Showing posts with label fandom. Show all posts
Showing posts with label fandom. Show all posts

Tuesday, 8 October 2013

Asocial Gaming, ‘Anti-effeminacy,’ Delicious Loneliness




Videogaming, for me, has more or less always been a solitary pursuit. Just as I’m delighted to live in an era when you can dance without needing a partner or having to know the steps, I really like playing games alone – or, at least, from the other side of a sizeable spatiotemporal gap; after all, you’re still playing with/against the designer(s) in some sense. Having spent the last couple of weeks jet-lagged and pretty much alone in a strange land, I’ve had plenty of opportunities to stay up into the wee hours plugging away at Ranger X or Front Mission. It’s been kind of nice.

The phrase that’s stuck when it comes to describing (or maybe justifying) this preference for singleplayer games and the state of cosily contented absorption they’re so good at inducing is delicious loneliness. I first heard it in a talk on Canadian cartoonist Seth, and I’ve since found that it occurs in Emily H. Hickey, Angela Carter and Arthur Symons.  There’s a pleasantly salacious charge to it, suggestive of the frisson Thomas Laqueur attempts to account for in Solitary Sex. Lacquer’s book asks why, in the wake of the ‘Enlightenment,’ masturbation (hitherto considered entirely innocuous) became the subject of impassioned moral crusades and extensive medical treatises. His answer is that the advent of humanism gave rise to anxieties regarding solipsism and subjectivity, fiction and fantasy for which onanism provided a handy scapegoat. In other words it was not masturbation per se that was scary for Enlightenment culture so much as the questions it raised about about sociality, identity and the capacity of art and imagination to produce virtual realities more seductive than the real thing.

This is the context from whence came the idea that novel reading is a dubious pastime, literature a pernicious machinery of distraction – or worse, corruption. And if it’s tough, nowadays, to imagine that wanking could ever have been considered a serious threat to public health and sanity (to the extent that, as Eve Sedgwick notes, by the 1990s popular medical discourse was reassuring people that it was okay not to masturbate) we’re still very much au fait with the idea that popular media can be addicting, desensitizing and misleading, that by offering us an escape into ersatz fantasy worlds they can compromise our grasp on reality and corrode our morals. In recent decades such fears have been focused on videogames, and it’s no coincidence that scaremongering news reports tend to cast gaming in a seedily onanistic light – as a matter of nerdy, basement-bound males acting out violent power fantasies when they should be outside talking to girls.  Here we see the same preoccupation with solitude, fantasy and perversely wasteful sexuality that characterizes the C18th tracts Lacquer quotes, and while the tendency to see gaming in these terms may be less widespread than it was, say, twenty years ago (when the advertorial collaboration between Viz and Sega reproduced below dates from) it remains pretty common.



In the attempt to shake this image the industry has, in recent years, pushed various forms of ‘social gaming,’ from online multiplayer games to games integrated into social media platforms to the Wii’s library of family friendly living room romps. This move has had some welcome and worthy consequences, proving that videogames can cater to different and more diverse audiences, that they don’t have to be hyperviolent, prohibitively complex, grimly serious or graphically sophisticated, that they can be about creation, co-operation and communication rather than competition. It’s also had some downsides, and many social games  - or at least the sorts of games that are made and sold as ‘social games’  - serve agendas and reinforce behaviours I’m not particularly comfortable with. All commercial games are, of course, made with profit in mind, but the makers of social games have pioneered some particularly cynical modes capitalizing on customers’ creativity and social ties, of cutting development costs, of cracking down on the second hand market, of winkling more money and/or data out of players. Then there’s the forms of antisocial gaming  - trolling, griefing, cheating, harassment – that such games open the door to.

These factors don’t really inform my preference for singleplayer games, but they do make it easier to argue for the legitimacy of asocial gaming, and even to convince oneself that there’s something rather queer, rather subversive, rather decadently Des Esseintesien about its elevation of solitude over society and the virtual over the actual, its ability to a support or produce a feeling of delicious loneliness.

