Paranormal Activity

paranormal-activity-bedroom1

[Some broad spoilers below]

I’ve said it before: these days, seeing certain movies means coming to the endpoint of an experience, rather than its beginning; closing a door rather than opening it. Think of how something like Star Wars in 1977 seeded an entire universe of story (and franchise) possibilities, or how The Rocky Horror Picture Show ignited a subculture of ritual performance and camp remixes of genre chestnuts. By contrast, a new kind of movie, exemplified currently by Paranormal Activity, hits theaters with a conclusive thump, like the punchline of a joke or the ending of a whodunit. After you’ve watched it, there is little more to say.

Such movies sail toward us on a sea of buzz, phantom vessels that hang maddeningly at the horizon of visibility, of knowability. Experienced fannish spotters stand with their spyglasses, picking out details in the mist and relaying their interpretations back to the rest of us. Insiders leak morsels of information about the ship’s construction and configuration. Old salts grumble about the good old days. It’s the modern cinematic equivalent of augury: awaiting the movie’s arrival is like awaiting a predestined fate, and we gaze into the abyss of our own inevitable future with a mixture of horror and appetite.

It sounds like I didn’t care for Paranormal Activity, but in fact I did; it’s as spare and spooky as promised, with a core of unexpected sweetness (due mainly to the performance of Katie Featherston) and consequently a sense of loss, even tragedy, at the end. It occurs to me that we are seeing another phenomenon in low-budget, buzz-driven, scary filmmaking: a trend toward annihiliation narratives. The Blair Witch Project, Open Water, Cloverfield, now Paranormal Activity — these are stories in which no one survives, and their biggest twist is that they disobey a fundamental rule of horror and suspense storytelling by which we understand that no matter how bad things get, at least one person, the hero, will make it through the gauntlet. With this principle guiding our expectations, we can affix our identifications to one or more figures, trusting them to safely convey us through the charnelhouse, evading the claws of monsters or razor-edged deathtraps.

No such comfort in the annihilation narrative, which blends the downbeat endings of early-70s New Hollywood with the clinical finality of the snuff film or autopsy report. Such brutal endings are encouraged by the casting of unknown or non-actors, whose public and intertextual lives presumably won’t be harmed by seeing them dispatched onscreen — though the more important factor, I suspect, is the blurring of the line between the character’s ontological existence and their own.

The usual symptom of this is identical first names: Daniel Travis plays Daniel Kintner in Open Water; Heather, Josh, and Michael are all “themselves” in Blair Witch; Paranormal’s Katie and Micah are played by actors named Katie and Micah. There is, in other words, no supervening celebrity identity, no star persona, to yank us out of the fiction, to remind us simply by gravitational necessity that there must be a reality outside the fiction. The collapse of actor and character corresponds to the mockumentary mode that all these films share — a mode that itself depends on handheld cameras, recognizable, nonexotic settings, and an absence of standard continuity editing and background scoring.

Taken together, these factors (no-name actors, conscientiously unadorned and “unprofessional” filmmaking) would seem to recall Italian neorealism. But this being Hollywood, the goal is to tell stories that fit into familiar genres while reinventing them: horror seems to be the order of the day. A more subtle point is that, with the exception of Cloverfield’s sophisticated matchmoving of digital monsters into shakycammed cityscapes, movies in this emerging genre cost almost nothing to make. The budget for Paranormal Activity was $11,000, a datum I didn’t even have to look up, because it’s been foregrounded so relentlessly in the film’s publicity. Oddly, these facts of the film’s manufacture don’t seem to detract from the envelope of “reality” in which its thrills are delivered; for all the textual (non)labor that goes into assuring us this really happened, we are just as entertained by the saga of scrappy Oren Peli and his sudden success as by the thumpings and scarrings inflicted on poor Micah and Katie.

And we are entertained, I think, by our own entertainment — the way in which we willingly give ourselves over to a machine whose cold operations we understand very well. I certainly felt this way as I took my seat at one of the few remaining non-multiplexed moviehouses in Ann Arbor, the tawdry but venerable State Theater. The 7 p.m. crowd was a throng of University of Michigan students, a few clusters of friends packed in with lots and lots of couples. Paranormal Activity is the kind of movie where you want to be able to clutch somebody. More to the point, it’s a genuine group experience: scares are amplified by a factor of ten when people around you are screaming.

Which brings me back to my opening point: we all knew what we were there for, even as the movie’s central mysteries — from the exact nature of its big bad to the specific escalating sequence of its scares — awaited discovery like painted eggs on an Easter-day hunt. (The film’s discretely doled-out shocks, which get us watching the screen with hypnotic attentiveness, are reminiscent of the animated GIFs one finds on the /x/ board of 4chan.) We were there for the movie, certainly, but we were also there for each other, enjoying the echo chamber of each others’ emotions and performative displays of fear. And we were there for ourselves, reverberating happily within the layers of our knowing and not-knowing, our simultaneous awareness of the film as cunning construct and as rivetingly believable bedtime story, our innocence and cynicism so expertly shaped by months of hype and misdirection, viral marketing, rumors and debunkings, word of mouth.

All of which constitutes, of course, the real paranormal activity: a mediascape that haunts and taunts us, foreshadowing our worst fears as well as our fiercest pleasures.

October 16th, 2009, posted by Bob Rehak

British Invasion

montypython

Ordinarily I’d start my post with a by-now-boilerplate apology for lagging behind the news, but in this case I will leave aside the ritual lament (”I’m just so busy this semester!”) and instead make proud boast of my lateness, boldly owning up to the fact that, although it was forty years ago last week that Monty Python’s Flying Circus had its first broadcast, I’m just getting around to remarking on it today. Seems only (il)logical to do so, given that one of Python’s most fundamental and lasting alterations to the cultural landscape in which I grew up was to validate the non sequitur as an acceptable conversational — and often behavioral — gambit.

Let me explain. For me and my friends in grade school, the early-to-mid-seventies were a logarithmically-increasing series of social revelations, sometimes depressingly gradual, other times bruisingly abrupt, that we were “weird.” Our weirdness went by several aliases. The labels bestowed by forgiving parents and teachers were things like “smart,” “bright,” “eccentric,” “unusual,” and “creative.” Whereas the ones that arrived not from above but laterally, hurled like snowballs in the schoolyard or graffitied in ball-point across our notebooks, were more brutally and colorfully direct, and thus of course more convincing: “freak,” “spaz,” and — for me in particular, since it vaguely rhymes with Rehak — “retard.”

I see now that almost all of these phrases had their grain of truth, their icy core, their scored ink-line. In our weirdness we were smart and unusual and creative; we were also undeniably freakish, and as our emotional gyroscopes whirled wildly in search of some stable configuration, we were, by turns, spastically overenthusiastic and retardedly slow to adapt. We were book and comic readers, TV watchers, play actors, cartoon artists, model builders, rock collectors. We were boys. We liked science fiction and fantasy. Our skills and deficits were misdistributed and extreme: vastly vocabularied but garbled by braces and retainers; carefully observant but blindered by thick glasses; handsome heroes in our hearts, chubby or skinny buffoons in person. Many of us were good at science and math, others at art and theater. None of us did particularly well on the athletic field, though we did provide workouts for the kids who chased us.

Me, I made model kits of monsters like the Mummy, the Wolfman, and the Creature from the Black Lagoon — all supplied by the great company Aurora, with the last mile from hobby store to home facilitated by my indulgent parents — painted them in garish and inappropriate colors, situated them behind cardboard drum kits and guitars on yarn neckstraps, and pretended they were a rock supergroup while blasting the Monkees and the Archies from my record player. (I am not making this up.)

