Recently, I went to go see
Peter Jackson and Weda Digital's latest opus The Hobbit: An
Unexpected Journey in theatres.
I enjoyed it, which should say something given what it takes to
actually drag me *to* a movie theatre, let alone appreciate
whatever's onscreen. I'm not going to talk about the movie itself
here though: I'm far from a Tolkien fan so I have precious little
investment in the plot or
characters. Basically I
thought it was an
entertaining, if clunky and painfully padded, children's fantasy
movie frequently weighed down by its desire to canonize
itself with the fundamentally
tonally incongruous Lord of the Rings trilogy. In other words it's
just about a perfect film adaptation of the book.
No,
what I primarily wanted to talk about is the other
big thing that's been fueling discussion over The Hobbit
for the past few
months:
The fact it was shot entirely
in 3D and a “High Frame Rate” 48 frames per second (HFR). This
has apparently made a great deal of people very angry, leading
critics whose opinions I would otherwise tend to respect to make
stupidly sweeping statements about “The Death of Cinema”. I'll
deal with this argument a little later on, but for the moment let's
focus on why someone would even want to shoot a movie this way in the
first place.
For
those who might not know, traditional movies are filmed in 24 frames
per second. This has been the industry standard for, well, just about
as long as there's been an industry. Now, the human eye processes
information about the world at 60 frames per second, which means
movies, and really any medium that is descended in some way from
cinema (such as television, though crucially not typically video
games) plays at a
significantly slower speed then what we're used to in Real Life.
Choosing to shoot a movie at a higher frame rate means filmmakers can
by definition convey much more, and much more nuanced, visual
information than was previously possible, meaning their movies will
look much more naturalistic.
Indeed, in a video blog about the choice to shoot the Hobbit trilogy
in 3D/HFR, Peter Jackson described the experience, in the words of a
pre-release screening group, to be as if the screen at the back of
the theatre had been removed and replaced with a window into Middle
Earth.
Jackson's
comment reminded me of some things Shigeru Miyamoto had said in the
past about the Legend of Zelda series. According to Miyamoto, the
original Zelda game on the NES was originally built around the idea
of a fantasy world inside a desk drawer, which makes a lot of sense
if you stop and think
about it: Imagine
opening up your drawers and looking down at Hyrule and all those tiny
little sprites-It's a
wonderfully imaginative and very typically Miyamoto way of phrasing
ideas. The original Zelda
even helped to popularize a top-down perspective for action RPGs.
Coincidentally enough, a year prior to the release of The
Hobbit: An Unexpected Journey,
Nintendo released a handheld console built around the concept of
portable, glasses-free 3D video games, and one of the first marquee
titles on that system was a 3D conversion of The Legend of
Zelda: Ocarina of Time.
In a previous post I've already argued for the use of stereoscopic 3D in
video games in strictly technical terms. To briefly summarise my
earlier argument, I feel stereoscopic 3D, via the reintroduction of
naturalistic depth perception, can help bring back some of our innate
ability to orient ourselves in our surroundings that polygonal games
lost due to their lack of kinesthesia and fixed, flat perspectives.
This would prevent things like the troublesome platforming in
Mirror's Edge and the
godawful camera in Super Mario 64 (or
indeed any other polygonal platformer to come in its wake: Despite a
generation of gamers becoming accustomed to it, the problem's never
gone away). Here though, I'm
arguing from strictly aesthetic ground, because if
anything felt like a literal window into a fantasy world it was The
Legend of Zelda: Ocarina of Time 3D
running at full tilt with the 3D slider up all the way.
Ocarina of Time 3D is
one of the most visually stunning video games I've ever played and
remains possibly the best showcase for the 3DS' kit to date. Hyrule
has an unmistakeable depth and weight here, and running out onto the
field at dawn as you shield your eyes from the realistic sun rays
glinting above the horizon is a powerfully vivid experience that can
be described as magical. Like so much about 3D, the beauty of The
Legend of Zelda: Ocarina of Time 3D
comes subtly and in small moments, like sunrise on Hyrule Field or
using the built-in gyroscope to aim Link's bow, a trick which really
gives the sense the game exists in an actual place that's just on the
other side of the 3DS, or perhaps more accurately a place that exists
*within* the 3DS. It lives up to Miyamoto's pitch for the series
like absolutely no other game in the series has: It truly feels like
you're holding the gateway to a fantastic realm in your hands.
