Showing posts with label The Uncanny. Show all posts
Showing posts with label The Uncanny. Show all posts

Wednesday, April 20, 2011

Signs of the times

Since the levels of simulation and reality in eXistenZ are pretty difficult to parse, it seems appropriate to abandon the usual mode of explicatory summary and simply re-present a number of the thematic “levels” on which I saw the movie operate, elaborating on each one even if I cannot put them into a hierarchy. These might be called “signs of the times,” the phrase by which Allegra named the mutant amphibian that proved to have been designed for the production of the simulation: wonders ultimately comprehensible by the logic of the narrative.


The nightmare of production. Here I’m thinking of what the project manager of sorts calls “the strong and deliberate anti-game theme” near the end, which guides the movement of the plot throughout. The play known up front as such (by which I mean to exclude the initial scene of “plugging in,” thwarted by the assassin, that we later learn to have been a simulation as well) begins with an act of consumption (the purchase of a new game system) that swiftly uncovers the nightmare of production (specifically, these systems’ manufacture). Cronenberg underscores the fantasy—that consumption might reveal something, however discomfiting, about production; some call this "the Kunkel fruit," after its most recent author—by redoubling it, insofar as it occurs within an interior simulation run on the purchased system itself. As it happens, that simulation occurs through a literal act of consumption, since the simulated game system must actually be absorbed within the body to function. And while the revelation of the (internally simulated) mode of production of the game system draws upon modern horrors of genetic modification and organ harvesting, it situates them in an oddly antique, even Californian setting: an airy and dusty wooden warehouse with a peculiarly large and unacculturated Asian population (more on whom shortly), as if the secret of late capitalist fantasy were its continuity with late American colonialism. Despite his disgust, Ted Pikul (Jude Law)—a “PR geek,” the model of a white-collar laborer and someone advanced modern enough into modernity to have developed a neurotic phobia of biological modification—finds himself laboring automatically, as an automaton. For all the truth of corporate malfeseance and biological exploitation may horrify us, it also comes to us consumers and producers quite naturally.


The masturbating, alienating woman. It’s difficult for me to elaborate on a projection of sexuality onto the scenes of “play,” in part because it’s difficult for me to interpret them in any other way. One distinction I could draw, however, would note the total absence of sexual tension between Ted and Allegra Geller (Jennifer Jason Leigh) until they enter a level of simulation consciously understood as such—specifically, in the back-room of the video game store, where they seem to come onto each other despite themselves. Before then Allegra is alienatingly aloof, while Ted’s neurotically so. His reserve appears to be due to his “phobia about getting penetrated—surgically, I mean,” which needs little explanation (except to maintain that Ted’s repression reads more as square than closeted, to me, anyway). I can risk the appearance of sexist essentialism in saying that Ted’s too meek to introduce any element of sexuality into his relationship with Allegra—which we learn, at the end, is an ongoing real one, making the gradual reintroduction of interest appear more like therapy than anything else—because it’s explicitly a failure to, well, give her what she wants. Allegra insists at least twice on her desire to “play eXistenZ with someone friendly” because it takes that many for Ted to overcome his phobia; before then, she is shown retreating into the game in a scene that (given Cronenberg’s perversely nipply controllers) strikingly resembles an act of masturbation. (In confirmation of this reading, I can note that Allegra is introduced as someone who “spends all her time alone in her room designing games. I think she’d like it best if she never had to show them to anybody.”) This scene alienates Ted and aggravates his phobia, unsurprisingly; the penetration of the self through masturbatory fantasy both cuts to the heart of his problem and cuts away at the livelihood of their decayed relationship.