Reading Robyn Warhol’s wonderful Having a Good Cry has made me think slightly harder about this preference, and about the ways in which I prefer to account for it. In particular her discussion of serial novels and e-mail as kindred forms of ‘anti-effeminate technology’ has gotten me wondering whether my game playing couldn’t be thought of in similar terms. Warhol’s point of departure here is Ellen Ullman’s suggestion that e-mail caters to a “male sort of loneliness”’ which is woven into the culture of computer programming, and which Ullman, herself a computer engineer, understands as the legacy of teenagehoods spent their ‘tinkering’ with gadgets rather than ‘socializing.’ Stemming from feelings of ‘ambivalent loneliness,’ e-mail expresses a desire to connect, but also to ‘mediate’ that connection in such a way as to set ‘limits on the quality, the intensity, and the content of the relationships it brings into being.’ Warhol agrees with this analysis of e-mail - and, indeed, demonstrates its applicability to other cultural forms – including, however unexpectedly, the novels of Anthony Trollope. She prefers the term “‘anti-effeminate’” to Ullman’s “male,” however, reasoning that - as Ullman herself proves - women can feel these notionally ‘male’ feelings too, and arguing that such feelings should be understood not in terms of innate biological dispositions but in relation to the cultural gendering of emotion, the ‘textual technologies’ we use to evoke, classify and evaluate different patterns of embodied response.

The book has prompted me to think about how gender factors into my preference for asocial gaming, a preference probably not unconnected to my perhaps questionable fear of being tagged ‘a gamer’. This fear is slightly contradictory: on the one hand, it has to do with the idea playing videogames undermines one’s claims to being a real man (bound up as games still are with ideas of arrested development, sexual inadequacy, compensatory fantasy and solitary escapism); on the other, it has to do with the idea that a passion for videogames compromises one’s claims to be a real feminist/antihomphobe/advocate of non-violence (bound up as games still are with macho conflict, cheap titliation, homophobia and misogyny). Games are too manly, or not manly enough, or both. Either way, there’s a part of me for which gaming remains a slightly shameful hobby, and I’m still not sure whether having opted into the postdoctoral study of games mitigates or intensifies this shame (Warhol raises a similar point w/r/t academic studies of soap opera and Hollywood cinema).

I’ve also found that the consolations of asocial play can be considerable when I’ve been stood up, turned down, bereaved – when, that is, I’m feeling emasculated, or subject to putatively emasculating/effeminate feelings (grief, embarrassment, regret, doubt, self-pity). To select one of the examples it’s less blush-inducing to recount, I can remember, in the wake of my nan’s death (and while dead nans are forever the stuff of high school poetry contests, this was like two years ago), really wanting to play the Alaska bit of Metal Gear Solid 4.

Some context: MGS4 is a weirdly soppy, anxious, nostalgic game, and this section in particular is heavy with an overblown and complex sort of melancholy which I’ll try and unpack as economically as possible here. For one thing, we’re at a point in the (ludicrously incoherent) plot where a succession of rilly terrible things has just happened. The first three acts crescendo, then there’s this interlude of comparative quiet as the hero, Snake, is dropped into a snowy wilderness. For another, this environment - a military base called, with typical MGS portentousness, Shadow Moses - is familiar from the decade-old first Metal Gear Solid game, which debuted on the original PlayStation in 1998. There’s a nostalgic frisson to seeing it again, remodeled to take advantage of the PlayStation 3’s added graphical grunt. There’s also, however, a certain sense of loss or waste involved. In 1998, Shadow Moses possessed an incredible sense of place - of, as the game’s title boasted, solidity. Snake left footprints in the snow, his breath condensed in the freezing air, rats scuttled through the air ducts, icicles depended from the gantries and the place was patrolled by guards who were, by the standards of the era, unusually intelligent and discursive. The base felt alive. MGS4’s Shadow Moses, by contrast, is deserted but for a staff of robots. Dilapidated and assailed by blizzards that periodically obscure your vision, it feels like a ruin. A constant succession of flashbacks, in-jokes and allusions recall the first game – there’s even a mask you can make Snake wear the makes him look like his fuzzy, blocky PS1 incarnation - but rather than underlining how far we’ve come since 1998 these scenes, if anything, suggest the industry has been resting on its laurels. Ten years on, technological advances may have allowed developers to elaborate, refine and expand existing templates, but we’re still waiting for another quantum leap like the shift to 3D.

