One of the most enduring creation myths to emerge from late-20th Century popular culture is that of Los Angeles as a city built on bones. Robert Towne and Roman Polanski’s Chinatown tells of an incestuous white man who engineers water shortages in order to force poor farmers off their land and build new homes for middle-class families. Set a number of years later, James Ellroy’s LA Quartet provides Capital with an even more corrupt figurehead in the person of Dudley Smith, an OSS spymaster turned anti-Communist and White supremacist who uses his institutional power as chief of detectives to corner the local drugs trade in an effort to keep the city’s non-White population under control and away from the classy White neighbourhoods that Chinatown’s Noah Cross famously described as “the future”.
While American popular culture is often willing to recognise the racial character of the oppressive forces it seeks to catalogue, its viewpoint is invariably that of the White liberal onlooker rather than that of the explicitly oppressed. This is particularly evident in Robert Zemeckis’ Who Framed Roger Rabbit, a polymorphously problematic remake of Chinatown where California’s marginalised population is represented by a ghetto filled with a diverse population of cartoon characters who eke out a living on the margins of Hollywood and eagerly distance themselves from a villainous Judge Doom who acquired considerable power and money by passing himself off as a respectable White man. The film ends with the ‘toons bickering about whether Doom was actually a duck, a dog or a mouse because obviously no White man would ever stoop so low as to use institutional power to brutalise and immiserate the poor and dispossessed. Even Chinatown’s most famous line resonates with the privilege of being born White in a White supremacist state; Jake may be able to ‘forget it’ because it is Chinatown but the actual residents of Chinatown are forced to live with ‘it’ every day of their lives.
As Thom Andersen suggests in his peerless video essay Los Angeles Plays Itself, the American film industry has long proven reluctant to engage with the city of Los Angeles on its own terms and turn the camera over to the real victims of its emerging creation myth. Charles Burnett’s Killer of Sheep is one of only a few films to consider what it means to live in the town of Noah Cross and Dudley Smith.
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Futurismic have my latest Blasphemous Geometries column devoted to Deus Ex: Human Revolutions.
A lot has been made of this game’s boss fights and the myriad niggles and irritations that conspire to make its game-play something of an uphill struggle. I will not deny, this game inspired more rage-quits than any game in recent memory. However, rather than seeing these irritations as products of genre-confusion and outdated game design, I decided to consider these problems as part of the game’s central aesthetic and sub-text. I conclude that, whereas the original Deus Ex games were all about empowering the player, Deus Ex: Human Revolutions is all about claustrophobia, prejudice and being forced into a position of willing servitude:
Taken together, these racial and economic narratives combine to create an almost intolerable atmosphere of disempowerment. Whereas Deus Ex sought to empower its players, Deus Ex: Human Revolution constantly reminds them of how worthless and incompetent they really are. Playing DXHR is like spending an afternoon with a depressed and alcoholic mother who is not only disappointed with what you have made of yourself, but also insistent on letting you know how she feels about your failure as an individual. However, as unpleasant as DXHR can be, it is an intensely enjoyable game. Indeed, the game’s real thematic power lies not in its narratives of disenfranchisement and oppression, but in the fact that it keeps us coming back for more in spite of them.
All too often, reviewers tend to assume that any mechanic that is not fun is broken. I simply could not disagree more, all mechanics tell a story… you just need to open your mind and play the story that the game wants to tell.
Futurismic have my twenty fifth Blasphemous Geometries column entitled “Mass Effect 2 and Racial Essentialism”.
It’s quite a long piece as it is looking at, in my opinion, quite a broad problem with the way that works of genre engage with race and racism. Namely that by using relationships between different species to represent relationships between different races, religions, cultures and nationalities, works of genre are legitimising not only the idea that there are real differences between these social groups, but also the idea that it makes sense to infer something about someone based upon the colour of their skin or the kind of religious service they choose to attend.