maximal and minimal VFX

I’ve recently watched Andor and Black Panther: Wakanda Forever, and on the (flimsy) basis of that and my viewing of other movies and streaming series and trailers, I would like to propose that digital visual effects – VFX – the ones that strive for some kind of photorealism – can more and more often be divided into two kinds: maximal and minimal.

Maximal are those movies and series which go all-out for mega-detail at every scale, like Wakanda Forever. Everything seems to be designed to be looked at close up – except that viewers are also continually offered spectacular views of extremely detailed huge landscapes too. Every surface displays some kind of elaborate patterning. Characters’ bodies have incredibly crafted hairdos, jewellry, armour, clothing, weapons, skin. Imagined architecture is florid, covered with neo-neo-gothic-mayan-deco-whatever. Forests and oceans are full of weird vegetation created leaf by leaf, and elaborate fantasy creatures. Streets are packed with crowds of individuals all doing things. Landscapes are full of houses, valleys, peaks, lakes, bridges, flying things, flowing things, cities, weather. I am thinking here of all of the Marvel movies I’ve watched, as well as the Rings of Power (indeed, maybe this was all started by the Lord of The Rings films). Wheel of Time, not quite so much – but the VFX there are still things you have to look at, monsters and magic and such. The Avatar movies definitely. It’s as if the entire screen has to be full of lots of visual-attention-grabbing things all the time.

Whereas one of the reasons I so much enjoyed Andor, and Denis Villeneuve’s version of Dune, is that their VFX are somehow much more minimal. They can be spectacular and detailed, of course. But one reason to see Dune on the big screen is to relish the scale of just a few big things in a frame rather than every scene jostling with endless detail (see also Nope). Huge spaceships, huge deserts, huge cities with lots of enormous blank walls. Just a few people. As for Andor, one of the early episodes – maybe the first – had Andor walking through street at night and passing bubble-type enclosures, inside of which some sort of figures were moving. What sort of figures? No idea. Because the camera didn’t linger on them, I was given no detail, no ‘look it’s an alien doing something weird’ moment. They were just casually there in the background, the viewer hurried past them much in the way that Andor was hurrying. Much of the rest of the series was similar: VFX as background. World-building, necessary, but not flashy, not demanding attention. So minimal VFX seem less fixated on visual details, less interested in making everything totally visible, less concerned to add elaborate detail to every surface. They show less of themselves.

It might also be no coincidence that Dune and Andor are strongly focussed on character and story and are, relatively, really well-written and involving. I have to admit I found The Rings of Power incredibly boring partly because it was so poorly written. But that was maybe also because I was watching it on a laptop rather than an 80 inch tv. To build enticing worlds based on detail, the detail really needs to be visible, I guess, as well as inhabited by characters you care about.

One exception to my minimal-maximal categorisation might be Game of Thrones, which managed both character and cities and dragons pretty convincingly, at least for a long stretch. But hey, you know what they say about exceptions…

Bigger Than Life beyond perspective

I’ve been reading Bigger Than Life: The Close-Up and Scale in the Cinema by Mary Ann Doane, published in 2021 by Duke University Press. It’s a fascinating discussion of the spatial organisation of cinematic film – both classic and avant-garde – and the spaces offered to the spectators of those films. Her discussions of those films are always interesting, and make a distinctive contribution to the current discussions about three-dimensionality, scale and zoom in film and other media.

However, the book feels on much less certain ground when it touches on more recent digital media. These are mentioned quite often but they aren’t really theorised in the way that Hollywood movies or Shanghai cinema or New York experimental films are. I think this is partly a consequence of Doane’s continuing commitment to psychoanalysis as a valuable toolkit for understanding the subjectivation of the movie spectator – and psychoanalysis doesn’t seem to work in quite the same way for digital media, which, as Doane often says, are often viewed on small screens, on the move rather than in a cinema seat, with different kinds of attention from movies seen in a cinema.

Also though, I think the book struggles with digital media because of its focus on the perspectival organisation of filmic space. Doane elaborates this at length and very helpfully. She describes the alignment of the movie camera with the eye as imagined in Renaissance theories of perspective as a technique to represent three-dimensional space on two-dimensional surfaces at some length. This is really helpful, and generates some great insights into different understandings of visual media as ‘immersive’, for example, and different kinds of vanishing points and horizons, and bodies ‘turning’ in 2D space.