If this rueful attitude is particularly pronounced in the game’s fourth act, a sense of worry and wistfulness pervades the whole production. For an exclusive title meant to showcase the power of a shiny new console (literally shiny: the first PS3 had a buffed metallic chassis) MGS4 was strangely, even ominously preoccupied with obsolescence, finitude and death. Presented with all that extra processing power, director Hideo Kojima put it to use making his hero look lined, haggard and decrepit – a stark contrast not just with his more youthful PS1 and PS2 incarnations but also with the PS3’s polished façade. This Snake’s tendency toward retrospection and self-doubt, his suspicion of a new technological order which is sweeping old certainties away, seem to echo Kojima’s attitude at the time of the game’s development: pre-release interviews address his fear that ‘If the evolutionary roads like the PS3 are closed off, the industry will no longer grow,’ articulating doubts as to the long term viability of the console business which, five years down the line, have been at least partially borne out: the Xbox, an American upstart, has broken Sony’s monopoly on TV-based gaming, consoles in general are thought by many to be going the way of the dodo in an era of smartphones and tablets and the Japanese videogames industry has become increasingly insular, focusing on simple, traditional titles for a domestic audience where, in the 1990s, it seemed to turn out an unprecedentedly ambitious, globally influential epic every few months. I’m exaggerating of course, but this is the kind of exaggeration to which MGS4’s sentimentality and grandiloquence render one prone. In any case, I hope I’ve given some context for the game’s mournfully OTT atmosphere, an atmosphere into which the passage of time, the vicissitudes of technology and commerce and all manner of other non-gamic influences factor, and which is neatly encapsulated in the somewhat Friedrich-esque tableau of a figure with his back to us advancing into the heart of a raging blizzard.

As is probably apparent by now, I’m a sucker for the particular sort of ultra-Japanese macho melodrama MGS trades in. But it’s not quite right to say that the game’s doom-laden atmosphere is what prompted me to reach for MGS4 when feeling extra bummed-out and bereft. Rather it was the way that the game’s melodramatic flourishes throw into relief the way that, on a mechanical level, videogames are totally neutral, unfeeling, objective. The game’s artists might have made Snake look worn and jaded and vulnerable, its writers may have given the voice actor lines that attest to the heavy psychological burden of his traumatic past, but if I mess up and Snake ‘dies’ I know he’ll be instantly resurrected, and won’t manifest any awareness that he was just ‘killed.’ The avatar’s animation might suggest weariness and decrepitude, but he’ll still follow my joypad prompts punctually. And this is because while the game’s designers might intend for a title to evoke a certain emotion, the game itself simply doesn’t care. It won’t go easy on me if I’m feeling blue, nor will it push me out of spite. The computer just follows its orders. It gives me a list of things to do and it acknowledges my doing or failing to do them, completely ignoring the spirit in which and the reasons for which I’ve opted to try and do them right now. As Robert K. Jacob points out, ‘computer input and output are quite asymmetric,’ so while the PS3 throws all manner of data at me as I play (sounds and pictures, text and haptic feedback, music etc.) it receives comparatively little information in return, registering only the electrical pulses I’m sending it via the joypad and disregarding things like my posture, my facial expressions, my sighs of contentment and groans of frustration (though of course biometric feedback systems are beginning to change this…). I play secure in the knowledge that our interaction won’t have any real-world consequences, that the system can’t be disappointed or delighted or bored as a ‘real’ co-player can, that I don’t have to feel beholden or implicated or compromised or any of the other things I might, however reasonably, have felt were I playing with someone else. In short it was the tension between the systematic and the schmaltzy that rendered the game so appealing – and the something similar goes for my other go-to at this point,  Demon’s Souls, wherein the aesthetic layer is all amped-up eldritch fantasy while the mechanical layer is about discipline, repetition, patience.

This sort of play definitely fits Warhol’s description, with the games console operating as a ‘anti-effeminate technology of feeling’ insofar as it helps us avoid giving way to – or at least being seen to give way to - patterns of response our culture codes as effeminate. I’d argue that it would be wrong, however, to dismiss this type of play as nothing more than a poor substitute for or means of avoiding ‘real’ consolation and company (which is not to deny that it can also be that). It would also, I think, be wrong to see the feelings it can elicit simply as a matter of the production of an intended effect (catharsis, poignancy, wistfulness) being undercut or sabotaged by our catching a glimpse of the algorithms underpinning it. Yes, there are tensions, asymmetries and contradictions here - between the sentimentality of the game’s diegesis and the objectivity of its underlying systems, between the powerful affects to which games can give rise and their inability to register any but the most concrete and unambiguous forms of response -but rather than one element cancelling the other out, you often see forms of juxtaposition and interplay that are moving on their own account, capable as they are of reflecting and eliciting feelings of ambivalence and self-consciousness. As Gone Home – a brilliant asocial game that aims to foster distinctly ‘effeminate’ affects – demonstrates, games can be a great medium for exploring loneliness, aloneness and the separability of the two, for thinking about technology in terms of the mediation or deferral of contact, for dissecting the impetus toward asociality.