I was also a media addict, even back then, and when Monty Python episodes began airing over our local PBS station, I was instantly and utterly devoted to it. Which is not to say I liked everything I saw — a nascent fan, I quickly began drawing distinctions between the unquestionably great, the merely good, the tolerably adequate, and the terminally lame paroles that constituted the show’s langue, learning connections between these variations in quality and the industrial microepochs that gave rise to them: early, middle, and late Python. I had my favorite bits (Terry Gilliam’s animations, anything ever done or said by John Cleese) and my “mehs” (Terry Gilliam’s acting and the episode devoted to hot-air ballooning). Although or because I was stranded somewhere in the long latency separating my phallic and genital stages, I found every mention of sex and every glimpse of boob a fascinating magma of hypothetical desire and unearned shame. And, of course, it was all hysterically, tear-squirting, stomach-cramp-inducing funny.

The downside of Monty Python’s funniness was the same as its upside: it gave all of us weirdos a shared social circuit. The show’s peculiar and specific argot of slapstick and trangression, dada and doo-doo, spread overnight to recess and classroom, connecting by a kind of dedicated party line any schlub who could memorize and repeat lines and skits from the show. In short, Monty Python colonized us, or more accurately it lit up like a discursive barium trace the preexisting nerd colony that theretofore had hidden underground in a nervous relay of quick glances, buried smiles, and raised eyebrows. Suddenly outed by a humor system from across the sea, we pint-sized Python fans stood revealed as a brotherhood of nudge-nudge-wink-wink, a schoolyard samizdat.

A good thing, but also a bad thing. The New York Times gets it exactly wrong when describing the “couple of guys in your dorm (usually physics majors, for some reason, and otherwise not known for their wit) who could recite every sketch”; according to Ben Brantley, “They could be pretty funny, those guys, especially if you hadn’t seen the real thing.” Nope — people who recite every Monty Python sketch are by definition not funny, or rather are funny only within an extremely bounded circle of folks who (A) already know the jokes and (B) accept said recitation as legal tender in their subcultural social capital. In my experience, there was no surer date-killer, no quicker way to get people to edge away from you at parties than by launching into such bonafide gems of genius as the Cheese Shoppe or the Argument Clinic. Yet we went on tagging each other as geek untouchables, comedy as contagion, as helpless before Pythonism’s viral spread as we would be, a few years on, by the replicating errata of Middle Earth and the United Federation of Planets.

Monty Python was merely the first infusion of obsessive-compulsive nerd scholarship into which I and my friends were forced by a series of cultural imports from Britain: grand stuff like The Fall and Rise of Reginald Perrin, The Hitchhiker’s Guide to the Galaxy, Alan Moore, and the computer game Elite. The three movies I like to name as my favorites of all time each have substantial UK components: Star Wars (1977) was filmed partly at Elstree Studios, Superman (1978) at Pinewood and Shepperton Studios, and Alien (1979), with Ridley Scott at the helm, at Shepperton and Bray Studios. And the trend continues right to present day: my favorite band is Genesis, I can’t get enough of Robbie Coltrane’s Cracker, and the science-fiction masterpiece of the summer was not District 9 (which gets high marks nevertheless) but the superb Children of Earth.

I sometimes wonder what to call this collection of British art and entertainment, this odd cultural constellation that seems to obey no organizing principle except its origins in England and its relevance to my development. How do you draw a boundary around a miscellany of so much that is good and essential about imaginary lives and their real social extrusions? Maybe I’m seeking a word like supergenre or metagenre, but those seem too big; try idiogenre, some way of systematizing a group of texts whose common element is their locus in a particular, historically-shaped subjectivity (my own) that is simultaneously a shared condition. The comic tragedy of the nerd, a figure both stranded on the social periphery yet crowded by his peers, lonely yet overfriended, renegade frontiersman and communal sheep, a silly-walking man with an entire Ministry of Silly Walks looming behind him.

I blame, and thank, England.

ministrysillywalks

October 12th, 2009, posted by Bob Rehak

Predestination Paradox

flash-forward

It would be nice if ABC’s new series, Flashforward, didn’t stylistically model itself quite so slavishly on Lost — which is not to deny a legitimate familial relationship between the two shows. Indeed, it’s largely thanks to Lost that broadcast television now periodically risks acts of serial storytelling with genuine intricacy and depth, sizeable and interesting casts of characters, and generic inflections that flirt with science fiction and fantasy without ever quite falling into the proud but doomed ghetto of, say, Virtuality and Firefly. Nowadays we seem to prefer our fantastic extrapolations blended with a strong tincture of “reality”; while I might privately consider series such as Mad Men and Jericho to be as bizarre in setting and plot machination as Farscape ever was, the truth is it will be a long time before we see a space-set show lasting more than a season or two. (And before you ask, no, I haven’t gotten around to watching Defying Gravity, though some trusted friends have been telling me to give it a try.)

So Flashforward clearly owes a debt to Lost for tutoring audiences in the procedures and pleasures of the complex narratives so deftly dissected by Jason Mittell: in this specific case, the shuttling game of memory and induction by which viewers stitch together a tale told in pieces. Where 24 builds itself around the synchronic, crosscutting among simultaneous story-streams until the very concept of a pause, of downtime, is squeezed out of existence, Lost and Flashforward take as their structuring principle the diachronic, bouncing us backwards and forwards through time until one can no longer tell present from backstory. (I will admit that the most recent season of Lost finally threw off this faithful viewer like a bucking bronco; while I’m all for time-traveling back to the glory years of the 1970s, the show’s intertitled convolutions have become too much for me to keep up with, especially when further diced and sliced by the timeshifting mechanism of my DVR.)

No wonder, then, that David S. Goyer (late of Blade) and Brannon Braga (who in the 1990s both saved and ruined the Star Trek franchise, IMO) felt the moment was ripe to adapt Robert J. Sawyer’s novel for TV. (Apparently there’s a history involving HBO and a tug-of-war over rights; perhaps a branching feature on the show’s eventual box-set release will as a deconstructive extra interweave this additional knotted plotting, an industrial Z-axis, into the general mayhem.) I remember reading Flashforward-the-book when it first came out, but it took Wikipedia to remind me how it all ended. Now that original ending has of course been jettisoned, in the process of retrofitting the story to serial form.

And a clever adaptation it looks to be. By moving up the collective “flashforward” experienced by the entire human race from twenty-odd years to six months, the TV show embeds its own climax within a different kind of foreseeable future: the conclusion of season one. That is, as the characters catch up with their own precognated fates on April 29, 2010 (in show-reality), so will we the watchers (in audience-reality), making for what I expect to be a delicious and delirious moment of suture. Like the first season of Heroes, Flashforward constructs itself around its own endpoint, arriving like clockwork twenty-odd episodes from now.

Clever, but maybe not smart. Look what happened to Heroes, which did great until collapsing into meaningless narratorhea with the start of its second season. I can think of countless TV series done in by their own cruelly relentless seriality, overstaying their welcome, swapping in cast members and increasingly baroque storytelling gimmicks until the final result is a ghoulish, cyborged facsimile of the show we once knew and loved. People speak of “jumping the shark,” but the truth of a TV show that’s lost its soul is something much more depressing: an elderly parent babbling in the grip of Alzheimer’s, a friend lost to dementia, a young and innocent heart curdled by prostitution or drug addiction. The excitement of Flashforward will consist of watching as it knowingly exploits the feints and deferrals of serial form, doling out clues and red herrings that keep us guessing even as the destination comes inexorably into greater focus — a finale that, by its final arrival, will appear perfectly logical. Good storytelling gets us to the expected endpoint by unexpected means, and I wonder if Flashforward has it in itself to pull off the trick more than once.

