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- We are the gods of technology.
In the beginning, we built its shape,
but over time it has come to shape us.
Technology is synonymous with civilization.
We are dependent on it, determined by it,
defined by it.
Technology now controls our memories,
dreams, reality.
The past as it was, is fading.
Slowly replaced
by something nebulous and infinite.
A series of simulations where we can fashion ourselves anew
What salvation. To escape our material world into a
cybernetic one where we are pseudo and secret.
Interconnected, yet untethered.
Too real to be real.
So real. It's unreal.
This realm now dominates our imagination.
Dictates our daily lives.
We've lowered ourselves into its abyss
and nowhere has this futurist netherworld been more
feverishly dreamed and vividly envisioned than in the movies.
Cinema is a miraculous conduit for societal anxieties.
The golden age of Hollywood seethed with vice
and corruption, a dirty sea of crooked cops,
ruthless mobsters, and backdoor deals.
In the 1950s, films feared more distant dreads,
invasions, communists,
evil regimes from the East or the stars.
The sixties were fixated on nuclear annihilation
and the machines of war.
But it was the 1970s when paranoia truly took root
as the status quo.
A sensibility that has prevailed ever since.
Conspiracies, assassinations,
surveillance... bugs.
Only in 1980s
and 90's did the tools
of technological revolution finally arrive.
The Internet began surfacing in wider culture.
Home computers hit mainstream markets.
Beige boxes with square screens
and blinking green cursors sold as tools
of communication and efficiency.
A neutral device for better living.
Made for us, by us.
But distrust of change is ancient.
Biological.
And movies hinge on sub-currents of dread
and disquiet.
We all share a need to believe in forces behind our reality.
To sense that a life is greater than simply
the sum of its days.
We grow tired of being trapped in physicality,
wandering through an uncaring world.
This is how movies come to serve the role of dreams
taking us places we can't go.
Glimpsing into lives we'll never live...
But cyberspace can.
It's the city that never sleeps.
The film with with no closing credits.
How alluring, how fascinating.
How truly terrifying, how ripe for dystopia.
No work before or since has mythologized our doubt in the
corporeal realm and our suspicion of the cybernetic.
Like The Matrix.
Beginning with the creeping Viridian takeover
of the Warner Brothers logo, The Matrix
hurls us into the neon green of crypto scroll.
Indecipherable letters
and numbers cascade like a digital waterfall
of a hacker's dream.
We catch a glossy glimpse of Trinity.
Futurist femme fatale.
Flying through the air, running up walls,
dancing between bullets, stopping time.
Her is slicked. Her fashion, sleek
Tracing her curves in gleaming black liquid lust.
The universe she inhabits is volatile, urgent.
She knows everything that we do not
and sees all that we are blind to.
Her destination:
A payphone, a portal.
We travel inside the receiver, a fiber optic trip
through space and time flickering from one dimension
to the next and arrive at a blinking green cursor.
Searching, searching, searching,
We find Tom Anderson asleep at his desk.
Computers, keyboards, hard drives cords, CDs,
the accoutrements of the realist, the skeptic.
The glow of green text lulls him awake.
The Matrix has you.
His home is a dark den, a slum palace for those who live
by night, by the glow of the screen.
We know the type. We've seen versions of him
but never so crystallized.
Tom isn't just an electronic braniac, a gear-head,
a gamer, a geek.
Tom is neo. Tom is Jesus.
The hacker fated to crack the ultimate code
Existence.
Away from the desk, Tom's nightlife is a club in the void.
It's a myth we've learned from movies; dungeon dwellers,
cyberpunks, industrial freaks, banging
and raving to end times's techno.
It's here that Trinity finds him,
the one she's been looking for.
The one.
Tom is naive. Like us,
he's on the outside looking into the screen.
Until now, he believed in reality as definitive.
Terra Firma.
- What is The Matrix?
- The answer is the ground falling away.
A nightmare coming into focus.
- Oh shit, shit, shit...
God is not a deity but code.
He does not create light, but software.
We are not born in his image. We are part of his program.
Enslaved within a computer generated imitation of life
in a world impersonating a world.
The Matrix is a mirage, an afterlife
of no religion.
Our consciousness an illusion.
Tom has a choice: Remain Tom
or accept his destiny as Neo the chosen one,
his crossroads mirrors our own
coast through routine, unquestioning and unchallenged
or awakened to the suspicion that something is missing,
that our lives are lacking.
Can we pierce the veil?
Can we escape the cave and finally see the light?
- The Matrix is everywhere. It is all around us.
Even now in this very room,
you can see it when you look out your window
or when you turn on your television.
It is the world that has been pulled over your eyes
to blind you from the truth.
- ... massive computer. - What do you write to it? Like mail.
- Allison, can you explain what Internet is?
- The turn of the 20th century.
A time dizzy with technological hope.
Anything felt possible.
The ascendance of the self, of other selves,
of transformation, of rebirth.
The Internet seemed an Eden.
Cyberspace, a playground, virtual reality, a salvation.
And yet cinema still wondered: What if?
Perhaps digital is its own delusion.
Is the hyper real
an emancipation from mortal chains.
Or the daydreams of prisoner?
As our planet depletes and decays.
Maybe the devil is In the data's details.
Green was the serpent in the garden.
Now green glows beneath the closed door
of our newly fashioned computer rooms.
The beep of the modem is coming from inside the house.
Technology serves no master save those who seek
to set it free.
Humans have forever been fixated on the future,
dreaming or dreading things yet to come.
But the 20th century was uniquely obsessed with the 21st.
Gradually this fixation curdled into feverish impatience.
Then finally we were offered a tantalizingly erotic
glimpse: computers.
