REVIEW – Breaking the Waves (1996)

FilmJuice have my review of Lars von Trier’s Palme D’Or-winning tragedy Breaking the Waves.

Breaking the Waves tells of a rather innocent young woman from an isolated Scottish religious community who decides to marry a man who is employed on one of the local oil rigs. At first, the couple (played by Emily Watson and Stellan Skarsgaard) seem perfectly matched as their sex life is nothing short of epic. So profound is the young woman’s passion for her husband that when he has to go back to the oil rig to work, she pines terribly. In fact, she pines so much that she prays for God to return her husband to her side. God appears to answer the young woman’s prayers when a hideous industrial accident paralyses her husband. Unfortunately, because the couple’s relationship is almost exclusively physical, the husband’s inability to have sex with his wife comes to represent a failure of their love and so he encourages her to have sex with other men.

Breaking the Waves is a film about faith. Bess uses her faith in God as a template for her relationship with Jan and because her relationship with God is one of blind, unquestioning and passionate submission, she does not have it in her to deny her heavily-medicated husband when he begins making perverse requests. Bess’s faith in God and Jan is so pronounced that when Jan’s condition deteriorates, she believes that it is because of her lack of faith and so she begins to seek out increasingly violent and degrading men with whom to have sex. The end of the film is gut-wrenching because it proves that Bess was right all along but it also leaves you wondering what kind of God/Husband would demand such blind and self-destructive obedience from those they claim to love?

I very much enjoyed Breaking the Waves and — incredibly rarely for me — I actually teared up at the end of it but my enjoyment of the film in no way diminishes the fact that I regard it as somewhat problematic.

We would all like to believe that art house film provides a viable alternative to the generic and politically dubious output of Hollywood but the truth is that European art film has its own set of well-rehearsed and problematic narratives. Narratives favoured simply by virtue of the fact that most of the people making European art house films come from a particular gender, a particular class and a particular ethnicity. One of the more oppressively ugly stock narratives in art house film involves a beautiful and engaging young woman who winds up getting beaten, humiliated, raped and forced into sex work so that the pathos of her downfall may help the director point an accusing finger at the horrors of the world. Breaking the Waves uses this narrative as does Robert Bresson’s Mouchette, Bigas Lunas’ The Ages of Lulu and it also resurfaces (albeit in a more critical and self-aware form) in films like Kenji Mizoguchi’s Ugetsu Monogatari and Francois Ozon’s Jeune et Jolie. How many times do we have to revisit this narrative before people start to realise that it’s rather long in the tooth? How frequently do you see a film in which a man’s descent into sex work mirrors their existential collapse? How many films are there in which a female character sees the horror of the world and responds by becoming a cold-eyed murderer or ruthless business woman? As I say in my review, Breaking the Waves is a brilliantly made and deeply affecting film but the reason it works so well is that there have been literally dozens of films made using the exact same storyline.

Having re-watched Antichrist since watching Breaking the Waves, I am struck by how many of von Trier’s works seem to walk the line between casual prejudice and critical self-analysis. Indeed, many critics of Antichrist accused it of being profoundly misogynistic as the plot revolves around a woman who goes insane after internalising some misogynistic texts she had been studying as part of a PhD. I certainly agree that Antichrist (much like Breaking the Waves) is in dialogue with a western tradition of misogynistic attitudes towards women but both films make it quite clear that misogyny enters the world of the film through the actions of patriarchal men who coerce their wives into acting out misogynistic  life scripts (the deranged screeching harpy in Antichrist and the saintly victim in Breaking the Waves).

It is always tempting to invoke authorial intent in order to collapse the wave function and deposit von Trier’s work on one side or another of the fence but what keeps me returning to his work is precisely this ambiguity, his recognition that horrible attitudes lie buried just below the surface and that it is often incredibly difficult to work out whether one is doing the right thing or perpetuating blind privilege and prejudice. I have long been of the opinion that the art house film scene needs a groundswell of popular feminist criticism to challenge the out-dated attitudes and tropes that are blindly reproduced in film after film but I genuinely have no idea what the social justice movement would make of a filmmaker like von Trier.

