Ghost in the Shell: Innocence [Mamoru Oshii, 2004]:
If the original Ghost in the Shell (1995) used the
practicalities of a generic cyberpunk conspiracy to question the moralities of
mortality, free-will and the complexities of human identity, this follow-up
feature - less a direct sequel, in the conventional sense, than a philosophical
reimagining - re-examines the same considerations from an entirely different
point of view. Rejecting the hard-line
science-fiction influences and references to Hollywood action cinema that
propelled its cult predecessor, writer/director Mamoru Oshii and his
collaborators have instead taken the character Batou - a significant if
peripheral figure from the previous film - and created around him an obscure but
revelatory murder mystery that unfolds like a suspended riff on the tech-noir
investigations of the Ridley Scott directed Blade Runner (1982), with the
deeper shades of existentialism found in a story like Death and the Compass
(1942) by Jorge Luis Borges. As with
that particular narrative, the full course of the inquiry, as it develops
through a series of echoes, repetitions and the mysteries of viral-infected
dreams, is less about tying up the various loose ends of the investigation, or
arriving at a suitable third-act "point", than an example of the
character being led on a journey of self-discovery, from refutation to
self-awareness and the acceptance of his fate.
Like the character of Deckard from Blade Runner, Batou takes on
the role of the detective, here investigating a cycle of violent serial-murders
involving a system of malfunctioning "gynoids" (essentially: mechanical
sex toys, used for illicit means).
Through the development of this macguffin,
Oshii is able to introduce not just the dramatic requirements of his narrative
(the investigation and Batou's quest), but the various themes and ideas that
will come to define the experience of the film and give a weight to its
theoretical hypothesis on the nature of individualism and freewill. The contrasting issues of sex and death, the
role of artificial-intelligence and the perseverance of a pretence of human
emotion in a world now entirely dominated by robotic technology, are each
brought up and explored by the characters in the context of this fictional
narrative, but are also deeply entrenched in the design of this character and
in the dark and lonesome word that the filmmakers create. While the first film had Batou as a kind of
paternal mentor-figure - offering support, guidance and advice to the
conflicted heroine, Major Motoko Kusanagi - the version of the character
presented here has been left resentful (possibly even jaded) by his experiences
during the previous film, but also by his own sense of alienation and
disconnection from the world, as it exists.
The progression of Batou though the different levels of the film is really the progression of a character who exists between worlds; no longer a human, in the conventional, biological sense of the word, but at the same time, not quite a "robot", either. The underlying philosophy of this takes the film back to the same ideological anxieties littered throughout Oshii's original Ghost in the Shell; where the discussions on humanity itself as being the literal "ghost in the machine" - lost or in danger of being replaced - provided a subtext to the more conventional scenes of action and suspense. In comparison, this follow-up film - subtitled "Innocence", for reasons that we'll soon return to - is a slow, sombre and emotionally inhibited work that strives to present a vision of the future that is less a modern-metropolis than a dank, decaying environment, closer in its rain-soaked misery and late night desperation to the territory of the American film noir. In its presentation, the film once again brings to mind the world of Scott's "replicant" themed masterpiece, but at the same time is also intended to evoke (more significantly) the considerations of Jean-Luc Godard, and in particular the filmmaker's own science-fiction landmark, Alphaville: A Strange Adventure of Lemmy Caution (1965); itself, one of the great influences on Oshii's work.
The progression of Batou though the different levels of the film is really the progression of a character who exists between worlds; no longer a human, in the conventional, biological sense of the word, but at the same time, not quite a "robot", either. The underlying philosophy of this takes the film back to the same ideological anxieties littered throughout Oshii's original Ghost in the Shell; where the discussions on humanity itself as being the literal "ghost in the machine" - lost or in danger of being replaced - provided a subtext to the more conventional scenes of action and suspense. In comparison, this follow-up film - subtitled "Innocence", for reasons that we'll soon return to - is a slow, sombre and emotionally inhibited work that strives to present a vision of the future that is less a modern-metropolis than a dank, decaying environment, closer in its rain-soaked misery and late night desperation to the territory of the American film noir. In its presentation, the film once again brings to mind the world of Scott's "replicant" themed masterpiece, but at the same time is also intended to evoke (more significantly) the considerations of Jean-Luc Godard, and in particular the filmmaker's own science-fiction landmark, Alphaville: A Strange Adventure of Lemmy Caution (1965); itself, one of the great influences on Oshii's work.
The world of "Innocence" is a world of contrasts. The idea of different technologies
co-existing, of eras - of design, or human endeavour - reflected within a
single space (a shot, or idea), are each indicative of the desire to transcend,
to correct, to adapt or make easy the course of our own human experience; even
if such attempts to use the technology to "make better" the perceived
flaws of the natural world or the wrongs of civilisation invariably lead us ever
closer to the loss of our own identity.