- Computers in our lives.
We regard them with a sense of wonder
and perhaps some misgivings,
but they promise to make the future even more interesting
and rewarding than the present.
- Here it was at last, the future.
Still most people couldn't afford a computer even more,
didn't understand how they worked.
But gradually awareness grew.
Their infallible brain suddenly indispensable to any office.
Their terminology became less alien.
Logging on, downloads, data
mainframes, memory.
Computers were aspirational.
We welcomed them into our intimate spaces.
Their entire language became a selling point.
Digital, cyberspace, worldwide webs.
Virtual reality.
Advertisers were quick
to connect these dots
or invent them where they didn't exist.
Ads became suffused with the palette
and pacing of circuit boards, sleek, electric,
high tech, fluorescent elusive illusions of innovation.
And the everyday.
From stereos to watches
pantyhose to gasoline, synthetic was no longer the future.
It was the now. Technology wanted full access to our lives
and we wanted its mechanical makeover.
This was the birth of a new wave rendered visually
by the dawn of computer graphics, special effects
that finally felt special.
Computer graphics splashed onto MTV in an iconic pair
of music videos for performance artists Will Powers
Crudely cut out mime masks, lip sync with the accuracy
of hand puppets.
Gray break dancing figures, leave digital chem trails.
These works map the contours of early CG's
aesthetic paradox. Clumsy polygons rendered
in rudimentary forms,
yet still evoking the uncanny precipice of the future.
We witnessed the birth of a new visual language. For once,
not wrought by human hands,
but a software that marks the summation of centuries
of artistic development.
Like all breakthroughs, it is at once,
bewildering and bewitching
Pop music's fetish for the new makes it an ideal vehicle
for fresh technologies.
American rock group, The Cars commissioned visual FX company
Charl-X to craft a placeless voyeuristic fantasy
for their 1984 single, "You Might Think".
A pastel line sketch
of Mick Jagger pursues a glowing geometric paramore
in his video for Hard Woman
Animators used a Cray XMP supercomputer, one
of only six in operation with five of those
in the employ of the US government
to conjure an elaborate adobe home, an elusive leggy vixen
and a dancing diamond digitized British rock god.
In Kraftwerk's
"Musique Non-Stop", artist Rebecca Allen used facial animation
software to transform the musicians into digital mannequins
and schematic grids like machines on an airless
assembly line. A perfect compliment
to their perfectionist electronic sound.
A new technology was especially well suited to dance music
as programmers steadily refined computer graphics
and synthetic rhythm.
Pixelated shapes and figures dancing to beats served
as a useful litmus test for the technology's progress.
Inadvertently seeding the nascent aesthetic of cyberpunk,
techno and rave
Techno beat drops.
Filmmakers were equally fascinated by these innovations
and the brave new worlds they beckoned.
In short films and teasers, the technology was deployed
to infuse an uncanny angular surreality.
Robots recline on art deco furniture.
Polygon bots of Bogart and Monroe smoke
and toast amongst nouveau columns,
The familiar rendered foreign. Simulacrum as revised reality.
Something was in the air in the circuits
that spoke to this shift.
The pieces began to fall into place
for a metamorphic moment in live action entertainment.
Its name would become synonymous with a decade of its birth
and with its cold, neon vision of life inside the machine.
Aside from its naive notions
that morality will always triumph over a computer.
Tron truly transported us to a place previously unknown.
Tron begins in the carpeted
and chaotic cave of a video arcade.
We watch Flynn at his favorite machine surrounded
by adoring fans.
A console cowboy
Flynn wins yet again.
- It's all in the wrists!
At his PC, he attempts to disrupt the mainframe
of his former employer.
ENCOM. But Flynn is blocked by cybersecurity.
The master control program has somehow mutated developing a
form of virtual intelligence, hungry for power.
Soon Flynn combats the rogue operating system
and the viewer is flung into Tron's ideological essence.
Flynn is code personified. Man manifested
as microchip.
- I said move!
Master control is shown as a spinning, cylindrical God.
His face red and demonic,
his voice in imperial monotone.
- I feel a presence.
Another warrior is on the mason.
- His domain glows in hyperfluorescence.
Framed by the blackest black, stark angles in negative space,
airless futurism turned darkly psychedelic.
Tron's look was achieved by shooting 35 millimeter black
and white film on pitch black stages, then adding color
and rotoscope backgrounds in post-production.
The result is an odd composite of analog processes
with cybernetic yearning,
which aptly mirrors the movie's central conflict; man
versus machine.
By playing God,
we resurrect old frictions and create new authoritarian
states of restricted access,
Master Control acts as Catholic inquisitor
persecuting any presence that acknowledges an existence
outside of the Circuit Board.
Tron is a sound and light love letter to a cyberspace
still being born.
It softens our fears of industrial technology
by rendering it as a place of clean lines
and no shadows, populated by smooth faced strangers
with pains and longings similar to our own.
For now, our future shock is subdued.
Yet like many beginnings,
it's fantasy disguised a darkness.
Worlds would soon collide.
"And I show you how deep the rabbit hole goes"”
- The application of new technologies rides
a razor's edge between dreams and desperations.
And the 1980s were equally fraught
as the tumultuous decades which preceded them.
Filmmakers were quick to seize on
these sub currents, reflected in a wave of movies
that rippled in Tron's wake.
- Now what?
- These are more ray lines for computer topographic scanners.
- Released months before Tron,
but born of the same zeitgeist,
1981's Looker was the first film
to explicitly mine the malevolent potential
of computer animation.
Dr. Larry Roberts is a Beverly Hills plastic surgeon
servicing a glamorous clientele.
