Most
of my colleagues in the liberal arts at the University where I teach
still believe that one of their primary missions is to help liberate
students from a kind of false consciousness that blinds them to
the injustices of The System. This is especially true of those who
teach film or media studies, because the primary thrust of film
theory over the past 25 years has been to demonstrate
how the Hollywood dream factory has been complicit in perpetuating
a sugar-coated vision of reality that glosses over the deeper fractures
of life in post-capitalist America. But today these theorists are
confronted with a form of media that more openly acknowledges the
fact that it is “just a story” and that the reality
that it creates is precisely that: a created, manufactured reality.
Although
certainly not the first, The Matrix (1999) was the most
successful mainstream Hollywood film to theorize on the screen what
cultural theorists and philosophers had been suggesting for
some time: that reality was a construct designed by those in power
to blind the masses to the true conditions of their enslavement.
For this insight, The Matrix was heavily indebted the postmodern
philosopher Jean Baudrillard, whose most famous book, Simulacra
and Simulation, was visually referenced in the film. However,
despite Jean Baudrillard’s recent insistence in an interview
in Le Nouvel Observateur that The Matrix got it
wrong, suggesting that the film rests upon a “misunderstanding”
of his theories, it’s clear that not only did the film get
Baudrillard right, but that in doing so it further popularized postmodern
theory in a way that, ironically, contributed to the diminishment
of theory’s exotic allure. (The presence of Princeton theorist
Cornel West in the second and third installments of The Matrix
serves as a substitute for Baudrillard’s participation.)
To be sure, Baudrillard’s discussion of The Matrix
reveals a sort of predictable defensiveness and even hostility that
an American project—from Hollywood no less—has managed
to inject theory with an aesthetic and narrative magnetism that
appeals to broad ranges of people.
The
truth is, movies have always theorized the process by which they
manufacture illusion. Today we might call this self-reflexive or
postmodern, but from the beginning movies have had this self-aware
quality that reminds us that we are complicit
in the creation of the illusion we have paid to see. Edwin S. Porter’s
1903 film The Great Train Robbery ends with one of the
bandits pointing his gun directly at the camera and firing at the
audience, and movies ranging from Bing Crosby and Bob Hope comedies
to Annie Hall (1977) to Fight Club (1999) to Austin
Powers (1997), to name just a few, directly involve the audience
in ways ranging from sly gestures to outright conversations with
us on the other side of the screen. The Matrix made explicit
on a narrative level—and on the level of dialogue—what
was always inherent in movies to begin with, namely their relentless
strategies for revealing the illusion behind the reality they create.
This
has been taken to a new level with the Lord of the Rings
trilogy, whose transparency has been fundamental to the very myths
the movie trades in. In other words, the very myths that the movie
sustains—fellowship,
courage, humanity—are sustained, paradoxically, by a system
that reveals how such myths are, in fact, manufactured. The enormous
amounts of supplemental information in the four-fold DVDs—the
making-of documentaries, the interviews with actors and the filmmakers,
the discussions of the process of adaptation with the screenplay
writers, and so forth—all of this information in no way diminishes
the illusion that all these bonus features deconstruct. In a radical
development that the theorists have yet to explain, the more we
see behind the scenes, the more the illusion strengthens. The demystification
that is part of DVDs—the sequences that show us how the illusion
was created—serves only to deepen illusion.
For
it is not the everyday real that we escape from when we enter a
theater, but rather the real that the movie reminds us lurks behind
every scene we watch. In fact, the illusion of movies depends precisely
upon our knowledge that the alternate world that the movie offers
is only possible when opposed to the glimpses of the so-called real
that we see during the movie. In The Return of the King,
Sam’s warning to Frodo about Smeagol that “he’s
a villain!” is only the most explicit admission that
Smeagol is, of course, a character in a film (and a particular character
of a villainous sort). Rather than disrupt or threaten the illusion
that the film offers, such moments in fact confirm the illusion.
And yet how to account for the fact that the more we are treated
to the behind-the-scenes demystifications of the filmmaking process,
the more we crave the very illusions that we have seen deconstructed
in the supplementary features of the DVD?
Our
hunger for spectacle today reaches deep into the mechanics of spectacle
itself; we pillage images not only for their value as images, but
also for their value as stories of how they were made into images.
It is the logic of our time that we desire knowledge of the making
of the very illusions that are supposed deliver us from the Real.
The greatness of films like 28 Days Later is that they
remind us how quickly a relatively new technology that is supposed
to bring us a truer, more authentic representation of the Real—digital
cameras—becomes a familiar part of our visual rhetoric in
ways that override our moment-by-moment awareness of the medium
of the new technology. The pixilated image, the shaky camera movement,
the odd framings, these notations that we are watching something
that was made possible by specific technologies and precise choices
are normalized in a film like 28 Days Later where the experimental
qualities of the film are secured and made legitimate in the service
of a story that authorizes their use. So too the alternate ending,
which appeared in theaters 29 days after the film’s opening,
suggests that the logic of DVDs, with their supplementary materials
and multiple narrative pathways, is finding its way into films in
their theatrical releases.
