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EMERALD HILL ZONE: Sonic the Hedgehog and the visual culture of late capitalism
Dissertation submitted
as part of the requirements of the degree of Master of Arts in Visual
Culture
In a world animated
by constantly agitated plants, distant machinery and flickering lights,
a spiky blue figure with red shoes and white gloves repeatedly jumps and
spins to navigate his environment of platforms and spikes, looped tracks
and hanging vines, lifts and springs, pinball flippers and conveyor belts.
Accompanied by a mutant two-tailed fox (Miles 'Tails' Prower), Sonic the
Hedgehog disappears in a spinning blur and ball of dust, revving on the
spot before exploding in spectacular bursts of speed to bounce off robotic
animals (floating seahorses, gun-toting chickens, martial arts praying
mantises) which, in puffs of smoke transform back into the woodland animals
they once were before being captured by the evil scientist/dictator/industrialist
Dr. Robotnik. Sonic the Hedgehog
2 is a platform game - this describes both the cross-section architecture
that the characters run and jump on at each stage of the game, but also
the structure of the game itself, a 'narrative' broken into discrete levels,
separate zones through which Sonic and Tails advance (there is no return
to previous levels, the game's forward dynamic is only ever disrupted
as the result of failure, and subsequent reincarnation back at the Emerald
Hill Zone). There is a constant replay of death - whether the swift dispatch
when mechanical fauna strike, or the almost tangible drowning under water
or lurid pink toxic waste - and resurrection. Sonic the Hedgehog 2, a video game launched in Britain in November 1992 for the Japanese company Sega's Mega Drive home console, is one of the most successful of a very popular but generally vilified new entertainment medium. Video games are seen as being at once so banal as to be beneath contempt - a symptom of all that is bad about popular culture and its perceived future - and as a dangerous new threat it their own right. Catherine Bennett advises us not to
This poverty-stricken activity is particularly powerful however, a dangerously addictive practice, the term 'addiction' being almost universal in popular coverage of video games. Not only are 'computer games... as addictive as hard drugs for the most besotted children'3, they are a drug that acts as a vehicle for all the other violent horrors that popular culture offers children: they are 'indoctrinated with powerful messages... they... send out the message that life is cheap...'4. Games become everything that threatens an idealised children's culture. Against 'spontaneous play' on beaches and in woods, a 'play world of the natural child [that is] open and friendly', is set the play world of 'the 'electronic child'... hemmed in by conflict and fear'.5 Video games are other worlds, unnatural, airless and unreal, characterised by mindless violence and entered alone, 'the best escape mechanism in the history of the world'.6 Fears of the detrimental
influence on children by new media, from cinema and comics to video nasties,
are nothing new and are often the displacement of more general anxieties
about popular culture, mass media and the future of a 'consumer' society.
A new factor that video games bring however, is their relationship with
computers and all the fears of surveillance and control, even machine
intelligence, that these machines inspire. With rumours that games companies
hire psychologists to ensure the addictiveness of their products, it seems
that even children's minds are colonised, that they 'are left no scope
for their own dreams'7. Unease about this link between an entertainment
form and the computer industry and its products goes beyond concerns for
children and play. The close links between the computer industry and the
interests and money of defence departments are often pointed out, and
it is true that Spacewar, considered to be the first computer game, was
the product of MIT's military-funded Artificial Intelligence laboratory.
Before being sent to the Gulf War American pilots were apparently trained
in hand/eye coordination by video game simulations, presumably also instilling
a sense of war as less than real: 'smart-bomb tapes played over and over,
packaging war in the image of a video game'8. Video games not only train
those who fight wars, but are seen as an ideological screen to mystify
or glorify war for non-combatants. For example in the United States and
Britain television news coverage of the Gulf War's 'surgical strikes'
presented the war as though it only happened on a computer monitor or
television screen. Games that simulate tank battles or bombing raids are
big sellers, O'Brien goes as far as to suggest that With their high-tech connotations and fascination with science fiction, video games seem unable to avoid being seen as visions of the future, and that future is usually along the lines of Julian Stallabrass' paraphrasing of 1984 by way of Terminator 2, 'the jarring crunch of human skulls under the bright chrome of a robot foot'.10 Following Walter Benjamin's notion that the glass architecture of Nineteenth Century shopping arcades embody utopian dreams, the nightmares of amusement arcades are of cluster bombs as spectacle, 'a dream of the apocalypse, of instrumentalization, of forgetting, and of mechanical stupidity'.11 Indeed, video games seem to be dreams of dreaming itself -'invading subjectivity at a very low level, and producing manufactured memories and dreams which are powerful because based on a simulated action'.12 Video games seem to dazzle, the flickering images and electronic sound denying any critical strategies through which to articulate anything but doom. To see a game like Sonic the Hedgehog 2 as anything other than this harbinger of nightmare and simulacra, it is necessary to examine the twin horsemen of this apocalypse, computers and information technology on the one hand, and the commodification of culture on the other. At first sight Fredric
Jameson's description of contemporary culture in his essay Postmodernism,
or, the Cultural Logic of Late Capitalism13 would seem to confirm these
gloomy theses mentioned, indeed it offers a description of the transformation
of contemporary culture that evokes the aesthetic of the video game, in
its 'new depthlessness', a loss of history, new 'private temporalities'
and a 'hysterical sublime'. The latter evoking both the attempts of the
video game player to hold in his or her head the 'unrepresentable' system
of the game's programmed structure, and ultimately the loss of 'critical
distance' that may give some space to see elements of this new media environment
as anything other than a game. Nature (with video games perhaps this means
the human mind itself) is lost, and in its place a new urban space, in
which shopping malls, theme parks and the disorientating architecture
of buildings such as the Bonaventura Hotel, become indistinguishable in
a 'hyperspace', transcending the capacities of individual body 'to locate
itself, to organise its immediate surroundings, and cognitively to map
its position in a mappable external world'.14 This essay will examine the place of Sonic the Hedgehog 2 and the video game industry within the changing structures of capitalism, discuss how the game's narrative and images may be produced and consumed by economic and cultural forces, the methodological problems of analysing cultural forms in relation to economic changes, the implications of studying a form of global popular culture, whilst elaborating the factors that will be used in the final section which to suggest allegorical readings of the game.
1. F. Jameson The Geopolitical Aesthetic - cinema and space in the world system, BFI/Indiana University Press, 1992, p.12 2. C. Bennett 'Game Boys (and Girls)', The Guardian, 2 Dec 1993, Section 2, p.2 3. S. Boseley ''Hard drug' fear for computer children, The Guardian, 13 Mar 1995 4. E. Stutz 'What electronic games cannot give', The Guardian, 13 Mar 1995 5. E. Stutz 'What electronic games cannot give' 6. Jackie Miller, deputy general secretary of the Professional Association of Teachers, quoted in C. Bennett, 'Game Boys (and Girls)' 7. E. Stutz 'What electronic games cannot give' 8. P. Meggs ''Will video games devour the world? (and some related questions)', Print, vol.46, November/December 1992, p.26 9. G. O'Brien 'Like art - Glenn O'Brien on video games', Artforum, vol.28, September 1989, p.18 10. J. Stallabrass 'Just Gaming: Allegory and Economy in Computer Games', New Left Review, p.106 11. J. Stallabrass 'Just Gaming', p.105 12. J. Stallabrass 'Just Gaming', p.105 13. F. Jameson Postmodernism, or the Logic of Late Capitalism, Verso, 1991. 14. F. Jameson Postmodernism, chapter one. 15 F. Jameson The
Geopolitical Aesthetic: cinema and space in the world system, BFI, 1992 |
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