Reality Effects
Reality Effects
Reality Effects
Reality Effect
the
Reality Effect
Film Culture
and the
Graphic
Imperative
Joel Black
ROUTLEDGE
NEW YORK & LONDON
Published in 2002 by
Routledge
270 Madison Ave,
New York NY 10016
Published in Great Britain by
Routledge
2 Park Square, Milton Park,
Abingdon, Oxon, OX14 4RN
Routledge is an imprint of the Taylor & Francis Group.
Transferred to Digital Printing 2010
Copyright 2002 by Routledge
All rights reserved. No part of this book may be reprinted or reproduced or
utilized in any form or by any electronic, mechanical, or other means, now
known or hereafter invented, including photocopying and recording or in any
information storage or retrieval system, without permission in writing from
the publishers.
Design and typography: Jack Donner
Library of Congress Cataloging-in-Publication Data
Black, Joel, 1950The reality effect: film culture and the graphic imperative / Joel Black.
p. cm.
ISBN 0-415-93720-5 - ISBN 0-415-93721-3 (pbk.)
1. Realism in motion pictures. 1. Title.
PN1995.9.R3 B59 2001
791.43'612-dc21
2001019642
Publisher's Note
The publisher has gone to great lengths to ensure the quality of this reprint
but points out that some imperfections in the original may be apparent.
Contents
introduction
11
Reality TV
to
15
part one
one
24
film culture
Pornographic Science
35
35
two
20
56
Primal Scenes
61
61
66
69
78
81
48
52
three
Body Parts
85
85
87
89
98
part two
four
93
103
filmic events
Documenting Violence
111
Serial Violence/Surveillance
111
118
five
121
130
135
Telling Stories
145
151
154
SIX
145
158
163
163
169
169
174
187
film dreams
part three
seven
197
201
203
to
218
223
229
281
206
213
Dream Worlds
notes
197
271
215
Introduction
The twentieth century is on film. It's the filmed century. You have
to ask yourself if there's anything about us more important than
the fact that we're constantly on film, constantly watching
ourselves. The whole world is on film, all the time. Spy satellites,
microscopic scanners, pictures of the uterus, embryos, sex, war,
assassinations, everything.
-Don DeLillo, The Names
reality, so that reality is no longer what it used to be? And if so, how is
such a transformation itself to be documented?
If answers to these questions aren't readily available, it's because the
twentieth century's definitively filmic nature-entailing a peculiar mix
of reality and artifice, high and low culture-has yet to be generally
acknowledged. Ironically, the impact of film on culture may have been
more widely recognized before the advent of the academic discipline of
film studies, and even before the medium's appropriation by the arts and
the entertainment industry. For film came into being, after all, in the
middle of the recording revolution, midway between photography and
phonography. Even before the medium was invented, as Siegfried
Kracauer noted, the forerunners of film theory took it "for granted that
film would continue along the lines of photography" and "looked
forward to what we have come to label newsreels and documentariesfilms devoted to the rendering of real-life events." This "insistence on
recording,"3 and the original cinematograph's scientific purpose of
documenting movement over time, was rooted in the "most basic theoretical understanding of film realism ... the view that photographic
images, unlike paintings or line drawings, are indexical signs: they are
causally or existentially connected to their referents."4 Yet despite this
early recognition of cinema as a recording technology, it quickly became
clear that the movies' chief-and certainly most lucrative-purpose
would be that of entertainment, and that for a movie to be entertaining
it must be "different from real life."5 And so by the middle of the
century, despite the continued emphasis of critics such as Kracauer and
Andre Bazin on "the photographic nature of film" and on its ability to
reproduce physical reality, cinema's scientific origins were largely
forgotten as film increasingly came to be regarded as a representational,
illusionist medium for the primary purpose of entertainment and the
secondary purpose of art. 6
The "film-as-art idea" gained wide currency especially in the 1950s,
after the breakup of the studio system and the rise of independent filmmaking.? As film studies programs began to take their place in the academic curriculum, movies were treated much as literature and the fine
arts had been-as a coded discourse that could be analyzed either sociologically (as a form of cultural production and mass entertainment for
the purpose of indoctrination, diversion, or subversion), or else aesthetically (as a formal construct with its own internal laws and organization
that made every film a world unto itself). The tendency among film
scholars and critics to treat "cinema" primarily as an art form, and even
to consider the director a kind of artist or auteur, grew out of an effort
to legitimate movies as more than just a popular form of entertainment.
