Due to my sad inability to manipulate technology, I was only able to find the first half of eXistenZ, and so unfortunately can only extrapolate the rest of the movie from online descriptions and reviews. However, I have a lot to say about the first half, so here goes…
EXistenZ has all the great cyberpunk tropes – a dystopian future, illegal bod mod, running from shadowy enemies, and cyberspace and the breakdown of real and unreal. But it also turns some given visual elements of future dystopian cyberpunk worlds on their heads; the boring yuppie clothes without a scrap of black leather or denim and not a hint of chrome or cool sunglasses (except perhaps her pants in the first scene, not sure what they were made of), the complete lack of futuristic metal or cityscapes or, really, high tech machines of any kind. Even the gun, while with out a doubt a very sophisticated mechanism, is literally as far from something like the cobra, chrome shuriken or the Saturday night special in Neuromancer or the katana in Snow Crash as one can get – it has no sleek lines, no shiny bits, and it looks more gross than scary.
The game pods as living, uterine creatures with umbilical cords is also certainly a new one on me in the cyberpunk genre (but then again, there is plenty of cyberpunk I have yet to read). While we have seen earlier a connection of cyberspace and the feminine through the label of the Matrix for cyberspace in Neuromancer, I have never yet seen so explicitly a feminizing of the tools for access into cyberspace. While access is usually through a hard, plastic and/or metal box, a computer or deck, that is intrinsically technological, here we see a living, pulsing, uterine creature with umbilical cords as the access point into the cyberspace of the games. However, we also see the continuation of a masculinizing “jacking in” to access the game pod.
The creation of the bio port, a clearly sexualized opening into the body, literally pacifies the recipient by paralyzing them. When his new bio-port is still fresh it is very sensitive, and Allegra tells him it is “excited” and “wants action,” and places her finger into the bio-port. Ted reacts angrily and defensively, telling Allegra that he doesn’t necessarily want action. This scene explicitly sexualizes the bio-port and both creates it as a place of potential sexual exploitation as well as highlights its intrinsically biological and non-mechanical aspects in that it feels and has become part of his body’s sensuality. This seems to play with the cyberpunk idea expressed in Neuromancer that the body is just the meat to be discarded when one enters the matrix; here the body is highly sexualized by the tools for entering cyberspace, and entering cyberspace is an experience that makes Ted very nervous for the safety of his meat. Cyberspace and its tools make him hyperaware of his body as fragile and vulnerable. His fear of being penetrated both by the process of creating the bio-port and later by her finger and the end of the umbilical cord may reflect a fear of his body being feminized and pacified by the creation of this opening into his body.
Its role as a sexual, vaginal type opening is reinforced by the process of jacking in, the insertion of the fleshy phallus-like ending of the umbilical cord into the bio-port. Here there is an interesting mixing of masculine and feminine, that not only makes the “jacking in” to the system a sexual experience but one that also turns the bio-port into a kind of backwards navel. Here, instead of being connected to an umbilical in order to receive life giving energy so that one can eventually interact in the external world outside of the uterus, the bio-port is located opposite of the navel, takes energy away from the body to feed the uterus, and causes the connected user to mentally leave the organic world and enter into an internal world ‘inside’ the uterus. It is almost a reverse birth; so there are two things going on, there is the return to the womb and an almost fetal state, as well as a sexual domination of the user who is placed into a traditionally female sexual role. The umbilical is the feminine penetration at the root of all life, but as a sexualized penetration it becomes masculinized as well, creating very interesting dynamics.
I found very interesting the trope of a creation of a new reality that is regarded by the populace as infinitely preferable to organic reality, or even as more real than organic reality. The film makes it clear that the world is a strangely formulaic place devoid of creativity – all the places are labeled just as they are with no innovation (“Motel,” “Country Gas Station”), and are explicitly removed from any idea of futuristic machine based technology – the gas station looks like it was taken out of the 40’s or 50’s, with full service which has been unseen for decades (except in New Jersey, but they’re special), and they hide out at a ski chalet (a place for outdoorsy fun and a chance to get away from technology) where surgery is performed on a simple tray on a wooden work table with scissors and a distinct lack of high tech-y type equipment. There is certainly no chrome, and even the surgical instruments look dull and used.
One thing this does is make organic reality seem boring and obsolete, with the film color tone almost sepia like an old picture. Also, this technology, while exciting for the populace, is completely mainstreamed, with the demonstration taking place in a church (thus proving that it is accepted for the more conservative elements of the culture) for an audience that ranged across all ethnic, age, and gender types without a single outcast type in sight. The real world is boring, the only fascinating thing in it the pulsing flesh of the game pod and the refreshingly unpredictable world it promises.
There is also a definite, strong Three Stigmata of Palmer Eldritch influence. When I saw the fast food bag with the words “Perky Pat” on it, I knew it was time to start tracking reality, and when she said that the game really needs to be played by two people I recalled the very interesting and certainly rather unique trope of TSPE, not really present in the other cyberpunk we have read, of a virtual space designed to be entered simultaneously by two people so that they can take roles and interact with each other in a pre-designed game setting. TSPE also utilizes an organic means for entering into the cyberspace, one which we haven’t seen in other fictions, where cyberspace is accessed via some non-organic technology.
A few things to say about “Rise of the Video Game”
I thought that the approach to videogames as representing the beliefs, attitudes, questions being dealt with at the time of their production was a fruitful approach to videogames throughout the documentary, and I liked the comment that one of the interviewees said, that videogames will be rich social documents but that the challenge will be how to read them because unlike a movie in which the director makes a statement that is a unified whole, a videogame changes with the player’s decisions. Perhaps now that people do screen captures of their games those documents will reveal more about our society.
If games give a perspective on our existence just like books, movies, etc do, as the documentary claims, I wonder what can be said about how texts or films that play with the possibilities of games or cyberspace give a perspective on our existence (or EXistenZ).
Not being much of a videogame player I was interested in the discussion of how good characters and good story become the way to improve a video game, and how the question the developers began to ask themselves was “can emotion be present in a videogame?” I agreed with their point that this is necessary to transform videogames from the realm of an amusement to an entertainment competitive with movies – the idea that being able to connect to characters, to feel for them, and to care about the ‘mission’ as what makes a videogame more than just a mathematical puzzle.
The final discussion about how people, especially children, have with hyper-real videogames, particularly war scenarios, begun to mentally and emotionally blur the boundaries between fiction and reality, with war games creating a problem with the distinction between real and simulated, a very interesting segue into “EXistenZ”. For an interesting radio show on the effects of videogames on the behavior of children, check out http://soundprint.org/radio/display_show/ID/226/name/Game+Over.
This week was my week of media incompetency – each person who swore up and down that their computer had the right graphics card to play Bioshock was mistaken in their assertion, and when my last hope fell through on Sunday I turned to the net and watched hours of other people playing the game instead. I now think I could kill a Big Daddy in my sleep and find my way around the game with my eyes closed, but this is probably like watching so much poker on tv that you end up convinced that the players are idiots and you could win with your hands tied behind your back (an erroneous and potentially bankrupting delusion). Fortunately my dad has a computer so tricked out I shouldn’t even be talking about it, and I will get to play the game over the weekend. I was very interested in the introduction of a moralistic slant to the game, since one of the things we have seen in cyberpunk is the protagonist as the anti-hero operating outside of any particular code of ethics. BTW, for the cutest thing you will ever see associated with Bioshock, check this out: http://www.youtube.com/watch?v=YEqZkglTVYE.