As the book progresses, though, an account seems to emerge of digital media (whether on a phone screen or on an IMAX screen) as purely abstract forms of space, as erasing real bodies and geographies (Doane doesn’t use the word ‘real’ of course, but that is the implication). She argues that engaging with digital media means that the spectator becomes delocalised, disoriented, and sucked into the apparently entirely commodified world of social media. Putting to one side the assumptions that social media do nothing but commodify, and that phone screens and IMAX screens do similar things because both are digital: I think this argument only holds because Doane theorises just one form of spatial organisation in relation to filmic images and their viewers, that of perspective. It’s as if the psychoanalytically-grounded alignment of subjectivity with the perspectival organisation of space becomes the only way in which subjectivities might emerge in relation to film. Take away that space, and according to Doane, the subject floats untethered too, defined only by their online data.

But what if perspective is not the only technique for organising the space of an image, filmic or otherwise? It certainly isn’t the only way that films screened on phones, say, are spatialised; those phones are constantly producing geolocated data which do locate their users, by latitude and longitude – they are very much not delocalised, quite the opposite in fact. Indeed, given Doane’s own discussion about the emergence of perspective (and latitude and longitude) alongside capitalist property ownership and colonialism, more attention to other forms of spatial organisation is definitely in order. For example, while I largely share her critique of affect theory and phenomenology in visual studies, I wouldn’t dismiss space as atmosphere quite so quickly. And what about space as network? Or topological spaces.

In short, what other sorts of spaces might be seen in films, beyond perspective? And what might their seeing do to who is doing the seeing? As film-like imagery proliferates digitally, its specific and various forms spatial organisation need more attention.

film and phones in The World’s a Little Blurry

I watched the film Billie Eilish: The World’s a Little Blurry at the weekend, which follows her music-making processes up to her Grammy award wins in 2020. Of course there’s lots to say about the film, but one of the things that struck me about it was how smartphones were both ubiquitous yet given no attention by the film.

On the one hand, there are many shots of Eilish’s ‘fans’ (not a term she likes), rather coolly observed in the film, at a little distance – the camera rarely joins Eilish as she enters any crowds for example. Indeed the entire film has rather a casual style – there isn’t a particular narrative arc, things just unfold kind of like they did for Eilish over the year or so that footage for the film was being shot. But the fans are pictured really Intensely experiencing her music, with her, at her gigs; singing every word, tears streaming; jumping in sync with her; and very often holding a phone to record the moment. In some shots of crowds gathered to see her, to witness her just sitting in a bus or getting off a plane, to scream and shout, and cry again, the faces are almost entirely obscured by phones being held up to film the moment, the encounter. The phone, the kinetic body, the software, tears, sweat, the voices and words: while that intense identification with a pop star isn’t new, the intimate incorporation of the smartphone and its camera is (fairly new, anyway).

So the film acknowledges the fans’ phones. It also shows the phone as central to Eilish and her work. She is very often filmed on her phone, writing and reading lyrics, recording songs, phoning, posting. We hear about her rocketing numbers of Instagram followers, and she jokes about The Internet not liking her Bond movie song because it might have a big crescendo; she’s also provoked at one point by the constant demand that she be nice and be seen to be nice online. But the film does not explore the phone as a portal into the immense social media world. We see only see it tethered to bodies, to bodies doing things with it – singing, dancing, talking, crying, filming, using it as a glowing light – but we don’t see what happens when its various harvesting is re-engaged with in different kinds of audiencing in other situations on- and offline. All we see is some bodies using film to record other bodies, particularly the body of Eilish (fantastically styled) but also the bodies of her fans (and family and friends and team). The phone as a recording device entangled in a massively distributed, partly inhuman, not-entirely-visual social media constellation is not allowed to disrupt the intimacy of that kind of filmed embodiment. In that sense, being so uninterested in its ubiquitous rival the smartphone camera, this is very much a film film.

