Film studies once saw special effects as extrinsic to narrative progression; more often than not, spectacle was seen as eye-candy for the benefit of viewers unable to concentrate without pyrotechnics. Whilst visual spectacle can be used as a fig leaf to hide the shame of substandard storytelling, critics such as Michele Pierson and Norman Klein have seen special effects as an integral component of commercial cinema, rather than as a side-effect of its perceived deterioration. In addition, Hollywood’s gleeful embrace of digital technologies for the production of photorealistic computer-generated imagery (CGI) since the early 1990s has promoted a simulationist aesthetic that has caught the attention of postmodern audiences more than hubcap UFOs and rubber dinosaurs ever could. In the Matrix trilogy, we see not so much a striving to stultify and patronise the cinema audience with immersive sights, and more a special effects agenda which connects text with context, image with apparatus. The Wachowskis
’ films deploy almost the entire panoply of available effects, including digital matte paintings, miniature models and prosthetic make-up. We will here concentrate on one particular scene from The Matrix: Reloaded
– the sequence which has come to be known as ‘The Burly Brawl’. This scene allows the viewer to observe the full mobilisation of virtual actors in computer-generated backgrounds, and places the human cast in conflict with digital doubles. Consistency is maintained across the Matrix trilogy through the integration of narrative and spectacle. It makes logical sense that the plot oscillates between two separate environments, the first (the Matrix) seductively illusory and the other (the ‘real’ world) inhospitably solid. Neo finds that he has been plugged into the reconfigured post-apocalyptic planet, and that what he thought of as his body was a digital avatar of his excorporeated mind. The view from inside the Matrix provides the spectator with all of the films’ comforting filmic pleasures (the spatio-temporal manipulations of bullet-time, fetish-fashion, indestructibility and choreographed violence) – what Jeffrey Sconce
calls a “hipster playground of high-action and high-fashion” (204) – while the real world is a harsh and hungry wasteland. The virtual world of the Matrix asserts its authenticity by conforming to physical laws, resulting in an environment grounded in what Stephen Prince terms perceptual realism: that distinctive facet of CGI which aligns it with photorealism by virtue of its detailed textural resemblance to its referent, but which enables it to create impossible objects, locations and characters by virtue of its extreme malleability; CGI thus creates visual images which are “referentially fictional but perceptually realistic” (32). The photorealistic aesthetic of digital effects have led to a popular belief that digital imaging technologies are about to usher in a new age of absolute simulation where the filmed and generated are indistinguishable. It is assumed that complete immersion is the ultimate goal, however, digital special effects perform two functions; to create convincing illusory worlds and to make itself known, allowing the spectator to question its construction as well as its evolution from previous imaging techniques. But budgets are wasted if expensive special effects go unnoticed. Visual spectacle asks spectators to marvel at the comparison of it with the ‘real’. The discrepancy between them is the space in which visual effects can be understood by the spectator, and though it might be a gap narrowed by photorealism, extra-textual reference points help to preserve its integrity. Each component of the Matrix franchise is linked to the whole by a series of digressive pathways. At one level these can be narrative-based connections – in The Final Flight of the Osiris
from The Animatrix
, Jue posts a message from within the Matrix which arrives in the diegetic space of The Matrix: Reloaded
, while the computer game Enter the Matrix
features a narrative thread that intersects with that of Reloaded. At another level, the digressions point to the apparatus behind their production. More than most film cycles, The Matrix
has fostered a network of discursive articles, behind-the-scenes footage, fan fiction, crew interviews and on-set photographs all clustered around the mainframe of an official website
. Barbara Klinger describes spectators taking ‘digressive pathways’, raging from “generic or narrative intertexts that school the spectator in dramatic conventions, to a host of promotional forms … that arm the spectator with background information”(4). The digressive principle is demonstrated nowhere more explicitly than in the ‘Follow the White Rabbit’ feature on the Matrix
and Matrix: Revolutions
DVDs, which prompts the viewer to exit the film and watch behind-the-scenes footage of the production techniques used in the making of a particular sequence. The white rabbit motif, borrowed from the film itself, signifies the first step in Neo’s voyage of awakening to the true nature of the Matrix. Its use on the DVD creates a correlation between the story and the product that contains it.
