Showing posts with label posthuman fashion icons. Show all posts
Showing posts with label posthuman fashion icons. Show all posts

Tuesday, 9 April 2013

Lawnmower Inferno

So this week Lovefilm engineered one of those unexpectedly felicitous double bills, serving up Lawnmower Man alongside Inferno, a documentary about the disastrous and abortive shooting of Henri-Georges Clouzot’s L’Enfer. What turned out to link the two was SFX, with both films using lurid colours and lysergic patterns to communicate a loss of innocence: in Lawnmower Man a holy fool becomes a megalomaniacal cyberbeing, while in L’Enfer a husband is beset by surrealistic visions of his wife’s infidelity. Seeing the two in tandem, I was struck by the fact that, effectswise, they’re essentially coming at things from opposite angles: if Lawnmower Man’s animated sequences see computers clunkily attempting to replicate organic forms, one of the most moving things about Inferno is watching Clouzot’s team inventing ingenious and laborious analogue processes that produce results now reminiscent of nothing so much as the presets available in digital playback and editing software... Ripples, meshes and mirror images, hallucinatory composites and freakish colour schemes are conjured from rotating arrays of lights, sheets of water, layers of plastic and cellophane, sequins and ungents, wires and mirrors. Determined to turn a lake blood red, but unable simply to hit cmd+i, Clouzot dickies with the colour timing, has the make-up department paint the actors a cadaverous grey-green and commissions two sets of costumes - one for each side of the colour wheel.


 In both cases, and even more than in the typical effects-led film, there’s an excessive, flagrantly artificial quality to the SFX sequences. Not content to humbly serve the story, they demand attention on their own terms, as technical achievements. As if acknowledging this, Lawnmower Man’s title screen offers the option to watch just the computer-generated bits, skipping the film that frames them altogether. With L’Enfer, meanwhile, it’s almost as if Marcel’s hallucinations (which are the only scenes that take place in colour) literally refused to be integrated into a finished film, the flimsy narrative architecture designed to support them buckling under the weight of their sensory charge. While the documentary does a decent job of interweaving a sketch of L’Enfer’s plot with the story of its production (a story climaxing with the shock resignation of leading man Paul Reggiani and Clouzot’s subsequent heart attack) these contexts start to seem irrelevant faced with the sheer charisma of the surviving footage. I found myself wishing that they’d just given us a menu of these fragments to watch in whatever order we pleased rather than subordinating them to the (albeit fascinating) history of the project - which desire led to me capping and gif-ifying the bits of it I have.

In this respect, these films also highlight the weird irony of the DVD, a storage medium that allows for random access but which (at least in the case of DVD movies) masquerades as a film strip, surrendering images in a linear sequence. You could argue, in fact, that both movies fail because they attempt to tell A-B stories about things that are inherently non-linear: if it’s no surprise that Lawnmower Man can’t turn the internet and the videogame into material for compelling non-interactive entertainment, it’s perhaps strangely apt that Clouzot couldn’t work a profusion of rushes, alternate takes and freestanding optical experiments into a viable feature film: after all, Marcel’s paranoia can itself be understood as a state of narrative crisis, whereby the proliferation of terrifyingly plausible possible pasts and futures foils any attempt to reach a definitive understanding of what has happened or might happen. Trawling tumblr suggests that both films are fated broken up and strewn, contextless, across a thousand microblogs - but maybe that’s poetic justice?

Lawnmower Man images from:
http://www.virtualworldlets.net/Worlds/Listings/LawnmowerMan/LawnmowerMan1-Falling.jpg

Wednesday, 2 March 2011

Queering the Pitch


Been doing some film editing lately. Watching HDTV, too, which sometimes exposes editors’ having gambled on a long shot being long enough that no one – at least at standard def – would notice that the actors’ lip movements don’t in the least correspond to the words on the soundtrack. Michel Chion says we want to marry voices to their sources, to see mouths. In this respect the tricks of facial orientation filmmakers use so that any words can be synched to an image track are a bit like the rhetoric of Nuts magazine cover photography, whereby breasts are angled or draped so that the nipples remain just out of sight, as if they were something impossible and fantastic. These images are meant to inspire in viewers a desire to warp the image plane or rearrange the body so that the hidden secret would be visible - a desire that, as Linda Williams notes, porn panders to by contorting performers according not to comfort or verisimilitude but a logic of ‘maximum visibility’ (Hardcore 48).


Increasingly, cheesecake photos employ Photoshop not merely to smooth over blemishes or reproportion bodies but to combine, Zeuxis-style, elements from multiple photos, a process that is often taken to the point of defying conventional anatomy. Synthetic cubism is one reference point, but I was also reminded of these bodies in the Tate’s recent Gaugin show. One of the nice thinks about showing his carvings and ceramics alongside the paintings is that you realise the latter look not merely spatially ‘off’ but as if pictorial space was a sort of resistant material with its own obstinate grain or torque, only partially malleable into the forms Gaugin wants it to assume.


