little stiffly sometimes, but there’s an artistic sensibility to them that feels handcrafted and personal. Each frame was posed individually by an artist who understood not just movement but character and personality. Modern CGI monsters often feel generic by comparison, like they rolled off an assembly line.

The worldbuilding in *Blade Runner* still amazes me. Those miniatures of Los Angeles 2019 weren’t just backdrops – they were architectural models detailed enough to examine up close. Every building had texture and weathering and individual character because someone physically built it. The spinner cars were actual props that caught real light and cast real shadows. When I watch modern films that rely heavily on digital environments, everything feels weightless and artificial, like the characters are performing in front of video game backgrounds.

*2001: A Space Odyssey* remains the gold standard for me. Kubrick and his team built spacecraft that looked and moved like real vehicles because they approached them as engineering problems, not just visual effects. The Discovery One model was forty feet long and detailed inside and out. When you see it rotating in space, that’s actual rotation captured by the camera, not simulated movement. There’s a scientific rigor to those effects that makes them timeless.

Don’t get me wrong – I’m not completely anti-CGI. *Jurassic Park* showed how digital and practical effects could work together brilliantly. The T-rex was primarily a massive animatronic puppet, and the actors’ terror was genuine because they were face-to-face with a roaring mechanical dinosaur. The digital dinosaurs were used sparingly, mainly for wide shots and complex movements that weren’t possible with puppets. That balance made everything feel real.

But then look at what happened to *Star Wars*. The original trilogy used models and matte paintings and practical locations, creating a universe that felt lived-in and authentic. The prequels went all-digital and suddenly everything looked like a cartoon. Actors were performing against blue screens, delivering dialogue to nothing, and it shows in their performances. The tactile quality disappeared, replaced by perfect but soulless digital environments.

I think the problem is that CGI has become too easy, too cheap a solution. Why build a physical set when you can just paint one in post-production? Why create a practical creature when you can animate one digitally? But that convenience comes at the cost of authenticity. Physical objects interact with light naturally. They have weight and presence. Actors can touch them, react to them, believe in them.

The resurgence of practical effects in films like *Mad Max: Fury Road* gives me hope. George Miller used real vehicles, real explosions, real stunts, enhancing them with digital effects rather than replacing them entirely. The result feels visceral and immediate in a way that purely digital action sequences don’t. Similarly, *The Mandalorian*’s use of LED wall technology creates physical environments that actors can see and respond to, bridging the gap between practical and digital approaches.

I’ve noticed that younger filmmakers who grew up with CGI are starting to rediscover practical effects, maybe because they’re rebelling against the digital oversaturation of their childhood. There’s something refreshing about seeing actual craftsmanship on screen, knowing that real people built those props and creatures with their hands. It connects us to the oldest traditions of moviemaking magic.

Working at the library, I see film students checking out books about practical effects techniques, studying how Dick Smith created his makeup effects or how Derek Meddings built his miniatures. They’re hungry for that hands-on knowledge, that connection between artist and creation that gets lost in digital workflows. There’s hope in that curiosity.

What bothers me most about the shift to digital is how it’s changed the collaborative nature of filmmaking. Practical effects required teams of artists, sculptors, mechanics, and puppeteers working together on set. Everyone was solving problems in real time, adapting and improvising. Now too much of that creativity happens in isolation, with digital artists working alone at computers months after filming wraps.

I’m not advocating for a complete return to pre-digital techniques – that would be nostalgic foolishness. But I do think we’ve swung too far in the opposite direction. The best sci-fi films of recent years have found ways to blend practical and digital techniques, using each approach where it works best. That’s the future I want to see: not the abandonment of practical effects but their thoughtful integration with digital tools.

Maybe it’s my age showing, but there’s something irreplaceable about knowing that what you’re seeing on screen actually existed somewhere, was touched by human hands, was crafted by artists who poured their skill and imagination into physical objects. That tangible quality creates an emotional connection that even the most sophisticated CGI struggles to match. And in a genre like science fiction, where we’re asking audiences to believe in impossible worlds, that connection to physical reality might be more important than we’ve realized.


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Kathleen

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