Despite
how vivid and clever this effect was and how it was clearly designed
to hold up the original guiding tenant for the series, you know what
*didn't* happen during my playthrough of The Legend of
Zelda: Ocarina of Time 3D? I
didn't trick myself into thinking I was Link trekking through Hyrule.
I never forgot I was playing a video game. Likewise, when I saw The
Hobbit: An Unexpected Journey in
3D/HFR I never forgot I was watching a movie. Apparently,
if you listen to some critics, this is a major failing on the parts
of both works and both Weda Digital and Grezzo should be absolutely
ashamed of themselves. Indeed,
this even seems to run contrary to Peter Jackson's own statements on
the matter. Thing is, the way I see it both Jackson and the film
critics are barking up entirely the wrong tree. Since
the argument against 3D, and now HFR, is the most fully formed and
bandied about the most in film critic circles, Jackson
is most likely talking in marketing buzzwords
and video game critics seem to mostly be parroting film critics (as
opposed to gamers, who seem to be mostly being reactionary and
opposed to any sort of
change) it's the film critic version of the argument I'll focus on
responding to.
Film
critics seem to be having a bit of an identity crisis from where I
stand. On the one, hand, there is, as always, a push and a desire for
things to be as “realistic” as possible, hence the popularity of
dark, anti-romantic and “cinematic” filmmaking techniques (see a
similar trend in video games as publishers and developers race to
improve graphics technology at all costs to
make games look as much like movies as possible
at the expense of everything else). On the other hand, there is a
contingent of cinephiles who seriously argue that movies ought to be
watched in a “dreamlike reverie” and only the combination of 35mm
film and a 24 frames per second frame rate will achieve this. I guess
we're supposed to be completely lost and overwhelmed by the rapturous
cinematic spectacle of the director's vision...somehow...and anything
else is nothing short of blasphemy. I've never experienced anything
remotely resembling what these critics are proselytizing with
any movie I've seen, but as someone who doesn't really enjoy movies
all that much maybe I'm not the best person to be talking about this
subject.
Even so
though I find a lot of problems in this argument, especially as it
relates to 3D/HFR. There is a belief that 3D is nothing more than a
distraction and the enhanced detail of HFR makes everything look
unnaturally fast and “hyper-real”. There is a legitimate
technical argument to be made against the use of 3D in movies (see
this article from the Chicago Sun Times), but this really isn't it
and at least for me personally, 3D has done nothing but enhance my
enjoyment of anything I've seen it used in in recent years. In
regards to HFR though, rebutting this argument requires a great deal
of technical explanation and knowledge about how eyes and the visual
centre of the brain works. So it's a good thing Tested already did that then as I am neither an engineer nor a cognitive scientist (in
brief, those bemoaning HFR's “hyper-realness” are frankly
deluding themselves. Even the creator of Adobe Photoshop agrees with me).
As
for the “dreamlike reverie” part of the argument, this actually
gets at something that's a bit of a touchy subject for me. See, the
flip side of this argument is that anything with an enhanced clarity
of detail gets a negative reputation for looking “campy” and
“theatrical” (say, a TV show), as opposed to being “cinematic”
and “realistic” (like an old movie) which is, apparently, better.
My good friend and colleague Phil Sandifer has already looked at this
argument in the context of the switch from television being shot on
film to television being shot on video tape here and here. When
put this way then, the big film critic objection to 3D/HFR seems to
actually be that the enhanced detail provided by the new digital
technology breaks artifice and suspension of disbelief. In other
words, it makes the movie look like a movie.
In
The Hobbit: An Unexpected Journey,
most critics I read
yelled and screamed about how HFR made Rivendell look like a Matte
painting (which it was), the
interior shots look like
movie sets (which they were) the
lighting look unnaturally
harsh (which all movie lights have to be due to the nature of being
movie lights) and the prosthetics look like rubber and plastic
headpieces (which I shouldn't have to explain).
This is apparently a Bad
Thing. It's also an argument I simply cannot get behind: The
Hobbit doesn't look
“hyper-real”, it looks just plain *real*. This is demonstrably
and provably what a movie set looks like, period. Putting aside the
troubling and I sincerely hope self-evidently false possibility that
some film critics don't know what a movie set looks like, this leaves
the argument that movies shouldn't look staged because of a need to
be “realistic” or, alternatively, to uphold some lofty ideal
about the Magic of Cinema™.
I've always been opposed to the idea fiction has to be
representationalist at all costs. To
be blunt I think the fixation on making things look “cinematic”
and “realistic” has been one of the most dangerous and
distasteful trends in visual media and it irks me more than a little
to see things assigned objective value because based on how cleverly
they hide the fact they're make believe.