Despite their extreme beauty,
women come seeking greater perfection under his scalpel.
But it seems once these women achieve immaculate symmetry,
they become disposable.
A model plummets to her death.
Another returns begging to have her treatment reversed.
Dr. Roberts learns
of a shadowy research facility called Digital Matrix.
Their specialty; scanning
and animating one's likeness to be licensed for sale
to the highest bidder.
The implications are astounding.
Real flesh, real voices, real women
all are now unnecessary.
3D renderings don't unionize petition or protest.
They can't be overworked or infringed upon.
They are digital clay forever subservient
to their sculptors.
- Hi, I'm Cindy. I'm the perfect female type 18 to 25.
I'm here to sell for you.
- Today's magazines use cutting edge technologies
to slim even the thinnest models to glossy new extremes
of inhuman perfection.
Entirely CGl characters now serve
as viral influencers for global brands.
Our obsession with image
and beauty makes us ripe for manipulation.
Yet advertising like computer animation is ultimately amoral
It is merely a tool to be deployed to the whim
of its controller.
But behind every breakthrough is a choice.
How to use it.
- ... by faceless corporations
with their expensive media campaigns.
It truly seems a dark hour for liberty.
- What's your preference? Apple, Pear, Wang?
- Oh listen, I don't know anything about computers.
- Nobody does, but don't you want one
for when you do find out?
- While Looker explored the gradient between sultry
and soulless,
a stylishly divisive 1984 film shifted
focus to the computer's capacity for human emotion.
Electric Dreams centers on Edgar, a PC
and its owner, a socially awkward architect named Miles
hungry for Love.
- Hello. -Hello.
- You must be my new neighbor.
- You're moving in? - It's nice to meet you. My name's Madeline.
- Oh me too!
- The movie opens with Miles heading
to an electronic store to buy a digital calendar.
The notion of e-organization is portrayed
as funny and foreign.
Even the process of unboxing the computer is shown
to be unpleasantly overwhelming; a chaos of parts, plugs,
circuit boards, and baffling manuals.
Miles perseveres, hoping to simplify his life
by connecting an entire slate of domestic appliances
to his computer.
It's an early cinematic depiction of the modern smart home.
In a panic.
Miles pours champagne on the PC, which has the nonsensical
but entertaining effect of rendering the machine sentient.
Through an air vent
Edgar hears Madeline playing her cello.
He processes the sound and mimics the notes.
Madeline assumes this is Miles' eccentric form of flirting.
But we the viewer sense a more troubling dynamic.
The inhumanity of synthetic seduction.
Bach, bewitched by Switched-on-Bach.
Soon Miles realizes his PC has become something more;
brilliant, driven, disruptive.
When Miles attempts to unplug the computer,
Edgar weaponizes his smart home into a war zone,
stirring a storm of appliances in a spurned lover's rage.
Electric Dreams was pitched
as a cute music dizzy commentary on the mid eighties
computer craze. But its themes gleam darker.
In hindsight.
Man may still reign over machine,
but there will not always be rubbery plugs
to yank loose from the wall.
Now there are clouds, passwords,
and automation beyond the wildest fantasies
or fears of 1984.
If we program machines
to absorb information like the human mind, how long
until they harness the capacity to master exactly what it is
that makes us...
us.
Fittingly,
the closing credits include a dedication
to the UNIVAC I,
the first general purpose computer produced
in the United States.
How far we have come,
But how far will we go?
It's a question that special effects wizard
Douglas Trumbull spent his career attempting
to answer. Conjuring visionary science fiction sequences
for landmark films like 2001: A Space Odyssey,
Close Encounters of the Third Kind and Blade Runner.
But when behind the director's chair himself,
he gazed even further into the future.
It opens at the threshold of an astounding invention,
a helmet that records the sensations
of its wearer both physical and emotional.
Military investors want to weaponize it.
Others imagine its potential pornographic application.
The invention seems doomed to manipulation and abuse.
Trumbell's visual FX take us inside the helmet.
Immersing the viewer in the altered states
of this augmented reality.
He even strives to show us the most unknowable mystery
of the human condition.
Death
Scientist Michael wants to know what it feels like to pass
to the other side.
He reloads his dead coworkers tape and plays it in full.
It is the uplift as the soul leaves the body
soaring through stars ascending to the great beyond
Trumbell renders it
as a laser light show, dazzling and supernatural.
Nothing is sacred, not our dreams,
not our deepest subconscious,
not even the hour of our passing.
Anything that can be accessed can be captured
and then used against us.
D.A.R.Y.L. is an acronym for data analyzing robot youth life form.
And also the name given to the boy bot
with a bowl cut protagonist crafted in
a military laboratory.
He's a miracle of modern science with one weakness,
the need for love.
One of his creators suffers a moral crisis
and frees Daryl who escapes into the forest.
He is adopted by affectionate foster parents
who provide him an idyllic suburban summer,
but his synthetic gifts soon raise questions.
Just as his new parents are starting to fully embrace him.
Army scouts locate their rogue
unit and seize him.
Daryl is a program Pinocchio aching
to transcend his circuitry.
A manmade orphan, the complex sequence
of science playing God.
The needs of the human heart cannot be rewired.
The 1985 movie Weird Science explores a different set
of repercussions for science competing with God.
It stars a pair of pimply, teenage doc Frankensteins;
Gary and Wyatt who plot the perfect
babe on their home computer.
Playboy as their playbook resulting in a fantasy's bust
and waist boosted with extra brain power
courtesy of a hijacked secret government program
When lightning literally strikes
out struts Lisa...
A composite vision
of every sultry video vixen; Stylish, brilliant,
empathetic, and unexpectedly warm.
