Today,
a second-order reality threatens not to replace the Real, but to
expose it as a threat. The final threat. We have been prepared for
this by movies like eXinstenZ and The Matrix and Minority
Report, which have helped to transform fear into desire. "Big
Brother" is no longer a source of anxiety, but of fascination. The
Department of Defense's central research arm, the Defense Advanced
Research
Projects Agency (DARPA)
maintains a web site that speaks of "truth maintenance" and "story
telling." In an older version of the website, there was this sentence:
"Total information awareness of transnational threats requires keeping
track of individuals and understanding how they fit into models."
What
does this have to do with movies? Everything, because movies today
are fully engaged with exploring what they have always been about:
surveillance. Hitchcock's voyeurism has evolved into extensive technologies
of looking and tracking and archiving; the very kind of information
management that makes DVDs so popular turns upon a fascination with
the captured "in-between" moments of a film: the multiple takes,
the discarded lines, the trimmed scenes. If these turn out to be
more compelling than the actual movie itself, it is because we are
not only tired, but wary of the Real itself that movies tempt us
away from. In Vanilla Sky and eXistenZ and The
Matrix, characters demand to know the truth because we don't
want to. Doesn't some degree of our sadness, at the end of the day,
come from our secret recognition that we are parting, more deeply
than ever before, with what we used to call the Real?
In
Minority Report, our futures are monitored from the present,
a threat that is strangely exciting on the big screen. We are nostalgic
for a world that does not yet quite exist. At last, the world of
movies outstrips the real world not by building a better one, but
by building a more real one. Citizen-audiences
are willing to accept the fact that their lives are no longer private
not because they fear terrorism personally, nor because they believe
they can purchase their privacy like a commodity, but because they
have been prepared for this world by movies, which have accelerated,
glamorized, and naturalized these losses of individual freedom and
privacy. In this respect, Hollywood has done more than any President
or government agency ever could to erase the myth of the private
individual.
The
loss of privacy -- the willingness to let ourselves be monitored
-- is a form of virtual discipline we are willing to accept, because
it is part of the cinematic logic of voyeurism that is ubiquitous.
Voyeuristic desire is powerful; it is a desire that great films
like De Palma's Blow Out and Coppola's The Conversation
recognize, glamorizing it even as they warn against it. Yet
the hazy paranoia of these movies -- their inherent distrust of
the stories they were telling -- has finally proven too difficult
today. For all the good and bad things that can be said about the
film generation movies of the 1970s, their legacy might very well
be that they served as warnings, or at least offered a level of
creepy skepticism and paranoia that got audiences thinking about
the potentially dangerous ways that the culture was unfolding. The
bleak paranoia of George Lucas's THX 1138 renders it a less
watchable movie than, say, Dark City, but that's in part
because the paranoia, despair, nihilism, and even veiled political
critique have become a beautiful commodity. It's not that Minority
Report is any less subversive than THX 1138, but rather
that subversion has become a genre in its own right; a relatively
safe and marketable category.
The
Matrix can raise more wide-ranging, profound, and deeply disturbing
issues than any movie of the 1970s, and yet it renders these serious
topics too beautifully and glamorously to be shocking. Tom Cruise
can worry aloud about government control in Minority Report,
yet doesn't the movie secretly ask us to admire the vast machinery
of surveillance and control, in the same way that Alien asked
us to admire the creature? Movies like The Matrix and Minority
Report (and even Spy Kids) aestheticize power even as
their plots declaim against it; they prepare us for the coming Surveillance
Culture by making it look beautiful and dangerous in an exotic way.
And
there is no escape from their world, because the cinematic vision
has triumphed today, tentacled into every facet of popular culture.
This may seem like a strange claim to make-have movies ever been
separate from pop culture? -- but it's important to keep in mind
how the divisions among various aspects of popular culture have
eroded in recent years. While tie-ins or crossover marketing are
nothing new, they have reached unprecedented levels in new media.
To take one example: the video game version of Lord of the Rings:
Two Towers, approximates the film in hyperrealistic ways that
positively blur the lines between movie and game. One on-line reviewer,
Louise Bedigian, describes the game this way: "Most of the levels
begin with a scene taken directly from one of the films. . . . The
thing that makes the movie scenes stand out is how they are blended
with the real-time polygon game footage. One minute you're watching
the actors battle an army of orcs, the next minute you're battling
the orcs." Complete with the original music from the film, the actual
actors' voices, and the participation of the director, Peter Jackson,
the question becomes not "is the movie better than the game?" but
rather "do you want to play the movie or watch it?"
The
dominant narrative of our society is cinematic: educators talk about
how to make their classes more visual; the White House renders war
cinematic (or at least videomatic); video games refashion and sometimes
literally inject cinema into their games; cell phones play movies;
flash animation renders the internet increasingly more fluid and
motion-like. Cinema has spectacularly colonized nearly every pop
cultural, political, and social space. Even academia-with its tradition
of dissent and critique-is saturated with the cinematic vision.
At M.I.T.'s Program in Comparative Media Studies, for example, there
is a new project called "Games
to Teach," described this way: "As part as Microsoft i-Campus,
a five-year research alliance between MIT and Microsoft intends
to explore best practices in game design and production and current
educational theory." The description of the program goes on to say,
"Henry Jenkins [Director of Comparative Media Studies] and his colleagues
believe computer and video games are emerging as a powerful new
teaching medium that enables robust interactivity, providing for
new pedagogical models." Jenkins says that "The challenge of the
Games-to-Teach Project will be to create science and engineering
content in a compelling narrative form that students want to engage
with."
The
risk in saying this, I know, is that it sounds defensive, conservative,
maybe even Luddite. For who can deny the pure visual joy of our
cinematic landscape, the triumph of the camera eye? It was the dream
of the modernists, after all. Films like Vertov's Man with a
Movie Camera, or Wiene's
Cabinet of Dr. Caligari, or Varda's Cleo from 5 to 7,
all projected a kind of jump-cut, cinematic state of mind, a life
based on motion and shifting perspectives. It seems that this should
be a good thing: cinema always has the potential to smash and rearrange
the old ways of seeing. Its perpetual assault on reality always
comes with the potential for radical change.
Like
the characters in David Cronenberg's eXistenZ, we find that
we have been in the game all along. "Real life" is merely a staging
point for deeper and deeper penetrations into the fake world that
has become, in fact, our real one. The sweeping victory of cinematic
vision -- from pop culture to education to politics -- is only the
latest and most dangerous stage of our evolution out of the old
reality and into the new. The promise of movies-ranging from Metropolis
to Blade Runner, from Fight Club to Mulholland
Drive -- has always been that they gave us the imaginative spaces
to test out the alternate worlds they were projecting. But they
always depended on the counterpoint of the real world as a basis
for comparison, a kind of constant against their variables.
Don't
think you are spared. For your life, too, is a movie, a soundtrack
for someone. You have been documented. Whose home movies are you
in? Who watches you in your car at the intersection? Who has recorded
your voice, saved your e-mails, archived your purchases? For someone,
you are a prediction waiting to happen. You have been prepared for
this all your life, watching movies in the dark, spying. The Orwellian
future you learned to dismiss is here, and now you are waiting --eagerly
perhaps -- to see the fangs.
--
Nicholas Rombes
Discuss
this article on the nextPix FORUM by going to its discussion
thread:
[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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