Here, the sight of old cars, baroque architecture and the Godardian influence
of having characters speak almost entirely in literary quotations is an
acknowledgement of the objectification of the past, as "fetish",
against this cold, ultra-robotic world, where love and human expression no
longer exist. They're a part of the
pretence of Batou's character, to convince himself that he is
"normal"; that the car he drives, the apartment he owns, the words he
speaks, are all, in some small way, like reminders of a lost humanity. It is here where the subtleties of the
subtitle become clear. The journey of
the character - like that previously taken by the protagonist of the Borges tale
- becomes a self-fulfilling prophesy. An
investigation that has no conventional outcome, but is intended instead to facilitate
the unconscious acceptance of Batou's role.
His "innocence" - the attempt to feign humanity - is an
affectation. He is just a "ghost",
still clinging; unable to embrace the emptiness of a digital world.
____________________________________________________
Akira [Katsuhiro
Otomo, 1988]:
As a kid, it
was the mix of violent dystopia, sci-fi action and grotesque, almost
"Cronenbergian" scenes of pure body-horror that defined the
experience of the film. The
transmutation of the central character, Tetsuo - both fascinating and repulsive
in its outrageous grandeur - was more a sufficient coda to its preceding scenes
of gang violence, motorcycle rallies, police shootouts and government
enforcements than anything more metaphysical, or philosophical, in intent. On reflection, now approaching the film as an
adult, aware of its cultural context and more significant historical
perspective, it is this socio-political facet of Akira - its attempts to
reconcile the history of the country with the then-present-day realities of advanced computer systems, economic
uncertainty and the perceived loss of tradition, or cultural identity - that
seems the most satisfying interpretation of the work. That the film begins with an image of Tokyo,
annihilated by the white haloed blast of a nuclear bomb, now seems less like a
promise of action and spectacle, as it once did, than a calculated effort on
the part of the filmmakers to evoke the symbol of destruction that not only brought about the conclusion of the Second World War, but in a sense changed the course of the modern Japan, as it exists today.
The attacks
on Hiroshima and Nagasaki remain shocking moments in twentieth century history;
not just for the severity of their destruction, but for the way these events
would shape the Japanese psychology during the fall of the 20th century. It was the bomb that crippled
the Japanese economy; ending the country's reign as a legitimate Imperial
Empire, and bringing with it the rise of democracy, and a new form of western
consumerism that would in fact make possible the economic miracle that saw
prosperity during the post-war years. In
Akira, the concerns of the present "past" become the concerns of a
potential, if as yet unrealised
future; this imaginary future that seems, in its design and direction, to be
dangerously close to our own. Here, the
bomb that begins the film becomes a catalyst for the slow death of this future
society; a society where the clashes between student radicals and armoured
police suggest a political disharmony that is matched by the spiritual
disharmony as supported by the ranting-mad prophet and his all-too-eager
cult. These political struggles are
placed against the more personal disharmonies reflected by its gangs of
disaffected kids causing havoc on the roads and motorways; their rituals and
initiations suggestive of ancient knights, or samurai - both jousting and battling
for honour and supremacy; like The Warriors (1979) or Mad Max 2 (1981) - but
also representing a kind of corrupted fatalism; where life, as these characters
now see it, no longer holds meaning.
It is one of
these kids - the weakling, Tetsuo - that will become a symbol for all the
various concerns and calamities that the filmmakers see as pivotal to the way
the country has been shaped by the realities of nuclear annihilation; the
course of life, more transient, reckless and unstable; its children, born in
the shadow of a mushroom cloud, now lost to the world of technology, images,
sensations. The transmutation of this
character, as referenced earlier, now has less to do with the facilitation of
shock and gore (as I once perceived) than an effort to visualise the debasement
of the culture in an attempt to understand.
The physical transformation as an outer expression of the psychological
transformation occurring within is presented as a sort of figurative re-birth; the body transcending the limitations of flesh and blood
and instead connecting itself to the new technologies that now define our way
of life. Tetsuo, in his metamorphosis
and subsequent retribution, becomes the personification of the country's own
post-nuclear identity turned against itself, flesh against flesh, steel against
steel, etc. A powerful image that seems
related, in hindsight, to the concerns of the filmmaker Shin'ya Tsukamoto, and
to his own "Tetsuo"; there subtitled The Iron Man (1989).
The world of
the film is as beautiful in its design as it is brutal in its conception. Brought to life in a way that is vibrant,
vivid and entirely immersive - a modern-day Mecca of consumerism, black market
racketeering and synthetic sensations - the reference-points seem blatantly
obvious, but no less immense. The
literal "neon-jungle", with its large outdoor video monitors
broadcasting 24/7 news bulletins, soap operas and commercial breaks, recalls
the retro-futurist metropolis of the Ridley Scott directed Blade Runner (1982)
- the eternal benchmark for this kind of cyberpunk tale - while the subculture
of gangs and gang violence, and their own world of graffiti-covered classrooms
and derelict buildings, is closer to the "brutalist" future of
Stanley Kubrick's similarly violent and prophetic A Clockwork Orange
(1971). However, it is the emotional and
psychological struggle of Tetsuo (and those closest to him) that for me defines
the experience of the film; elevating the action and violence above a level of
adolescent excess, and instead connecting it to a more genuine concern about
the relationship between youth, technology and the state of the modern-world. The film is as such loaded with the tragedy of
a generation unable to put down roots; to live a life with a sense of
stability, or certainty; a generation that expects death to come quickly and
without warning, as it did, so many times before.