The proliferation of behind-the-scenes material and revelation of the technologies behind the effects offsets any conviction in the illusion suggested by photorealistic CGI. At the most cynical level, this is in the service of selling DVDs with the promise of privileged secrets, or of attracting hits to members-only sections of websites, but it also keeps the spectator engaged with the diegetic technologies as reflections or extrapolations of extra-filmic developments in digital imaging. Consequently, by finding new ways to engage with the profilmic aspects of the Matrix trilogy, the spectator becomes an active participant in the process of reinforcing the illusion of virtual reality offered by the trilogy’s diegesis. The spectator’s desire to enter the virtual world encountered onscreen is made possible through the paratextual features found on the DVD release, which situate the film as merely one medium by which the Matrix may be explored; indeed, as Chuck Tryon has noted, ‘the film itself serves primarily as a means of stimulating interest in the wider media franchise, one that extends well beyond the DVD itself into other ancillary materials’ (29). The digressive aspects of the film serve to preserve the function of special effects to draw attention to themselves without necessitating compromises in technical clarity and perceptual realism.
The Burly Brawl
‘The Burly Brawl’ refers to a scene midway through Reloaded in which Neo fights an ever-expanding army of Smiths, the rogue agent who has acquired the ability to clone himself. Initiated by a scuffle with a few agent replicas, the scene employs special effects to primarily remove wires and to digitally graft Agent Smith’s visage on to the faces of each stunt performer. As Neo is called upon to parry the attacks of increasing number Smiths, so the visual effects are required to replace more of the combatants with computer-generated doubles. This challenges the spectator to discern the points at which the switches occur, urging the viewer to contemplate the discrepancy between real and rendered.
The scene also serves self-consciously as a showcase for ‘Virtual Cinematography,’ the conglomeration of digitally-rendered bodies and backgrounds offering a theoretically unlimited number of shooting angles within that virtual space. Before ‘Virtual Cinematography’ became the technical buzzword surrounding the films, The Matrix offered its viewers the signature visual trope of ‘bullet-time,’ an effect of camera movement within ultra-slow motion which, despite occupying no more than twenty seconds of screen time in the first film, was instrumental in establishing the film as technically innovative. In bullet-time effects, the human subject is first recorded against a green screen by the rig of up to 120 cameras set to shoot in rapid sequence, providing a series of still images of the action (see Figure 1) Such a novel, seemingly unique effect might be seen as working against the intertextual digressions we have suggested are prompted by the appearance of a technical illusion – how does the spectator find an intertext for something that has never been witnessed before?
Bolter and Grusin have argued that new media forms exist only in relation to earlier configurations of techniques and technologies (50). The innovative bullet-time sequences used in the Matrix trilogy are a recent illustration of existing technologies narrativised and branded as a novel visual spectacle. Another example is The Campanile Movie (1997), Paul Debevec’s 150-second fly-by of the Berkeley campus (see video above), where textures of the buildings captured from still photographs were mapped onto three dimensional representations of their actual geometry thereby allowing the creation of virtual backdrops into which the human subjects could be composited.Similarly, Dayton Taylor’s ‘Timetrack’ camera rig, which had been patented in 1997 and tested on several television commercials, sired the means of capturing the ultra-slow motion foreground action; we could even trace such multi-camera experiments as far back as the motion studies conducted in California in the 1870s by Eadweard Muybridge (right),“the man who split the second,” as Rebecca Solnit would have it (7). Even though the vast majority of viewers would not have had prior knowledge of these experiments in the history of remediation, it is unlikely that they had never experienced the kinds of hyperbolic spatio-temporal manipulations they inspired. If the Matrix films give the impression of novelty, it is only an illusion created by the prolific remediation of a wide variety of pop cultural reference points; they have appropriated certain qualities of kung fu films, comic book visuals, anime compositions and anti-corporate nu-metal posturing, technologised as if to proclude their imposition upon the new texts. The early version of bullet-time was not fully virtualised because it required detailed pre-planning from conceptual drawings by comic book illustrators Steve Skroce and Geof Darrow (Lamm 8) to computer-generated pre-visualisations of shots, followed by strict adherence to those plans at the shooting stage. The virtual camera was constrained, its very virtuality a cunning illusion. In one piece of explication/publicity, visual effects supervisor John Gaeta promises that the sequels’ virtual cinematography was more advanced, allowing the construction of shots to be devised regardless of camera position and possible lines of movement:
We wanted to create scenes that were not in any way restricted by physical placement of cameras. … We wanted longer, flowing shots that built action to a level where the interactions of bodies would be so complex there would be no way that we could properly conceive of the cameras during shooting. Instead, we would create the master template for the choreography, and then have complete flexibility to compose shots in postproduction.’ (quoted in Fordham 87)