Multiculturalism as theater of the absurd. To finish without concluding, I’ll throw up my hands in bewilderment at the function accents serve in the movie. The characters themselves are bewildered, from Ted initially to the players/actors themselves at the very end. At a loss to closely read here, I’ll wildly speculate that the interior fiction stages multiculturalism as a kind of nonconsensual element within the consensual hallucination of late capitalism (or something). Imposed upon actors earnestly attempting to acquire a starring role, these “bad” accents at once throw the entire simulation into an uncanny valley and the starring white couple in flattering relief; whatever necessitates them is the same force that ineluctably carries the recognition of difference into the stereotype. Once explicitly addressed by the frustrated players/actors, they even come to seem like a technique for the subordination of the majority necessary to the elevation of the individual promised by capitalism and narrative fiction alike.

Wednesday, February 23, 2011

Reading as Remote

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Perhaps because I just read the story last week, I drew many connections between E.T.A. Hoffman’s “The Sandman” and Tiptree’s “The Girl Who Was Plugged In.” “The Sandman” tells the story of a man who falls in love with an automaton, grapples with a variety of father/creator figures, and destroys the doll and himself in the process. From a superficial level at least, these basic plot points correspond well with components of “The Girl Who Was Plugged In.” Delphi is repeatedly referred to as a doll, and she certainly shares many qualities with one – a lack of agency and real life – but I’m also interested in drawing out the connection a little further to gain a different perspective on Tiptree’s work.


In the Gothic literature class (COM 372/ENG 303) in which we read “The Sandman,” we focused on “The Uncanny,” which Freud describes (using “The Sandman” as one of his primary examples) as the experience of something that is simultaneously familiar but foreign, which leads to discomfort. Freud focuses on the Uncanny in relation to “the idea of being robbed of one’s eyes,” which is represented in “The Sandman” by repeated eye loss imagery stemming from the male protagonist’s traumatic (and possibly imagined) experience of a father’s friend attempting to blind him. Reading back through “The Girl Who Was Plugged In,” I found a lot of imagery of the eye or obstructed vision, going back to the beginning of P. Burke’s story. Her initial description includes the note that when she smiles, her jaw “almost bites her left eye out” (44), and the characters conclude that Delphi has died by observing her eyes (77). Ayse hinted at the fact that Delphi doesn’t speak with her own voice. Once she commits to living remotely through Delphi, P. Burke cannot see the world through her own eyes, either.


While “The Sandman” focuses on the perspective of the man who falls in love with a an automaton, “The Girl Who Was Plugged In” instead provides the perspectives of the “doll” herself and shows the limitations on those perspectives, also reflecting the reader’s narrowed view. We experience the world of the story by proxy as well. I think this idea of a shifted, obstructed point of view moving from the male world to female one can also bring out some themes within the work. I don’t agree with all of Freud’s explanations, but it’s interesting to note that he connected the fear of losing ones eyes to a fear of castration. This idea is complicated when the character losing the power of sight is a woman.


I was particularly interested in moments in which the language suggested a duality of perspectives. For example, when P. Burke emerges from the transformation process that allows for her connection to Delphi, the narrator explains, “And here is our girl, looking – If possible, worse than before” (47). That pause in the middle of the sentence allows readers to imagine P. Burke as someone who looks and is looked at. She has a perspective as well, one that changes when she becomes fully engaged in her Remote.


This ability to look through someone else’s eyes comes at a cost – P. Burke must end her own life in most senses of the word. Though this story deals with it very directly, I noticed the theme of seeing beyond the limitations of one’s own life throughout the works we read this week. From a pessimistic perspective, many of the stories deal with the inevitability of death from the beginning. As Seth mentioned, “The Last Flight of Doctor Ain” is certainly a foreboding title. Even before the opening sentence of that story, a sense of ending pervades. “The Girl Who was Plugged In” is also narrated by someone speaking to people who are already presumably dead, telling tales of a future they won’t quite live to see. I think the use of the term “zombies” is particularly apt here. Through the act of narration, and the taking on of a different perspective, the readers become, in a sense, undead. It ties into last week’s discussion of reading as a form of time travel that can take us further than expected. Reading becomes a means of creating a Remote – gaining access to a world we otherwise wouldn’t see.