Review of: Frozen Palaces. CD-ROM by Hugo Glendinning and
Tim Etchells with Forced Entertainment. Collected on artintact
5, produced by Zentrum für Kunst und Medientechnologie
Karlsruhe (ZKM), 1999. Buchhandelsausgabe/Trade Edition;
and
Nightwalks. CD-ROM by Hugo Glendinning and Tim Etchells with
Forced Entertainment. Sheffield, UK: Forced Entertainment, 1998.
Both CD-ROMs are available through Forced Entertainment via their
website, <http://www.forced.co.uk>.
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Using as a springboard Marshall McLuhan's observation that different
media in the twentieth century recuperated sensory operations denied by
writing, media theorist Paul Levinson postulates that the computer best
provides an interactive medium wherein the faculties of hearing, speech,
sight, and touch may be employed in immediate communication, hence
duplicating the experience of the live. Whereas the dislocation of space
and time in such media as the video and telephone interrupts the
experience of direct physical presence, Levinson argues, the computer
fosters a tangible immediacy through the involvement of many senses. I
am attracted to Levinson's theorizing, but I think it incomplete in
explaining the magnetic attraction of cyberspace. For as any online
gamer knows, more than simply attempting to duplicate the live,
interactive computer technology offers a heightened and very different
experience, one that the live cannot provide. As theorist Matthew Causey
attests, with a nod to Heidegger, something "uncanny" erupts in the
performative experience of technology. Such uncanniness may be
experienced in the interactive use of the CD-ROMs produced by the British
theatre company known as Forced Entertainment.
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Since 1984, the dozen actors and designers who comprise Forced
Entertainment under the artistic direction of Tim Etchells have been
exploring the boundaries of theatre and performance in a manner slightly
reminiscent of Elizabeth LeCompte and the Wooster Group in New York.
However, rather than challenging the traditional reception of the
(classical)
theatre text--a practice that distinguishes LeCompte's pieces--Forced Entertainment work from improvisations and Etchells' written
texts, and their experiments have taken them from their own small
warehouse theatre in Sheffield, England to found spaces, live and
videated gallery installations, film, and even CD-ROM. With several new
works produced annually, and past shows kept in repertoire, Forced
Entertainment maintains steady touring schedules in the UK and Europe,
with occasional trips to the US. (I first encountered them at the Walker
Arts Center in Minneapolis in March of 1999, where they performed their
compelling Speak Bitterness, the text of which is included
in Etchells's 1999 publication Certain Fragments.) Critics
have hailed the group's work as definitively postmodern for its break
with theatrical convention, its obsession with the inadequacy of
language, its seemingly fragmented nature, and its penchant for the
appropriation and undermining of pop sensibility. (Videos of past
productions are also available through Forced Entertainment's website,
< http://www.forced.co.uk>.)
But with its forays into CD-ROM, Forced Entertainment also confirms the
noted relationship of the postmodern with the technological. With
CD-ROM, Forced Entertainment explores a new performative dimension
located in the multimedia intersections of photography, the theatrical,
and computer technology.
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Both Nightwalks and Frozen Palaces defied my
previous experiences with CD-ROM. Neither unfolds in linear fashion like
the digital film with alternate scenarios and endings, nor are they
goal-oriented like the interactive game. Rather, the CD-ROMs seem to
play upon the type of audience reception found within the art gallery.
Both employ the same format, presenting Hugo Glendinning's striking color
photographs of locations peopled with members of Forced Entertainment and
accompanied by minimalist soundscapes scored by John Avery. Digital
technology, however, allows the photographs to be viewed in a novel way:
as 360-degree panoramas. On-screen, the photographs are designed to be
shifted and manipulated by use of the control and shift keys in tandem
with the mouse: the user may zoom in and out of the image, and scroll
left or right in circular fashion. By means of a small pointer icon that
appears on-screen over two or three detailed images within a photograph,
the user may also access other photographs that in turn open into a
seemingly limitless maze of images, visual associations, and aural
meanderings. Such associations are fostered not by a story line that may
be read into (or out of) the photographs, but by a disjointed continuity
established by the locations and hints of "character" suggested by the
static poses and expressions of the actors, who may appear in more than
one photograph. For indeed a strength of Forced Entertainment lies in
the unique physical presence of the performers themselves, a presence
that seeps through digital reproduction and offers the user-observer some
kind of connection with the human and the live/real.
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Figure 1: Image from
Nightwalks. Photograph by Hugo Glendinning.
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The liner notes for Nightwalks claim that Glendinning's
deserted, nighttime London cityscapes resemble "a catalogue of forgotten
locations for an imaginary film." The metaphor (added for marketing
purposes?) is unfortunate for its simplifying reduction of the vast
interpretive potential the images hold. Granted, the locations feel out
of the way and untravelled, and they are well suited for the film noir
genre. But by means of Glendinning's and Etchell's judicious placement
of people--sometimes posed, sometimes active, in various states of
undress, alone or coupled--the locations start to breathe on their own
and hint at scenarios that defy the generic confines of the movies (or
even the comic book). The notes correctly encourage the audience to
"explore," since the design compels the user to seek out connections and
follow tangents. Some locations are shot from various angles; some
characters appear in more than one image; pointer icons sometimes return
the user to a previously encountered image and beckon a fresh departure.