 

REVIEW – Wake in Fright (1971)

wake-in-frightFilmJuice have my review of Ted Kotcheff’s sensational Australian film Wake in Fright.

Released this week by Masters of Cinema, Wake in Fright is one of those films that stays with you forever. Set in the middle of the Australian outback, the film is structured around a descent into madness after a middle class school teacher gets stuck in a working class mining town called The Yabba. Initially smug and contemptuous of the working class culture that surrounds him, the teacher is forced to make friends and make do and so finds himself drinking, gambling, hunting and fighting… his life one bender after another without room to think or breathe. However, rather than being a simple critique of working class habits from a middle class perspective, the film broadens its critique to all of Australian society:

Kotcheff uses John’s journey through The Yabba as a means of exposing the violent alcoholic nihilism that lurks beneath the surface of the Australian national image. John’s reactions are obviously quite bourgeois and, presented on their own, might have resulted in a film that spends over 100 minutes sneering at working-class Australians. However, the film’s use of John as an emotional touchstone is intriguingly refracted through the impressions of two other characters, a middle-class drunk (Al Thomas) whose wit and discernment become less and less obvious the drunker be becomes and an educated nihilist (Donald Pleasence) who has chosen to embrace the Yabba-lifestyle because he sees all forms of social, moral or spiritual advancement as a sign of vanity. The result is a film that manages to walk a fine line between demonising elements of working-class Australian culture and expressing real empathy as to why these people have come to think and act the way they do. There’s a wonderful scene late in the film where John hitches a lift with a trucker who invites him in to have a drink, terrified that another drink might send him back into the Yabba’s downward spiral, John refuses the drink only to be insulted and described as mad. How could anyone avoid descending into alcoholism when refusing to have a drink with a complete stranger is treated as a mortal insult?

As I point out in my review, the film functions almost like a non-genre revisionist western in so far as it sets out to debunk and deconstruct the national icon that is the Australian bushman. Interestingly, while the Australian film industry has produced a number of revisionist westerns (including the excellent Red Hill, which I wrote about a couple of years ago) almost all of them are devoted to addressing the various ways in which white Australians mistreated  Indigenous Australians. One of the ways in which white Australians mistreated indigenous Australians is by making them invisible and perpetuating the myth that Australia was an uninhabited landscape before the arrival of the white man. As I point out in my Red Hill piece, this tendency to make indigenous Australians disappear is actually being perpetuated by the fact that all of these films about terrible white people are themselves directed by white people! As a result, Wake in Fright‘s decision to pick a fight with the predominantly white bushman and give his culture both barrels is far less problematic than most of the real Australian revisionist westerns.

There’s also a lovely bit in one of the interviews included on the DVD where someone describes how the first Australian screenings went quite badly with one person standing up and shouting “this ain’t us!” to which a member of the cast responded, gloriously, “Sit down mate, this is us!”.

This film is really something special.

XCOM is NOT a Boss Fight

XCOMIt’s been a while since I’ve written anything about video games but the awesome group blog Arcadian Rhythms were kind enough to host a little something I wrote about the stylistic differences between the original UFO: Enemy Unknown and its recent re-make XCOM: Enemy Unknown.

The main thrust of my argument is that while the original UFO was an emotionally muted and ambiguous affair that conveyed its themes of cataclysmic social change and philosophical crisis using subtle shifts in tone and design, the new XCOMexplores this same set of themes using a stylistic palate that is not so much muted as it is hysterical:

XCOM resembles the Metal Gear Solid series in so far as its approach to narrative is as totalitarian as it is melodramatic. Rather than trusting their material and their audience to find one another in an organic fashion, the writers of XCOM drive home every beat and every emotion as hard as they possibly can. Where the original UFO allowed players to uncover the disconnect between terrifying world and bland corporate office on their own terms, XCOM displays humanity’s precarious position in every colour scheme, every piece of text and every poorly performed and written cut-scene.

Games like XCOM are the product of a creative environment in which there is no room for subtlety or nuance. Like advertisers and political demagogues, AAA game designers are convinced that the only way of making the audience care is by reaching into their heads and forcing them to do so. Once upon a time, game designers used certain top-down narrative techniques to break up the monotony of fighting the same three enemies over and over again. Now, game designers use variations on these same manipulative techniques to wring emotional responses from the same old poorly written stories.