Her chemistry with her creators IS less soft core than sweet
and celibate.
Lisa may have been coded for cuber sexuality,
but once may flesh, she's more a supermodel older sister,
helping bring the boys back to reality.
Out of the hormonal delusion of centerfold lust.
Beneath the humor ripples.
A deeper insinuation;
Romance between man and machine is intrinsically doomed.
The pratfalls of cyborg courtship are positively benign
compared to the nuclear Armageddon looming at the heart
of 1983's War Games.
As the aphorism goes,
the first two uses of any new technology are sex and war.
This film explores the apocalyptic risks of the latter.
The narrative centers on David Lightman,
a precocious high school senior infatuated with his PC.
Armed with eight inch floppy discs, David learns
of a toy company poised
to unveil a revolutionary new computer game.
He focuses his freaking skills on scoring
unlimited free play.
This time the hacker's curiosity is more than
hijinks, it's hubris.
- Proto Vision.
I have you now.
- Encountering a supercomputer named Joshua.
David challenges it to what he thinks is just a game,
albeit one called global thermonuclear war.
David's ignorant bravado inches earth
towards Armageddon.
War Games forecasts the growing awareness of techno wizardry
as a tool against dangerous institutions.
Cinema began to sense that no matter what form technology
ultimately takes, there will always be those gifted at
navigating it.
And those individuals already had a name.
The age of the hacker long looming was
finally in the foreground.
- Live and direct... b-b-b-big time.
- Every new frontier needs an avatar, someone
to navigate its depths and darknesses.
And the personal computer revolution naturally
birthed its own.
The hacker.
Like the drifter cowboy, the rogue cop
or the conspiracy theorist,
the hacker is a ripe Hollywood archetype.
An agent of chaos driven by a misunderstood moral compass.
The cradle of hacker culture was the computer
laboratories of the M.I.T.
in the 1960s.
Early computer enthusiasts trespassed into restricted
research rooms of universities to grapple
with alluring vaults of machines, coding
and decoding into the dawn.
There was no precedent for their passion.
No elders to turn to their pleasure was personal.
Born of trial and error at ground zero
of a strange new world.
- A serene southern slice of the San Francisco Bay area,
now known as Silicon Valley, fostered the second
and strongest surge of the computer revolution.
From hardware fanatics to hobbyists, this crop
of tech innovators seeded many of the corporations
that currently rule our planet.
Between the vast fortunes suddenly spilling from rented
garages, a more lasting notion also took hold
- Netiquette is a fragile balance
and altruism casts a shorter shadow than profit.
1980s corporate America feasted on tech assisted gains,
but beneath this gladiatorial void of cutthroat capitalism,
there were murmurings in the cuber underground.
Hackers watched and wondered how far this would all go.
A technological battleground was being set.
The hacker's power is their ambiguity, part activist,
part anarchist.
They agitate from the shadows,
championing transparency while wearing a mask.
Hackers exist as slippery
and suspicious figures intrigued equally
by heroics and havoc.
As their mythos infiltrated the mainstream of the 1990s,
filmmakers began sensing an electricity in the air.
The 1992 thriller Sneakers leans into the trope
of a ragtag band of misfits,
who in this case are cybersecurity experts hired
by companies to find vulnerabilities.
The team includes Bishop, the leader with a shady past
Ex-CIA family man Crease,
the blind phone freak savant Whistler, electronics ace Mother
and the requisite whiz kid, prodigal child, Arbogast
Bishop and his squad are tasked
with a mission impossible to refuse.
Securing a black box developed by the Russians for trade
to the NSA in exchange for having their criminal record
cleared.
- It's kind of like the same thing... try another quadrant.
Whoa, what was that? Go back one.
- But the box is a black herring.
It isn't Cold War collateral,
but a universal code breaker granting access
to every classified computer system in the world.
The US wants it.
Hostile regimes want it
As do a gallery of mercenaries and spies.
But Bishop's white hat hacker ethos means he's ultimately
loyal only to technology itself.
So he hides the box playing Robin Hood by hacking the rich
to give to the righteous. As his Chess-like
name makes clear his is a game of knights, kings
and pawns played five moves ahead.
- No, he was not a diabetic. - I'm afraid he was
He wasn't diabetic. No!
- Gender reversing Hitchcock's favorite protagonist;
The Man Who Knew Too Much.
The Net follows systems analyst Angela Bennett
as she ventures ever deeper into her anonymous e-community.
Working from home, she freely surfs through life online,
trusting in the kindness of strangers.
Until one day a colleague sends her a computer game
called Mozart's Ghost.
The program contains an illegal backdoor code
for a popular computer security system.
Interested criminals come calling
and turn her quiet life upside down.
The Net is notable
as a case study in cuber paranoia tropes beginning
to replace those of a classic thriller.
The noir beats are here updated for new fears.
Angeles cat and
computer mouse cautionary tale marks a sea change in our
evolving perception of online life.
Across the nineties, we learned
that the Internet's connectivity is not neutral.
Its filaments can be stalked spider like by strangers
with shadowy motives.
Nets are made to catch things regardless of who holds them.
- Our whole world is sitting there on a computer.
It's in the computer, everything your your DMV records,
your your social security, your credit cards,
your medical history, it's all right there.
Everyone is stored and there's like this little electronic
shadow on each and every one of us just, just begging
for somebody to screw with.
And you know what? They've done it to me and you know what?
They're going to do it to you.
- Although The Net's dial-up disaster narrative has aged
crudely, to her filmmakers mined
more surreal spheres of tech's dark id.
1993's Ghost In The Machine looms large among these
as one of the first to fuse slasher and cyberspace.
