How Dune: Part Two Uses Brutalist Scale, Infrared Horror, and Sonic Violence to Subvert the Superhero Myth
There is a moment near the climax of Denis Villeneuve’s Dune: Part Two that left a knot in my stomach so tight it stayed with me for days after leaving the theater.
Paul Atreides, bathed in the blinding, merciless light of Arrakis, stands before an ocean of millions of Fremen fundamentalists. He raises his blade, roars a war cry that rattles the subwoofers into submission, and claims his place as the Lisan al-Gaib—the long-prophesied messiah. In a standard Hollywood blockbuster, this is the victory lap. This is the moment Luke Skywalker blows up the Death Star, or Avengers assemble to defeat an alien armada. It is designed to make you stand up in your seat, fist-pump the air, and cheer for the triumph of the heroic underdogs over an oppressive empire.
Instead, I felt a deep, sickening dread. Because Denis Villeneuve didn’t shoot this moment as an triumph. He shot it as the birth of a terrifying galactic jihad. He framed the rise of Paul Atreides not as the salvation of a universe, but as the beginning of a holy war that will burn sixty billion lives to ash across the stars.
Dune: Part Two is a cinematic masterpiece, but more importantly, it is a brilliant, uncompromising act of narrative subversion.
Frank Herbert wrote the original 1965 novel precisely because he was terrified of charismatic leaders. He saw how easily impressionable societies surrender their moral agency to charismatic heroes, religious figures, and political messiahs. But for decades, Hollywood didn’t know how to translate that cautionary warning to the screen. Pop culture craves clean, digestible heroes. It wants savior figures who save the day, kiss the love interest, and ride off into the sunset.
My take on Dune: Part Two is that Villeneuve managed to accomplish what was previously thought impossible in modern studio filmmaking: he turned a two-hundred-million-dollar sci-fi epic into a searing critique of the very “Chosen One” trope that built modern cinema.
By weaponizing brutalist architecture, disorienting infrared photography, crushing visual scale, and Hans Zimmer’s overwhelming sonic violence, Villeneuve strips away every shred of Hollywood heroism. He forces us to realize that we aren’t watching the rise of a savior; we are witnessing the tragic, inevitable birth of a tyrant.
Part I: Architecture as an Instrument of Totalitarian Power
To understand how Dune: Part Two dismantles the traditional hero’s journey, you have to look closely at how the film uses physical space and architecture to flatten human agency.
Villeneuve’s visual vocabulary is heavily rooted in Brutalism—that mid-twentieth-century architectural movement defined by monolithic concrete structures, towering geometric masses, raw unpolished surfaces, and an absolute indifference to human comfort. Brutalism doesn’t build spaces for people to live in; it builds structures to remind people how small, fragile, and insignificant they are in the eyes of the state.
Look at the contrast between the structures on Arrakis and the Harkonnen homeworld of Giedi Prime.
When the film takes us inside the royal palaces or the Harkonnen arenas, there are no delicate ornamentation, no elegant alien swoops, and no colorful sci-fi flourishes. There are only massive, oppressive slabs of black and gray stone that stretch up into the heavens until the human characters look like tiny, helpless ants crawling across a giant chessboard.
This visual strategy changes how we perceive power within the story. In most blockbusters, the hero dominates the frame. The camera tilts up to make the hero look iconic, powerful, and larger than life. But in Dune: Part Two, the environment constantly swallows the characters whole. When Paul walks through the cavernous underground halls of Sietch Tabr or stands beneath the looming stone archways of the Arrakeen palace, the architecture crushes him down into the frame.
My take on this spatial design is that it visually reinforces Frank Herbert’s core thesis: history is not driven by the noble intentions of single men, but by massive, uncontrollable sociological, economic, and religious structures that chew individuals up and spit them out.
Even when Paul gains immense political power, the Brutalist scale of the world reminds us that he is not in control of the machine he has activated. He is merely the figurehead sitting atop a towering, terrifying kinetic apparatus of religious fanaticism.