Because this is the thing:
Movies and video games, despite what most people seem to want to
believe, are not real things.
They are facades;
storytellers playing pretend. They've never been
anything else, and they will never be
anything else. Trying to cast
them otherwise does nothing except fool people into thinking
filmmakers who are being stupidly crass and hegemonic are actually
representing reality, thus continuing to perpetuate harmful
stereotypes and lead to
dangerous assumptions such
as thinking the reactionary and truly reprehensible Lincoln is actually a historically accurate biopic or that romantic comedies
are an accurate representation of the way relationships and people in general work. The
Legend of Zelda: Ocarina of Time 3D
and The Hobbit: An Unexpected Journey
are not windows into Hyrule or Middle Earth and they were never going
to be: They're windows into a crude technological facsimile of what
Weda Digital and Grezzo *imagined* those fantasy worlds to be like.
Fictional worlds do not exist
in and of themselves: They are imaginary spaces made real by the
interaction of readers, writers and the works meant to act as
representations of them.
Possibly
my favourite video game of all time is The Elder Scrolls V:
Skyrim. As a series, The Elder
Scrolls has the intriguingly paradoxical reputation of being a
trailblazer in immersive world building and for
pushing the limits of game
technology to such an extent
each and every
game is plagued by an incalculable number of glitches and
bugs that range from
hilarious to game-breaking and are frequently both at once. One
could make the argument Skyrim
fails as a work of fiction because the constant technical problems
take players out of the game and it's world and keep players from
getting “lost” in the dreamlike reverie, but I would
sternly disagree: Never once
have the glitches in Skyrim
caused me to enjoy the game less as a work. Sure, I get upset if it
randomly crashes and deletes hours of progress or spontaneously
decides to make my save file unusable forcing me to start the whole
game again, but I accept that as part of what Skyrim
is because it posits a fantasy world that could only exist as a video
game. Inexplicably levitating
mammoths and farmers falling
through the ground are as
much a part of the world of Skyrim as dragons, wizards and Blakean
Eldritch Abomination
Dwarves. Skyrim
is a game that embraces being a video game and all that comes with
it, and that includes the glitches Skyrim
is a game world in every sense of the word, but
that's a topic to which we must return at a later date.
I
have no problem accepting the fact that my movies and games are
actually made by people with technology and imagination instead of
Real Places I can escape to
that magically come into
being out of nothingness. In
fact I think that's marvelous, because it just helps me get to know
the creators more *as people*
rather then aloof Gods. I
celebrate the death of artifice instead of bemoan it because, in
its dying throws, it reminds us that art, and all art by definition,
is performative. Fiction and art cannot represent reality; they can't
even be a 100% accurate depiction of any individual creator's vision.
At best, all they can do is provide a brief, blurry glimpse into the
minds
of those who helped usher it
into being
or strike a chord with individual readersXplayersXaudience members to
form an entirely unique kind of meaning.
In
a famous and frequently circulated interview (well, comparatively so
given the participants) philosopher Avital Ronell, a personal role
model of mine, though she'd probably resent that label, flatly rejects the title of “Writer” or “Creator”, preferring
instead to call herself a “writing being” or
“secretary of the phantom”. For Ronell, writing is not something
one, in the manner of a patriarchal
God, makes happen and wills
into existence.
Rather, it can be more accurately described as the act of taking
dictation from an incomprehensible
ethereal force and trying
one's hardest to throw up a facsimile that in some way could be
construed as a crude representation or simulacrum of the original set
of ideas. One does not “Write”, one is possessed and consumed by
“writing”. Ronell compares those who write to drug addicts:
Figures imbued with a manner of unreliability and social stigma who
nonetheless have a grasp over a unique perspective and insight.
I love
this description for a number of reasons: Firstly, as someone who
identifies as a similar “writing being”, I can honestly and
confidently state this is exactly what writing feels like for
at least me personally. Secondly, it's a great argument for the
inherent performativity of all forms of personal expression. Indeed,
interviewer D. Diane Davis even uses that exact term when referring
to Ronell's breakout work The Telephone Book, a piece designed
to invoke static noise, contradictory information and the
deconstruction and destruction of the book itself as a concept. A
play doesn't represent reality and doesn't even try to: Its actors
and stage sets are meant to *stand in* for things and situations the
audience is familiar with and the real erudition comes from the
interaction of all the pieces working together to create a larger,
weirder whole. Just as Ronell says, any kind of creative endeavor, be
it a book, a movie, a literary text, a journalistic piece, an
ethnography, a video game or a blog post, works the same way, no
matter how much certain people might wish to pretend otherwise.