Yet this formalist, film-as-art approach tended to downplay, and some-
Introduction
eye, ear, and other senses, and those that we can expect to be produced
in the twenty-first century by virtual-reality technologies that bypass
the aesthetics of sensory perception altogether and feed directly into the
brain as the "technologically induced hallucination[s]" of "machinic
vision."16 But we need not anticipate future developments. The eye and
other senses are already habitually overstimulated and overwhelmed by
the formless explosion of mass cultural "in-formation" filtering down
from the new media technologies with their drive toward hyperindexicality into more conventional forms of cinematic and other visual experience. Consider the vastly expanded content made possible by new
cinematographic techniques (instant replay, slow motion, time-lapse
photography, digitalization) and by the enhanced graphic displays of the
new technologies (video media and video games, the Internet, spy satellites, surveillance cameras). And we shouldn't forget those exhibitionistic Web-cam sites (e.g., JenniCam, Web-Dorm.com) that enable anyone
to turn their lives into reality TV or EdTV (as in the 1998 movie of that
name), so that everyone can peer into the most intimate-but more
often the most banal-moments of their lives.
It used to be that only movies were on film; now the whole world is.
More than ever, visual technologies seem intent on striving for what
Kracauer called "the status of total record." And not only does it seem at
the start of the new century that everything is on film or video (although
it is unclear, given the unstable nature of videotape and other recording
media that began replacing film at the century's end, how long this
recorded material will remain viewable),17 but thanks first to video and
then the Internet, scenes that were never shown before-from natural
disasters and human atrocities to sexual intimacies and ecstasies-are
now public spectacles that are instantly shown everywhere.1 8
The fact is that film is the medium of modern mass culture. Not
only is it consumed by the masses more than any other medium, but in
no other commodity does mass culture itself provide the content to the
degree it does in film. One need only think of all the product placement
in movies, the tie-ins with fast food, soft drinks, and sports cars that are
increasingly transforming blockbuster films into nonstop advertisements, and the increasing instances of cross promotion in the wake of
media megamergers. 19 So ubiquitous and influential are the movies in
film culture that they are no longer just movies, but have expanded into
other modes of entertainment such as video games and thrill rides using
the latest animatronics and 3-D technology. At Hollywood's Universal
City, after a ride that immerses you in the world of blockbuster actionadventure films such as Jurassic Park or Back to the Future, you can tour
one of the nearby studios where tomorrow's movies are currently in
production. The visit itself is a back-to-the-future time trip or time loop
Introduction
Introduction
Not only is film more than a medium of art or entertainment, then, but
it plays a key role in shaping viewers' notions of "reality" itself. As a
result, it is often no longer meaningful or even possible to categorize
movies into the traditional dichotomy of fictional films and documentaries-or "nonfiction films," as they're now called. More than ever,
big-budget fictional entertainments invoke real historical references
(Forrest Gump, Titanic) or even prehistoric references (2001: A Space
Odyssey, jurassic Park), or they implicitly claim documentary status for
themselves (Schindler's List, Amistad). Meanwhile, so-called docudramas freely adulterate historical fact with far-fetched conspiracy theories,
as in Oliver Stone's JFK. Moreover, while special effects once allowed
filmmakers to present glimpses of the unreal world of dreams (Un chien
andalou, The Wizard of Oz, Spellbound), today's sophisticated effects
are increasingly used to produce a heightened illusion of reality itself
(crashes, disasters, wars, space travel, etc. )-of truth as visible spectacle,
of reality as anything that is filmable, or, borrowing from recent French
theorists, what I call the reality effect.27
This is not at all to say that movies are becoming more "realistic,"
more like real life; if anything, they tend to be less credible and plausible
than ever.28 But they are certainly more graphic-more physical and
explicit-which is an entirely different matter. We need to recognize
film as being first and foremost a "literalist medium" whose nature is to
make things explicit-to reveal or display the world in an evidentiary
sense that is beyond the capability of traditional representational or art
media. 29 It's becoming a commonplace to hear commentators remark
that "literalism has been gathering force," that a "renewed embrace of
explicitness has ... spread all over the ur-American realms of merchandising, TV, [and] the mass market,"30 that "the arts have never been
more probing or explicit,"31 and that "the media are more explicit than
they've ever been."32 Such observations demonstrate a growing awareness of and concern with film's unique status as a recording medium
versus a representational one.
