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Articles and Reviews: FILM
David Cronenberg - Existenz
“My dentist said to me the other day, I’ve
enough problems in my life, so why should I see your
films?” David Cronenberg
With something like 10% of the population
of the developed world already dependent on doodads
like digital pace-makers, cochlear auditory implants,
spinal cord stimulators and artificial skin (to say
nothing of ye olde hip replacements, silicone breast
implants and fancy dental work), the era of the cyborg
has clearly arrived. Ever since Donna Haraway’s
celebrated 1985 A Manifesto for Cyborgs,
(‘I’d rather be a cyborg than a Goddess’),
human-machine hybrids have been fetishised by some
theorists, especially those intent on dismantling
hoary old humanist narratives of subjectivity, agency
and consciousness. But too often the implications
of technologically enhanced human beings have been
buried beneath an impenetrable haze of theory-babble.
Recent books, like N Katherine Hayles’ How
We Became Posthuman: Virtual Bodies in Cybernetics,
Literature, and Informatics, and Ray Kurzweil’s
The Age of Spiritual Machines: When Computers
Exceed Human Intelligence, have tried to disentangle
some of the terminology, although it is John Searle,
who has been writing on these topics for the past
twenty years, who remains the most clear-headed and
clear-eyed of commentators, extremely well-informed
yet resolutely non-proselytising. But these kind of
academic studies only take us so far, and so we look
to the artists to tell us what is happening, or will
be happening soon. For David Cronenberg, the posthuman
is no longer just some Edward Scissorhands
amalgamation of gizmos and flesh, but a new kind of
subjectivity, one that undercuts the centrality of
consciousness and erodes the distinction between humans
and machines, nature and culture, the primitive and
the advanced, reality and fantasy.
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eXistenZ is a new organic
game system developed by Antenna Research at a cost
of $38m which, when downloaded into humans from a Game-Pod
(which looks like a plastic placenta, and is basically
an animal grown from fertilised amphibian eggs stuffed
with synthetic DNA, and has a spine, nervous system,
bones and muscle, and thus susceptible to disease),
via an UmbyCord (which bears an uncanny resemblance
to an umbilical cord), plugged into a small ‘bioport’
implanted in the player’s spine just above the
belt line, accesses the central nervous system. In a
marvellous piece of bio-technology, the body’s
nervous system, metabolism and energy is the power source
for the game. Because the pod can then probe the memories,
anxieties and preoccupations of its players, the direction
each game takes depends entirely on who is playing.
The air is crackling with anticipation in a small community
hall, which could easily be a Christian revivalist meeting
house, where a congregation of gaming devotees have
been gathered, each hoping to be chosen as one of the
first twelve disciples to experience the new game designed
by Allegra Geller (Jennifer Jason Lee), the famous but
reclusive brains behind eXistenZ. What sends
a special buzz of excitement through the audience is
the presence of Allegra herself.
Suddenly, just as those selected have plugged in, and
are rocking and swaying dreamily into the game-world,
an anti-eXistenZialist protester jumps up, wielding
a gristle gun - a pistol made of bone that uses human
teeth as ammunition, designed to get past any kind of
metal detector - and yells “Death to eXistenZ!
Death to the demoness Allegra Geller!”, and fires,
wounding Allegra and damaging her baby, the game-pod.
In the pandemonium that ensues, she is whisked away
by Ted Pikel (Jude Law), a low-ranking Antenna Research
marketing trainee, who’s serving as a security
guard for the event. After the chase, it’s game
on, with the unlikely duo of technophobic Ted and game
genius Allegra trying to dodge assassins out to cash
in on the $5m bounty placed on her head by the anti-technology
terrorists (a parodic extension of today’s eco-warriors),
who dub themselves ‘Realists’. They also
have to watch out for agents from Cortical Electronics,
Antenna’s chief competitor.
The game becomes the perfect vehicle for Cronenberg
to explore further two of his favourite themes: the
shifting nature of identity and allegiances, and consequently
the extent to which we create our own levels of reality;
and the idea of a creative act being dangerous to the
creator. Allegra (if it is she) is a bit of a neurotic
in her ‘real’ life, and not very comfortable
with people, whereas in the game she becomes more confident,
beautiful and sexy, more in control. But in designing
a game so intensely ‘real’ that it threatens
to usurp reality, she incurs the wrath of ‘Realists’,
who issue a fatwa against her.