In the meantime, let’s sit back and appreciate the tapestry as it emerges for the first, unrepeatable time. The characters have already begun to build a “conspiracy wall,” tacking up photos, scribbled notes, and lengths of string to make a tableau that simultaneously constructs the future as solution while decoding it as mystery. And don’t forget the wonderful opportunity for meta-reflection on the existential whys and wherefores of TV as the first episode ends with another kind of “flashforward” — this one a promotional montage enticing us with glimpses of the season to come. In this sense, of course, the show is a perfect commercial animal, advertising itself and its high concept with every beat of its crass and calculated heart. But in another, purer sense, it is a kind of koan, an invitation to meditate on the deeper patterns of the stories we tell; the time in which we experience them; the nature of narrative consciousness itself.

Flashforward may be, in short, one last chance to live in the media present (even as its central conceit destroys any sense of simple present-ness). Here’s to enjoying the experience before the show is ruined by its own need to respawn in 2010-2011, by the ongoing efforts of the spoiler community and devout Wiki priesthood, or by the aforementioned box sets, downloads, and torrents. A series like this is perfectly engineered for its time, which is to say, paced to the week-by-week parceling of information, the micro-gaps of commercial breaks and the macro-gaps between episodes.

Yet even as we put a name to the temporality of TV, it is already past. For all such gaps are dissolving in the quick waters of new media, and with them the gaps in knowledge (precisely-lathed questions with carefully-choreographed answers) on which a show like Flashforward, and by extension all serial storytelling, thrives. We who are “lucky” enough to straddle this historical juncture — at which the digital is reworking the media forms with which we grew up — face our own version of the predestination paradox: knowing full well where we’re going, yet helpless before the forces that deliver us there.

September 28th, 2009, posted by Bob Rehak

New Works in Fan Studies

It’s always nice to see friends doing well, and in the case of Kristina Busse, there’s an added reward — seeing her name in print always means that something new and interesting is being said in the world of fan studies. In this case, it’s a double-header: the latest issue of Transformative Works and Cultures, the online journal Nina edits with Karen Hellekson, is up; and there’s a special section of the new Cinema Journal entitled “Fandom and Feminism: Gender and the Politics of Fan Production.” Both are well worth checking out, but I’m particularly excited about the CJ piece, which collects a number of writers I count myself lucky to know — among them Julie Levin Russo, Louisa Stein, and Alexis Lothian — and focuses a critical lens on exciting areas of creative practice in new media. Tables of contents are quoted below. Well done, Nina, and keep up the great work!

Transformative Works and Cultures, Vol 3 (2009)

Editorial

Extending transformation HTML
TWC Editor

Theory

The labor of creativity: Women’s work, quilting, and the uncommodified life ABSTRACT HTML
Debora J Halbert
Sex detectives: “Law & Order: SVU”’s fans, critics, and characters investigate lesbian desire ABSTRACT HTML
Julie Levin Russo
On productivity and game fandom ABSTRACT HTML
Hanna Wirman

Praxis

Sites of participation: Wiki fandom and the case of Lostpedia ABSTRACT HTML
Jason Mittell
Identity and authenticity in the filk community ABSTRACT HTML
Melissa L. Tatum
The Web planet: How the changing Internet divided “Doctor Who” fan fiction writers ABSTRACT HTML
Leora Hadas

Symposium

The magic of television: Thinking through magical realism in recent TV HTML
Lynne Joyrich
The future of academic writing? HTML
Avi Santo
Repackaging fan culture: The regifting economy of ancillary content models HTML
Suzanne Scott
Snogs of innocence, snogs of experience HTML
Dana Shilling
Playing [with] multiple roles: Readers, authors, and characters in
Who Is Blaise Zabini?”
HTML
Anne Collins Smith
“A Jedi like my father before me”: Social identity and the New York Comic Con HTML
Jen Gunnels
The Hunt for Gollum: Tracking issues of fandom cultures HTML
Robin Anne Reid
Pattern recognition: A dialogue on racism in fan communities HTML
TWC Editor

Interview

Interview with Verb Noire HTML
K. Tempest Bradford
Interview with Mark Smith and Denise Paolucci HTML
zvi LikesTV
Interview with Chris Bouchard HTML
Emma Dollard

Review

“Camgirls: Celebrity and community in the age of social networks,” by Theresa M. Senft HTML
Adriano Barone
“Introduction to Japanese horror film,” by Colette Balmain HTML
Alessia Alfieroni
“Pride and prejudice and zombies: The classic Regency romance?Now with ultraviolent zombie mayhem!,” by Jane Austen and Seth Grahame-Smith HTML
Craig B. Jacobsen

Cinema Journal 48.4 (Summer 2009)

A Fannish Taxonomy of Hotness – Francesca Coppa

A Fannish Field of Value: Online Fan Gift Culture – Karen Hellekson

Should Fan Fiction Be Free? – Abigail De Kosnik

User-Penetrated Content: Fan Video in the Age of Convergence – Julie Levin Russo

Living in a Den of Thieves: Fan Video and Digital Challenges to Ownership – Alexis Lothian

September 27th, 2009, posted by Bob Rehak

Conspiracy in the Classroom

Finishing the first week of a new school term always leaves me feeling as though I’ve launched some kind of ship — like I’ve broken a bottle of bubbly against the side of a vessel that then rolls proudly out of drydock. (Not that I’ve ever performed this particular action in real life. Like so many of my mental referents, it’s a composite of media memories: scenes from movies like Titanic, or the wonderful, ballsy opening shots of Star Trek: Generations, in which a champagne bottle tumbles through space to smash across the prow of the Enterprise-B.)

In this case, we’re talking two inaugural voyages: the first, a retooled version of my Animation and Cinema class, and the second, an entirely new course called Conspiracy. I’ll detail the Animation rethink in a future post, but for now, I want to share the Conspiracy syllabus, which I’m pretty proud of. Putting it together was a pleasurable summer’s labor: I watched dozens of movies, read reams of articles, and basically dug deep into the viny undergrowth of suspicion and speculation that anchors the U.S. political system (or at least our collective perceptions of it). The original inspiration for the class was simply my love of The Parallax View (Alan J. Pakula, 1974), which seemed marvelously strange and icily labyrinthine when I first watched it in the early 1980s. It, along with Phil Kaufman’s remake of Invasion of the Body Snatchers (1978), Peter Hyams’s burnt-sienna cheese platter Capricorn One (1978), and Sydney Pollack’s 1975 film Three Days of the Condor (which has not aged well, sad to say) still exerts a special hold on my imagination, and I’m thrilled at the opportunity to explore it and other texts with a class of talented students.

What’s odd, of course, is that what once seemed in the fantastic sweep of its paranoia to be a close cousin of science fiction — indeed, in movies like Capricorn One and Coma (1978), the generic boundaries dissolve almost entirely — today comes across as naive, obvious, or both. Conspiracy narratives in the 1970s were like hushed whispers of a truth too terrible to dredge into daylight, yet too destructive to ignore; now our ears are deafened by the angry bellows of right-wing pundits, angry town-hall protesters, and certain Republican party leaders who believe our President is a socialist, that health-care reform involves the instigation of death panels, and that vaccinations cause disease. Those who aren’t actively enraged are cynically passive: why fight the system when it’s already become, Matrix-like, the fabric of everyday life? As with another topic I teach, fandom, the cultural polarities of conspiracy seem to have reversed themselves over recent decades: subculture becoming superculture, margin becoming mainstream. And if fandom is by and large about the production of pleasure within convection currents that link fringe and center, then conspiracy, following similar fluid dynamics, generates a darker miasma of dread and distrust.

