Virtually Hollywood: Gary Dauphin on this summer's failed cyber-flicks


  During the hazy mid-summer months of 1994 Hollywood execs were writing
  checks for planned sci-fi and cyberpunk flicks like an army of
  psychiatrists prescribing Prozac. If you'll recall, that was the movie
  season MGM's Stargate surprised the pundits and the accountants by raking
  in an unexpected $80 million in domestic receipts, this when the film had
  been seen as a definite bomb likely to break a once-proud studio's
  financial back. Hollywood being a town that suffers from cyclical stutters
  and flash-fire brain fevers, all manner of vaguely genre-related fare (from
  Congo to Tank Girl to Species) was soon being expedited or green-lighted,
  with the soft, money-making center of the next movie season (i.e. the
  summer of 1995) left open for a slew of cyberpunk flavored entries: Johnny
  Mnemonic, The Net, Virtuosity and Hackers.

  It isn't all that ironic that this last quartet was spawned by the market
  success of a film whose twenty year old script detailed the
  extra-terrestrial origins of the pyramids. In Hollywood, cyber- is still a
  sub-genre of science-fiction, the giddy "future is now" hype that surrounds
  the use of consumer electronics in most films notwithstanding. No, the real
  irony is in the slightly schizophrenic way the industry has approached
  tech in general, showing undeniable resourcefulness when it comes to using
  digital technologies during production, but going all fumbly when relatives
  of that same technology (however distant) show up as elements of plot and
  narrative.

  The intoxication with the current production uses of digital technology is
  at an all time high, reminiscent of equally heady days when sound, color,
  cranes, flat-bed editing and the like were just as spanking new. Computer
  driven filmmaking and editing techniques are such the industry norm that
  the strategic failure to keep up with the techy Jones is something of an
  asset, as in Tim Burton's savvy revival of retro gimmicks like stop motion.
  Moreover, having found its way so completely into so many aspects of
  production, the electronic mediation of screen images means that there's
  often really very little difference between flicks like Forest Gump and
  Jurassic Park as constructed film objects. Their marketing and plotlines
  may make them look like apples and oranges, but lift the hood and you'll
  have a hard time telling the tale of an American every-idiot from the
  toothy Spielbergian extravaganza. The tech that makes their fantasy spaces
  possible is essentially the same.

  On the other hand, the law that cyber-stories are box office poison was
  recently drafted after the failures of three out of four of the
  aforementioned summer techno-flicks, thereby providing a neat anti-trend
  for the Movietown glossies to tout at regular intervals. Or, as a recent
  Entertainment Weekly headline put it in their "Can this trend be saved?"
  column: "Booted Up Thrillers Bottom Out!" At the beginning of the summer a
  75% failure rate would have seemed impossible, as the steep increase of
  digital tech use on the set was precisely what was supposed to make
  Hollywood and cyber-space such a natural narrative match. The media arm of
  the electronic culture industry had shifted into high gear, and after
  Stargate every studio exec worth their salt was suddenly remembering that
  in the Stone Age summer of 1983 WarGames took in $74 million on the basis
  of Matthew Broderick and monochrome graphics. Seen through such parochial
  Hollywood lenses, the 1995 slate were sure winners, Mnemonic, The Net and
  Virtuosity coming in with bigger budgets and marquee stars, while Hackers
  was perfumed with the always promising smell of youth culture octane.

  When these films performed poorly at the box office though, Hollywood
  discovered its accountability problem for the year (think along the lines
  of '93's famed "Do Arnold and Sly still have it" question.) Most of the '95
  deficit was explained away by the ritual flogging of Hollywood's usual
  suspects, namely actors, audiences and directors depending on which film
  you had your heart banked on. Maybe Denzel Washington wasn't the stand
  alone draw we'd mistaken him for all these years, it was suggested. Or,
  maybe the 20 million or so Americans on the net really are wired to their
  terminals, the poor geeks unwilling and unable to venture out to theaters.
  A third camp argued sagely that perhaps letting painters direct major
  motion pictures (Mnemonic's Robert Longo) was a little ill-advised, as if
  this hadn't been clear from the outset.

