Posts Tagged "remakes":


TRON, Gaming and the Death Drive Crash

Image from Tron (1982)

Tron

Software designer Daniel Wellman writes about an uncanny experience where a game he was programming seemed to come to life with a will all its own in his essay, “Real Life Tron on Apple IIgs”:

One day, when Marco and I were playing against two computer opponents, we forced one of the AI cycles to trap itself between its own walls and the bottom game border. Sensing an impending crash, it fired a missile, just like it always did whenever it was trapped. But this time was different - instead of firing at another trail, it fired at the game border, which looked like any other light cycle trail as far as the computer was concerned. The missile impacted with the border, leaving a cycle-sized hole, and the computer promptly took the exit and left the main playing field. Puzzled, we watched as the cycle drove through the scoring display at the bottom of the screen. It easily avoided the score digits and then drove off the screen altogether.

Shortly after, the system crashed.

Our minds reeled as we tried to understand what we had just seen. The computer had found a way to get out of the game. When a cycle left the game screen, it escaped into computer memory - just like in the movie.

(Thanks to Dennis Jerz for calling attention to this interesting essay.)

TRON is a silly movie (those outfits!), but “remaking” it across media (i.e., “transmediation”) generates the affect of the uncanny: re-imagining the “light cycles race” from the film as a computer game turns the narrative into a hyper-realized metafiction when testing it. It isn’t that the game was “just like the movie” in the way that it crashed — it is that the experience of the game is “just like” the fantastic experience of the characters in (and the spectator’s phantasy during) the film: the computer seems to have taken control of the very computer the gamer is playing with and, as artificial intelligence, has “come alive” in an autonomous way (by “going off the grid” and choosing to escape the game altogether).

We are the ghost in the machine. That’s the fantasy of Tron. And its lesson.

I enjoyed reading Wellman’s discussion of the joy of repeating this experience and making the somewhat primitive Apple IIG machine itself crash over and over again (because “protected memory” was not a part of computing yet). The compulsion to repeat the spectacular end — is this not a reenactment of the Freudian “death drive” (quite literally driven on light cycles) on the level of machines and artificial intelligence?

The Return of the Gaze in THE RING

On: “Looking For The Quintessential Scary Moment: Hughes’ Tiger, The Uncanny Valley and the Eye of Yamamura Sadako” by Adrian Bott (aka “Cavalorn”). 03/28/2004

The very first concrete thing I wanted to do with this weblog is call attention to one of my favorite weblogs — Stephanie Gray’s wonderful doctoral research project, “Exploring the Uncanny Valley”. On her home page she mentions the above livejournal article by Adrian Bott as the original source for her interest in all things Uncanny (especially zombies, clowns, and “real baby dolls”), so I read it today and wanted to post my reactions. But Gray’s livejournal and her “gallery of the uncanny valley” are must-sees and I recommend them highly for anyone reading this who is interested in Das Unheimliche in popular culture.

But on to The Ring. Bott’s conversational essay on “The Quintessential Scary Moment” is a good informal inquiry into the “mechanics of horror” that was prompted by his viewing of this classic of J-Horror cinema. Bott effectively describes what film theorists have called “the return of the gaze” when he discusses the film in detail. I particularly like how he describes the infamous climactic moment from The Ring, when the ‘ghost’ of the well steps out of the television screen to attack:

Image from Ringu article at midnighteye.com

…the most frightening part…is not that Sadako emerges through the television screen. It is the moment when you suddenly know she is going to. This is literally nightmarish. Everyone is familiar with the nightmare when you suddenly know what is going to happen and you still cannot take your eyes away…..
And then, with a nerve-jangling screech on the soundtrack, the screen is filled with a clearly human-but-not-human eye, grotesquely distorted, reminiscent of a face pulled by a child. (What the rest of her face is like, we can only guess.) The effect is staggering. The faceless enigma of Sadako, which the film has steadily and subtly built up, is replaced by something horribly actual, which is looking at us. It is the one and only time that we look through the mask of hair and see Sadako clearly, and although what we see is the briefest of glimpses, it shows us all we need to know. There is nothing more quintessentially alive than an eye, and yet we know that Sadako is dead.

He goes on to describe how facial distortion generates fear, and touches up on research into what critics call “the uncanny valley” – roboticist Masahiro Mori’s assertion (back in 1970) that the closer that androids, robots, dolls, and other “nearly human” entities come to looking human, the more repulsive they become (primarily, because they appear as something like living dead corpses).

I intend to post more on the “uncanny valley” another time, particularly as it relates to prosthetic hands. (If you’re fascinated by the topic, do go to Stephanie Gray’s website for more). For now, I want to briefly note one other element that might be relevant to Bott’s ideas: the status of The Ring (Verbinski, 2002) as an American remake of a popular Japanese cultural artifact, (Ringu (Nakata, 1998)).

While I believe Bott may be discussing the original version, his point reminded me that the film gained popularity as a remake featuring Naomi Watts here in the USA, perhaps single-handedly launching the “J-Horror” craze (which, as my old friend Nicholas Rucka suggests, may be on the wane). Cinematic remakes, as I see them, always carry the potential for the uncanny by virtue of their status as “double” texts: that is, they are the “same” text, yet “different” — much like the embodied Self-as-Other of the doppelganger. Could not the “eye” that returns the gaze in the remake also be a return of the gaze of the Other — not the ghost of Sadako, but the spectatorial guilt of the violence that has been done to the original text — the repressed appropriation of another country’s popular culture — that is done in the name of profiting off the original? In other words, does the remade “eye” confront the American spectator with his own guilt over enjoying and reinforcing this cultural appropriation by Hollywood with his ticket?

These are the sort of questions I raise in my book, The Popular Uncanny (Guide Dog Books, 2009), and which I hope to expand in this weblog. I’m only getting started, but comments, feedback, discussion, and other links will always be most welcome.