The syllabus that follows is built around two topoi: the assassination of John F. Kennedy anchors the first half of the semester, the events of 9/11 the second. I’ve tried to address all the major permutations of conspiracy theory in the United States, including supernatural and feminist variations, yet I know there’s much more we could be looking at (and I welcome any suggestions for tweaking the lineup). The fun part has been coming up with a reading list that mixes “authoritative” academic perspectives with raw, disreputable textual troublemakers from the heart of conspiracy country. One of my hopes is that the course will take us from a time when conspiracy seemed an isolatable, nameable, unusual thing to one in which the digital remapping of media culture has multiplied the theories, speculation, and accusation to an unnerving din. Another hope is that students will ultimately come to think self-reflexively about their own practices of textual production and legitimation, and by implication the larger politics of a college education: their place in a system that turns economic capital into cultural capital. And maybe, by the end of the term, this small shared plot, this classroom conspiracy (it tickles me to note that conspire literally means to breathe togetheran apt description of our biweekly meetings) will yield, for them and for me, some major insights.

———————————————————————-

FMST 43: Conspiracy – Fall 2009

This course investigates the texts, narratives, and cultures of conspiracy as they are constituted in film, television, digital, and print media. We will concentrate less on the “truth” of any given conspiracy than on its popular and public impact and meaning — what it says, or might be saying, about ourselves, our world, and our times. The subject, then, is both conspiracy theory and theories about conspiracy. As this is a Film and Media Studies course, we will also pay attention to factors such as representation, technology, narrative, audience, and industry, and their relationship to both dominant and resistant ideologies.

Our focus is on the half-century dating from the late 1950s to the present, a period that extends from the Red Scare, the assassination of John F. Kennedy, and the Apollo moon landings to Waco, 9/11, and contemporary controversies about Barack Obama’s citizenship and an all-encompassing New World Order. Confining ourselves to the United States, we will explore the ways in which public perceptions of conspiracies spread and evolve through media practices both inside and outside the mainstream, as a mode of education, entertainment, and political activity. Areas we will explore (moving from specific to general) include:

  • The tropes, recurring patterns, and characteristic forms of conspiracy
  • The role of different media in shaping perceptions and understandings of conspiracies
  • The relationship of conspiracy narratives/theories to other media modes such as journalism and documentary, and genres such as horror, science fiction, and mystery
  • The light shed by conspiracy narratives on the production and legitimization of knowledge
  • The possibilities and limits of “diagnosing” conspiratorial trends in relation to specific historical and cultural moments
  • Conspiracy theory as an element of democratic discourse, grassroots political movements, and ideological critique

Textbooks & Readings

  • The Rough Guide to Conspiracy Theories. James McConnachie and Robin Tudge. Rough Guides Reference, 2008.
  • Conspiracy Theories: Secrecy and Power in American Culture. Mark Fenster. Revised and Updated Edition. Minneapolis: University of Minnesota Press, 2008.
  • Additional readings marked [PDF] will be distributed via Blackboard.

Assignments

15% –Participation: assessed throughout term; for more, see note below.

25% –Activity on class blog: will be assessed three times during term for frequency and content of contributions. For more, see blogging handout.

25% –Midterm paper: due October 8, this 5-7 page paper will respond to the first half of the term by locating a pattern, theme, or idea that ties together a group of conspiracy materials (visual, written, or other). These texts should include both academic and nonacademic content we have looked at together in class, along with material you have explored on your own. In addition to identifying and defining a unifying element, the paper must make some kind of interpretive argument about its significance.

35% –Conspiracy wall display and reflection paper: due the penultimate week of class, this project represents the culmination of your experiences in and thinking about Conspiracy. Working in teams, you will create a public display at McCabe Library, a “conspiracy wall” of texts and images mapping out an existing conspiracy or one of your own design. You will also turn in a 3-5 page reflection paper that discusses the conspiracy and the presentation you have given it. Further details will be given later in term.

A Note on Materials and Methods

In this course we will explore a range of content from different points on the cultural spectrum, from academic articles to photocopied screeds and angry websites, from Hollywood blockbusters to digitally-shot and -distributed underground video. Navigating this material will mean paying attention to origins and rhetorical stance (i.e. where it’s from and what it’s saying) while simultaneously setting aside too-quick distinctions between true/false, logical/illogical, legitimate/illegitimate. While I don’t want to lose sight of “common sense,” I also don’t want the course to devolve into arguments about who really shot JFK. Our assumption will be that we can dabble in conspiracies and conspiracy theories without buying into them — or their counterarguments.

CALENDAR

Week 1 (Sept 1-3): Course Introduction; Types of Knowledge

Read for Thursday: Fenster, “Introduction: We’re All Conspiracy Theorists Now”; Birchall, “Know It All” [PDF], Lisker, “The MADE Manifesto” [PDF]

Screen: Conspiracy Theory (Richard Donner, 1997)

Week 2 (Sept 8-10): Reading and Paranoia

Read for Tuesday: Shapiro, “Paranoid Style”; for Thursday, Fenster Ch 4, “Uncovering the Plot” (pp. 100-117)

Screen: The Game (David Fincher, 1997)

Week 3 (Sept 15-17): Red Scares and Pod People

Read for Tuesday: Fenster, Ch 1 “Theorizing Conspiracy Politics,” Hofstadter, “The Paranoid Style in American Politics” [PDF]; for Thursday, Steffen-Fluhr, “Women and the Inner Game of Don Siegel’s Invasion of the Body Snatchers“?[PDF]

Screen: Invasion of the Body Snatchers (Don Siegel, 1956)

Week 4 (Sept 22-24): JFK

Read for Tuesday: Marcus, excerpts from “The Manchurian Candidate“?[PDF]; for Thursday, Fenster Ch 4 “Uncovering the Plot” pp. 118-142, Simon, “The Zapruder Film” and “JFK” [PDF]; Hidell, “The Center of the Labyrinth” [PDF]

Screen: JFK (Oliver Stone, 1991). Watch on own time before Tuesday’s class: The Manchurian Candidate (John Frankenheimer, 1962).

Week 5 (Sept 29-Oct 1): The Seventies

Read for Tuesday: Kael, “Invasion of the Body Snatchers” [PDF]; for Thursday, Simon, “The Parallax View” [PDF], “Project Mind Kontrol” [PDF]; Hidell, “Who Killed John Lennon?” [PDF]

Screen: The Parallax View (Alan J. Pakula, 1974). Watch on own time before Tuesday’s class: Invasion of the Body Snatchers (Philip Kaufman, 1978)

Week 6 (Oct 6-8): Feminism and Other Science Fictions

Read: Tiptree, “The Women Men Don’t See” [PDF], Valerius, “Rosemary’s Baby, Gothic Pregnancy, and Fetal Subjects” [PDF]; Hidell, “Is There a Satanic Child Abuse Cover-Up?” [PDF]

Screen: Rosemary’s Baby (Roman Polanski, 1968). Watch on own time before Tuesday’s class: The Stepford Wives (Bryan Forbes, 1975)

Due: Midterm paper

Fall Break

Week 7 (Oct 20-22): Space Invaders I

Read: Fenster Ch 5, “Plotting the Rush”; Bara, “The Secret History of NASA” [PDF]

Screen: Excerpt from Capricorn One (Peter Hyams, 1978), A Funny Thing Happened on the Way to the Moon (Bart Sibrel, 2001), Astronauts Gone Wild (Bart Sibrel, 2004). Watch on own time: Mythbusters, “NASA Moon Landing Hoax”

