When HBO’s House of the Dragon, its adaptation of George R R Martin’s Fire and Blood (1988), enters the second half of its season ahead of its 16 June air date, a new Tudors will have been discovered orbiting a new Game of Thrones, embedded in the swirling metamorphosis of its opening credits. This mid-series change is more than just an aesthetic undertaking. It is also an interpretive intervention that establishes and reflects the emergence of a new history of visual culture, as well as an interlude for fans of the show. Reshaped by emerging methods and new theories, as well as new technologies, a reworked sequence affords fans a different way of seeing its represented drama and understanding its intertwined historical narratives of destiny and power – and time itself.
It was only after House of the Dragon’s first season had aired that Game of Thrones fans began to notice its stylistic hauntings in the opening credits. Ramin Djawadi’s ardent theme played on the mind, as it was the same one that he composed for the previous series. The shot of blood encasing stone and metal will also remain indelible in the minds of viewers. However, season two is coming, and with it a new visual spectre.
At the centre of the transformation of the title sequence for season two – from bloody flows to tapestries – there is a stitching, and a sweeping. It is a new look that tells the story not only visually, but more importantly, as a storytelling device – like the threads of a story that is told in ambition, told in a fight, told through family.
But then if you get into the spirit a bit more, you do look at it to say: ‘What’s the legacy? Because the legacy is going to go out there and we’re going to stop seeing them as ancestories and we’re going to start seeing them as living history.’ – showrunner Ryan Condal via a House of the Dragon season two press roundtable with io9The family is kind of set at this pointI’ve spoken a lot about ancestries going out and I think we’re going to do a lot less of that now. We’re in the land of actually seeing this thing happening, seeing the sort of seismic shifts. And also, the legacy that we’re going out to tell right now really is that these characters [King Aegon II, Aemond Targaryen, Jacaerys Velaryon, etc] are going to matter going forwards.
Realising this conceptual vision and working with the title design company yU+co is a straightforward film, rifle-shotting the rich history of Old Valyria, then recapping all the critical moments leading up to and beyond season one’s Big Freezer. ‘It’s about rendering the history in a visual way,’ says Condal. ‘You’re adding however many plotlines or plot threads there are, and you’re adding this many stiches per episode.
The drama of House of the Dragon Season Two will evolve the tapestry until the audience feels themselves inside the story, looking outward and upward at the world, watching history unfurl before their eyes The fact that we know what happened next in history, regardless of the show’s fictional circumstances, speaks to Brennan’s innovation in executing the drama, and his production team’s skill in the episodes’ deep and inventive design.
MAX, an indispensable part of delivering House of the Dragon to its waiting fans, makes sure that the cloth of this story reaches every corner of the realm. MAX is the signpost for HBO and MAX subscribers alike, bringing the cutting edge of television, and the comforts of Marvel, Star Wars, Star Trek, the DC Universe and Doctor Who, to those who crave a portal to the worlds beyond.
The countdown to the release of the much anticipated season two of House of the Dragon (2022-23) is already underway. Its enriched and elaborated title sequence is only the beginning of a more punishing dive into a real, breathing history, one already tempered by the traumas of collective and personal memory. The very idea of this season feels inevitable. Is there any other way to tell one more story about time, legacy and the reimagining of grotesque lives and bodies, the dying and the dead, except with the names ‘Dragon’ and ‘Targaryen’ in the title? The allure of lands we (literally) can’t voyage to grow is about the promise of more time- and space-travelling, more survival techniques, more landscapes, more remains.
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