Nope and seeing extraction

Nope is a movie with a lot to show about seeing. It’s packed full of ideas and references. It is also a great cinematic spectacle with a soundtrack to match. I watched it a few days after taking a train through landscape very similar to the Californian scrub that situates the film, and maybe that helped to underline the sense of hugeness in the film’s landscape and its alien. Definitely one to watch in a cinema.

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The alien turns out not to be a spaceship, despite its definite flying-saucer vibe, but rather a living thing. And one of the themes of the movie that I haven’t seen a lot of reviews discuss is its focus on animals. The alien itself is a sort of animal (it eats flesh and eventually develops wings) but the film also focusses on horses, a chimpanzee, and of course humans.

I think the film is divided into sections each of which is named after an animal. And there’s something going on about how different animals see, what they see and what then happens. Key moments in the film include a horse seeing its own reflection. And, in a truly terrifying scene (I thought so anyway), the camera is occupying the point of a view of a character hiding from a chimpanzee that has just savagely attacked several humans. The chimp turns its own intense gaze, noticing and focussing on that character but also directly at you in your cinema seat… the camera cuts. Wow.

While animals like horses and chimpanzees and the alien are shown as looking very directly (the alien can detect what looks at it), the film spends considerable time reflecting on all the technologies that humans use to mediate their looking: mirrors, veils, surveillance cameras, still cameras, hand-cranked film cameras, green screens, smartphones, sunglasses… and demonstrating all the ways that these falter and fail. There’s an acknowledgement of what commodification does to the images produced by those technologies; and also a deathly penalty attached to making direct eye contact with the alien. That bleak paradox is one of the film’s horrors. However you look, it seems, there are risks…

Another horror is the white alien monster extracting flesh from this landscape: horse and human. This extraction is what Daniel Kaluuya simply refuses in another of the film’s standout moments: nope, he says. One of the things I’ve learnt from reading Gray Brechin’s book Imperial San Francisco is the full extent of the massive environmental despoilation that accompanied white settler colonialism in California, and the latter’s profound racisms. The way the movie pictures the whiteness of the monster sucking up bodies and then expelling them as waste matter feels deeply metaphorical of that extractivist racism.

I know some critics dislike Jordan Peele’s films because they invite this kind of multiple interpretive reading – and certainly the readings don’t neatly line up. But – in perhaps the final paradox of this movie’s account of human visuality – the for me at least there is something so compelling about how this film looks, that the readings and interpretations do indeed stumble a little. I’m too busy looking to do too much analysis. (Are the film’s sections really named after animals?) The movie itself disrupts human looking while enticing us to look.

the horror, the horror: ‘Annihilation’, or not mixing it up

I was one of those fans of Jeff VanderMeer’s amazing Southern Reach trilogy eagerly anticipating the film of the first book. It’s called Annihilation, directed by Alex Garland. The books are about a piece of land – Area X in the books, the ‘shimmer’ in the film – which has  gone very different in the books and in the film is occupied by something alien. Various military/scientific teams are sent in to investigate and only one man ever reappears.  After doing poorly at the box office in the US – apparently because it was too ‘high concept’ – it’s only available via Netflix in the UK.

annihilation

So I watched it and boy was I disappointed. And not just disappointed: actually quite angry. Here’s why.

1 as I recall the Southern Reach books, one of their major themes was perception and its difficulties. In Area X it’s not clear what’s happening: objects shape shift, sounds are inexplicable, time and space warp and fold. You would have thought that film is a great medium to explore awry perception, visual and otherwise. But no. What’s happening in the shimmer is spectacularised in the film so that it’s all about objects that are shown to have changed form. That is, everything is rendered visible, whereas in the books a lot of the fascination is that the visible is no longer a reliable guide to what exists.

2 the main character in the film is given an elaborate back story about her husband. We get happy scenes, we get sad scenes, we get her having an affair (wot? oh yes, we get to see Natalie Portman having sex)… all entirely irrelevant to the central problematic of the books but hey, core to maintaining patriarchal heteronormativity in wannabe Hollywood blockbusters with female leads.

3 the film explains what’s going on in the shimmer. Whereas the whole point of the books (as I read them) is that what’s going on is incomprehensible. Nobody knows, nobody understands, nobody has an explanation, or at least not one that works. But in the film, we get an Explanation. Again, while the books contemplate what an encounter with something radically alien might feel like, the film reduces it to a puzzle that can be solved by science.

