Machine dreams
Virtual unreality from Caligari to The Matrix
by Peter Keough
'The Cabinet of Dr. Caligari'
|
"Have you ever had a dream, Neo, that you were so sure was real? What if you
were unable to wake from that dream, Neo? How would you know the difference
between the dream world and the real world?"
So asks Laurence Fishburne's Morpheus of Keanu Reeves's hacker hero in The
Matrix, just before unraveling the dream and sending Neo on the excellent
adventure of restoring the real world. The irony, of course, is that it's
precisely that kind of dream that viewers of The Matrix bought a ticket
to experience in the first place, the kind of escape from reality the Dream
Factory first started spinning out more than a hundred years ago.
Lately, though, with advances in computer and other technology, the product
has gotten a lot more convincing, and the willing suspension of disbelief is
accompanied by increasing anxiety. Along with The Matrix, a number of
recent films have posed a paranoid premise not unlike Plato's Cave, suggesting
that what we take for granted as the real world is itself a construct, a
virtual unreality.
David Cronenberg's eXistenZ, the Spanish thriller Open Your
Eyes, and such upcoming films as The Astronaut's Wife,
Stigmata, Roman Polanski's The Ninth Game, and perhaps
even Stanley Kubrick's mysterious last opus, Eyes Wide Shut (based
on the Schnitzler novella Traumnovellen), play variations on this
tantalizing, terrifying idea. Indeed, The Thirteenth Floor -- in which a
team of computer entrepreneurs begin to suspect that the game they've been
developing might be less illusory than they thought, and their own world more
so -- displays its pretensions from the beginning, quoting as an epigraph
Descartes's dictum "Cogito ergo sum." Small comfort if, as the philosopher
speculates in his Meditations on First Philosophy, "an evil genius as
clever and deceitful as he is powerful" has, like a crazed, omnipotent
Hollywood director, spun out a grand illusion to deceive us.
Such an evil genius lay at the heart of the seminal horror film and perhaps
the first to toy with the notion of virtual reality, the German Expressionist
silent The Cabinet of Dr. Caligari (1919). Written by Hans Janowitz and
Carl Mayer and directed by Robert Wiene, it begins with the hero Francis
telling his story, which flashes back to a provincial town composed of
deranged, obviously painted backdrops. Francis's best friend is murdered, and
Francis suspects the mountebank Dr. Caligari and Caligari's somnambulist Cesare
of the crime. He pursues the doctor to the local insane asylum, where notions
of sanity and insanity, reality and illusion, begin to tumble.
Originally, as Siegfried Kracauer points out in his classic book of film
criticism From Caligari to Hitler, the screenwriters had intended their
film as an indictment of insane authority. But the director, Wiene, attached a
framing device that discredited the hero's point of view and vindicated the
murderous tyrant. Believing that "the evolution of the films of a nation are
fully understandable only in relation to the actual psychological pattern of
[that] nation," Kracauer saw in the dream of Caligari a prefiguring of
the historical nightmare to come -- Hitler and the Third Reich. (You can draw
your own conclusions this weekend: Caligari plays at the Harvard Film
Archive on Sunday.)
Back in America, everyone was more lighthearted -- the new medium of movies
was seen not as a dark Rorschach test of the cultural psyche but as a grand
amusement-park ride, a great escape. Buster Keaton took some of the same
material as Dr. Caligari -- a romantic rivalry, a mysterious crime,
blurred reality -- and made the comedy Sherlock, Jr. (1924), in which he
plays a movie projectionist studying to become a detective. When he's forbidden
to see his sweetheart after being falsely accused of theft, he applies his
neophyte gumshoe skills to the case, but to no avail. Resigned to his fate, he
returns to his day job, falling asleep in the booth and projecting a more
heroic version of his own story.
Keaton's sleuth did not turn his detecting know-how to uncovering the source
of his illusion -- and neither were audiences in the feel-good Jazz Age or the
feel-bad Depression that followed likely to question the reality of their
escapist fare. Not until The Wizard of Oz (1939) did the source and
purpose of all the make-believe become an issue. Like Keaton in his projection
booth, the great and powerful Oz proved to be not only a humbug but a dream
himself. The technicolor hallucination collapses to reveal gray Kansas again,
but this time Dorothy is wiser and stronger, ready, perhaps, to defend her home
against the whirlwind of war to come.
A variation on this fantasy is Frank Borzage's Strange Cargo (1940), in
which an Oz-like company of misfits, including Clark Gable's thief and
Joan Crawford's woman of ill repute, sail off in a boat to escape a French
prison island. Their wizard, though, proves to be an enigmatic Christ figure,
and the trappings of a romantic adventure drop to reveal a Bunyan-esque
allegory. The couple abandon their illusory desires and commit themselves to
reforming their lives -- the kind of dedication that would resound more
memorably in Casablanca.
By 1944, though, the virtues of service and sacrifice were beginning to
surrender to selfishness and resentment. In The Woman in the Window
(1944), Nazi exile Fritz Lang revived the "And then I woke up" plot device
with ingenious effect. Edward G. Robinson plays a dowdy professor of
psychology, a domesticated Caligari frustrated with his regimented conformity.