The physical structures of Arrakis don’t feel like home; they feel like tombs waiting to be sealed. The oppressive geometry constantly signals to the audience that no matter how brave or noble Paul’s personal intentions were at the start, the moment he steps into these historic halls of power, the architecture of imperial tyranny will reshape him into its own image.

Part II: The Arena of Giedi Prime: Infrared Horror and the Death of Color
If there is a single sequence in Dune: Part Two that will be studied in film schools for the next fifty years, it is the introduction of Feyd-Rautha Harkonnen on the Harkonnen homeworld of Giedi Prime. It is a sequence that fundamentally alters the visual grammar of modern science fiction cinema.
Instead of shooting the gladiatorial arena in standard high-definition color or converting a digital image to traditional black-and-white in post-production, Villeneuve and his cinematographer, Greig Fraser, made a radical technical choice: they shot the entire Giedi Prime exterior sequence using custom-converted infrared digital cameras.
Because Giedi Prime orbits a black sun, the infrared camera sensors capture light spectrums invisible to the human eye. The result on screen is breathtaking, eerie, and deeply unnatural.
The sky turns an oily, translucent white. Human skin turns a chalky, translucent alabaster, revealing dark veins beneath the surface. Black clothing turns into a blinding, spectral silver. The arena crowd doesn’t look like a stadium full of people cheering for a sport; they look like a stadium filled with pale, hairless, squirming maggots celebrating slaughter under a dead star.
It is a visual masterclass in aesthetic horror. My take on this design choice is that it instantly communicates the soul-destroying toxicity of the Harkonnen culture without needing a single line of dialogue.
In a traditional sci-fi movie, evil empires are presented with slick black armor or red lasers—cool villain aesthetics designed to sell merchandise. But Giedi Prime doesn’t look cool. It looks diseased. It looks like a world where industrial greed and sociopathic brutality have literally drained the color, warmth, and life out of the universe.
Furthermore, putting Feyd-Rautha in this bleached, monochromatic void creates a brilliant dark mirror for Paul Atreides.
Feyd-Rautha is what Paul could become if he surrenders entirely to his sociopathic instincts. Feyd is raw, unadulterated violence; he fights in the arena for pleasure, killing disoriented, drugged prisoners to satisfy his ego. By shooting Feyd’s introduction in this horrifying infrared palette, Villeneuve sets a visual anchor of pure terror.
Later in the film, when Paul unleashes his Fremen holy war, Villeneuve subtly echoes the harsh, washed-out lighting and violent camera angles of Giedi Prime on Arrakis. The visual parallel is clear and terrifying: Paul may believe he is fighting to avenge his father and free the Fremen, but by adopting the methods of total war, he has imported the visual and moral sickness of Giedi Prime to the golden sands of Arrakis.
Part III: Sandworms, Ships, and the Erasure of Human Importance
We live in an era of CGI fatigue. Modern superhero movies routinely throw entire digital cities crashing into each other, yet audiences sit in their seats feeling completely unengaged.
Why? Because when everything is digital, nothing has weight. If a character can get thrown through five skyscrapers without a scratch, or if a giant spaceship floats overhead without disturbing a single leaf on a tree, your brain recognizes the lie and emotionally disengages.
Dune: Part Two treats physical scale as a sacred, terrifying narrative weapon.
Villeneuve achieves this by grounding every massive sci-fi element in a strict, human-eye perspective. When a sand crawler rolls across the desert, the camera doesn’t fly around it in impossible, weightless 3D arcs. The camera stays low to the ground, placed next to a soldier’s boot, forcing us to look up as thousands of tons of metal grind the sand into dust.
Look at how the film handles the iconic sandworms of Arrakis. In Dune: Part Two, the worms aren’t just cool sci-fi monsters; they are force-of-nature earthquakes. When Paul summons his first giant sandworm to earn his place among the Fremen, the sequence is shot with the terrifying, chaotic energy of a documentary crew trying to film a category-five hurricane.