Week 8 (Oct 27-29): Space Invaders II

Read: Fenster Ch 4, “Uncovering the Plot” pp. 143-end; Graham, “Are You Now or Have You Ever Been? Conspiracy Theory and The X-Files” [PDF]; Bell and Bennion-Nixon, “The Popular Culture of Conspiracy/The Conspiracy of Popular Culture” [PDF]

Screen: Episodes of The X-Files TBA; Conspiracy, “Area 51″

Week 9 (Nov 3-5): Politics and Race in the Digital Era

Read: Fenster Ch 3, “Finding the Plot” (review material on Clinton); Knight, “Fear of a Black Planet: ‘Black Paranoia’ and the Aesthetics of Conspiracy” [PDF]

Screen: The Clinton Chronicles (Patrick Matrisciana, 1994); watch on own time The Obama Deception (Alex Jones, 2009)

Week 10 (Nov 10-12): New World Orders

Read: Fenster Ch 2, “When the Senator Met the Commander”; Heimbichner, “The Idiot’s Guide to the Cryptocracy” [PDF]; Weidner, “The Culling: A Speculative Look into the Global Apocalypse” [PDF]; Weston, “FEMA: Fascist Entity Manipulating America” [PDF]

Screen: Endgame: Blueprint for Global Enslavement (Alex Jones, 2007); watch on own time Waco: The Rules of Engagement (William Gazecki, 1997)

Week 11 (Nov 17-19): 9/11

Read: Fenster Ch 7 “A Failure of Imagination”; Helms, “Lingering Questions about 9/11″ [PDF]; Meigs, “Afterword: The Conspiracy Industry” [PDF]

Screen: Loose Change (Dylan Avery, 2007); watch on own time before Tuesday’s class: United 93 (Paul Greengrass, 2006)

Week 12 (Nov 24): Looking Forward to the End of the World

Read: Fenster Ch 6, “The Prophetic Plot”; Marrs, “What Will Happen in 2012?” [PDF]; Wallace, “Four Horses of the Apocalypse: A Color-Coded Key to the Cryptocracy” [PDF]

Screen: TBA

Thursday (Nov 26): Thanksgiving Break

Week 13 (Dec 1-3): Encoding/Decoding History

Screen: The Da Vinci Code (Ron Howard, 2006), National Treasure (Jon Turtletaub, 2004)

Due: Conspiracy Wall displays and reflection papers

Week 14 (Dec 8): Last day of class

Student evaluations

September 6th, 2009, posted by Bob Rehak

Where I’ve Been

Although I frequently share with students my airy notions about online communities being organic things like bonsai trees, growing in unexpected directions but shaped by our collective attentions, I’ve never felt the aptness of the metaphor quite as pointedly as I do today, coming back to Graphic Engine after a long — make that extremely long — absence. It feels rather like unlocking the door to a musty-smelling office that I haven’t visited for months, only to find some poor dead shrub, abandoned and dessicated in its pot.

Fortunately, I’ve always had a green thumb (lie: I’ve always just poured a bunch of water on the zombie plant and hoped it would spasm back to life like Mary Elizabeth Mastrantonio’s character in the single most grating scene of The Abyss), so I’m hoping my handful of loyal readers will forgive the lengthy silence. Such things are acceptable, I know, in the fitful, idiosyncratic world of blogging, but only when the blogger takes the time to communicate up front that he or she will be taking a few weeks (or in my case, months) off. I didn’t do that, preferring the guilt-free but rather callous path of Lee Iacocca’s “never complain, never explain.” In any case, no disrespect or disregard intended toward those lovely souls who have read and commented on this blog in the past. I hope I haven’t lost you forever.

So what was up? Well, I meant to take a breather after my string of posts counting down the series finale of Battlestar Galactica. (You can follow the archive link, or simply look below.) But then Star Trek happened. I found it hard — indeed, impossible — to write about the J. J. Abrams reboot, for reasons that I’m still sorting through. (I plan to be done with the sorting, and actually post something, by the time the 30th anniversary of Star Trek: The Motion Picture rolls around on December 7 — or maybe as soon as November 17, when the Blu-Ray hits.) Not that I didn’t like the movie; it would take a truly puppy-stomping disposition to dislike it. But its release unexpectedly marked the death of some part of me, and in monitoring the shift in my heart of Star Trek from a living, vital pleasure to a glass-encased museum piece, I got a bit lost in myself. It led to a summer’s worth of soul-searching about certain things, among them my publishing priorities, and while I worked on myriad other projects, nothing quite made it to the blog stage.

But never mind: it’s September 1, the start of a new month and of a new school term, and my goal for today — before I run off to the first screening of my Animation and Cinema class — is to put in at least a token appearance and assure the world that I’m not dead, abducted, or overtaken by Luddism. In between the work-cracks of the summer, I got in a lot of reading and viewing, and there are lots of things I plan to write about in future posts (chief among them, District 9 and the Avatar trailer). I promise to get to them soon, and I apologize for having stretched your patience. Here’s hoping the bonsai tree still has some green in it.

September 1st, 2009, posted by Bob Rehak

Counting Down Galactica (4 of 4)

[This is the last of four posts counting down the final episodes of Battlestar Galactica. To see the others, click here.]

I’d meant to write my final entry in the “Counting Down Galactica” series before the airing of the finale on Friday night; a power outage in my neighborhood prevented me from doing so. Hence everything I’m about to say is colored by having seen the two-hour-and-eleven-minute conclusion, and spoilers lie in wait.

On the topic of spoilers, I know of a few ambitious souls (hi, Suzanne!) who are holding the finale in reserve, planning to watch it next week. Let me note how sympathetic I am toward, and dubious about the chances of, their or anyone’s ability to navigate the days ahead without having the ending spoiled. I haven’t even dared to visit Facebook yet, for fear of destabilizing my own still-coalescing thoughts on the experience; similarly, I won’t go near the various blogs I read. When I got up this morning, I turned on NPR’s Weekend Edition, only to find myself smack-dab in the middle of a postmortem with Mary McDonnell. It was like coming out of hyperspace into an asteroid field, or — a more somber echo — waking on the morning of 9/11 to a puzzled voice on the radio saying, in perhaps our last moment of innocence, that pilot error seemed to be behind a plane’s freak collision with the World Trade Center.

Comparing BSG’s wrapup to the events of 9/11 might seem the nadir of taste, except that Galactica probably did more in its four seasons than any other media artifact besides 24 — I’m discounting Oliver Stone movies and the Sarah Silverman show — to process through pop culture the terrorist attacks and their corrosive aftereffects on American psychology and policy. It became, in fact, an easy truism about the show, to the point where I’d roll my eyes when yet another commentator assured me that BSG was about serious things like torture and human rights. But then I shouldn’t let cynicism blind me to the good that stories and metaphors can do; I myself publicly opined that the season-two Pegasus arc marked a “prolapse of the national myth,” a moment at which BSG “strode right over the line of allegory to hold up a mirror in which the United States could no longer misrecognize its practices of dehumanization and torture.” And who am I to argue with the United Nations, anyway?

But maybe the more fitting connection is local rather than global, for losing power yesterday reminded me how absolutely dependent the current state of my life is on technology: the uninterrupted flow of internet, television, radio. My wife and I were able to brew coffee by plugging the pot into one remaining active outlet, and our cell phones enabled us to maintain contact with the outside world (until their batteries died). After that, it was leave the house and brave the bright outdoors and actual, face-to-face conversation with other human beings.

