Showing posts with label Steven Shaviro. Show all posts
Showing posts with label Steven Shaviro. Show all posts

Thursday, July 15, 2010

Pinocchio Theory: Gamer

Gamer
by Steven Shaviro
Pinocchio Theory



Gamer is science fiction. This means, not just that the movie is set in the near future, in a world whose technology is extrapolated from our own, but also that it explores the futurity that is very much a part of our actual present — the potential for change that is inherent within our presentness. Literally speaking, the movie takes place “some years from this exact moment” (as an opening title tells us). The world of the film is one in which the media — and especially the computer gaming environment — that we know today are taken to the next level. In the movie’s near-future extrapolation, spectacle, virtualization, and “entertainment” in general have been pushed to their logical extremes. Everyone in the world, it seems, is addicted to MMORPGs (massively multi-player online role-playing games). But these games are themselves viscerally “real,” in a way that is not yet the case today. The basic science-fictional ploy of the movie is to envision a form of gaming in which gamers control the actions, not of virtual avatars on a screen, but of real, physical, flesh-and-blood bodies: human “actors.” In this way, Gamer combines, and updates, the two most prominent popular entertainment forms of the current decade: massively multiplayer online gaming, and reality television. Conceptually, Gamer explores these forms of entertainment in order to think about freedom and enslavement in what Deleuze called the control society, or in a world that — as McKenzie Wark describes it — has become indistinguishable from gamespace.

There are two games that dominate the world of Gamer: Society and Slayer. In both of these games, the human actors who actually perform the physical actions of the game have no free will. Thanks to nano-implants, they no longer control their own bodies and motor actions. Rather, they are forced to take orders from the gamers “playing” them. Artificial nanocells are introduced into their brains; these cells reproduce, replacing the original, organic nerve cells with synthetic ones. Once you have undergone this procedure, you have an IP address in your head, and your body obeys whatever commands are transmitted to that address by the player who controls you. You say what they say, and move the way that they want you to move. Of course, this only works one way: actors can’t see or hear their controllers, but the controllers are able to live vicariously through them.


Society is a hilariously sleazy live version of Second Life or The Sims, with gamers guiding their actors through scenarios of drug consumption, partying and clubbing, and (most of all) down ‘n’ dirty sex. Actors rollerskate through crowded plazas, crashing into one another; or they grope one another in crowded dance clubs; or they accost one another with corny pickup lines in bars. The gamespace of Society is visually garish, with hypersaturated colors, and with raunchy costumes and lurid, tacky interior decorations that egregiously shriek out their own “bad taste.” Our first view of Society’s gamespace is hilariously set to the satirical song “The Bad Touch” by Bloodhound Gang (“You and me baby ain’t nothin’ but mammals/ So let’s do it like they do on the Discovery Channel”). Gamer illustrates the relation between player and actor directly, by cutting back and forth between the “actor” Angie (Amber Valletta) and her controller (Ramsey Moore). Angie is ridiculously dressed in a white fur wrap, blue hot pants, pink platform boots, and an orange wig; she is reduced, basically, to being a sexbot in the world of Society. Her controller is a morbidly obese, wheelchair-bound man; we usually see him in extreme facial closeup, sweating profusely, consuming munchies, and licking his slobbering lips as he moves her into one degrading situation after another.


Society is all about sex as spectacle; but in reality, sex is subordinated to economics. The financial structure of Society is simple, and brilliantly capitalist: you can either be a consumer by paying to play, or be a worker by being paid to be played. As Vishnevetsky observes, Gamer is “the sort of movie that imagines what the working class would have to do in its fantasy scenario” — something that is left out of most transhumanist and “exodus-to-the-virtual-world” visions. On the one hand, consumers get a pornographic experience that is still vicarious (and therefore safe) for them, but more “real” than any mere simulation could be. On the other hand, the “actors” receive wages for what is the ne plus ultra of affective labor: the production, not of physical objects, but directly of moods, feelings, and experiences. The sim-actor is not just selling the use of his or her “labor-power” for a certain number of hours (as is the case in classical capitalism as described by Marx); more than this, he or she is actually selling his or her “life” itself as a commodity. Of course, such a “biopolitical” mode of exploitation (which would seem to combine the worst aspects of slavery and of wage labor) is increasingly the norm — as Hardt and Negri argue — in our contemporary world of post-Fordism, “real subsumption,” and immaterial or affective production. Today, profits are extracted from the whole texture of our lives, not just from the labor we perform during specific hours in a factory or an office. Behind both the consumer/player and the actor/slave, there is the billionaire software genius who created, and who owns, Society (more about him below). He not only makes immense profits from user fees, but also acquires massive amounts of economically-valuable data through the technology’s surveillance of everything that streams over the network, or that happens in the minds of the nano-implanted actors.