The sand doesn’t just look pretty—it billows into massive, blinding dust clouds that block out the sun. The sound design cuts out all melodic music and replaces it with low-frequency sub-bass vibrations that physically shake the theater floor. You see Paul disappearing into a roaring wall of white dust, looking impossibly small, clinging to a hook inserted into a wall of rough, leathery hide that stretches out of the frame in every direction.
It is an overwhelming visual experience because the scale is framed around human frailty. My take on this commitment to physical scale is that it serves a vital thematic purpose. It strips away the comforting myth that man is the master of his universe.
When Paul rides that worm, he isn’t controlling it like a man riding a horse. He is a parasite clinging to the side of a god, praying that he doesn’t get crushed under the sheer weight of the beast’s movement.
By emphasizing how tiny human beings are compared to the ecology of Arrakis and the star-spanning war machines of the Imperium, Villeneuve forces us to realize that the geopolitical games played by the Emperor, the Bene Gesserit, and the Great Houses are petty, arrogant distractions. They are ants fighting over a burning anthill, blissfully unaware of the cosmic forces waiting to swallow them whole.
Part IV: The Sonic Violence of Hans Zimmer
You cannot talk about the overwhelming impact of Dune: Part Two without talking about its soundscape.
Hans Zimmer’s score for this film is not traditional movie music. There are very few heroic brass fanfares or sweeping, romantic string arrangements meant to hum along to on your drive home. Instead, Zimmer constructed an acoustic and electronic arsenal designed to inflict genuine sonic violence on the audience.
The score utilizes microtonal horn blasts, screeching vocal chants, distorted electric guitars, and seismic sub-bass pulses that feel less like music and more like a physical assault.
In the first film, the music introduced us to the strange, exotic beauty of Arrakis. In Dune: Part Two, the score shifts into a war drum for a tragedy. Look at how sound is used during the religious rituals in the deep desert.
When Paul drinks the Water of Life—the toxic blue liquid harvested from a dying baby sandworm—the sound design descends into a terrifying, psychological nightmare. Zimmer mixes echoing, distorted female whispers with unnatural, metallic screeches that sound like glass grinding against metal. It doesn’t sound like a hero receiving a divine blessing; it sounds like a human mind being forcibly cracked open and flooded with the agonizing, multi-generational memories of millions of dead ancestors.
The music tells us the truth that Paul’s words try to hide: his mind is breaking. He is losing his humanity, replaced by a cold, calculating prescience that views human lives as simple statistics in a grand galactic calculation.
My take on this aggressive sound design is that it acts as the emotional conscience of the film.
When the narrative events on screen show Paul winning victories over his enemies, the visuals might trick an audience into feeling triumphant. But the music never lies. Whenever Paul takes another step toward claiming his messianic mantle, Zimmer’s score doesn’t swell with pride—it groans with dread. It blares with heavy, apocalyptic brass that sounds like the horn of the apocalypse signaling the end of peace in the galaxy.
The sound design actively prevents the viewer from enjoying the violence. It ensures that every explosion, every throat cut in the sand, and every fanatic chant of “Lisan al-Gaib!” feels heavy, terrifying, and deeply disturbing.
Part V: Chani as the Emotional Anchor
The most brilliant narrative change Denis Villeneuve and screenwriter Jon Spaihts made in adapting Frank Herbert’s book is how they elevated the character of Chani, played with fierce, heartbreaking intensity by Zendaya.
In the original novel, Chani is largely a dutiful love interest who accepts Paul’s rise to power and his inevitable political marriage to Princess Irulan with quiet, tragic acceptance. In Dune: Part Two, Chani is transformed into the moral anchor of the entire story.