(Friedrich sunset from here, Viz image from the late, lamented UK Resistance)

Friday, 19 April 2013

Demakes as Procedural Caricature?


Wondering if there's some interesting purchase to be had on videogame demakes via the idea of 'procedural caricature'.... Bergson talks about caricaturists seizing on features/characteristics that bespeak 'recalcitrance,' immobility, the machinic; demakes take caricature from the realm of synchronic representation to that of diachronic simulation, hyperbolically approximating the most sailent (or ridiculous) routines, procedures, mechanics.... Normally the gag is pretty cheap - made in the service of making us feel fond and nostalgic, or smug and superior. There's fascinating potential in parodic software though - seems like this is sort of what Pippin Barr's latest project is getting at...

Tuesday, 23 November 2010

Voices Off



So my recourse, in spells of emotional turmoil, is to media occupying two opposed registers: on the one hand, macho or machinic music that denies the possibility of emotion/affect (excepting aggression, obvs); on the other, stately, hyperbolically tragical stuff – chansons, melodrama, Veronika Voss. Basically I’ve been listening to a lot of D Double E and a lot of Cale-era Nico lately. As a consequence I’ve been thinking a lot about how voices affect me.


Michel Chion differentiates three modes of listening: causal, semantic and reduced. Causal listening is the level at which we class sounds as (coming from) machines, larynxes, birds, middle-aged Latina females, grime MCs etc. (our hypotheses can be wrong, of course). Taking D Double, the level on which I ‘get’ “think you’re a big boy cos you’ve got a beard/ bullets’ll make your face look weird” is semantic, but the line works musically because of his bizarre torsion of the vowels – perceptible at the level of reduced listening. D Double E gets away with his signature line being ‘it’s me’ because no one else says me like him; he seems to have total control over the production of the sorts of sounds you’d usually associate with vexed inarticulacy. Of course, the three aren’t really separable; what I’ve deduced or supposed about a voice will inflect my interpretation of what it says. I can find this girl’s ‘R’ sounds* fascinating as the residue of a Notts accent’s all-but-totally successful erasure (with that erasure’s attendant class connotations) but also gorgeous all on their dull, frictive own. Nico’s arcane, obstructively mispronounced lyrics kind of don’t matter because they’re the occasion for her to make sounds, though their gamey magniloquence also adds something to the experience.**


Barthes’ term for the irrefutable je ne sais quoi certain singers/vocal artefacts possess is ‘grain’ (which, given my general preference for trebly and sobbing voices over husky and raspy ones, I’ve never much liked as a descriptor). Naomi Schor suggests that we can find the co-ordinates for a Barthesian aesthetics in those aspects of each medium which seem, for Barthes, to represent its irreducible – and irrecuperable – essence: the ‘punctum’ in photography, the obtuse in film, the haiku-esque mode of textual statement that ‘instead of insisting ‘we are the real’... merely announces ‘so’’ (Schor 89). ‘Grain’ – which Schor doesn’t, incidentally, mention - would seem to be the sonic equivalent.


But are these qualities always contingent and/or irrecuperable? Barthes says yes: escaping/exceeding intention and meaning, they can’t be synthesised or produced (Joss Stone signifies without possessing the granular quality proper to proper soul?). Nevertheless, once they’ve happened they command our attention – which is a very valuable commodity. In an essay I recently read (which has transformed my experience of looking at go-see polaroids – something that, as a consequence of my guilty fascination with the fashion industry, is something I actually do a fair bit of), Elizabeth Wissinger talks about fashion models’ role as amplifiers or transducers of affect.


Challenging the traditional supposition that fashion photography is about embodying culturally valorized archetypes, she suggests that the best models/images may be precisely those that mobilise confusion and irresolution, creating expressions/conjunctions that are ‘unexpected... unassimilable... beyond the borders of conventional interpretation.’ A pre-expressive attitude – a face that could be about to resolve into an expression of joy, or ire or sulkiness but is, right now, suggestively illegible – is what the fashion shoot aims to produce/record/transmit.