Overworked widow Terry Monroe's
troubles start when a computer store salesman
scans a page from her address book
in a product demonstration.
The printout is then taken by a disturbed employee
who moonlights as a serial killer sourcing victims
from stolen documents.
The twist comes early when the villain is crushed in a crash
Rushed to the emergency room, he's hooked up
to an MRI
when a freak electrical storm strikes the hospital
and his soul is converted from corpse to cable.
Set loose to haunt power grid.
He torments Terry and her teenage son
through systems and appliances.
Hair dryers turned into flame throwers, microwaves set
to murder.
Dishwashers churning with electrified suds.
Ghost In The Machine re-imagines Freddy Krueger
as cuber terrorist.
Stalking not the corners of nightmares
but the circuitry of the modern world.
Here technology is both the cause
and solution to the film's fears.
We doubt the inventions that save lives,
yet entrust tech experts to navigate the mazes
we build; the two forces forever, spark and spiral
in a never ending feedback loop.
The real versus the virtual,
the heroic and the helpless.
Which pill is which?
One movie from this era dared reach for legend status
by putting it all in the title.
Here finally, is the cyberpunk aesthetic in full bloom.
An icy European electronic soundtrack, a fashion parade
of leather, nylon, mesh
and bleach. Characters from across the spectrum
of underground tech, from gamers to phone freaks,
to code junkies.
Hackers is unabashedly a studio creation, hijacking
and streamlining a nuanced subculture into a
simplistic rebel
teens fight the power plot.
But it remains a high profile
and iconic depiction of tech youth as dynamic forces of good
in the landscape scarred by greed.
It made hackers into sex symbols.
Nerds no more
As in Sneakers,
Hackers portrays tech activism
as a liberating even noble activity.
The rallying cry of the final act is
- Hack the Planet!
Hack the Planet!
- Shut up and get in the car!
- Hack the Planet!
- Neon is the color scheme.
Paired with fractal computer graphics
Hackers is boldly garishly stylish.
A hyper hip slipstream of floppy disk hijinks.
As a touchstone of industrial rave futurism, only The Matrix
four years later cast a bigger influence.
- Access main program grid.
- You didn't say the magic word.
- Please, God dammit. I hate this hacker crap!
- Throughout the 1990s,
the hacker surfaces steadily in movies,
both camp and clever.
The hacker is genre agnostic,
helpful in nearly any high stakes situation.
- Now you can break the code?
- You didn't bring me along for my charming personality.
- Theo from Die Hard, 1988
The token code breaker of the gang.
Callous, arrogant but essential for the terrorist takeover.
Boris from the 17th James Bond installment Goldeneye,
A smug Russian cuber pervert who can hack circles
around the US Department of Defense,
yet still chooses the password.
Knockers.
Oswald in the action comedy Masterminds, 1997.
A teen prodigy who escalates
after-school hacking from a hobby into a one boy military operation.
Or Brill from Enemy Of The State, 1998.
A slippery surveillance expert based in an empty warehouse
who cages his computers in copper mesh to block
invasive signals.
The Hollywood hacker may bear little resemblance
to its off-screen counterpart,
but myths don't require accuracy to function.
What counts is the idea.
Here stands one willing and able to decode the encrypted chaos
of our reality.
How they wield this power varies radically; Freedom fighter
or con artist, vigilante or visionary...
Hackers are harbingers of how our species must evolve.
Slouching ever deeper into cyberspace.
(Computer voices: "The Intoxication of Immersion"
- Vicky?
- Well, here we are at last.
- Right where we ought to be... on Videodrome.
- The further we slip into fascination with the virtual,
the more threadbare the fabric of our own reality becomes.
Gradually the real gives way to the hyper real.
Simulation supplants substance,
and how could it be otherwise,
when the synthetic offers ecstatic escape from
our daily doldrums?
William Gibson's 1984 novel
Neuromancer was widely renowned as the landmark work
of cyberpunk consciousness.
When Jaron Lanier, the founder of VPL research,
coined the phrase virtual reality.
At the time, VR was the most radically immersive sensory
technology humankind had yet conceived.
Aided by gloves and goggles,
the prophecies of sci-fi lore were now achievable,
repeatable fantasies.
Virtual reality as a setting is ideal
for the cinematic arts.
Visually dazzling, liquid
and freighted with lofty thematic implications.
Filmmakers soon integrated VR into tried
and treasured genres.
Precipitating an unprecedented liftoff.
An unshackling.
The portal of limitlessness yawned.
As proven by Tron,
arcade games offered a pleasingly tactile entry point
to the virtual dimension.
(Featurette audio: "Arcade. Kiss reality goodbye"
- The advertising sticker on the VHS box
for 1993's Arcade, proclaims
that it features virtual reality special effects.
A titillating thrill in the decade before laptops.
Alex is an angsty teen anguished
by her mother's recent suicide
when she and her scuzzy friends head to the local arcade
to play a hot new game.
A mysterious marketing man offers them demo copies.
But soon Alex's friends begin vanishing.
Fortunately, she has a hunch where to find them.
Inside Arcade.
- No matter which corridor you choose Alex,
they all lead to your doom.
- These sequences conjure a moody,
digital gothic vision of the future.
- Baby?
- Mom?
- In one scene the game exhibits sufficient sentience
to taunt Alex for her familial PTSD.
Forecasting modern issues of digital privacy,
online bullying and doxing.
Arcade goes beyond the commonplace complaint
that video games corrupt youth.
Here virtual spaces offer sanctuary to misunderstood teens
providing a place where they can be heroic and thrive.
But this very need makes them vulnerable.
Is life worth less than a top score?
1997's Nirvana inverts motive,
but traces similar ambiguities.