Yet, the surface realism of the industrial London locations clashes with
the beguiling and fantasmic intimations evoked by the presence of the
performed body. Who is that naked man in the metallic corridor? Why
does that woman wear angel wings? Nightwalks creates
intrigue not by supplying answers but by defying them. Details offer
evidence without explanation. The photographs invite the user's gaze,
but deny the modernist quest for meaning.
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Figure 1: Image from
Frozen Palaces. Photograph by Hugo Glendinning.
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Frozen Palaces engages the user in similar fashion as
Nightwalks, but here Glendinning and Etchells's manipulation
of location provides a much denser field of exploration. The first image
reveals the parlor of a house after a party, clued by the torn wrapping
paper, half-eaten cake, and deflating balloons. The maze of images
available, however, suggests three or four more separate interior
locations, without clarifying whether they are all in the same house or
not. The party imagery permeates one floor; a séance takes place
on another; a man lies dead in a bathtub while a woman scrubs a bloody
knife; scenes of erotic encounters shuffle within a bedroom; and a body
lies on the bare earth of a cellar. Again, Glendinning and Etchells
establish a familiar realism within the surroundings, but the situations
and expressions of the "characters" evade explanation, and Avery's eerie
repetitive tones complement the sense of disorientation evoked. More
palpable connections seem to exist between the characters than in
Nightwalks, but the relationships are never made clear. As
the images resist clear readings, the experience of the posed actors
shifts: they are no longer objects of inquiry; rather, their
inscrutability returns the user-audience's gaze as if to query the
incessant need to know.
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Nightwalks and Frozen Palaces can be seen to
operate on three levels. On one, the user witnesses the artistry of the
collaboration between Glendinning and Forced Entertainment. The
photographs are vivid, rich in color, and dense in visual information. As
the CD-ROMs mimic the gallery viewing experience, the viewer may move
closer to or away from each visual display, and one can decide how much
time to spend with individual images. Additionally, the 360-degree design
reminds me of an inverted sculpture--since the user, not the piece,
occupies the center--and I must travel around it in order to take in its
totality. On another level, the compulsion to move interactively and
traverse the imagery subsumes the aforementioned appreciation of
artistry. Indeed, the need to explore and solve soon replaces the
fascination with individual images. The sensation resembles playing an
elaborate board or card game, wherein the players need to keep abreast of
information as it is revealed piecemeal. If anything, a weakness of the
design lies in the circuit of repetition in which one eventually finds
oneself. The images by necessity must repeat themselves, and I found
myself impatient to move faster through familiar territory in order to
find the quickly diminishing unfamiliar. Since there is no sense of
completion, given the lack of a narrative, one must at some point simply
decide to stop. Given the alternating poles of experience, the first
sensation of mystery gives way to a closing sensation of exhaustion and
ill-ease. Precisely in this discomfiture, however, a third experience
surfaces: that of the photographs betraying another ontological dimension
which becomes manifest only after the user exhausts habitual modes of
inquiry and understanding. As the viewer's ego is not rewarded but
rather stifled and displaced, the photographs must be regarded
differently, and from other, non-linguistic sensibilities.
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Nightwalks and Frozen Palaces succeed as unique
performative experiences, but not simply because of their interactive
dimension or their undoubted artistry. Through their deft and aggressive
exploitation of media, they offer an encounter with both
performance and photography that one cannot find in a gallery, book, or
theatre. There is no pretense of duplicating an experience found
elsewhere, particularly within the "live," since Glendinning, Etchells,
and the members of Forced Entertainment have devised a project that, with
an idiosyncratic virtuosity, negotiates the parameters and possibilities
of the CD-ROM. In light of McLuhan and Levinson's theorizing, the
online performances of Forced Entertainment indeed recuperate senses and
faculties that the one-dimensional photograph cannot engage. With the
CD-ROMs, the user looks, listens, moves, feels, remembers, and
anticipates, as well as appreciates. Since Glendinning and Etchells
avoid storytelling, the sense is in the experience. In this regard,
their work lends support to McLuhan and Walter Ong's oft-neglected
alternative definition of the postmodern, found in their recognition that
technology allows us to think, feel, and communicate in unfamiliar and
uncanny ways, ways we have only been able to realize in the last half of
the twentieth century. The experience of Nightwalks and
Frozen Palaces thereby approximates Heidegger's view of art
and language as a nonrepresentational revealing of what lurks on the
outskirts of consciousness. As Forced Entertainment demonstrates,
performance in technology helps to push us further into those unfamiliar
and uncharted spaces.
Guangdong University of Foreign Studies
andrewmkimbrough@yahoo.com
COPYRIGHT (c) 2002 BY Andrew Kimbrough.
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Works Cited
Causey, Matthew. "The Screen Test of the Double: The Uncanny Performer in
the Space of Technology." Theatre Journal 51.4 (December 1999):
383-94.
Etchells, Tim. Certain Fragments: Contemporary Performance and
Forced Entertainment. London and New York: Routledge, 1999.
Levinson, Paul. Digital McLuhan: A Guide to the
Information Millennium. London and New York: Routledge, 1999.
McLuhan, Marshall. Understanding Media: The Extensions of
Man. 2nd ed. New York: Signet, 1964.
McLuhan, Marshall, and Bruce R. Powers. The Global Village:
Transformations in World Life and Media in the 21st
Century. New York and Oxford: Oxford UP, 1989.
Ong, Walter J., S.J. Interfaces of the Word: Studies in the
Evolution of Consciousness and Culture. Ithaca: Cornell UP, 1977.
---. Orality and Literacy: The Technologizing of the Word.
London: Methuen, 1982.
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