As such, looking totally punk, or all-American – or, for that matter, looking ‘womanly’/‘sexy’ - isn’t necessarily as lucrative, as durably recuperable, as being able to negotiate the space between definable attitudes and aesthetics (I’ve written elsewhere about how, when Chantal Joffe gets it right, her paintings suggest the proximity of sexily compelling poses/expressions to poses/expressions symptomatic of boredom, panic or foetal alcohol syndrome). The same’s arguably true of voices; while studies suggest that different accents and dialects connote different qualities, signifying for the majority of us as posh, kind, stupid, trustworthy or whatever, voices that are mongrel, or grating, unpredictable or texturally compelling have a capacity to levy attention more to do with reduced listening than with our cultural biases.


Chion uses another term – ‘MSIs’ or ‘materializing sound indices’, ‘qualities of sound that direct our attention to the physical nature of its source’ – that suggests something both about the character of sounds that move us, and the reason they do (weirdly I’m thinking here of the tiny breathless hitch with which the beardy-sounding voice of hhWickes inaugurates his pronunciation of that brand name, also of how abnormally high in the mix Elly Jackson’s vocals tend to be, and how well this serves her raw novitiate schtick); you kind of hear these sounds with your musculature and pallette as much as your brain, they act on you physically, on account of their reference back to their production. Maybe, at points where I’m not really keen on where cognition and memory tend to be taking me, its the capacity of these voices to override the semantic that’s so appealing. Certainly I’m going to give Undeniable – feat. an uncharacteristically sweet-natured D Double vocal – another spin.



*(‘uvular rhotics’, I think they’re called – interestingly Keita Takahashi just called his new company uvula because he was struck by the contrast between the (to him, meaningless) English word’s sound, and its ‘disgusting’ Japanese significance)


**Here we’re up already against the gendered sound/meaning opposition whereby women are identified with formless babble, men with syntactic sense – an opposition psychoanalytic feminism has read as a male attempt to disavow the phase when the bouncing baby boy was dependent on the instructive maternal voice. Music has repeatedly been seen as ‘dangerous’ because it subordinates the signifying function of the voice to emotive/aesthetic imperatives. Dudes finding foreign chicks’ botches cute and the quasi-toddlerish extended sibilants currently voguish among hipster girls suggest this same libidinally invested preference for female speech to be infantile/ornamental/purely sonorous – a charge the paragraph this note’s appended to could be convicted of pretty easily too.


***It also suggests the phenomenon’s similarity to the operation of MSG, which (I’m told) activates so many disparate tastebuds simultaneously that the body asks for another helping in the hope of getting a better handle on what’s going on.

Thursday, 18 June 2009

Boys 'n' Beasts


I don't see that many films in cinemas these days but somehow in 2008 I managed to catch both Mama Mia and Indiana Jones IV. Each was compellingly bad in its own special way, but they also had a dynamic in common agewise, pitching infantile, dull, irremediably pussified 20somethings against age 50/60ish actors who got to be wryly sage and exude dog-eared but 100% authentic charisma and moxy and get finally wed at the end. I guess it's a smart move to target a generation of moviegoers who for reasons of disposable income and net-illiteracy and misc. other demographic factors are much more likely to pick up (or be bought) the DVD/soundtrack CD/tied-in products.

So last nite I saw Looking For Eric, which also has a hero of a certain age - a postal worker who, under the tutelage of le King, finds within himself reserves of hitherto-untapped courage and facility etc.
I was struck by how far it followed the Totoro/Beethoven/Free Willy/E.T. 'kid meets creature which over the course of their necessarily and tear-jerkingly brief association teaches them key life lessons' paradigm. It's an evergreen model Fumito Ueda's upcoming PS3 game looks to be following, but having a grandparent in the role of the boy and a Gallic centre-forward (albeit a very creaturely, hirsute and kind of Totoro-esque one) as his figmental buddy put a different spin on it. While the movie kinda falls into the trap of painting women as saintly & innately forgiving if not especially au fait with life's grizzlier realities, what's more interesting is the way it transvalues the corresponding model of manhood - i.e. that men are outsize, incurably solipsistic kids.