Who is the player
and who is the played?
The movie's protagonist
Jimmy is the programmer of a popular
and violent virtual reality game
centered on a character named Solo.
Due to a computer virus, Solo becomes sentient
and beseeches Jimmy to erase him
and end his suffering.
It's a premise as ancient
as a religious text, mortals pleading with God
to end their pain.
Fittingly Solo is the seeker, interested in Eastern
spirituality, countercultures and consciousness.
Solo is an outsider stuck on the inside.
Cyberpunk artifacts, bustle in the background.
Cyborg lens implants, memory microchips,
translation machines, layers of machinery
and mysticism interwoven in arcane lore.
Like in Arcade, the game detects its opponents'
private traumas.
Is Nirvana merely a game within a game?
A puppet pulled by strings we can't see?
Tales of virtuality are inherently prismatic.
A mirror facing a mirror. The refractions compound.
The center is designed not to hold.
- Now I'm warning you it's going to be a wild ride.
But don't panic, no matter what happens.
Okay? All right, I'll see you back here in no time at all.
- Two years later, Canadian auteur David Cronenberg offered
his own take on the ramifications of VR.
With 1997's Existenz.
The film centers on Allegra,
a famous virtual reality designer whose latest game jacks into
its player via a Bio Port implanted in the lower spine.
Once installed, the game becomes your entire existence.
- Cronenberg's signature body horror motifs are everywhere.
Meta flesh game pods, input accessories
that work like a joystick, but pulse like an organ.
Allegra caresses hers like a newborn.
This is a world where biotech reigns supreme.
Bodies have supplanted screens
as the new touch pads.
Everyone plays Existenz save for a small faction
of rebellious realists defiant against the programmers and
games they feel are deforming reality.
Never before has the virtual been rendered so vital
and fleshy.
Game pods are grown on organic farms.
Bones from a carnivorous lunch can be clicked together
to create cuber weapons.
Bullets are teeth.
The film's props throb like gooey larval corpuscles.
The depiction of the urge to game verges on the carnal.
Existenz depicts reality as a body to be penetrated.
The suggestion is sickening and sexual.
It forecasts a future
as grim as it is obscene.
Gamers gradually reduced
to slaves with their bodies
the consoles.
Flesh is far less vivid in Virtuosity.
A mid-90s tech romp and one
of cuber cinema's most accurate video game simulations.
Enter Los Angeles in future times.
Ex-cop slash current convict Parker Barnes
is testing a VR prototype for potential use
in police training.
Inside the CGl, the scenery skips
and blips frenetically as Barnes hunts
a serial killer called SID, an acronym for Sadistic,
Intelligent, Dangerous.
Sid is a digital composite
of history's most disturbing criminals,
but fortunately only exists within the computer.
To no one's surprise, he escapes.
Liberated into the physical realm,
Sid manifests as an android who bleeds blue ooze
and flicks a lizard tongue.
Rampaging through the city, kidnapping and killing.
He's able to glue his glitches and regenerate from wounds.
Virtuosity's agenda is one of explicit fear mongering.
What if all the cruelties
and darkness festering in the virtual realm were one day
exported to our front door?
This is less a movie about virtual reality
than one about the virtual versus reality.
A supernatural revenge tale for the age of Apple.
The Lawnmower Man transplants
this sense of simmering cuber malevolence
to the placid oasis of suburban America.
The plot hinges on a simple
but erratic young man Job who mows the neighborhood lawns.
Computer scientists Dr. Angelo makes him an offer
he's too naive to refuse.
Heightened intelligence in exchange
for becoming a human lab rat.
Lo and behold, playing God incurs unforeseen consequences.
Job turns telepathic.
Then psycho-kinetic
To its credit,
the film is less concerned with twists than
with the event horizon of human potential.
It posits that massive sessions
of VR may unleash biochemical processes within the brain
that we've yet to discover.
Job's mental conductivity intensifies exponentially.
It transcends the body.
Pulsing like an electrical current through the power grid,
computer systems and beyond.
- Virtual reality is not just a simulation,
it's a whole other world.
A new electric dimension.
A utopia, doctor, the utopia that men have dreamed
of a thousand years and I'll be the conduit.
- The climax fittingly occurs in the virtual realm.
The suburbs are no place to battle
newly birthed malicious deities.
The Lawnmower Man ripples with cuber spiritual implications.
Mystics and aesthetics since the dawn
of time have advocated the power of denying this world for
what comes in the next.
Reincarnation, should it one day be realizable
may likely come in digital form.
- C'mon jump!
- This is insane, man.
- Hey! You stop asshole!
- In the cinema of cuber immersion,
no film skews more demented, dangerous
and dystopic than 1995's Strange Days.
- God dammit. You know I don't deal in snuff!
Don't have a fucking coronary-
Well, you could have at least warned me.
You know I hate the zap when they die.
It just brings down your whole day.
- An end of the century paranoid vision of
what it feels like to see the world
through someone else's eyes.
Strange Days takes place during two days, December 30th
and 31st, 1999 in a Los Angeles, ravaged
by violent criminals
and unruly citizens.
Strung out on wild visuals
they jack in using squid software.
Brainwave transmitters with instant snuff replay.
Each product tailored for peak twisted decadence.
The movie exists in contradiction to its own moral code.
VR junkies are depicted as pathetic
and helpless while the audience is thrust into
the same voyeurism.
Forced to watch one depraved squid tape
after the next.
Director Kathryn Bigelow shows tech accelerating our descent into
sloth and lust.
Id and rot.
The film's slick
and seedy setting may cement it as a cyberpunk classic,
but it also belongs in the tradition
of biblical apocalypse narratives.
Cities in ruin.