As the earliest artist yet to be exhibited at Tate II, part of the show’s remit was to argue for Gaugin’s importance to later, modern-er art. Certainly, the extent to which he allows desire to deform virtual space marks him as an ancestor of recent painters (Kilimnick, Joffe, Peyton et al) who’ve sought to reproduce the dissipated or decadent styles of attention characteristic of fan art – in which ‘good bits’ might be larger or more worked up while blurrings or disconnections, lapses in concentration and spots of boredom, sully other parts of the image/experience.


Those works (that is, both the fans’ stuff and that of the painters reflexively cribbing their style) tend, of course, to be based on prior images that, translated through fans’ desiring, variably co-ordinated or skilled bodies, come out distorted, sometimes unrecognizably. At the same moment as Gaugin was sailing to the tropics Michael Field (the alias of ‘poets & lovers’ Katharine Bradley and Edith Cooper) was working on Sight & Song, a poetic ‘translation’ of some of the pair’s favourite paintings. According to Ana Parejo Vadillo the collection operates according to a ‘two-phased aesthetic’ (Passengers of Modernity 192): the poems offer ‘objective’ descriptions of the images before submitting them to subjective, often sexualized re-readings. What Vadillo doesn’t comment on is the frequency with which these re-readings involve recalibrating the spatial relationships between the bodies that the pictures represent.


Often these shifts seem dictated by the poets’ own ‘orientation’ in gender/sexuality terms: a couple of the poems (including one on Boticelli’s Primavera, of which Gaugin’s Nave Nave Mahana migh be read as a softcore remake) position us within the pictorial space occupied by female models, so that left and right are reversed (or ‘inverted’ – as Victorians said of homosexuals). Others trace sightlines that put female bodies squarely in the way of female eyes – eyes that, cued by Field, it is easy to read as harbouring an other-than-Platonic intent.


Of course, I’m probably doing unto Field what they’ve done unto Tintoretto, Giorgione et al: warping the original in the hope of teasing out a latent sexual secret. Nonetheless, their ‘two-phase’ translations of 2D canvases into space of utopian possbility remains intriguing as an instance of viewers interacting with and realigning images and bodies in order to realise multiple, competing storylines.


It might seem fanciful or trite to compare this to the process of playing a videogame, but I think its legitimate – especially in the case of games like Fez or Paper Mario, where progress often entails a form of perceptual ‘frame-shifting’, a switch between reading forms as 2D or 3D – just as, by imagining the males in Tintoretto's The Rescue occupy a different picture plane, we can choose to see the newly-liberated female captive gazing not at her (male) emancipator but at the body of the woman in the centre of the boat.


This game is a bit like looking at the duckrabbit, the famous emblem of epistemological relativism that can be seen either as a quacking duck or a windblown bunny, but not as both simultaneously (see also those images of preening coquetttes who turn into beshawled and decrepit crones). Re-reading the bit in Proust where Charlus is introduced for an upcoming book group, I was struck by the idea that there might be readers who wouldn’t yet know about the character’s (or, for that matter, the author’s) sexual orientation. Could you read (what now seemed to be) such an absurdly innuendo-saturated account of the character and come out of it blithely convinced he was straight?


Both Fez and Paper Mario have cartoony visual styles that riff on the videogame's transition from sprites to polygons, speaking to an audience old enough to have had to use their imaginations to ‘fill out’ games’ pixel-flat worlds. But there’s no reason games with similar mechanics couldn’t adopt entirely different aesthetics or communicate other messages.


The photographer Matt Stuart takes pictures that (a bit like the Elstir paintings Proust describes, also in vol. II) are angled so as to produce bizarre trompe l’oeil conjunctions. While I don’t really like his images (I’m turned of by the way they render the world wondrous and then knowable, dazzling their viewers by transforming ‘everyday’ London into a spectacular space rich with human variety, romance and humour and then flattering them by allowing them to decode and master this initially puzzling plurality) they are, in a way, games and suggestive as such of the potential for forms of visual play based on opening contingent arrangements of forms and bodies onto new meanings.

Wednesday, 22 July 2009

Outside the Box


Making good on the early promise of Jaws 3 and that one level in Earthworm Jim 2 where you could wear threedee goggles, everyone from Pixar to Sony to Dazed and Confused is all about creating stereoscopic depth-of-field fx these days. Prizing 'immersion' and lauding fictions/characters for their 'depth' is so commonplace in discussions of books, movies, telly and games that the entertainment industry's desire to literalise those tags is understadable. Not everyone's so big on interiority and volume though; I've been reviewing a lot of gay cinema lately that taps (consciously or not) into a venerable tradition of challenging 'depth > surface' prejudices and queering spaces, whether by incorporating 2D animation & obvious green screen stuff or by peopling films with defiantly puddle-deep caricatures.