Perhaps
this is not surprising, given that at their heart films are about
the manipulation of story through time, a process that always reveals
its seams no matter how hard the film tries to conceal them. Things
happen to characters and they change. To involve the audience in
this process—even in the marginal way of presenting alternate
endings or deleted scenes—represents only the first stages
in a transformation that will in time erase the distinction between
film and the creation of film. Already movies like Lord of the
Rings: The Two Towers (2002) are buried in their DVD versions
under the weight of the numerous narratives of the film’s
creation. Today, it is not the film that fascinates, but rather
the gesture of filmmaking. The film itself is only the excuse to
deconstruct yet another illusion.
The
desire for illusion today is no more than nostalgia. For many of
us—raised on video games, the internet, and ironic, self-aware
cartoons—have inherited the world of shattered illusions,
and so have turned to the storytelling process itself as a source
of fascination. Blogs, chatrooms, DVD supplementals, reality television,
metafiction, and video games that integrate real movie scenes into
the game world—what these suggest is a sort of second-order
reality whose allure is not that they present an alternate reality,
but rather that they offer a glimpse into the process of creation.
And an event such as the awarding in 2003 of the National Book Medal
for Distinguished Contribution to American Letters to Stephen King
suggests a begrudging acknowledgement that postmodern theory was
mainstreamed in American culture long ago. Indeed, many of King’s
novels—such as The Dark Half (1989) which concerns
the violent real-life emergence of an author’s pen name—reveal
how deeply the more “literary” qualities of postmodern
fiction usually associated with DeLillo or Pynchon or Auster (metafiction,
ironic references to name brands and pop culture, plot structures
that reveal the artifice of the storytelling process) have in fact
been embedded in popular culture for some time.
And
critics and theorists have yet to fully account for the fact that
it is in the most mainstream, genre-based movies (especially comedies)
over the last decades where there has been the greatest and most
radical exploration of how the illusion of film is created, in works
including Blazing Saddles (1974), Clue (1985),
Spaceballs (1987), Wayne’s World (1992),
the Scream series (1996, 1997,
2000), and the Austin Powers series (1997, 1999, 2002).
As many of us who teach film studies to college students would confirm,
films that are described as radical in recent film essays and textbooks
are often met with bemused familiarity by students whose experiences
with DVDs, video games and their own digital cameras have taught
them much about the possibilities of editing, time, and narrative
experimentation in films. For example, Memento’s
(2000) backwards structure is more a confirmation, an affirmation
about how the world really works, than an act of defiance. The multiple—sometimes
simultaneous—camera angles available to a player of almost
any video game makes the four-quadrant screen of Time Code (2000)
seem more like a clumsy attempt at point-of-view than a radical
experiment.
Ours
is the era of the archive, the anthology, the database, which collect
and make official the most radical, avant-garde anti-illusionist
forms. If postmodernism blurred and eradicated the lines between
high and low art, between the Real and the imagined, this new era
of the archive threatens the avant-garde with a sense of
permanence and stability. As films that we have only read about
or remember dimly from our past are released on DVD and made available
with one-click from online retailers, we see the myths that we have
constructed around them crumble. For who is not disappointed at
finally watching the films of the mythic Stan Brakhage, now available
on DVD from Criterion? And those strange MTV videos from Spike Jonze,
before he directed Being John Malkovich (1999) and Adaptation
(2002), are archived (along with the work of Michel Gondry
and Chris Cunningham) on DVDs from Palm Pictures, rendering them
so familiar that they become danger-free. Back in the 1930s, Walter
Benjamin in his seminal essay “The Work of Art in the Age
of Mechanical Reproduction,” wrote of the loss of “aura”
in objects that were cut off from their original contexts through
photography or other mechanisms of reproduction. He wrote, “Every
day the urge grows stronger to get hold of an object at very close
range by way of its image, or, rather, its copy.”
Today
our urge is not only to get hold of the copy of the object, but
to the story of its production, carefully catalogued on multi-disc
DVD sets and on websites. The self-reflexive element of film has
now been extended into the very medium of storage.
Even movies that try to create and sustain an illusory world—such
as Minority Report (2002), which includes as one of its
bonus features "Minority Report: From Story to Screen:
Steven Spielberg recounts his approach to the film's characters
and storyline”—cannot, in the age of DVD extras, hope
to suppress the once mysterious conditions of their production.
Our deconstructed reality has become our new reality. It is the
gesture that fascinates—the gesture of filmmaking, of music-making,
of storytelling—rather than what is produced by the gesture.
Which is to say: we tolerate movies today insofar as they confess
to us their illusions.
--
Nicholas Rombes
To buy the films mentioned
in this article: [click here]
Nicholas Rombes is an associate professor of English
at the University of Detroit Mercy, where he teaches classes in
film and literature, and were he co-founded the Electronic Critique
Program (www.e-crit.com).
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