As a graphic medium, film doesn't literally make things "real," of
course. Documenting actual objects, characters, and events (referential
realism), or even making objects, characters, and events seem real
(perceptual realism), is altogether different from making them explicit,33
Nevertheless, the visual media are increasingly called upon to provide a
record of reality, and some literalists have adopted the extreme view that
only what can be filmed exists, or at least can be known with certainty.
Thus, in 1999 the Kansas Board of Education decided to remove evolution and the big-bang theory from the state's science curriculum on the
grounds that these phenomena have not been directly observed or
recorded and thus are open to doubt. Such radical skepticism is rooted
in a faith in graphic realism fostered by film culture whereby events
must be confirmed by eyewitness testimony or photographic evidence.
Ironically, the visual evidence of evolution required by the Board of
Education (which reversed its decision in 2001) was not long in coming:
alarmed parents were already beginning to observe the increasingly early
onset of puberty in their daughters. Here was what seemed to be graphic
evidence of human evolution-a significant change in the biological
development of the species, or at least in the rate of its development, that
Introduction
10
Introduction
11
shooting the image. A growing number of science-fiction and actionadventure films, such as the Star Wars series, Terminator II, and Jurassic
Park, don't just use special effects; they are special effects.
As the postproduction phase has steadily infiltrated the recording
process, the contingency of the audiovisual trace has given way to the
wholesale generation of an entire Lucas-world of image and sound
effects without worldly referents. The advent of digitalization, morphing, and "Flo-Mo" (the technique popularized in The Matrix, which
allows filmmakers to shoot scenes at normal speed while slowing down
or freezing portions of the surrounding action), has enabled FX artistry
to replace "actual" recorded elements in the mise-en-scene. There is
now little to keep George Lucas-who used over two thousand digitally generated shots, or 90 percent of the movie, in his 1999 Star Wars
prequel, Episode I: The Phantom Menace-from doing away with
actors altogether, and replacing them with animatronic robots and fully
digitalized characters. In the Lucasian spectacle of carefully programmed digitalized effects, as little as possible is left to chance, to the
contingencies of real life, and to the vagaries and verities of the
recorded image.
Reality Bites Back: Kernel Truths
As commercial animation, action-adventure, and sci-fi movies leave the
medium of recorded film behind in order to devote ever greater shares
of their budgets to digitalized special effects, raw footage is coming to
playa greater role in low-budget, independent cinema. Instead of using
special effects to alter, enhance, or simply dispense with recorded
images, noncommercial filmmakers have devised innovative ways of
presenting the unedited film record of the real itself, recontextualizing it
through a variety of what might be called" general effects."
We may note, for example, how fictional movies have increasingly
adopted the long-standing documentary practice of using archival
photographs and films. In a number of recent foreign features the narratives are motivated by some piece of unedited footage. The trend can be
traced back to Antonioni's 1966 film Blow-Up, with its story of a
photographer who records a murder in a public park but doesn't realize
it until he develops and enlarges the pictures he has happened to shoot.
In more recent movies the segment of raw film footage is depicted as
being rare and elusive, as in Harvey Keitel's Balkan odyssey in Ulysses'
Gaze to recover an early documentary film that has been presumed lost.