But there is also a sense in which in this, his first
completely original screenplay since Videodrome, and
his best work to date not based on another source, Cronenberg
is himself parodying his entire previous oeuvre. He
has always been fascinated by the links between sex
and terror, and many of his films have dealt explicitly
with the sexual connotations of nasty entities that
invade the body. But here there’s less bog standard
Freudianism about the sex instinct as the energy of
the life preservation instinct, and its conflict and
ultimate identification with the death instinct, less
credence given to them as the prime driving and determining
forces in human existence, the chief ways of controlling
or being controlled. (Hey, maybe it’s only his
body talking: like the rest of us, he’s not as
young as he used to be.) Horror has more in common with
tragedy than it does with comedy (you’re not really
scared if you’re laughing at those monsters),
and tragedy has an optimistic side, paradoxically affirming
as it does the dignity of the human being. Perhaps his
new resistance to erotic content has freed up his imagination
to play this one as an over-the-top, at times blood-soaked
comedy thriller (or maybe, conversely, it is the humour
itself that has displaced the depth and strength of
the sexual imperative), and comedy takes a more pessimistic
view of things in general, entailing as it does a strong,
offended sense of the ridiculousness of the human being,
and the futility of human endeavour.
Why is Cronenberg choosing to adopt this modus operandi
just now? I have a little theory about this, as I do
about lots of things, and it has to do with a geist
that is more Zeit than it is Polter. Back in the fifties,
everyone was repressed, as most people would be after
nearly 2000 years of having the Judeo-Christian shtick
stuffed down their necks, and so any non-hetero, pre-
or extra- marital sex was taboo. So sex had a high transgressive
quotient, and any references to it in the popular culture
were subliminally veiled, done by subtle or sometimes
not so subtle implication and innuendo, and picked up
on only by a select few who were attuned to them. Then
along came the hippies and had their sexual revolution,
and everyone started shagging anything that moved, and
thought they were going to change the world by doing
so. Rather than being weird if you did, you were weird
if you didn’t. This upped the ante on how unusual
sex had to be to still rank as subversive, as a tool
of rebellion against those in authority. Now, with the
polymorphous perversity of the ‘90s, sex has replaced
religion as the opium of the people, and a satisfactory
sex life is regarded as the essential prerequisite of
a happy and healthy life. But with sex now such an obvious
and aggressive component of the marketing mix, an integral
part of any promotion and advertising campaign, any
self-respecting sexual insurrectionist has to look elsewhere
for his or her kicks. Why should the discerning deviant
do what they are telling him or her to do? Why would
he or she want to do what the hoi polloi is doing? Since
sexuality has been freed in all its anomalies and ‘perversions’,
it has been increasingly problematised as an unalloyed
pleasure (‘cos you’re supposed to feel guilty
while doing it), and perhaps the only way to go, or
at any rate the way Cronenberg has now taken, is the
apparent refusal of sexuality, which is becoming the
new fad, and is itself only a supercooling effect of
sexual liberation.
Not that our handsome leads aren’t eminently alluring,
with Jason Lee looking uncustomarily cute enough to
galvanise a corpse (obviously I’m not irredeemably
beyond having my sexuality controlled), and Law presumably
providing the same thrill for the girls in the audience.
They even get around to coupling, but it’s all
very wholesome, particularly in light of the subsequent
revelation by our hero that our heroine isn’t
the kind of girl who would just fuck a passing security
man (even in a game), without a previous relationship
between them.
As should be obvious by now, there is more Borgesian
playing with levels of reality and Dickian dicking around
going on here than you would come across in a month
of Sunday(-school)s. It would spoil the fun to reveal
the climax, but suffice to say it undercuts everything
that has gone before it. The game functions as a device
in the narrative for Cronenberg to analyse structurally
the narrative as it unfolds. Allegra inducts Ted from
within her own creation, and teaches us how to play
at the same time. So characters nod off into game loops,
and have to be addressed by name and asked key questions
to emerge from them. Characters take on (and take on)
other characters within the game. “That was just
to establish character and advance the plot,”
Allegra tells Ted, adding, “he wasn’t a
very well-drawn character”. “Isn’t
there any free will in this game?” he asks her
at another point, to which she replies, “Just
enough to make it interesting. Like in real life.”
“Haven’t you ever been to the fucking movies?”
she chides, when he can’t cop the next plot development.
“Couldn’t you beat the guy who invented
poker?” she argues, when he is reluctant to play
her at the game she has designed. We even get a stage
Irishman and a stage Russian (a double-agent no less)
along the way.
But apart from all these amusing but increasingly cliched
self-conscious post-modernist frills, what is riveting
about eXistenZ is not so much its futuristic
predicative function, as how finger-to-the-pulse, up-to-the-minute
contemporary it feels. You won’t see a better
film about neurologically downloadable interactive game-playing
all year. “But it could never happen in real life,”
shriek the general populace. Wise up. Look around. Get
real. It already has. As Allegra has it, in the game:
“Death to realists.”
First published in Film Ireland
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