4 the Explanation of the shimmer’s effect is genetic mixing. This is the horror, the film tells us. Genetic mixing is what gives animals human voices and bodies writhing intestines and plants more than one kind of flower and trees coloured fungus.

5 and can the film accept this mixing? (The final book of the trilogy is called ACCEPTANCE). Nope. What does the main character do to its source? She firebombs it. Literally, she sets off an incendiary grenade which burns all the effects of the mixing. ANNIHILATION, geddit?

Now I understand that films can’t be the same as novels. That’s why they’re called adaptations, I get that. And yes, I enjoyed seeing a film full of strong, intelligent, diverse women. But what this adaptation has done, I think, is to systematically strip out the really very radical weirdness of the novels. It’s removed every vestige of unknowability, incomprehension and bafflement, and replaced it with convention, science and control.

And that it represents mixing as a horror that must be violently undone is just apalling. I perhaps feel this especially strongly as I spent today reading Simone Browne’s book Dark Matters: On the Surveillance of Blackness, which is a very powerful account of how surveillance technologies of many kinds have both observed and invisibilised black bodies over centuries, and legitimated terrible racist brutality. At one point she discusses how Hollywood versions of biometrics are imagined as tethering people to a fixed identity (and thus also to gendered and racialised hierarchies of power). What Annihilation does, it seems to me, is to visualise the flipside of that desire for biological tethering: the apparently grotesque horror of fluid identity, of mixing it up.

Barbara Creed wrote a book a long while ago about how so much Hollywood horror depends on monstrous, out-of-control female bodies. I can’t help thinking that Annihilation also takes something excessive to dominant norms and makes it horrible. However, as Browne’s book makes very clear, that horror of mixing has generated, and continues to generate, a far more powerful and violent terror than anything Annihilation appears able to imagine.

looking for culture in the unlikeliest of places: MK and smart

Milton Keynes, smart cities – and culture?! I’ve caught up with a fascinating video which made me pull these things together: it’s called Looking for Culture Through Economy, Through Capitalisation, Through Milton Keynes (LCTETCTMK for short. Well, kind of short). It’s directed by Sapphire Goss and was made as part of the Journal of Cultural Economy’s tenth birthday celebrations.

A whole bunch of people were involved in its production, including Liz McFall, Darren Umney, Dave Moats and Fabian Muniesa. It starts tongue firmly in cheek, saying that it’s exploring the notion of ‘culture’ in a place often thought not to have any: Milton Keynes. The film then discusses what culture is, how to spot it, how it was planned and designed in MK, and its relation to capital. All of this is animated by the presence of someone who kind of becomes another team member: Stuart Hall. The cultural theorist appears in a range of archive footage, and one of the film’s many pleasures is to see him animated, poised and as relevant as ever.

Another pleasure of the film is its rigour. This is a film about theory as much as it is about MK. Hence that clunky title. The arguments at the heart of the film are that culture remains a vitally important analytical category and that culture isn’t a thing. Culture can be The Arts, but the film is much more interested in culture as Hall understood it, as the ordinary, taken-for-granted meanings and values that animate everyday life. In that sense, culture is everywhere, mediating how we understand and what we see.

The film enacts that everywhereness, filtering its views of the city through odd edits, collaging and splicing, using fuzzy archive film and repeating images. There aren’t that many clear views of the city, and the ones that are offered – the planners’ models, architects’ drawings, drone footage of layouts and geometric patterns below – tend to be shown as existing only in those forms. Once they become realised as part of the city, or the camera gets down to ground level, the clarity of their design and its intentions goes awry. They go fuzzy, multiple, the idealistic plans never quite work out, buildings fail and social markets are abandoned. It’s noted that capital should be seen culturally, as an approach to making value. And then there are a few closing remarks about how culture is now increasingly also capitalised as things are seen more and more in terms of the value they might realise in the future.

All this is great on its own terms, and it’s wonderful to see the city provoking such careful and complicated thoughts.