The most worrying thing about this growing tendency towards melodramatic storytelling is that it is a trend that is playing out across pretty much all the major gaming platforms. A fantastic example of this emotional bloat is the difference between the beautifully low-key nihilism of Far Cry 2 and the racist power fantasies of the recently released Far Cry 3. Indeed, while Far Cry 2 had you wandering around killing people and getting progressively closer (both spiritually and geographically) to the nihilistic figure of The Jackal, Far Cry 3 presents this same journey as a sort of spiritual quest in which you become a sort of white Christ figure for a group of noble savages. As with UFO and XCOM, the two Far Cry games demonstrate a growing discomfort around nuance, subtlety and ambiguity. For the modern AAA game designer, a game does not have a message unless the message is spelled out in a reductive and simple-minded fashion.  This unease around ambiguity is beautifully apparent in what must be one of the most extraordinary interviews ever conducted.

John Walker of Rock Paper Shotgun interviews Far Cry 3‘s Jeffrey Yohalem and pretty much accuses him of making a game that is a white power fantasy aimed at 20-something White Americans. Yohalem denies this and bizarrely supports his denial by pointing to all of the story beats and tropes that would lead you to think that the game is a power fantasy:

The sex scene [at the midpoint] – first Jason is shooting at that gigantic monster. He kills the monster, and it jump-cuts to him orgasming with Citra! He’s firing sperm at this gigantic monster, and then suddenly he’s on this alter with Citra, having sex with her, and then he thinks he’s the leader of the tribe and makes the big speech, and it’s his power fantasy! That’s the other thing – it’s all from first-person, so it’s completely unreliable. There’s a reason why Jason is a 25 year old white guy from Hollywood – these are all ideas that are in his head. You’re seeing things through his eyes.

Clearly, Yohalem believes that he is being satirical and yet the game he has helped produce is absolutely indistinguishable from a non-satirical white power fantasy. In other words, while Yohalem may have intended to express ambivalence towards traditional video game narratives, the ambivalence simply did not carry across into the final game. The game is so busy trying to manipulate the audience’s emotions that it simply does not allow for the fact that the game might intend you to call these emotions into question. Yohalem points to a number of clues supporting his ironic interpretation of the game but all of these techniques are drowned out by the game’s desperation to make the player feel like a gosh-darned hero.

Melodrama is an entirely acceptable emotional register when the aim of the game is to engender an authentic emotional response to a particular text. Consider, for example, Luca Guadagnino’s majestic I Am Love (2009) starring Tilda Swinton:

The film tells the story of a woman who marries into a large Italian family. While this family provide the woman with a luxurious lifestyle, it also forces her to exist in a repressed emotional universe that requires her to be be the perfect wife at all times. However, this universe is shattered when the women meets a local chef who unlocks her emotional core and drags her into a whole new world. Let me be clear on this: I Am Love is one of my absolute favourite films; I think Guadagnino’s ability to use music, lighting, architecture and colour to create different emotional worlds is absolutely astonishing and when the woman finally breaks free from her old life, I wept openly in the cinema. I did this because Guadagnino is an absolute master at emotional manipulation.

The difference between I Am Love and Far Cry 3 is that while I Am Love is all about the authentic emotional experience of love, transformation and happiness, Far Cry 3 is supposedly about questioning the very emotions that the game evokes. Far Cry 3‘s problem is that while the aim of the game might have been to question white racial privilege, the style of the game celebrates white power fantasies in much the same way as I Am Love celebrates the transformative power of love. Melodrama is a tradition that allows the audience to experience what the characters are experiencing, it is not a tradition that encourages us to deconstruct our own emotional responses. On one level, it is tempting to simply dismiss Yohalem as a simpleton who doesn’t understand the concept of style but games like Far Cry 3 point to a far deeper problem, namely that AAA game designers are now so used to melodrama that they simply do not realise that there are other emotional registers that might better suit the stories they are attempting to tell.