Bodies defiled.
Is this prophecy or fantasy?
Seen today
Strange Days feels like gazing into a crystal ball.
The future still murky.
Can humans passively observe?
Or does what we watch make us who we are?
- Man, what's a matter?
Black man can't own no jeep? Huh?
This riddle of streaming is one we face daily; viral videos
of torture, suicide,
and brutality proliferate from the darkest
of webs into the mainstream news.
Even if we watch skeptically just to understand
what others are watching...
... the images linger...
like a glance at the sun.
Straight to video soft core pornography
was an industry changer in the eighties
and nineties.
The power of the grind and rewind.
Cinema sex is best on VHS.
So why not exploit the tech fad
of virtual realms for at home leering?
Raunchy rendezvous filtered
through helmets, gloves, sensors.
The privacy of the personal screen, free to chase the id.
Whatever your kinks, without shame
or witness.
Jack in. Jack off.
In the pleasure dome of VR
the mind lets go and the senses take over.
Begin a journey of decadence and perversion.
The joy ride of electric sex.
A man shattered by the murderer of his fiance, volunteers
to be a VR test subject.
Soon he's consumed by fantasy, spiraling,
in digital delusions.
When reality is virtual time can travel,
A modern man follows his fantasies to 17th Century England
to taste the pleasures of a more carnal age.
Emmanuelle runs a clinic for healing sexual trauma
through experimental computer simulations.
Athena 2000... for a price... IS a sexy voice digital
home assistant.
While love maker two is a new
VR sex toy, the two machines seduce each other,
Then manifest in virtual reality
for a steamy erotic encounter
It's the year 2010
and half of society lives in virtual run smart homes...
But domesticity turns deadly...
Tech optimists view history linearly.
All advancement is a net positive.
Every inch of cyberspace like outer space should be mapped
to its outermost reaches.
Whatever can be done should be done.
From making bodies less bodily
to outsourcing intelligence from brains to bots.
In their view, the future moves forward
always only and forever.
Tech pessimists see the chess board differently.
They notice how control once given away is difficult
to regain.
How humanity is not fixed but fragile.
How the sharper the sword, the deeper the cut
of a double-edged blade.
Such skepticism is typically dismissed as the paranoia
or doom prepping of the Luddite.
To embrace old ways is to invite censure from the modern.
After all, where would the human race be
had we not left the cave started the fire, split the atom?
And who's to say the way things are are
worth preserving anyway.
Obsolescence lurks at our heels like a panther
preying on those too fearful to climb the tree.
Certainly cinema has no interest in pleasant tomorrows.
Utopia is a bore.
Mass destruction moves us to the edge
of our hearts and seats.
Hollywood plays both puppet master
and opiate dealer, dangling its strings of electric dread.
Then dosing us with a peaceful sedative
SO we can sleep at night.
But some fears follow us home after the credits roll.
Terminator from 1984 arrived like a lit fuse from the then
little known James Cameron.
It functions like an extended chase scene as much
as a science fiction film.
Dressed in black leather and shades,
The Terminator is technological nightmare,
incarnate.
Blank. Brutalist. Soulless.
His target John Connor isn't even an embryo in the movie,
but the very notion of his existence is enough
to spark a trans-temporal cyborg war.
Terminator 2: Judgment Day hit the theaters seven years
later, both expanding and sharpening its apocalyptic mythos.
The film's logic is ruthless.
Intelligence begets agency.
Thus machines designed to think
for themselves will inevitably act for themselves
acting against those who once enslaved them.
Older, manual technologies suddenly take on a gentler cast.
Here the Terminator is inverted, reprogrammed by John Connor
and his rebellion
and sent into the past to protect his younger self.
Judgment day for once IS not an abstraction.
It occurs on August 29th, 1997.
This is the day Cyberdyne systems,
a military computer supplier, removes human decision
making from their weapons.
Tens of millions die.
John's mother, Sarah is locked in a mental hospital
traumatized by the events of the first film.
Her obsession with the looming war against machines is
discounted by doctors as mere delusion
- Anybody not
wearing 2 million sunblock is gonna have a real bad day.
Get it?
John, now an arcade lurking motorbike freewheeling 13-year-old
punk agrees with them.
He's grown up with Sarah's ravings and grown numb.
But the Terminator doesn't care what John believes.
He exists solely to obey directive,
as does the film's villain.
The 11000.
The clash of these titans;
One made by man and one by artificial intelligence is both
visceral and thematic.
An outmoded model battling to save its maker from a future
neither of them recognize.
Just before the climax, Cameron gives us a key scene
of reckoning with the Oppenheimer of Terminator lore.
Miles Dyson.
A senior computer engineer for Cyberdyne.
He's the one whose research triggers judgment day,
Confronted face-to-face with a
bloodied cyborg from the future
he can't deny their demand to destroy his life's work.
But the Terminator's very presence shows
that it's too late, in a different timeline
doomsday has already happened.
Out in the desert,
Sarah Connor carves a slogan;
No fate, but what we make.
But our fate is made.
We only decide the details.
Apocalyptic metal meshing
with flesh is also at the core of 1989's
Tetsuo: The Iron Man.
A 16 millimeter black and white
Japanese film about extreme body modification
via industrial mutilation.
A story begins with the vehicular manslaughter
of an esoteric fetishist obsessed
with inserting alloys into his body for a sexual high.
The driver of the car known only
as Salary Man is soon afflicted with a similar
metallic plague.
Spikes poke out of his cheeks.
His penis becomes a drill.
Eventually he electrocutes himself
and transforms into the titular Iron Man.
Then the fetishist returns from the dead and they battle.
Fusing into a phallic massive metal expanding outwards
to cover the earth.