It also got me thinking about how another of the city’s current manifestations – MK as a smart city – also needs to be thought of in terms of this understanding of culture. ‘Culture’ and ‘smart’ are in one way quite often brought together now, in discussions about various discourses about what smart city should be; there are now several discussions of how talk about and pictures of smart cities are riven through and through with values, visions, interpretations, truth claims and situated evidencing. The smart city as something that can create capital by innovating new products and making efficiencies is a strong theme too.

The more pervasive sense of culture, though, culture as everyday (rather than as something only marketeers and artists do) is less often explored. I was chairing a conference organised by Inside Government last week which was discussing how smart cities might transform service provision, and the day was full of the need to be brave, to take risks, to have vision, to make leaps of faith (as well as much more pragmatic discussions about mechanisms for collaboration between key stakeholders). (You can read my report on the day here.) Organisational culture, then, was actually at the centre of the discussion, that is, the everyday assumptions embedded into workplace practices.

But LCTETCTMK also suggests a more deep-seated relation between smart and culture. The film ends with Stuart Hall suggesting that, after the 1970s, the sphere of culture is in “permanent revolution”. There are no set or stable frameworks of meaning now that can endure without challenge or renewal. Here then is a final thought provoked by LCTETCTMK: how are smart cities part of current cultural transformations? They’re about capitalisation for sure and about changing organisational culture. Perhaps their particular transformation, though, is more about the sort of everyday life that a smart city enacts. Mobile (so much of it is about movement), individualised (the phone screen, the data dot), agglomerated (databases), fast (nobody lingers in smart cities), colourful (all those glowing screens), customisable (what are your preferences?), distributed (hello, platforms)… this is a more pervasive sense of cultural shift, enacted with and through smart things.

Any other thoughts on what it would mean to think of smart MK, or indeed any smart city, through the lens of LCTETCTMK’s sense of culture? Do watch the film and ponder. And you can find more about MK, culture and smart on OpenLearn, here.

 

images, cities, talk and wonder

One of the things I enjoy most about Sight and Sound magazine is the column written by Mark Cousins. Often quirky and always extraordinarily well-informed, they can be interventions or meditations or enthusiasms – though actually, they are always enthusiasms to one degree or another. (I especially remember a fantastic discussion of Scarlett Johansson’s ability to be slow on screen, which totally made sense of her work and presence, not least in the weird Under the Skin.)

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So I was really looking forward to hearing him talk at the excellent Festival of the Future City in Bristol last week. And he was indeed wonderful, talking to a selection of images of cities. Barely an academic reference made, and hugely insightful, using words to pull out particular and striking qualities in his images that a more systematic approach never could. So wonderful in fact that all I wanted to do here was list a few of his phrases. Here they are:

vabble – the visual equivalent of babble                      perspectival plunge

     the city whent it’s too alive, too dense, oppressive. or when it’s dying, toxic, poisonous

am I there yet               the Pompidou Centre is like a cathedral wrapped in elastic bands

           the city as a camera mount                           a centrifugal imagination

At the time, in the moment, they were quirky, eclectic, poetic, funny and powerful: carrying and extending some of the effects of his chosen images into the audience, making us see more and differently. Now I’ve written them down, without the images and outwith Mark’s performance, they don’t seem anywhere near as wonderful. But they were. In the moment they really were. Here’s hoping that his new book, The Story of Looking, achieves something similarly magical.

do we know how to look at VR yet?

When we think about the spaces of VR, we almost always focus on the spaces that the VR user (is that the right word?) experiences while they’ve got the headset on. Equally important, though, it seems to me, are the spaces in which the VR experience takes place. This thought was prompted by Davina Jackson (thanks Davina!), who sent me a link to this video:

Quite apart from the rather groovy VR here – it’s called Mutator and it’s the work of William Latham and many colleagues – the video also shows the gallery space in which Mutator was installed, along with the VR users, tethered by cables and surrounded by large panels with images from the VR printed on them.

The spaces in which images are viewed – galleries, living rooms, cinemas, streets, trains – are not only material spaces but also social spaces, in which certain kinds of practices happen, and this includes specific, embodied ways of seeing.

But the viewing space in this video is quite unlike any other in terms of how things are being looked at. The panels suggest a gallery, except that looking at them is not the point of being there and few people are doing that. Nor can the gallery visitors doing the VR move around like you would in a gallery space. It isn’t like watching a film either; these viewers are totally isolated from other viewers when their headset is on, they’re using hand controls, they can’t see anyone else and they’re all probably all looking at something different anyway.