The piece of raw footage may be life-threatening: Ziad Doueiri's 1999
feature West Beirut focuses On the perils of two Lebanese boys who try
to develop some home-movie footage they have shot with a Super8
12
camera during the 1975 civil war. In recent Iranian and Chinese cinema,
where the roles in fictional stories are often played not by professional
actors but by individuals playing themselves, the distinction between
fiction and nonfictional cinema has become especially blurred. 42
The convention of documentary footage within fictional films is
more than an instance of modern cinema's self-consciousness and selfreflexivity. The presence of some prized, elusive piece of raw footage in
movies functions much like the pea that keeps the princess from falling
asleep; in the feature films mentioned above, the documentary footage is
a kernel of "truth" around which the cinematic fiction persistently
circles. 43 And as in the fairy tale, it is the girl's hyperawareness of the
pea hidden beneath all those mattresses that marks her as a true princess,
so these cinematic fictions derive a semblance of authenticity from the
documentary kernels at their core. 44
As the story in fictional films may be centered on a kernel of raw
film footage that provides a semblance of documentary truth, so documentary filmmakers who are unable to directly record their subject
incorporate whatever existing filmed footage is available. Thus they
routinely incorporate still photographs to establish the actuality of
events that may have taken place before the invention of motion
pictures. 45 And as with kernel documentaries in fictional films, the found
footage used in documentary films is often incomplete or biased, and
requires some form of metadocumentary (or metafiction) to complete or
correct it. Indeed, archival images in documentary films frequently serve
as a point of departure for quasi-fictional scenes that reenact or rei magine historical events. Thus in his 1999 film Wisconsin Death Trip, director
James Marsh staged some of the real-life horrors documented in Michael
Lesy's 1973 book about the rural farming community of Black River
Falls, Wisconsin. In the 1890s, many of the town's mostly immigrant
population either went mad or turned violent after being hit with a triple
whammy of economic depression, freezing temperatures, and a staggering infant mortality rate caused by diphtheria. Based on Lesy's compilation of vintage photographs of the town's haunted citizens (Diane
Arbus-like portraits taken by the town photographer, Charles Van
Schaik) and newspaper clippings about the town's murders and suicides
(read in the film by Ian Holm), Marsh re-created grainy reenactments of
Black River Falls's more sensational crimes. These black-and-white
"silent-movie tableaux vivants" are juxtaposed with color sequences of
present-day Black River Falls; the effect is less to point up the obvious
differences between life in the town in the 1890s and in the 1990s than to
suggest the unexpected similarities of the two periods. 46
Whereas Van Schaik's portraits and late-nineteenth-century newspaper accounts provided the kernel truths in Wisconsin Death Trip that
Introduction
13
Marsh used to stage his reenactments of actual past crimes, the kernel
truths in The Blair Witch Project-the mock horror documentary
released the same year-were pure fabrication. This surprise, lowbudget hit passed itself off as a homemade documentary about witchcraft made by three film students who mysteriously disappeared in the
Maryland woods. Actually, the movie was made-rather than found-in
the woods, its grainy, jerky footage shot by the actors themselves. The
directors, Daniel Myrick and Eduardo Sanchez, who reportedly made
the movie for under $60,000, fabricated a Blair Witch mythology that
took on a reality of its own, thanks to the numerous Web sites that
sprang up, ostensibly devoted to investigating and debating the mystery,
but ultimately serving to promote the film long before its commercial
release. Driven by a combination of clever marketing and fortuitous
Internet buzz, The Blair Witch Project (or "Sales Pitch Project," as it was
dubbed by critics) proved far more profitable than its big-budget, hightech competitors.
In a year of movies saturated with special effects, The Blair Witch
Project appeared all the more "special" by rejecting such gimmicks. Yet
at least contemporary movies such as The Phantom Menace or The
Matrix, for all their high-tech wizardry, never pretended to be documentary accounts of actual events in the way that The Blair Witch
Project did. As a result, this most "realistic" -looking of films exceeded
all its high-tech competitors in fakery. Even as it appeared to dispense
entirely with special effects, the movie was a special effect from start to
finish, "wholly created by the production process," in which "grainy
equals real, immediate," and "the jerk of a video camera or the crackle of
a scratchy vinyl record has come to stand for the truer reality behind the
process. "47 In its avowed avoidance of artifice, The Blair Witch Project
succeeded in turning the general effects associated with the recording/
distribution process into a special effect of the sort normally introduced
in the representation/production phase. Movies such as the Star Wars
films, which employ the most advanced FX technology to create realistic visions of made-up worlds, are in the end merely products passively
watched by the viewer. The Blair Witch Project owed its success less to
the finished product-the film itself-than to the unpredictable, interactive promotional process leading up to and following its release, a
process that involved numberless chance exchanges on the Internet by
individuals having no direct connection with the film. "This isn't a
movie," critic Stuart Klawans declared, "it's an item of business news,
about one of those gazillionaire-producing Internet stocks."48 The next
logical step in this Internet-driven marketing process was soon evident.
In what has been called "the most remarkable movie-promotion
gimmick ever created for the Web," two pre-release online trailers for
14
Steven Spielberg's 2001 film AI contained subtle clues leading the initiated user into "a nameless puzzle-and-adventure game, with (so far)
nameless designers, presented through a vast collection of sites portraying an entire universe of the future." As Charles Herold comments,
"The 'A.I.' game would be fascinating even if the movie didn't exist."