  Whatever the reason, the ticket numbers produced by films where the
  computer technology was front and narrative-center were easy enough to
  read: $14 million for Johnny, $23 for Virtuosity and a mere $6 for
  Hackers. Luckily for Sandra Bullock, The Net cleared $50 million - not
  bad when you consider the company it kept, but not that impressive when you
  remember her status as this year's All American Girl. Hollywood learned its
  dollar and sense lesson and the official word regarding the place of
  computer technology in the dream factory drifted down from the top-floor
  offices: Tech in movies is good, as long as tech is precisely the last
  thing a movie is about. Several cyber projects were shelved or sent back
  to development and Hollywood announced 1996 through 1997 would be years
  remembered for alien attacks and dinosaur sequels.


  Among those with a vested interest in things electronic there's a tendency
  to take such Hollywood failures a bit hard. The common charge is that
  "Hollywood just doesn't understand technology," as if great films from
  Blade Runner to the Star Wars Trilogy made anything approaching
  technological sense. On most levels the only technologies that Hollywood
  really needs to understand are those involved in filmmaking, but the more
  self obsessed nabes on the cyber-map still tend to lament the arrival of a
  bad VR flick to an extent that exceeds said flick's actual worth as a work
  of art or item of commerce. I don't mean to venture into the rough and
  murky waters of the debate over high/low art by saying this, or to suggest
  that viewers can't legitimately ask for more for their money. My point is
  simply that, for many people, dismay at a film like Virtuosity's
  fundamental lack of dramatic qualities (an engaging plot or convincing
  characters, for example) rivals their annoyance with its failings as a
  piece of cyber-culture, making it hard to decide exactly what bugs them
  most about the film. As a result, there are two sets of conventional
  wisdom on how to such a film could have been made "better": those inured to
  the pleasures of tech would have been happy if its maniac-on-the-loose
  angle had just been a bit less cliche'd, while those attracted to the film
  precisely because of the VR-sprite-gone-haywire premise would have wanted a
  more original and internally consistent genre take on the tech, with
  something like WarGames again providing the model.

  Both of these arguments have their merits, but when applied to your typical
  Hollywood movie (as opposed to an independent or auteurist film) the latter
  tends to run into what I like to call the TRON fallacy. You don't hear much
  about TRON these days except in historically minded odes to Industrial
  Light and Magic's fave graphics engine of the moment, but simply stated the
  TRON fallacy concerns the assumption that the expert exposition or
  visualization of technology constitutes narrative and character development
  in and of itself. For example, you can see Johnny Mnemonic running into a
  TRON problem during its exquisitely wrought but pointless cyberspace phone
  call, alarm clock and ice-breaker sequences. While certainly nice to look
  at, their lavishness is nonetheless out of proportion to the mere stone's
  throws they advance the film's plot or characters. Pyrotechnic outbursts,
  these cyber-set-pieces are indifferent to any context except their own
  status as kewl F/X; the net result is a steady diminishment of returns for
  the audience, as Johnny Mnemonic actually manages to tell us less about
  its fictive technological milieu the harder it tries to show it to us.

  The need to visualize and explore the invisible cyber-space is
  understandably paramount in these recent films. We want to SEE this
  cyberspace we've all been hearing about, but unfortunately in Hollywood
  this is still a medium without a message worth the listening or mainframe
  time. To date the movies have found no better narrative use for their
  technically polished visions of cyberspace than to rip-off the form and
  function of a scene from another sub-genre altogether, namely the Monolith
  Trip sequence at the end of 2001. The recent films don't have the scope of
  Kubrick's or its visual genius, reducing their cyber-stuff to compositional
  window dressing thought up in prop rooms and during second unit shooting.
  This is a workable enough division of labor when banging out traditional
  sci-fi fare like Stargate, but it no sense at all when the tech has to do
  triple duty as muse, protagonist, and, of course, tool.

Here's the latest soundbite from our readers' responses, courtesy of apj7@columbia.edu:

"Gary forgot to mention the one good cyber-flick, Strange Days. James Cameron is the only filmmaker out there who uses science fiction as a vehicle for cogent social commentary (True Lies notwithstanding, natch). As a result, his teaming up with Jay Cocks and Katherine Bigelow to make an adult science fiction movie that uses VR and cyber-babble as a gimmick to sell the most intelligent movie about race relations in America since I don't know when was the year's most fascinating--and overlooked-- artistic statement."

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