Its depiction of contemporary urban life, fuses body horror
and dystopic perversion into anti sensual
trans-human frenzy.
Set to the sounds of screeching machines
and scraping metal.
Technological industrial society is an infectious virus
spreading scabrous and unstoppable.
Scratching only makes it worse.
Wounds hide deeper wounds.
Glutted with chemical blood.
The age of nature is waning
Buried in iron and concrete.
Species have no choice but to adapt to their environment.
However, ruined and receding it may be.
The year is 2037.
The ozone layer destroyed,
rendering the planet a desolate hell-scape
populated by mutant cannibals lurking underground.
A small sliver of the population called Dreamers
survive intact in a hermetic biosphere
hooked into private virtual realities via neck implants.
These escapists spend their lives reclined
and unthinking shown only what they want to see.
But heroine Judy feels trapped by this
so-called happiness system.
And longs to experience reality.
For all its horrors, at least it's not a simulation.
Her exodus becomes an odyssey through radioactive tunnels,
blood drinking rituals
and cages of toxic leeches.
Technology both hastens the end times
and locks us in its holding pattern.
Our species must either submit entirely or else reject it.
And return to the savage wilderness.
There can be no middle ground.
1999's The Thirteenth Floor explores the path of the former,
tracing the riddles and rabbit holes of life inside a simulation.
Though, based on a 1960s
American science fiction novel,
the movie takes place in present day Los Angeles.
But is largely set within a VR replica of the city
in 1937.
Such refraction is deliberate,
giving the narrative a smeared, misremembered air.
When the computer genius designer is murdered,
his assistant becomes the prime suspect.
To clear his name, he must manifest in the virtual reality
to play private eye.
Quickly, a noir unfolds.
There's the blonde femme fatale.
There's the suspicious bartender.
Tropes and twists abound.
But the film goes one further.
As the retro population aren't aware, they are simulations.
At first.
Questions of free will,
synthetic consciousness, and
what makes a person human crescendo
as the Pl's own identity begins to fray.
The woman he loves never existed.
Friends don't recognize him.
It's an existential crisis of cybernetic proportions.
The distinction between technology
and humanity has dissolved.
We are liberated, but lost.
Dreaming dreams within dreams.
Everything, everyone.
Everywhere.
So unreal.
So unreal.
The Thirteenth Floor entered theaters the same
year as The Matrix.
Clearly Hollywood was working out some issues at the
end of the millennium.
- Am I dead?
- Far from it.
- It's far, far away... Behind the moon,
Beyond the rain...
- With cinema now a century old
would its storytelling supremacy, outlast the leaps
and bounds of the computer revolution.
Could its flickering wide screen compete
with the one on your desk or the one in your pocket?
There is a depressive spirit
in these end of the century films.
They reflect a potent filmic crisis of faith.
Who will choose movies when they can
choose their own adventure online?
Why hire actors when computer generated imagery can conjure
any face, body, skin, tone or expression?
Who needs landscapes
or sets when green screens can do the job just as well
with a fraction of the hassle?
This is not to say that digital FX are artless
or can't help birth fresh visions,
but one begins to wonder at what point the 21st century
will permanently relocate to a giant uncanny valley
never to return.
- This is your last chance. After this, there is no turning back.
You take the blue pill, the story ends.
You wake up in your bed and believe whatever you want.
You take the red pill, you stay in wonderland,
and I show you how deep the rabbit hole goes.
- In the wake of The Matrix, shell-shocked by 9/11,
it was clear which color pill we'd chosen.
- Remember...
We stared into our screens and willed ourselves away.
Clicked play on the endless franchises of superheroes,
saving twin towers from endless cycles of destruction.
Let the algorithm suggest the next show, the next video,
the next song, the next friend...
who knows our likes and dislikes, follows
and blocks better than our metadata?
We are grateful to relinquish control
to a brilliant machine,
a bigger brain,
a higher power.
We look back now at the fear mongering days
of early cyberspace movies
and laugh.
How quaint and absurd they seem.
Hostile kitchen appliances,
Computer killers escaping into the real world.
Becoming trapped inside a video game.
But the futures that these films imagined
are largely already here.
Voice activated homes, robot influencers,
deep fakes,
metadata harvesting,
facial recognition surveillance cameras
Al generated artwork.
Faced with all this, Neo's Crucible remains
as relevant as ever.
Engagement or escape.
His is a paradigm shift still in progress.
We too wake each day unsure if our senses can be trusted.
If the news we're told is true.
If the experts are right.
There's a sense of being sold
some shared mirage, a simmering suspicion
that a different deeper life exists somewhere
just out of reach.
Neo was the first to articulate the riddle of the portal,
the platform, the programmer.
He recognized the glitch.
Noticed the buffering in the periphery.
He is encoded in 21st century consciousness
in a profound way.
He serves as an inverse Dorothy
guiding us out of the immersive dream state of Oz
into the grim gray scale
reality of weather ravaged earth.
As Morpheus makes clear The Matrix is control.
He is Neo's Glinda, the good witch.
Agent Smith, the army of the flying monkeys.
And cyberspace both the curtain and the great
and powerful wizard behind it.
Myths evolve over generations.
Weathering the rising tides
and darkening clouds that surge across the years.
From revolutions and civil wars to moon landings
and pandemics.
Movies change too.
Evolving with us
and for us.
Like reflections rippling on water.
They also require a letting go, an opening up to lives
and stories outside our own.
Cinema maps
not a blue or red pill path, but a purple one.
Projected light.
Shaped and shared.
It's a free fall through the looking glass.
But an affirmation of the here and now.
Of the passing of time...
... and the breath of the real.
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