I bring this up because, in its final hours, BSG plainly announced itself as concerned, more than anything else, with the relationship between nature and technology — between humans and their creations. In retrospect, this dialectic is so obvious that I’m embarrassed to admit it never quite came into focus for me when the series was running. Sure, the initiating incident was a sneak attack by Cylons, a race of human-built machines who got all uppity and sentient on us. (Or maybe it’s the case that the rebellious Cylons descended from some other, ancient caste of Cylons — I’m not entirely clear on this aspect of the mythology, and consider it the show’s failing for not explaining it more clearly. But more about that in a moment.) Even in that first, fateful moment of aggression, though, the lines between us and them were blurred; in “reimagining” the 1970s series that was its precursor, Ronald D. Moore’s smartest decision — apart from scuffing up the mise-en-scene — was to posit Cylons who look like us; who think, feel, and believe like us. As the series wore on, this relationship became ever more intimate, incestuous, and uncomfortable, so that finally it seemed neither species could imagine itself outside of the other. It was differance, supplement, and probably several other French words, operationalized in the tropes of science fiction.

A more detailed textual analysis than I have the patience to attempt here would likely find in “Daybreak” an eloquent mapping of these tense territories of interdependent meanings. One obvious starting point would be the opposition between Cavil’s Cylon colony, a spidery, Gigeresque encrustation perched in a maelstrom of toxic-looking space debris, and the plains of Africa, evoked so emphatically in the finale’s closing third hour that I began to wonder if the story’s logic could admit the existence of any sites on Earth (or pseudo-Earth, as the story cutely frames it) that aren’t sunny, hospitable, and friendly. In this blunt binary I finally saw BSG’s reactionary (one might say luddite) ethos emerge in full flower: a decision on the undecidable, a brake on the sliding of signifiers. For all the show’s interest in hybrids of every imaginable flavor, it did finally come down to a rejection of technology, signaled most starkly in Lee Adama’s call to “break the cycle” by not building more cities — and the sailing of Galactica and her fleet into the sun. Even as humans and Cylons decide to live together (and, it’s suggested in the coda, provide the seed from which contemporary civilization sprouted), it seems to me the metaphor has been settled in humanity’s favor.

That’s fine; at least the show had the courage to finally call heads or tails on its endless coin-flipping. Interesting, though, that the basic division over which the narrative obsessed was reflected formally in the series’ technical construction and audience reception. I refer here to a dialectic that emerged late in the show’s run, between visual effects and everything else — between space porn and character moments. Reading fan forums, I lost count of the number of times BSG was castigated by some for abandoning action sequences and space battles, only to be countered by another group tut-tutting along the lines of This show has never been about action; it’s about the people. For what it’s worth, I’m firmly in the first camp (as my post last week demonstrates): the best episodes of Galactica were those that featured lots of space-set action (the Hugo-winning pilot, “33″; “The Hand of God”; most of the first season, for that matter, and bright moments sprinkled throughout the rest of the series). Among the worst were those that confined themselves exclusively to character interaction, such as “Black Market,” “Unfinished Business,” and most of the latter half of season four.

It’s not that the show was ever poorly written, or the characters uninteresting. But it did seem for long stretches to develop an allergy to action, with the result a bifurcated structure that drove some fans crazy. Much like the pointless squabbles around Lost, whose flashback structure still provokes some to shout “filler episode!” where others cry “Character development!”, debate on the merits of BSG too often devolved into untenable assertions about the antithetical relationship between spectacle and narrative, with space-porn fans lampooned as short-attention-span stimulus junkies and character-development fans mocked as pretentious blowhards. Speaking as a stimulus junkie and pretentious blowhard, I feel safe in pointing out the obvious: it’s hard to pull off compelling science fiction characters without some expertly integrated shiny-things-go-boom, while spaceships and ’splosions by themselves get you nowhere. You need, in short, both — which is why BSG’s industrial dimension neatly homologized its thematic concerns.

I’m relieved that last night’s conclusion managed to reconcile the show’s many competing elements, and that it did so stirringly, dramatically, and movingly. I expected nothing less than a solid sendoff from RDM, one-half of the writing team behind perhaps the greatest series finale ever, Star Trek: The Next Generation’s “All Good Things …” — but that’s not to say he couldn’t have screwed it up in the final instance. Indeed, if there is a worm in the apple, it’s my sneaking suspicion that the game was fixed: the four episodes leading up to “Daybreak” were a maddening mix of turgid soap opera and force-fed exposition, indulgent overacting and unearned emotion. It’s almost as though they wanted to lower our expectations, then stun us with a masterpiece.

I don’t know yet if “Daybreak” deserves that particular label, but we’ll see. In any case, there is something magical about so optimistic an ending to such a downbeat series. If the tortured soul of this generation’s Battlestar Galactica was indeed forged in the flames of 9/11 and the collective neurotic reaction spearheaded by the Bush administration, perhaps its happy ending reflects a national movement toward something better: the unexpected last-minute emergence, through parting clouds, of hope.

March 21st, 2009, posted by Bob Rehak

Transformative Works and Cultures, Vol 2

The second issue of Transformative Works and Cultures, an online peer-reviewed journal devoted to popular media and fan communities, is now out — another splendid and substantial package of theory, praxis, and reviews. The theme for Volume 2, which was guest-edited by Rebecca Carlson, is Games as Transformative Works.

My favorite piece of the bunch is probably an essay by Will Brooker, “Maps of Many Worlds,” on computer-game fandom in the 1980s. It’s smartly written and full of insights, as one would expect from Brooker (whose work on Star Wars fandom has been enormously productive for me), but it’s also unexpectedly — and rewardingly — personal, recollecting his own imaginative engagement with the graphical realms of games played on the Sinclair ZX Spectrum. My own U.S.-based cognate for this was the Commodore 64, but Brooker’s observations hold true across the cultural and commercial borders of computer culture. I’m currently working on an essay about retrogames for an upcoming MIT Press collection on “Spreadable Media” (if you’re reading this, Henry and Sam, don’t lose faith! the piece is on its way), and so found Brooker’s discussion of, and evident reverence for, 8-bit graphics not only entertaining but useful. I highly recommend it, along with the rest of the issue.

Regarding upcoming volumes of TWC, I quote below the words of co-editors Kristina Busse and Karen Hellekson:

We are soliciting and reviewing for our general issue No. 3 (Fall 2009) at the moment, as well as two forthcoming special issues, one on the CW show _Supernatural_ (”Saving People, Hunting Things,” edited by Catherine Tosenberger; see CfP http://journal.transformativeworks.org/index.php/twc/announcement/view/5) and one on history and fandom (”Fan Works and Fan Communities in the Age of Mechanical Reproduction,” edited by Nancy Reagin and Anne Rubenstein; see CfP http://journal.transformativeworks.org/index.php/twc/announcement/view/6). If you have any questions, please contact us or the special editors directly.

March 16th, 2009, posted by Bob Rehak

Counting Down Galactica (3 of 4)

[This is the third of four posts counting down the final episodes of Battlestar Galactica. To see the other entries, click here.]

Popular guides to the practice of special and visual effects — from the battered library books I pored over as a kid to contemporary coffee-table tomes devoted to landmark films like Jurassic Park and FX houses like Industrial Light and Magic — tend to follow certain patterns in their introductory pages. After an obligatory paragraph or two on prehistoric cave paintings or optical toys of the eighteenth century, they launch into a tour of cinematic FX history, touching almost always on the following: the trick films of Georges Melies; Schoedsack and Cooper’s King Kong (1933); and the spaceships that appeared in Flash Gordon serials in 1936.

From there, the history usually shifts to one of the interchangeable silver-finned rockets from Destination Moon (1950), Rocketship X-M (1950), or It: The Terror from Beyond Space (1958), followed by either of the famous designs from Forbidden Planet, MGM’s 1956 experiment in big-budget, color SF film: the C57D cruiser or Robby the Robot.