It's pretty positive about a number of 'male' traits and behaviours - cultivating specialist knowledge, gadgetary aptitude, hero-worship, pack-style communality, mischief - that are normally seen as sad and suggestive of arrested development. Loach both allows Cantona to come across as all-but ad absurdum masculine and as an embodiment of humility, generosity, team spirit, improvisatory flair and acceptance of flux. As in one Corinthians thirteen, understanding as a man instead of a child = acknowledging you only ever see as through a glass, darkly, and should as such cultivate Loachly, bro'ly agape. I totally got choked up in a slightly socialistically-inflected version of the proper response to impossible kid/creature love story movies.

(Totoro from here, Trumpetting Eric from here, Ueda boy & griffin from here)

Monday, 27 April 2009

What the Odds Are



Lost my wallet last week. Does things' being irrevocably gone seem more freakish & unjust given how replaceable/recoverable/immaterial so many things are circa e-capitalism? I realised I felt on some level aggrieved at there being no text field I could type 'wallet' into like I'd do w/ a misplaced file in my hard drive or locating a pub to conduct a date in...

Always found interesting celebrity's basis in proliferation & ubiquity, as in not just the circulation of productions, merchandise, accounts and images but also the shuttling of the people in question across timezones & places (in one capital & Balenciaga tuesday, another & Junya Watanabe Thursday nevertheless on red carpetting & reprising a pose) so that it becomes an almost incredible coincidence you'd be spatiotemporally proximate (even if you've paid, say for a gigticket, to be so - & hence fans' OMFG!ing & spazz-outs). There's a kind of eggs-in-one-basket-averse logic that's touchingly close to pharaohs commissioning statues covered in inobliterably deep-graven cartouches as insurance against their souls being left homeless -tho now its about mobility rather than monumentality, quitting the White house to conduct nuclear war from the presidential doomsday plane etc.

The star/fan dynamic, its radical assymetry (the amount of geographical, neural, discursive space celebrities monopolise, how they can't be expected to invest imaginatively or emotionally at all in people who whether idly or trulymadlydeeply do in them) has - as an erstwhile mopily pretentious suburban teen for whom being a fan of devout fans (Richey Edwards, pre-solo Morissey w/ his fondness for Wilde, who once strewed Bernhardt's vector off a Folkestone ferry with lillies) was central, self-fashioningwise - always fascinated me.

Paul Virilio's (in The Aesthetics of Absence) great on Howard Hughes' 'taste for ubiquitous absence,' his deploying his wealth first to become inordinately visible, then to disappear, always keeping prospective re-appearance up his sleeve (H.H. reputedly 'supported, at great expense, a harem' that he never visited, it being 'enough to know that he had the power of going there & the young women whose pictures he had were awaiting his arrival').

Common to the visible/invisible eras, Virilio argues, is Hughes' desire to be everywhere/nowhere (same diffs) that was expressed through attempts to homogenize space, first via media exposure, aeronautics, global circumnavigation speed records (which kinda = taking playboy globetrotting/jetsetting to the nth degree) then by living alone, nude & becysted in 'rooms... narrow & all alike, even if they are worlds apart' with screeens showing his movies in lieu of windows ('the windows were all shaded and the sunlight could no more penetrate... than the unanticipated image of a different landscape... suppressing all uncertainty, Hughes could believe himself everywhere & nowhere, yesterday & tomorrow, since all points of reference to astronomical space or time were eliminated').

Its w/ reference to the visible-invisible parabola Virilio says Christ is 'the inverse of Hughes,' tho its true in a more fundamental way; Elaine Scarry's said its very possible to miss how boggled by J.C.'s thereness, his amenability to being seen and spoken, people in the gospels get; in contrast to the omniscience/-presence of Jehova (who tautologically am the great I am), Jesus' 'predicative generosity' means 'consent to be at a given moment confined by some attribute... to be, though everywhere, apprehensible at every given moment as only somewhere rather than everywhere.'

While on a deistic tip, I love fan-art - of which one-time celluloid Hughes Leo Di Cappie has occasioned his fair share - for that religiosity porn also often has. Hence the violation of the above otherwise tonally harmonious collage w/ some pencillings of total baldwin Channing Tatum.

(autistically detailed tatum from here, monochrome hatshepsut here, teenyboppers here, Giottan J.C. & co. here, Caravaggian J.C. & co. here)