Gaeta claims that the virtual camera technology was supposed to mirror the way the technology in the film created an enforced hallucination in the Matrix whilst existence continued outside of it. The Matrix films thematise technology in ways which are not unfamiliar within discourses around science fiction and cyberpunk cinema, but the visual effects serve to knit the components of the franchise together as a transmedia experience, and go beyond the usual spectacular functionings of such illusions to solidify the connections between the diegetic and extra-filmic technologies. For instance, the presence of virtual actors within the films is more than a technical anomaly necessitated by the limits of human performance, but a fully integrated trope mobilising discursive elements within and without the text. The virtual actor was also the result of discussions of superhumanism between the Wachowskis and John Gaeta: “Within the Matrix, everything is really a state of mind, a mental self-actualization of your abilities. We wanted to visually depict that power, simulating events that Neo was part of.” (quoted in Fordham 86)
Virtual Actors and Cinematic Bodies
It would be easy to believe that the age of the synthespian is imminent, and that soon human actors will interact with computer-generated co-stars without the audience realising which is which. Will Anielewicz, a senior animator at effects house Industrial Light and Magic, promised recently that “Within five years, the best actor is going to be a digital actor” (quoted in Baylis). The apotheosis of an animated character into an artificially intelligent, fully simulacrous figure indistinguishable from its human referent is technically impossible, at least in the foreseeable future, but visual effects are not definitive renderings of a character or event, but indicators of ‘the state-of-the-art’ offering “a hint of what is likely to come” (Kerlow 1) in the field of visual illusions in the future. It is understandable that such a competitive industry needs to maintain interest in the potential of its products, but the mythos of the virtual actor has pervaded the Hollywood blockbuster in recent years; however, whereas in the pastthe computer-generated body had to fit into the diegesis unobtrusively, more recent films such as Avatar have moved away from the dichotomy of human and synthespian by fusing the marvels of CGI with the gestures, expressions and voices of real actors, creating immersive virtual worlds in which there is no tell-tale seam between illusion and reality. The seamless nature of this combination is still reliant on the actor’s performance to bridge the gap between the virtual and the actual by providing the digital body with a soul.
The Animatrix also explores uses of the virtual body – the CGI striptease which opens The Final Flight of the Osiris announces itself as ‘advanced’ by lingering on detailed surfaces of athletic bodies in action, drawing focus onto the technology which created it.Keen-eyed viewers might notice that Jue exhibits what might be the world’s first sighting of CG cellulite – the markings of a true body without the idealised gloss of airbrushed skin. Thus the desire for computers to create an ever more realistic “digital actor” has developed to include the imperfections of the human body. Jue’s movements were created from a combination of motion-capture from live actors, and ‘key-frame’ animation directed by computer animators. Unlike other CGI/human constructs such as Gollum in the Lord of the Rings trilogy or Jar Jar Binks in The Phantom Menace, in The Matrix trilogy, the virtual body provides a visual articulation of posthuman transcendence which confers fantastic capabilities upon the diegetic body and simultaneously imagines a liberated future for the cinematic body. No longer constrained by the limitations of the recording medium, the director is free to experiment with techniques such as ‘bullet time’ and the ‘virtual camera’ in order to present us with a world that, whilst clearly impossible in its flouting of the laws of physics or the death-defying stunts of its characters, nonetheless derives verisimilitude from its status as an autonomous entity; though impossible in our world, the removal of the spectator to a new, often techno-futurist reality eliminates the awkward juxtaposition of real/illusory as we struggle to reconcile what our eyes tell us with what our mind knows about the world we inhabit.Neo takes on the properties of a digitally cinematic body – he is preternaturally fast, fluid and precise in his movements. Through centring Neo in the onscreen action (Figure 2) and the use of digital effects (notably slow motion), Neo becomes both a powerful character within the story of a digital simulation and also a star perfomer within a filmic space. We could say that he is becoming synergised – he can assume the capacities of a computer game sprite or a synthespian, replicable and spectacular just by virtue of his very existence (as opposed to by virtue of what he actually does). His individual skill sets are downloaded as if they were applications for a smart phone, and it is within the realm of the Matrix that characters can use these skills to manipulate their bodies and appearances (what Morpheus calls “residual self image”), enabling them to become glamourised upgrades of their organic forms, which are prostrate elsewhere, grimy and linen-clad. The digital avatar, built from motion capture data, is a cinematic prosthesis which enables the performer to enact cinematisation directly, rather than through the use of tactical editing and careful composition which can, for instance, hide the face of a stunt double. The Brawl toys with viewers’ expectations about how an action sequence usually has to work around the limitations of the body. Virtual camera moves are only recognisable as such because we are familiar with where and how a camera can and cannot be moved.