Such intense interactivity in real life, triggered by (and feeding back
into the promotion of) a fictional film, is a good example of what I call
a filmic event, an increasingly prevalent phenomenon in film culture.
Paradoxically, the rash of filmic events triggered by the intensifying
interaction between the filmic record and real life may be signaling the
marginalization of the film product itself. After several millennia of the
representational, illusionist arts, the past century and a half of recording
arts has produced a public dream world of real virtuality-"the use of
factual material to satisfy the need for a fictional world." The moviemediated twentieth century is turning out to be a brief, transitional stage
on the way toward the kind of transpersonal, virtual reality that a fully
interactive technology is bound to achieve-"the use of fictional material to simulate a factual world. "49 Signs of this transition were already
clearly visible in 1999: besides the AOL-Time Warner merger in that
year and the exodus of several prominent movie moguls from Hollywood to Silicon Valley, where they joined Internet entertainment startups,50 for the first time sales of video games surpassed the domestic
box-office gross of movies. 51 Often video games are modeled on, or
aspire to, the same level of dramatic realism of the movies. 52 Some critics even regard video games as surpassing film as a "mechanism which
equips the child to take his fantasies and turn them into reality."53 Costing far less to produce than commercial films and often bringing in twice
the revenue, interactive media will almost certainly continue to outperform noninteractive media (i.e., movies as well as books, paintings, and
the other representational arts) in the indefinite future. Media critic Bob
Schwabach predicts that interactive video games will force passive
movies "into obscurity, a future entertainment category subsidized by
taxes and private charity and viewed by a select audience, much like
opera and ballet today." Schwabach ridicules attempts to produce interactive movies, and remains dubious about the success of such gamebased 2001 films as Tomb Raider, Final Fantasy: The Spirits Within, and
Resident Evil. 54 And even if movies continue to thrive, film won't: 1999
was also the year in which a full-length movie (The Phantom Menace)
was first exhibited in a digital format, anticipating the time when highdefinition digital cameras and projectors will make the bulky, expensive,
and fragile medium of film obsolete. And as Darren Aronofsky's 1998
film 1t inaugurated an era of made-for-Internet movies by becoming the
first feature-length movie offered for downloading over the Web, it
Introduction
15
seems likely that the twentieth century will turn out to be not only the
first filmed century, but also the last.
From Cinema Verite to Reality TV
The networks not only remain enthusiastic about the reality genre,
but the next iterations are all about one-upping the others.
-Ben Silverman, the William Morris Agency
The media's growing influence in the digital age would seem to support
the claims of critics such as Jean Baudrillard and Paul Virilio about the
"crisis in the reality principle," and has led a number of commentators
to lament the gradual disappearance and ultimate loss of "reality"
itself. 55 For some, the problem goes back six thousand years to the earliest media technology, writing, which heralded the separation of signs
and things that caused reality to become increasingly symbolic and
virtual. 56 Others, such as James Carey, call attention to the fact that
reality is increasingly being coopted, "preempted," "defined," and
"restricted" by ever more powerful global media conglomerates that
debase news and history into mindless diversions. 57 Such critiques of the
media and information technology are valid as far as they go, but they
overlook several key matters. By calling attention to the media's distortions of reality, they give the impression that there is some independent
state of affairs "out there" that can be objectively verified. Yet as
philosophers from Vico onward have insisted, human reality is always a
construct and has been so since the earliest poets came up with supernatural explanations for natural phenomena. If anything, the recording
revolution of the nineteenth and twentieth centuries has worked to
stabilize meaning and limit interpretation rather than promote rampant
invention and distortion. (Of course, this could all change with the digital revolution now under way, in which fabricated images are capable of
simulating indexical records.)
Then there are claims such as Neal Gabler's that entertainment now
plays such an overwhelming role in people's lives that reality hardly
"seems to count ... After all, when life is a movie, who needs reality?"58
On the contrary, reality is never more in demand than it is in our global
mass-mediated film culture, where it has become, in Carey's words, "a
scarce resource." And while reality has never been more in demand, it
has also never been more at issue. Reality in liberal, democratic, massmediated societies no longer is self-evident, but is constantly contested
and up for grabs. It isn't merely that movies compete with reality;
rather, movies compete with other movies (and studios with other
16
Introduction
17
J.
18
Introduction
19