Personally, I find that a far more fascinating and inspiring concept
then the idea our works of art and fiction spring magically
fully-formed in the manner of Athena from the skulls of patriarchal
Godlike Creators whose Works and Actions must be respected and
worshiped in the same manner.
I think
of all forms of modern media video games have the biggest potential
to emphasize and reinforce this fact, which is part of the reason I'm
bothered so much by the language from certain developers and critics
that games need to be more “cinematic”. Due to the irreducible
factor of player agency, by definition there's no way a video game
can force a passive narrative or specific experience onto its
audience, despite the efforts of some developers to do exactly that
(but that's perhaps another post). Games are fundamentally set up as
dynamic interactions between multiple parties at a very overt,
literal level, so this performative thread shines through the
brightest with them. For a good example of how developers can write
this back into the text, let's look at one of the best spokesperson
characters for games-as-plays around: Princess Peach Toadstool. Yes,
it's once again time to do one of my signature hyper-redemptive
readings of a character or text either nobody likes or has nobody has
ever heard of.
But how,
my indignant readers wail, do I think I can redeem Princess Peach
of all gaming characters, the poster child for sexist, stock
damsels-in-distress? Well, I respond, it's actually quite simple once
you realise what the Super Mario games actually are. The common
perception of the Mario games, most famously and succinctly
articulated by Yahtzee Croshaw in articles such as this one, is that
despite the original Super Mario Bros. (or Super Mario
Bros. 3 depending on your preference) being an
indisputable classic, it's a tepid and unchanging series that has
somehow managed to last over 25 years telling the same basic story
and rehashing the same basic game over and over again with absolutely
no variation. Also, Peach is reprehensible because all she does is
look pretty and get stupidly kidnapped, serves no purpose and lacks
any personality or characterization, which would be a valid complaint
were any of it actually true. The Mario series' lack of so-called
gameplay innovation is one thing and an argument to be examined
another day (and one I think might have merit, at least as it
pertains to the games of the past decade or so), but Yahtzee's dead
wrong when it comes to plot and here's why.
First of
all, I'd mention that despite my universal disdain for any kind of
kidnapping plot, King Bowser actually had a somewhat acceptable
motivation for kidnapping Princess Peach in the first Super Mario
Bros. and one most modern critics seem to have forgotten. See,
what no-one remembers anymore is that in the story printed in the
original manual, it's stated Princess Peach is an extremely
powerful sorceress, possibly the most powerful in the entirety of
the Mushroom Kingdom, and the *only* one with the power necessary to
push back the Koopa invasion force and secure the land. Naturally,
Bowser wants to seal her away where she can't do any damage so he can
stomp over the Mushroom Kingdom uninhibited. Frankly, Peach is the
one who saves the world in that game: You, Mario and Luigi, are just
there to give her a hand and clear a path for her. Even if the plot
of Super Mario Bros. made sense though, that doesn't explain
or excuse all of Bowser's subsequent kidnappings of her, does it?
Well, no it *wouldn't*, if he had done it again, as I'm
inclined to argue Bowser never kidnapped Peach a second time, and
even the first time is debatable.
Shigeru
Miyamoto is not a hack writer. I mean I really don't think I should
have to state this, but a lot of critical readings of Nintendo games
seem to operate with this as an implicit fundamental premise for some
reason. Even in the more recent games where he has little-to-no
creative input, he still has to sign off on the game and let the
developers know they're being somewhat loyal to his original vision.
They have to be meeting his expectations to some extent, and unless
he's a terrible writer there must be something more going on here.
And indeed there is: Look *very* closely at the Super Mario games
that came after the original, starting with the US version of Super
Mario Bros 2 (A.K.A. Super Mario USA), the next game
Miyamoto had a major hand in. The story is, as is well known, meant
to be a dream, but the game opens up with a *curtain call* and you
select your character by *shining a spotlight* on them. Super
Mario Bros. 3 takes this to the logical extreme by not only
having the title screen be a big stage with a curtain and props, but
the level design itself looks like it's been built by stage hands, as
there are conspicuous amounts of bolted-on scenery and scaffolding
and Mario and Luigi even “exit, stage right” whenever the level
ends. The Super Nintendo games Super Mario WorldXSuper Mario Bros.