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Pinocchio Theory: Slow Cinema vs Fast Films

(Important statement on the problematic critical celebration of contemplative cinema as the pinnacle of filmmaking--if this piece interests you, definitely check out the comments ...)

Slow Cinema Vs Fast Films
by Steven Shaviro
Pinocchio Theory

...

Anyway. Like Nick James, I am not insensitive to the greatness and power of many of these recent “slow” or “contemplative” films. Tsai Ming-Liang is a great director by any accounting; Tarr, Kore-eda, and Sokurov have in my opinion made some important and powerful films (though in both cases, I find their work uneven). And friends of mine, whose aesthetic sensibilities I respect, have had sublime experiences with films by Reygadas, Weerasethakul, and Alonso — and I can see what it is in the films by these directors that appeal to them, even though I do not quite share their admiration.

And yet, and yet… There seems to be something lacking to me in nearly all the recent exercises in contemplative (or slow) cinema, when you compare them with such older “contemplative” works as Antonioni’s films of the 1960s, Chantal Akerman’s early films from the 1970s, Miklos Jancsó’s films of the 1960s and early 1970s, and Tarkovsky’s films before he left Russia. There was something daring and provocative about Antonioni’s portrayals of fatigue and ennui, and his precise contemplations of the positive emptiness of both natural and human-made landscapes; about Akerman’s digging into the horrors of women’s everydayness; of Jancsó’s icy priouettes around the clashes of armies on vast plains; about Tarkovsky’s patience and sense of duration. All these directors were extremists in their own singular ways: by which I mean they were pushing cinema to its extreme limits, as well as exploring the extreme aspects of human possibility and impossibility (and not just human ones — some of these directors may well be credited with pioneering a potential posthuman and object-oriented cinema).

In today’s contemplative cinema, in contrast, the daringness and provocation are missing. I never get the sense that Dumont, or Reygadas, for instance, are ever taking risks or pushing boundaries. There’s an oppressive sense in which the long-take, long-shot, slow-camera-movement, sparse-dialogue style has become entirely routinized; it’s become a sort of default international style that signifies “serious art cinema” without having to display any sort of originality or insight. “Contemplative cinema” has become a cliche; it has outlived the time in which it was refreshing or inventive.

I’d even say that the most inspired works of “difficult” international cinema are characterized by the ways that they depart from slow-cinema norms. Claire Denis’ 35 Shots of Rum, for instance, cannot be classified as slow or contemplative cinema: its narrative is oblique, as is its presentation of that narrative, but it is too intimate, or too interested in the feelings and everyday shifts of attention and mood of its protagonists, to fit the “slow” paradigm. The late (and still woefully underappreciated) Edward Yang abandoned the Antonioniesque stylings and slownesses of his earlier films for something more like a Renoiresque social realism with ensemble casts (I still think that Confucian Confusion and Mahjong are two of the greatest films of the 1990s, together constituting the postmodern equivalent of Rules of the Game). Hirokazu Kore-eda’s After Life is utterly inspired, with its peculiar, more-than-Gondryesque take on mortality and memory, while Still Walking seems to me to be just standard-issue CCC, with a deep-emotions-displayed-through-restraint portrayal that is strictly by the numbers, more “moving” than actually moving. Similarly, the handheld-camera rawness of Jia Zhang-ke’s earlier films (like the intensely disillusioning Xiao Wu) seem to me to be far superior to his “slower” recent works. The crazy excesses of the best Korean directors (Bong Joon-ho, park Chan-wook, and Kim Ki-Duk) all evidence, in their utterly different ways, a hunger for all the dimensions of life (from corporeal to spiritual to social) that contemplative cinema systematically omits. In his best films, Takeshi Kitano pushes slow cinema to the point of buffoonery and absurdity. And Takashi Miike has shown more formal invention, and rethinking of what cinema is, what it can be, and what it means, in each year of his career than all the CCC directors combined have shown over their entire careers. (And I could go on; Wong Kar-Wai, David Lynch, Guy Maddin, and Mladen Djordjevic are all important contemporary directors who have nothing whatsoever to do with Contemplative Cinema).