After one too many glasses of port at his club, he falls for a woman whose
portrait he spots in a store window. Romantic comedy fades to film noir as the
professor pays for his fling by becoming the target of, and one of the
participants in, a murder investigation. A similar scenario ensues in The
Big Clock (1948, remade with a Reagan-era, Evil Empire twist in 1987 as
No Way Out), in which workaholic magazine editor Ray Milland indulges in
a lost weekend and must solve a murder he might have committed.
The lesson here, of course, is to behave oneself, but also not to examine
things too closely. Freudianism was fashionable in the '40s and '50s, and
central to that mythology is the story of Oedipus, who not only had family
problems but also asked too many questions. In the diabolically clever Dead
of Night (1945), a quartet of ghost stories is topped by an archly
terrifying frame tale. An architect drives up to a country manor for a
gathering. As he meets those within (each, of course, with his or her own story
to tell), he tells them that it all vaguely reminds him of a dream. A sense of
impending doom compels him to leave, but a skeptical psychiatrist in the group
dissuades him, insisting that he needs to confront his fear. The poor man's
resolve to learn the truth ends in a nightmare that is recurrent, inescapable,
and wickedly funny.
Neither will the distance of centuries and light years be enough to escape the
chaos of the psyche, as the astronauts who set foot on Forbidden Planet
(1956) will discover. Based loosely on Shakespeare's The Tempest,
this stars Walter Pidgeon as a Prospero-like scientist who, along with his
Miranda-like daughter and a mechanical Ariel, is the sole colonist on a planet
where what is imagined becomes real through the agency of a giant ancient alien
machine. The only serpent in this Eden is a dormant monster who revives when
Leslie Nielsen and his lusty starship crew arrive to ogle the scientist's
daughter. The scientist learns to his regret that the ravaging beast is, in
fact, his own id.
Oppression as well as repression loomed as a theme in the films featuring
illusory realities that recurred throughout the Cold War, providing, in the
Kracauer tradition, a secret history of our country's politics and psychology.
The normality of suburban life conceals a plague of conformity in Invasion
of the Body Snatchers (1956), in which to sleep is to bring on the dream of
an alien mass identity. In John Frankenheimer's The Manchurian Candidate
(1962), patriotic virtues prove to be delusions cooked up by brainwashing
techniques and a bad case of Oedipal attachment.
In Planet of the Apes (1968), errant astronaut Charlton Heston scorns
the neo-primitive, environmentally sound civilization of our fellow primates
but finds that the human version is no place like home either. The
Caligari-like specter of authority, invoked by the generation gap of the '60s
and the Vietnam War, proves grotesque indeed when portrayed on the naked body
of Rod Steiger in The Illustrated Man (1969). And deceptions of the
Watergate era are mirrored in Francis Coppola's The Conversation (1974),
as a surveillance expert's life, upon examination, proves not worth living (or
worth reliving, as last year's flawed Enemy of the State
demonstrated).
With the advent of the Great Communicator in the '80s and the
development of computer and other technology, the theme of deceptive realities
in films became less political and more gimmicky and self-involved, even
solipsistic. The new video-game fad got off to a false start with Tron
(1982), which starred Jeff Bridges as a software designer who, like Keaton
before him, gets drawn too deeply into his work. Like the time-traveling The
Terminator (1984), not to mention The Matrix nearly two decades
later, the bad guys prove to be the machines themselves. But Tron's
graphics were too dinky, its resolution as bland as Bill Gates.
For a while, at any rate, the fancy new hardware and software couldn't
beat the old stand-bys of concupiscence and guilt, the splatter of slasher
violence, and the queasy vertigo of the recurrent dream. Hence the success of
the franchise begun by Wes Craven with A Nightmare on Elm Street (1984)
and its sequels. But increasingly in the '90s the participation required of
dreaming, unconscious though it may be, has been supplanted by the complete
passivity of the consumer. In Paul Verhoeven's underrated Total Recall
(1990), Arnold Schwarzenegger plays a construction worker in a future
fascist society who tries to escape the meaningless drudgery of his life by
having the fake memory of a secret agent implanted in his brain. In Kathryn
Bigelow's Strange Days (1995), Ralph Fiennes plays a sleazy black-market
purveyor of memory implants who gets in over his head on the eve of the
millennium. And proving that surrogate lives are not the exclusive domain of
the lower classes is The Game, in which billionaire Michael Douglas
finds himself the client/victim of a company that transforms one's life into a
blockbuster movie.
At least in The Game the hero has a life to call his own, unlike
the figments that inhabit the synthesized universe of Dark City (1998),
or the media-synthesized everyman played by Jim Carrey, whose life is sham
watched by millions in The Truman Show (1998). In these films, as in
The Matrix, eXistenZ, and the other recent virtual-reality romps,
the alternative to the dream is either a reality too bleak to contemplate or
nothing at all. As Puck assures us at the end of A Midsummer Night's
Dream, that hoary classic of airy nothing recently given a new habitation
on the screen, "Think but this, and all is mended,/That you have but slumbered
here/While these visions did appear." In other words, don't worry, it's only a
movie. And that might be the scariest reality of all.