There’s nothing particularly wrong with these choices; despite or because of their iconicity, they comprise a reliable index of the state of the art in their respective decades. (The Forbidden Planet saucer, of course, appears at the top of this very blog.) And I have no major objections to how these images are deployed in FX histories — apart, perhaps, from the predictable way they are used to set up a kind of rhetorical bank shot: tokens of outdated techniques, antique curiosities which by their laughable artifice set off the supposedly advanced methods, films, and artists belonging to whatever era the book happens to be published in. My point in recapitulating these recapitulations of visual-effects evolution is to note that spaceships like Flash Gordon’s — with their jets of sparks that fall downward while smoke trails upward — really do mark what Vivian Sobchack has called one of the signature tropes of the genre: skyrockets in flight.

One can imagine an alternate history of science-fiction film focusing exclusively on spacecraft and the ways in which they have been set in motion. Such a history would range from the wire-mounted toys of Flash Gordon to the slow-moving majesties of 2001: A Space Odyssey, whose relatively huge miniatures were photographed a frame at a time and coyly choreographed to Strauss. Such a history would note the development of traveling mattes, enabling the compositing of ships against starry backgrounds and looming planets; it would rightly hail Star Wars (1977) as the first film to bring together bluescreen-generated mattes and motion-control cinematography — computer-driven cameras whose every move can be repeated at any scale and duration — to crowd the screen with hectic swarms of swooping spaceships. And it would surely remark, with Star Wars, the emergence of the space battle as a larger semantic structure within the SF genre: in this case, battles staged and intercut according to templates borrowed from World War II movies. (Years before sampling invaded the landscape of popular music, George Lucas and ILM did it in film with a reference reel cut together from Tora! Tora! Tora!, The Dam Busters, and 633 Squadron.)

The Star Wars series would go on to feature other, bigger sequences set in space; in The Empire Strikes Back (1980), a fleet of Star Destroyers chases the Millennium Falcon into an asteroid belt, a setpiece daringly placed early in the film (directly beside another wondrous clockwork of FX-driven action, the Rebels’ battle with stop-motion-animated Imperial Walkers on the icy plains of Hoth). But at a certain point, diminishing returns kicked in: Return of the Jedi (1983) gave us the most complex, crowded battle to date, throwing hundreds of ships into the orbital space of Endor, but the result — like the rest of the film — was a confusing mess. By the time of the prequel trilogy (1999-2005), the space battles of Star Wars had become as routinely busy and bland as a screensaver.

Some might blame CGI for this, suggesting that the impediments posed by working with physical FX processes functioned as productive obstructions for filmmakers’ imaginations in the 70s and 80s. It’s difficult to maintain this stance, though, in light of the space battles on Battlestar Galactica, which from the start have announced themselves as a leap forward in the visualization and staging of deep-space combat. I’ve been captivated by BSG’s battles since the 2004 miniseries, which begins with a shot apparently taken from a camera mounted to the side of a spaceship; attitude jets fire, turning the vessel to and fro, yet it remains stationary in the frame while stars whirl around it. Reminiscent of the pirouetting 3D spaces of first-person shooters, the image dramatically and even wittily alludes to the fact that, in motion control, the models hold still while the camera itself relativistically imparts movement.

Befitting its setting on a kind of interstellar aircraft carrier, BSG specializes in confrontations between giant “capital ships,” blasting away at each other with cannons while smaller fighter craft dart crazily into and out of dogfights. Situationally, such battles are not that different from the bloated space circus that opens Revenge of the Sith (2005). What makes them different is the camerawork: the battles are filmed as though by live hand, roaming uncertainly around the frame, zooming in to capture engagements and explosions a second after they happen. Here’s just one of the many clips living on YouTube — evidence that, amid the considerable fan devotion to the current show’s characters, mythology, and politics, a substantial contingent of hardware fans exists:

I’m intrigued by the emergence of this new aesthetic in space battles, and wonder about its genealogical influences. Clearly, what some critics decry as BSG’s “shakycam” — a cinematographic conceit that also marks the filming of its live action on interior sets — borrows from a documentary tradition associated with small, lightweight cameras and field coverage of the Vietnam War. The unsettled camerawork reflects the miasma of anxiety that characterizes BSG’s world and its inhabitants (and which lately has threatened to displace the more action-based elements of the story in favor of dreary melodrama). Grant McCracken points out that the shakycam came into its own as a distinctive house style in 1993 with NYPD Blue, whose “restless camera” has since colonized other shows, including Homicide, Friday Night Lights, and The Shield. Strikingly, though, shakycam has also percolated to sites beyond TV narrative, including scientific simulation, where it dovetails with the visual regime of CG FX. This 2004 animation from NASA, showing the planetfall of the Phoenix Mars Lander, contains a fascinating camera move at about 2:30. The probe, descending through the atmosphere, deploys a parachute and is immediately yanked out of frame; a second later, the camera pans back to reframe it — as though the “camera operator” has been caught by surprise.

The camera move suggests to me a new kind of screen phenomenology, as distinct a microgenre in its way as bullet time and floating 3D titles. Call it a logic of action — a filmic package blending technique and style, mise-en-scene and cinematography, objects and space. The implication of the jittery camerawork is, of course, that we’re watching the event “live”; more importantly, though, we watch as though we are present on the scene. The style and its implications of spontaneity and “discovery” have been around for decades, yet now have infiltrated FX design, working at the the level of the virtual lens. It is, perhaps, the first true subjectification of the space battle, and the arrival of a new paradigm in the unique languages and codes of science-fiction media. Our FX, which simultaneously construct not just the objects of space combat but our roaming window upon them, have always been about impossible viewpoints (but then, so has narrative cinema itself, implanting us as perfect, invisible diegetic witnesses). The battles of BSG may mark the point — as we leave the stiff, immobile frames of Flash Gordon behind and move fully into digital depiction — where framing itself emerges as a subtle expressive tool in visual-effects methodology, shaping our perceptions and understandings in ways for which we do not yet possess a vocabulary.

[Next week, I'll conclude with a discussion of the BSG finale, the first hour of which airs tonight.]

March 13th, 2009, posted by Bob Rehak

Watchmen: Stuck in the Uncanny Valley

[Warning: this review contains spoilers -- and at the end, a blue penis.]

One wonders if Masahiro Mori, the roboticist who introduced the term “uncanny valley” in 1970, now wishes he’d had the foresight to trademark it; after laying largely dormant for a couple of decades, the concept came into its own, bigtime, with the advent of photorealistic CG. Or perhaps I should say CG posing as photorealistic, for what nearly passes muster in one year — the liquid pseudopod in The Abyss (1986), the lipsynched LBJ in Forrest Gump (1994), the entire casts of Final Fantasy: The Spirits Within (2001), The Polar Express (2004), and Beowulf (2007) — lapses into reassuringly spottable artifice the next. The only strategy by which CG convincingly and sustainably replicates organic life, in fact, is Pixar’s, and their method is simultaneously a cheat and a transcendent knight’s-move of FX design. Engaging in what Andrew Darley has called second-order realism, Pixar’s characters wear their manufactured status on their skin, er, surface (toys, bugs, fish, cars) while drawing on expressive traditions derived from cel- and stop-motion animation to deliver believable, inhabited performances and make us forget that what we’re watching are essentially, with their sandwiching of organic and synthetic elements, cyborgs.

Of course, by casting its films in this manner, Pixar retreats from true uncanniness. Humanity has always been an easier sell when it comes to cartoonish abstractions; ask anyone from Pac-man to Punch and Judy. The uncanny valley actually kicks in when a simulation comes close enough to almost fool us, only to fall back into uncomfortable, irreducible alterity. Such is the fate, I think, of Watchmen.