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Tuesday, April 06, 2010

Steven Shaviro: Kathryn Bigelow

Kathryn Bigelow
by Steven Shaviro
The Pinocchio Theory



Despite all the snarky comments I’ve been getting, both about the film itself and about the director’s two acceptance speeches, I remain unrepentetly thrilled that Kathryn Bigelow won the Best Director and Best Film Oscars for The Hurt Locker. There are just some times when, for me at least, rampant and delirious auteurism trumps everything. I have loved Bigelow’s films ever since I first saw Near Dark in 1987. My book The Cinematic Body (1993) begins with a discussion of Bigelow’s 1990 film Blue Steel; and I wrote a long article on Bigelow’s Strange Days (1995) for this volume. There are just certain directors — not many — who captivate my gaze, and won’t let it go. Bigelow and Abel Ferrara are the only two American directors of their (and my) generation to do so.

I think it might have something to do with a kind of sensory immersion. This is aesthetics, both in the narrower sense of vicarious ravishment by works of art, and in the larger sense of “aesthetics” as a sensibility, a play of the senses, a kind of heightened reception. Near Dark, of course, is a nocturnal film, both as its title indicates and because it is about vampires, for whom sunlight is literally killing. “The night, it’s so bright…” Has there ever been a movie that has so well captured the tonalities of dim light (including starlight and artificial neon light), the ways in which (semi-)darkness is a sensual medium, a tender, welcoming blanket, an atmosphere in which previously unspoken desires can become manifest? These desires include the murders which the vampires must perform in order to feed; but they also include those of a romance in which the woman is the active one, pursuing the man; and Jenny Wright and Adrian Pasdar are both utterly ravishing. Not to mention the great Lance Henriksen as leader of the vampire clan. And then there are the marvelous set pieces, like the scene in the tough country-and-western bar, where the vampires take down a bunch of hardass dudes, while The Cramps’ cover of “Fever” plays on the jukebox… Near Dark is one of the great films about nighttime; and this includes poetic visions of dawn and dusk, and also the scene in which the vampires face a daytime shootout from the cops, the bullet holes in their motel room letting in stabs of murderous sunbeams. The vampires of Near Dark are classic American drifters, unmoored from the social contract, left out of the promises of the American dream, with a “family” that does not conform to bourgeois suburban norms. And although Near Dark ends, as genre pictures must, with the triumph of daylight and of “normalcy,” those nocturnal hauntings are what the movie leaves behind in our minds and hearts.

Blue Steel is, in its own way, as nocturnal a movie as Near Dark; its palette is largely blue-black, with hard neon lighting. Many of its scenes take place in the daytime, but the night scenes are the ones that stick in the mind. Add to that its scary gun fetishism, and Jamie Lee Curtis as a female cop stalked by Ron Silver’s psycho. Curtis’ performance is wonderfully butch, but at the same time she displays more than a hint of wry humor about her situation. This happens even as that situation becomes more and more unbearable, as Silver in effect draws Curtis into a situation of unwanted intimacy and complicity. As I say in my book, “the visual becomes violently tactile” in the course of Blue Steel; “something has happened to the act of looking… Bigelow pushes fetishism and voyeuristic fascination to the point where they explode.” I’d only add that this excess itself becomes sensual, bathed as it is in the alternations of darkness and light.

Point Break is also dominated by the color blue. But it moves in yet another direction, as everything comes out of, and returns back to, the element of water. Bigelow shows us the ocean and the beach as they have never been shown before. The images from this film that remain most in my mind are all those telephoto lens shots of waves breaking on the shore. (Though the images of bank robbers in Presidential masks are also pretty wonderful — especially the shot of “Reagan” as cheerful incendiary). Surfing and skydiving are both modes of activity in which beautifully vapid male bodies give themselves over to the primordial elements. The homoerotic tension/attraction between Keanu Reeves and Patrick Swayze is itself immersed in the dynamics of waves and water. Surfer hedonism is taken up and transcended by the universal upswelling of a fluid dynamics.

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