4 and Yoshi's Island take a slightly different tack by
opening with fairy-tale narration, but the main point is still there:
These games are stories being retold via the act of playing them.
Not a spotlight. I think it happens in the SNES version. Still, picture is worth 4.532 words. | \ |
I think
it should be obvious what the logical conclusion to all this is: The
Super Mario games are plays, and Mario, Luigi, Bowser and yes, Peach,
are part of a travelling acting troupe. Peach just happens to be
comparatively badly typecast, or maybe it's an attempt to retell the
same story many times with subtle variations as a kind of metaphor.
This isn't, I hasten to add, solely my interpretation: It's a fan
theory gaining significant momentum online (to the point even Cracked mentioned it) and has even been confirmed in a statement from Miyamoto-san himself. This also handily explains the various Mario
spinoff games and why Mario and Bowser play tennis and go kart racing
together when they're not at opposite ends of a plan for world
domination (incidentally, this revelation, paired with the
working-class origins of the characters, leads to the intriguing
conclusion Miyamoto is likening Mario's acting troupe to William
Shakespeare's. Do with that what you will). This reading does seem to
hold: If we look at just about any Mario game made since the original
five or so, we see that curtains, stages and retelling stories have
become fundamental parts of the series, not to mention the infamous
fact it's difficult to read the Mario and Donkey Kong from the
original Donkey Kong as being the same characters from Super
Mario Bros., Donkey Kong Country and their successors. Obviously
they're not: They were playing different roles in a different play at
that point.
To
return to the main thrust of this post, which was how high-end
digital technology like 3D and HFR enhances performativity in media,
let's look at the most recent Mario game as of this writing (or at
the least the most recent one I've played): Paper Mario: Sticker
Star on the 3DS. The case for HFR is fairly straightforward and
self-demonstrating in my opinion, something I feel I've sufficiently
justified and not as relevant to video games, so we'll talk about 3D
here. The Paper Mario spinoff series has always driven home the
theatrical production reading harder than other Mario series, and
this new game is no exception and clearly delights in having
stereoscopic 3D to play with. Mario can move in, on and around
various bits of scenery, which can be knocked over, picked up again
and rearranged to suit different gameplay needs. Everything looks to
be made out of cardboard and a key aspect of the game is remembering
that the levels are literally cut-out facades in a three-dimensional
world, and the game forces players to keep checking things from all
angles to find everything. It feels as if Mario's in a play and
improvising on the fly when props and sets don't always do what
they're supposed to. While the game's major point could probably be
conveyed without it, clearly it's relying on stereoscopic 3D to get
it across particularly vividly.
Another
3DS game I've been playing recently, Atlus' Code of Princess,
uses a similar approach. It's a cross between an arcade beat-em-up
and a JRPG that's wholly aware of the inherent ludicrousness of both
genres. The characters are all delightfully self-aware parodies, and
even more laudably mostly female, but the most interesting aspect of
it from our perspective is the way the battle stages work (and as an
aside, note the ubiquity of the term “stage” to describe video
game levels). Like in most beat-em-ups, Code of Princess uses
a static camera angle that slowly follows the character as she fights
her way from left to right. The main innovation here, aside from the
aforementioned RPG experience system and genre awareness, is the fact
there are three main battlefields on the screen at once, and the
characters can leap into the background and foreground at various
degrees, which is where the stereoscopic 3D comes in. It's not as
overtly theatrical as a Mario game, but the world of Code of
Princess definitely feels much more like a stage set thanks to
this sort of gameplay (in addition to the general look-and-feel of
the game on the whole) than a fully developed fantasy land, and
that's to the game's benefit.
Just
like a play, these games work by recognising they're inherently
performative and gain a lot of their strengths as works by playing
off of the audience. Each playthrough of a video game is different,
even before you factor in the different styles and tastes of
individual players, just as no two performances of the same play,
even if it's put on by the same troupe, will be identical. This is
abundantly clear here, as it is in all video games, but I maintain a
thread of performativity runs through all creative works: We wouldn't
have differing interpretations of things if it didn't. So why pretend
it isn't there? Why pretend movies, music books or your medium of
choice exist in a vacuum separate from human emotion and thought?
That's the perhaps uncomfortable truth things like 3D and HFR force
media critics to come to terms with. Far from getting us closer to
some mythical Truth, all these new technologies will do is remind us
of the multiplicity of meaning, and I for one couldn't be happier.
O
Objectivity our subjugator, your legend is lies, lurid and false;
your dreamlike reverie a con for the ages.