She is the only person on Arrakis who sees the messiah prophecy for what it truly is: a calculated, systemic lie planted by the Bene Gesserit religious order centuries ago to manipulate, control, and exploit the Fremen people. While the older generations of Fremen, led by Javier Bardem’s brilliant Stilgar, succumb to desperate, blind fanaticism, Chani remains fiercely grounded in the harsh reality of her people’s struggle.
She loves Paul the man—the quiet, vulnerable boy from Caladan who learned to walk in the sand alongside her. But she despises Lisan al-Gaib, the mythic savior constructed to turn her people into a fanatic army.
This structural shift changes the entire emotional trajectory of the movie’s final act. During the climax, as Paul stands before the Emperor and the Great Houses, demanding the throne and threatening to destroy the spice fields, the camera repeatedly cuts away from Paul’s terrifying speeches to focus on Chani’s face.
While the rest of the room falls to their knees in religious awe, Chani stands tall, her eyes filled with tears, anger, and utter heartbreak. She watches the boy she loved die, replaced by a cold, calculating imperial ruler who is using her people’s faith as a battering ram to win a personal blood feud.
My take on this narrative choice is that it provides the audience with a necessary moral compass.
Without Chani’s perspective, an audience conditioned by decades of Hollywood hero stories might still fall into the trap of rooting for Paul’s victory. But by ending the film not on Paul’s triumphant face, but on Chani alone in the desert, screaming in fury as she prepares to ride a sandworm away from the man who betrayed her people, Villeneuve delivers a crushing emotional knockout punch.
The hero didn’t save the world. The hero conquered it, lost his soul, and broke the heart of the only person who truly loved him for who he was.
Part VI: Subverting the Superhero Era—Why Dune: Part Two Is a Milestone for Cinema
Dune: Part Two arrives at a fascinating cultural moment. For the last fifteen years, global box office cinema has been utterly dominated by the superhero genre—a genre built almost entirely on the idea of the benevolent savior. We have spent over a decade watching handsome, charismatic heroes put on suits, receive miraculous powers, and save the universe while preserving the status quo. We have been conditioned to trust authority figures with superpowers, as long as they crack jokes and wear bright colors.
Dune: Part Two takes a sledgehammer to that entire cultural foundation.
It is a high-budget sci-fi spectacle that dares to tell its audience: Do not trust your heroes. Do not surrender your moral judgment to charismatic leaders. Beware of anyone who promises you salvation through absolute power.
It achieves this warning not by delivering a dry, academic lecture, but by using the full, intoxicating, terrifying power of cinematic art. Villeneuve uses the very tools of cinematic spectacle—massive scale, gorgeous visuals, overwhelming sound, and charismatic stars—to draw us into the messiah myth, only to violently pull back the curtain and show us the terrifying body count required to sustain that myth.
It is a film that respects the audience’s intelligence. It trusts us to sit with ambiguity, discomfort, and heartbreak. In a studio landscape dominated by safe, committee-tested corporate content designed to setup endless sequels and spin-offs, Dune: Part Two stands like one of its own Brutalist monuments: cold, uncompromising, massive, and impossible to ignore.
The Verdict: A Masterpiece of Warning and Wonder
Dune: Part Two is a monumental achievement in modern cinematic storytelling. It takes Frank Herbert’s complex, warning-filled masterpiece and translates it into a visual and auditory language that feels utterly revolutionary for a modern studio blockbuster. By fusing Brutalist scale, terror-infused infrared photography, crushing sonic violence, and a heartbreaking emotional core, Denis Villeneuve has created a tragedy of historical proportions.
He didn’t just give us a great sci-fi movie; he redefined what a sci-fi blockbuster can be in the twenty-first century.
When the credits roll, you don’t walk out of the theater feeling triumphant. You walk out staring up at the night sky, feeling the terrible weight of the sand, hearing the screeching echo of war horns in your ears, and realizing that the most dangerous thing in the universe isn’t a monster hiding in the dark.
It is a charismatic boy with a holy sword, a loyal army, and a vision of a future built on the bones of billions.