It's gotten me interested in films that think seriously about how cinema uses 2D pictures (1440 of them each minute) to create an illusion of 3D space, in stuff like La Jetee and Funeral Parade of Roses, the photo-scanning thing in Bladerunner and the hero of Blow Up trying to make sense of a space/event by pinning photos up around a white-walled open-plan studio. I just watched Herzog's Nosferatu, which - as a remake of an old film about a reanimated corpse - is all about cinema's status as (pace Laura Mulvey) 'death 24x a second.' It opens with a handheld camera moving across a line of dessicated bodies that, thanks to the organic unsteadiness of the camera operator's hand, occasionally seem uncannily vital (usage of the word 'uncanny' is, of course, advised here; the film's chock-full of phenomena Freud catalogues in his perennially-cited piece on Hoffmann and unheimlichkeit). Though I'm sure there'll be all sorts of revealing self-referentialities in upcoming 3D movies, it'll probably be a while before any film makers who're concerned with what the medium is/does can afford to use this tech - which raises a weird issue; Kojima's spent most his career as videogame designer making it clear he wanted to make movies, but it's possible film makers will discover they've a lot to learn from stuff like Goichi Suda' Killer 7 when it comes to doing 3D meaning-making and storytelling.

Of course, the people/objects that come out of the screen will only be telepresent, intangible and odourless (a recent radio ad for a teleconferencing company lists bogus stats regarding how many business people don't wash their hands, shower etc.). Although Sadako crawls out of the telly in Ringu she doesn't lay a finger on her victims, staring them to death instead. Teletactility is technically possible, but (as Vivian Sobchack's discussed) cinema induces tactile sensations in viewers already, and perhaps audiences don't want movies to be more-than-metaphorically 'touching.' I've been making a lot of pictures with chewing gum lately. It lends an ickily material and intimate dimension (and, of course, a literal dimension, a Z axis) to flat, idealised images, especially in the era of Swine flu-induced salivaphobia. It smells nice too.


(Dazed cover from here, gummed Velasquez mine, Sadako from here, M.B.V.3.D. poster here, liquidisation of circa 1960s social convention via camera here, late Dreamcast game resembling aforementioned here, dead Hatshepsut here)


Monday, 2 March 2009

Implicit/Allusive Spoilers OR 'like wet gloves they bobbed and shone til he sluiced/ Them out on the dunghill, glossy and dead'


Firstly, it's conceivable that Bale's intentionally channeling a certain puppyfat-prone midfield ace in The Prestige right? With his inanely boyish grin and estuary vowels? The movie deployed pretty much every key fin de siecle gothic trope (live burial, orientalism, dopplegangers, fragmentary journals, science and/science as magic, the gaslit pursuit of incognito gentlemen by incognito gentlemen over Eastcheap cobbles*) but in a deft and intelligent way. Its spin on the gothic idea of the selves we're obligated to murder in order to attain the condition of civilization (the actual unattainability of which ideal means the murder has to daily re-occur) was pretty chilling/affecting/effective, and as evocative of the 1970s/80s sci/bio-fi gothic of  Alien, The Thing or Bladerunner as it was Jekyll, Dorian or Dracula (it's a movie almost as preoccupied w/ parthenogenesis as Alien 4). Even ScarJo's bungled UK English isn't that excruciating.

The sense you're left with of lives stunted or wasted, of selves expensively, performatively dissembled, made me think of Judith Butler's notion of 'heterosexual melancholy' - straight culture's disavowed sorrow over the people we're required not to be &/or love. On another tack, kinda weird that Hugh Jackman's dandified stage-magician turn might have inspired this year's bizarre, razzledazzle-y Oscars format tho isn't it?

*Eve Kosofsky Sedgwick's argued that a 'tableau of two men chasing one another across a landscape' is central to Frankenstein in particular and Victorian gothic in general. Pretty much The Thing's entire cocktail of bromantically tinged & paranoiac macho rivalry, icy climes, monstrosity and science is cribbed directly from Shelley.

(Kurt, hirsute and investigating, is from here, Lampsesque bale here, Frankencrevasse here, Frankenhug (w/ Drogba) here)

Tuesday, 28 October 2008

Possession, Pianolae, Polly


I really liked Polly Harvey's last LP, a whalebone and sepia affair in which hexes and live burial and possession and all those Gothic staples figure more or less latently/metaphorically (as the cover pretty economically signals). One of the songs, 'The Piano,' is about how following the cues a musical score prescribes can compromise yr identity; by reprising the postures another, earlier piano player once assumed - occupying the same space and, if not the same time, the same rhythm they did - the protagonist's able to effect a symbiotic (re)union w/ them. To quote: 

'My fingers sting / Where I feel your fingers have been / Ghostly fingers/ Moving my limbs.. Oh God I miss you.’ 

I was  >>ing through Bladerunner in order to  get to the bit where Deckard scans the photograph the other day (while trying not to smirk at the meta-ness of that scenario) & I was struck by how,  immediately pre-scanning, there's a similar piano/intersubjectivity conjunction, whereby the sheet music on Deckard's piano (he falls asleep at it immediately pre-scanning) is juxtaposed w/ the photos by way of which the replicants are furnished w/ false or borrowed memories. 

Like those good girls in days of yore whose facility with the spinet guaranteed their marriageability/tractability replicants aren't supposed to improvise. 

ALSO did Polly Harvey crib her hair from Bladerunner era  Sean Young??

(Pianola lithography + encoded Beet's 5th (that's what the dashes and lavender crescents are) from adclassix, sepia portrait from here, Peej + adorable redrawing of rock criticism's paradigms here, Rachel pensive at piano + her coiffure from leagueofmelbotis)