This profoundly unfamiliar viewing environment seems to me to be one of the major issues confronting the future development of VR. The idea that the images produced by many new visual technologies remediate aspects of old types of images is of course well established. Computer-generated images are often made to look like analogue photos, for example. But the same logic applies, often, to the ways in which new kinds of images are seen. Digital family snaps are looked at in much the same ways as analogue snaps. Google Maps on a smartphone is used in ways not entirely dissimilar to printed A to Zs. Illuminated adverts on large billboards framed our viewing of large digital screens. TV viewing was initially a bit like cinema viewing; and ambient TV (to use Anna McCarthy‘s term) was the precursor of our contemporary urban spaces where ambient screens often feel like they’re everywhere, not least in our hands. We learn how to look at new kinds of images in part by adapting the practices through which we encountered older kinds of images.

But what’s the precursor for watching VR? I don’t think there is one. In particular, I can’t think of another kind of viewing where the viewer cannot see anything of the place in which they are doing the viewing. This surely accounts for the feelings of isolation and – potentially – vulnerabilty – that some VR users report.

This uncertainty about the embodied practice of watching VR is also evident in one of the most amazing, boggling adverts currently doing the rounds: Samsung’s advert for what it modestly calls ‘The New Normal’.

A PhD thesis could be written about this ad, really – visuality, technology, domesticity, familiality, tourism, childhood, pedagogy, nature – it’s riddled with fascinating assumptions about all of these. But for now let’s just zoom into the sequence about a minute in, which shows a group of schoolchildren using VR to experience being chased by dinosaurs. (And let’s add ethics to that list of what deserves discussion in this ad.) What the bodies do in the VR experience, with the dinosaurs, is quite different from what they’re shown doing in the classroom. They run with and from dinosaurs in the VR but they’re sitting on the floor in the classroom; and when they are sitting in in dinosaur-world, it’s in a different arrangement from how they’re sitting in classroom-world. That is, the advert can’t align the bodies of the VR users in their VR experience with their material bodies.

Both the gallery goers pictured doing a VR art experience and the advert making VR part of the ‘new normal’, then, are both struggling with the embodied experiencing of VR. It’s not yet clear where VR can be seen appropriately, nor what embodied practices VR requires.  In a sense, then, both are suggesting that we don’t know yet how to look at VR.

swipe spaces and the lubrication of visual transformation

I went to the cinema on Saturday and was struck by the visuals in a couple of adverts screened before the film started. They were both very similar in the way that they showed people and locations constantly shifting one to another.

One of the ads was for Barclay’s contactless payment card which you can view it here. The other was for Uber. The Uber ad is called ‘Effortless Night’ and shows a young woman and man meeting, dancing, eating and so on. After each activity they climb into one side of a car, and then climb out the other side into a new location and a new cute event. The Barclaycard ad is very similar. A young woman stands at a photocopier, which folds open into a shop that she walks into, and the rest of the ad is her swiping her card and then leaning onto a surface (a wall) or going through an opening (a door), changing her clothes and location as she does so, ending up in a nightclub before flipping back to the office and her suit.

 

Neither ad uses obviously digital special effects; it all looks like film. (I realise that those distinctions are increasingly hard to sustain but I think you’ll know what I mean.) But it struck me that the constantly shifting locations and costumes were nonetheless influenced by the morphability that’s so central to digital visualisations. A digital film always has the potential to become an animation in which, to quote Suzanne Buchan, space and time become the real characters. In both these ads, the humans are just an excuse, it seems, to demonstrate a sort of hubbed temporality and spatiality, in which moments/locations are  visible and are connected only by the transition between each; there’s no flow or route, just sort of hinge from one thing to another: a car in the case of the Uber ad, and various walls and doors in the Barclays. Swipe spaces, if you like, a spatiality in which one location simply replaces another by an apparently routeless, kind of spaceless movement between them.