That calm, urbane salon that is the internet is already abuzz with evaluations of the movie adaptation of Alan Moore’s and Dave Gibbons’s graphic novel — actually, it’s been buzzing for months, even years, another instance of what I have elsewhere termed the cometary halo that precedes any hotly-anticipated media property. Fans have been speculating, cogitating, and arguing about the whys and wherefores of overnight techno-auteur Zack Snyder’s approach for so long that the arrival of the film itself marks the conversation’s end rather than its beginning. The Christmas present has been unwrapped; Schoedinger’s Cat is out of the box; we’ve traveled into the Forbidden Zone only to learn we were on Earth the whole time.

My own take on Watchmen is that it’s an impressive feat of engineering: detailed, intricate, and surprisingly unified in tone. Beyond a splendid opening-credit sequence, however, it isn’t particularly invigorating or dramatic — hell, I’ll just say it, the thing’s boring for long stretches. As Alexandra DuPont, my absolute favorite reviewer on Ain’t-It-Cool News, points out, the boring bits are unfortunately more prevalent toward the end, giving the movie as a whole the feeling of a party that peters out once the fun people leave, or a hot date that takes a wrong turn when someone brings up religion. (And while I’m linking recommendations, let me encourage you toward the smartest movie site out there.) Watchmen is still a rather miraculous object, an oddly introverted and idiosyncratic epic whose very existence lends support to the idea that fans have become an audience important enough to warrant their own blockbuster. Tastewise, the periphery has become the center; the niche the norm.

For Watchmen, love it or hate it, is fanservice with a $120 million budget. Let’s remember that to hardcore fandom, love and hate are as difficult to disarticulate as the tattoos on Harry Powell’s knuckles; the object is never simply accepted or rejected outright (that’s a mark of the fickle mainstream, whose media engagements resemble one-night stands or trips to the drive-through) but instead studied and anatomized with scholarly rigor, its faults and achievements tabulated and ranked with an accountant’s thoroughness. Intimacy is the name of the game — that and passing the object from hand to hand until it is worn smooth as a worry bead. I’ve no doubt that Watchmen will be worried to death in coming weeks, the only thing keeping it from complete erasure the periodic infusion of new material: transmedia expansions like Tales of the Black Freighter, or the four-hour director’s cut rumored to be lurking on Snyder’s hard drive.

The principal focus of all this discussion will undoubtedly be the pros and cons of adaptation, for that is the process which Watchmen foregrounds in all its contradiction and mystery. Viewing the film, I thought irritably of all the adaptations to which we give a free pass, the ones that don’t get scrutinized at a subatomic level: endless versions of Pride and Prejudice, and let’s not forget that little gift that keeps on giving, Romeo and Juliet. Shakespeare, it seems to me, is as viral as it gets, and Masterpiece Theater a breeding ground that could compete with Nadya Suleman’s womb. Watchmen simply takes faithfulness and fidelity to a cosmic degree, its mise-en-scene a mimetic map of the printed panels that were its source.

Or source code; for what Synder has achieved is not so much adaptation as transcription, operationalization; a phenotypic readout of a genetic program, a “run” in cinematic hardware of an underlying instruction set. Watchmen verges, that is, on emulation, and its spiritual fathers are not Moore and Gibbons but Turing and von Neumann. Snyder probably thought his hands were tied; there’s no transposing Watchmen to a new setting without disrupting its elaborate weavework of political and pop-cultural signifiers. The origin of the story in graphic form means that cinema’s primary ability, visualization, had already been usurped; faced with a publicly-available reference archive and a legion of fans ready to apply it, Synder may have felt his only option was to replicate down to the tiniest prop and wardobe detail what’s shown in the panel. Next level up is the determining rhythm of Moore’s scripting: storytelling and dialogue have been similarly transposed from printed page to filmed frame, and while some critics laughingly excoriate Rorschach’s purple prose, his overheated voice-overs sounded fine to me (Rorschach’s a rather self-important character, after all — as narcissistic and monomaniacal in his way as the ostensible villain Ozymandias). Editing, too, copies over with surprising fluidity: some of the most effective sequences, like the Comedian’s funeral interwoven with flashbacks to his ignoble career, or Jon Osterman’s tragic temporal tapestry of an origin story, are crosscut almost precisely as laid out on the page.

What’s left to Synder and the cinematic signifier, then, is a handful of sensory registers, deployed sometimes with subtlety and sometimes an almost slapstick obviousness. Music plays a crucial role in the film, as does the casting; some choices are dead-on effective, others (Malin Akerman, I’m looking at you — with sympathy) not so much. The most talked-about aspect of Synderian style is probably his use of variable speed or “ramping,” and on this front I’m with DuPont: the effect of all the slow-mo is to suggest something of the fascinated readerly gaze we bring to comic books, lingering over splash pages, reconstituting in our internal perceptions the hieroglyphic symbolia of speed lines and large-fonted “WHOOSHES.”

But back to the uncanny valley. The world of Watchmen is undoubtedly digital in ways we can’t even detect; there are certainly some showstopping visual moments, but I’d argue that more important to the movie’s cumulative immersive impact are the framing, composition, and patterns of hue, saturation, and texture that only a digital intermediate makes possible. It’s less garish than Sin City, and nowhere near the green-screened limbo of Sky Captain and the World of Tomorrow, but all the exterior shots and real-world sets shouldn’t blind us to the essential constructedness of what we’re seeing.

And here’s where the real uncanniness resides. We’re often hoodwinked into thinking that the visual (indeed, existential) crisis of our times is the rapidly closing gap between profilmic truth and what’s been simulated with computer graphics. But CG is merely the latest offspring of a vast heritage of manipulation, a tradition of trickery indistiguishable from cinema itself. Watchmen is uncanny not because of its visual effects, but because it comes precariously close to convincing us that we are seeing Moore’s and Gibbons’s graphic novel preserved intact, when, after all, it is only a copy — and a lossy one at that. In flashes, the film fools us into forgetting that another version exists; but then the knowledge of an original, an other, comes crashing back in to sour the experience. It is not reality and its digital double whose narrowing difference freaks us out, but the aesthetic convergence between two media, threatening to collapse into each other through the use of ever more elaborate production tools and knowing appeals to fannish competencies. At stake: the very grounds of authenticity — the epistemic rules by which we recognize our originals.

I’ll conclude by noting that the character who most fascinated me in the graphic novel is also the one I couldn’t tear my eyes from onscreen: Dr. Manhattan. He’s “played” by Billy Crudup, and as I noted in my post on Space Buddies, the actor’s voice is our central means of accepting Manhattan as a living character. Equally magnificent, though, is the physical performance supplied by Manhattan’s digital surface, an iridescent azure body hanging from Crudup’s motion-captured face. Whether intentionally or through limits in the technology, Dr. Manhattan never quite fits into his surroundings, and that’s exactly as it should be; as conceived by Moore, he’s a buzzing collection of hyperparticles, a quantum ghost, and Snyder uses digital effects to nail Manhattan’s transhuman ontology. (He is, both diegetically and non-, a walking visual effect.) Presciently, the print version of Watchmen — published between 1986 and 1987, when CG characters were just starting to creep into movies (see Young Sherlock Holmes) — gave us in Dr. Manhattan our first viable personification of digital technology. The metaphysical underpinning and metaphorical implications of the print Manhattan, of course, are radioactivity and the atomic age, not digitality and the information revolution. But in the notion of an otherwordly force, decanted into a man-shaped vessel but capable of manipulating the very fabric of reality, they add up to much the same: Dr. Manhattan — synthespian avant la lettre.

March 9th, 2009, posted by Bob Rehak