When asked about similarities between the Burly Brawl and the climactic battle between the Bride and the Crazy 88 gang in his Kill Bill Volume I (2003), Quentin Tarantino was keen to distance himself from such “CGI bullshit,” even though his fight scene is as much a cinematic construction as any in the Matrix: “You know, my guys are all real. There’s no computer fucking around. I’m sick to death of all that shit. This is old school, with fucking cameras. If I’d wanted all that computer game bullshit, I’d have gone home and stuck my dick in my Nintendo” (quoted in Dinning 91). Tarantino objects to the over-use of CGI, but forgets that one of the reasons for the deployment of such “profane” digital imagery in the Matrix films is precisely for the purposes of differentiation from the films to which it refers (or pays homage). Yuen Woo-Ping served as a martial arts advisor on both the Kill Bill and the Matrix series, but the combat between Neo and Smith represents a dramatic remediation of the choreography for which he is renowned, rather than the generic authenticity for which he was enlisted by Tarantino. The Burly Brawl is built up from a series of actions appropriated from the kung fu film’s generic database, hyperbolised, digitised and virtualised. David Bordwell refers to the kung fu film’s use of “expressive amplification,” whereby “film style magnifies the emotional dynamics of the performance” (232). Therefore, combatants in kung fu films can appear to fight with superhuman speed (under-cranking the camera during shooting makes the projected film run slightly faster), skill (supporting wires can help them to defy gravity) and strength (power powder sprinkled on clothing, coupled with sound effects, accentuates the visual and sonic impact of a blow). The Brawl remediates what Bordwell terms the “one-by-one tracking shot,” a technique of cinematic authentication through which a fighter is shown moving through a group of combatants in a continuous take. The length of the unedited shot cues the spectator to accept that the performer is demonstrating a sustained sequence of skills. During the Burly Brawl, two such shots occur, the first performed by Keanu Reeves and a group of stunt performers, the second by his digital double. Subjecting the real and virtual bodies to the same modes of mediation helps foster the viewer’s fascination with a discrepancy between the two. Throughout the Brawl, the spectator is incited to distinguish between them, just as the kung fu fanatic will inspect the text for evidence of the star’s authenticity or replacement by a diegetically anomalous but technically necessitated stunt double. The trilogy constructs a dialectic between old and new by remediating kung fu motifs and visual stylings; for instance, the pedagogic dojo fight sequence, wirework and choreographed combat. When Keanu’s digital copy flies through the air, the illusion is distinct because the virtual body is unfettered by the need for physical reference – wirework always exhibits the body’s need for balanced weight distribution, providing its distinctive, super-real look.
The Matrix films have presented a series of postulations on the past and future of special effects. Virtual cinematography is defined in relation to earlier, less technologised forms of cinema (kung fu, anime) by remediating their motifs of physical or animated display in the service of a technological spectacle. However, it also offers a ‘utopian’ idea of a cinema free from the tethers of indexicality and practical constraints. This liberation is reflected in Neo’s empowerment as a virtualised body, free from the gravitational and physical restrictions of the real world.One must keep in mind though, that since this fiction always exists as a redesigning of existing reference points, the concept of virtual cinematography is, for the time being, only an illusion of what the future holds. The spectator is empowered with mastery of the film text by a profusion of textual exit points, which offer the chance to observe the spectacle from a remove that reveals its artificiality, while simultaneously celebrating the seductive force of its artifice.
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