It’s the ease of these moves that seem to be the point of each advert, lubricated by the ‘effortless’ purchase of services and commodities, of course (neither of the ads make the workers in these spaces very evident: the Uber drivers are completely invisible). There’s something here about the alignment of flow, pleasure and transformation that much of digital culture seems to be cultivating right now. In these ads it’s sutured all too neatly with the apparently seamless, digitally-enabled flow of money. We’ve long been familiar with images of people constructed through the display of commodities they’ve bought: looks like this is the latest version of space/time being constructed through digitised commodification. Swipe space, anyone?

 

digital visualities in a spy movie

I went to see the film Jason Bourne a couple of weeks ago, the latest instalment in the Matt Damon/Paul Greengrass (mostly) spy thriller saga.  In my defence, it was a quiet week; I have argued that cultural geographers should be a lot more interested in popular (visual) culture (here, if you’re interested); and it was one of Sight and Sound magazine’s films of the month.  So off I went.

Bourne-970-80

Coming out of the cinema, I felt I’d been turned into a sort of visual punchbag, subjected to frequent slapping image impact for the movie’s full 123 minutes and 10 seconds. Once my head cleared a bit, though, it did seem to me that there were some interesting things about that visual experience, several of which are pointed to by Sight and Sound‘s review of the movie, written by Henry K Miller and which you can read in full here.

Henry starts his review by saying that:

The triple crisis of the modern spy movie is the redundancy of human intelligence, of the secret agent, and of spectatorial agency.

Wow.  That’s quite a claim.  But in Bourneworld it’s true: the spy is replaced by digital databases; no one can hide from digital surveillance now; and since what is knowable and visible is mediated by digital tech, the filmic ‘realism’ of classic cinema is redundant.

This has various consequences.  For example, simply looking at the world isn’t enough any more to give movie spectators the evidence they need to figure out the plot; instead we have to be shown endless screens and their information (computer screens, desktop and laptop and wallsize, and phone screens, get a lot of screen time in the movie).

And if what screens show become a crucial part of the action so too, therefore, as Henry also points out, does the control room: the darkened room where CIA operatives stare at screens.  (Interestingly, the more senior the CIA official in Bourneworld, the less glued to a screen they are – though the movie also suggests that understanding the culture of the digital world is increasingly important for such characters).

The aesthetics of those screens are interesting too.  They carry all sorts of images, from photographs to printed text to maps to satellite images to real time data flows to animated algorithmic calculations to graphics of many kinds, and often switch from one to the other with complete ease (there’s no bugs or glitches in Bourneworld, though there are hackers, of course).  They have a visual profligacy which is typically digital (I’ve written about a different kind of example of this here.)  And data is shown in neon colours glowing on black backgrounds, which is very typical too: a lot of smart city visualisations use the same colour range.

In Jason Bourne, it’s screens that appear to offer greater insight into both the events structuring the film and into the films’ characters too.  You don’t go to any of the Bourne movies for extended, introspective dialogue, as several critics have pointed out, it’s true.  But it’s still striking that Bourne’s motivation and even creation is explained in the movie by an online document, which we read on a screen over Jason’s shoulder.  And the camerawork that captures the characters as human bodies (rather than the screen aesthetics that capture them as data) is relentlessly mobile and choppy, fragmenting what can be seen into near-incoherence.

And if the characters are often represented as the data trail that they leave as they move, the final fistfight seems to take particular pleasure in emphasising the embodied human as disposable ‘wetware’, with blood and grunts and close-ups of stranglings, very visceral, and very vulnerable: huge numbers of bodies are simply felled in the movie by assassins of various kinds.

All this happens at speed: everything happens fast in the film.  No-one starts a car slowly, or strolls aimlessly; engines are revved, walking is purposeful and more than likely to break into a run.  The camera wheels and pans relentlessly.  It’s all about flow – just like digital networks.

So, while the movie doesn’t advance the spy movie genre (though the final car chase is a pretty damn fine exemplar), or indeed the conventions of the franchise (as Henry also comments), it does offer an intriguing commentary on some of the visual recalibrations occurring as the visual field is more and more produced digitally.

(Oh I feel I should also mention that in the interests of gender balance, sort of, last week I watched Blake Lively defeat a monster shark in The Shallows.  SPOILER ALERT.  Also by using a screen: she records an SOS on a GoPro camera which then floats ashore.)