Katrien Jacobs on Mon, 29 Nov 1999 07:55:00 +0100 (CET) |
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Re: <nettime> The Matrix Rules [Movies without sex, the sex without] |
MOVIES WITHOUT SEX, THE SEX WITHOUT I would like to briefly discuss the views of dr. future about 'virtual reality' films and 'art films' within the category of 'virtual reality' films which s/he believes are entering a revival period in the wake of new media technologies. I have been thinking over and over again how such an optimistic attitude can be shared with the new masses of spectators. It is one thing to regularly distribute optimistic writings through nettime, but to distribute and exhibit as well as financially support art films such as David Cronenberg's 'eXistenZ' through digital networks such as the Internet, would be a different matter altogether. In the analysis of current virtual reality films, dr.future refers to Guy Debord and denounces the hegemony of Hollywood, but overall finds that movies such as 'The Matrix' accommodate viewers (working class + intelligentsia) in their search for network societies which allow for dissidence, dissonance and transgressive thinking. Reading through these ideas, I specifically wonder how we can think about the role of eroticism and transgressive sexuality in virtual reality movies and computer games. The mode of liminality was popular among theorists in the 60s and 70s when they argued for different methods of game-playing to enter and subvert the spectacle regimes within (post)modern societies. But how is the eroticism of game-playing presented to audiences today within the vastly growing market of VR movies? In 'The Matrix', the main character is gently lured into a hackers sect of the matrix by a female counterpartner who wears a tight fetish suit. Although we can see that her love and care for the hero rescue him from major doubts, fears and insecurities about entering the sect, we do not get to see how this love translates into sexuality, we see just a kiss. If only her fetish suit would be more than just a fashion statement, we could start to see how the hackers sects are controlled by exciteable figures and game-designers showing signs of sexual, ethnic and other differences. But desire between the hero and heroine is not explored in this movie any further than a kiss. When the kiss finally happens, it is as if we are experiencing an unexpectedly obscene moment within a Walt Disney animation. It is too bad that the movie 'The Matrix', which is totally devoid of sexuality and eroticism, did not highlight the Victorian kiss-scene in a more self-referential manner to indicate, for instance, that the fetish mistress does not desire bodily contact let alone intercourse with the hero, and certainly not in times of revolution and change. The theme of sexual excitement in times of revolution was previously explored by Jean Genet in his play 'The Balcony', where a character Roger becomes a guerilla leader but can only maintain his emotional sanity if he regularly visits a bordello to embody the dominant half of an s/m couple. He is not very good at representing this role and ends up castrating himself in an act of despair - a short play-within-the-play which infuriates the owner of the dungeon as it stains her carpets with blood. This is not to say that I cannot imagine a more optimistic scenario for the cyber resistance fighter, but at least Genet gives us a glimpse of the complex interplay between political and sexual agency in times of political upheaval. Not so for the Wachowski brothers and their creation of a sex-less hero who cannot manage to play games within the game. When we start inundating the masses with movies such as 'The Matrix' aided by new media technologies, how can we start arguing for graphic displays of sexuality within these new forms of cinema? We thus need the support of optimistic thinkers such as dr. future. The movie 'eXistenZ' is radically different from 'The Matrix' in that it casts resistants who desire the destruction of powerful factions within the computer games industry, yet undergo a serious amount of virtual game-playing in which they explore the nature of the beast. It is entirely unclear in this movie which of the two preoccupations - exploring games or networking their destruction - would be a more worthy cause of action. Through various forms of identity reversal and role-play, the characters are allowed to embody shifting political identities within vying sects. Cronenberg establishes this goal by constantly interrupting their transparent desires and by showcasing unknown types of eroticism. To start with, Cronenberg casts the female revolutionary as an intriguing yet pushy individual who will simply command the male partner to make sexual transgressions. An exciting development for the new art cinema. These sexual exploits are not necessary for her to maintain balance within the sect, but rather to help her get totally lost and swirl around in sects and other virtual domains which blend different games, bodies, human bodies and animal organs, animals and machines. The machines in Cronenberg's matrix are made from animal organs, the human becomes undefined species connected to both. Rather than frigidly denouncing such new assemblages and presenting the matrix as sterile and polished computer graphics (Wachowski bros and many other brothers) the Cronenberg bodies come alive to the viewer through their awkward designs and by acting out the pleasures and pains of merging with undefined species. This is what I call sexuality. The human being is an undefined entity connected to animals and machines by means of a bio-port. The bio-port enables us to connect to games, but is an unstable device in that it may be affected with viruses which may cause physical distress and may also prevent us players from knowing the boundaries of the game. If you get fitted with a bio-port and enter a game, your bio-port within the game will let you enter another game within the game, and so forth. In Cronenberg's masterpiece, the revolutionary couple sticks a new lead into the bio-port immediately after they have entered the first game. The second lead is shaped like a tender chicken lung which encourages love-making as much as becoming-heroine and hero in the game. The bio-port is a sexual organ which is not shaped liked a penis, nor a vagina, but more like a telephone jack made of jello. However, if the bio-port gets infected, it acts more like a female organ, or a ignored section of the body which starts begging for attention. The extensions of man, you can put your fingers in it or your tongue, but not your penis nor dildo. I agree with Walter Benjamin and Gilles Deleuze and McKenzie Wark that new technologies should be viewed as unstable devices in their perpetual reorganisation of the human senses. In order for spectators to accept this point, virtual reality movies will have to speak to their senses. Katrien Jacobs # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net