School of Culture and Communication - Research Publications

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    Muscles, hybrids and new bad futures
    NDALIANIS, ANGELA ( 1994)
    Since Arnold Schwarzenegger and Sylvester Stallone made their respective debuts onto the cinematic screen the muscle phenomenon has become a dominant factor in the cinema of the 1980s and 1990s. Muscle, in all its hard and sweaty glory, has found a market especially in the big budget extravaganzas whose narratives centre around the spectacle of the built bodies of male stars such as Schwarzenegger, Stallone, Lundgren, Van Damme, Snipes and Seagal, and the more padded forms of actors such as Bruce Willis and Mel Gibson. This new brand of cinema whilst harking back in part to an American tradition of genre cinema (the Western, Detective films, War Films etc.) appears to owe more to genres that emerged outside America: the Italian `gladiator' pictures of the 1950s and 1960s which retold the adventures of Hercules and other mythic heroes via the forms of bodybuilding stars such as Steve Reeves and Reg Park; and the martial arts action films popularized by Hong Kong Cinema and which found a very profitable market in the West ‐ and which also saw the migration of the genre into American cinema starring a series of martial arts experts including Chuck Norris, Bruce Lee and Jean‐Claude van Damme. Both genres revealed an unabashed display of the spectacle of action and the spectacle of the male body in action. The camera found any excuse to unapolegetically caress the bodies of the stars with pans, tracks and close‐ups of various fragmented body parts in ways that always denoted strength, agility and power.
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    'Hail to the King!' – the return of doom
    NDALIANIS, ANGELA ( 2004-12)
    It was back in 1993 that the horror was unleashed in the form of the DOOM: EVIL UNLEASHED. Developed by the Texas-based company id Software, this computer game was to introduce radical innovations not only to the First Person Shooter (FPS) genre, but also to the soft and hardware technology that drove gaming. In 1994, the sequel DOOM II: HELL ON EARTH was to push the envelope further still. Drawing upon the science fiction and horror conventions of cinematic examples like ALIEN (Ridley Scott, 1979), ALIENS (James Cameron, 1986) and EVIL DEAD II (Sam Raimi, 1987), both DOOM games upped the ante in game culture by transferring experiences familiar to the horror and science fiction film spectator over to the gamer. Discussing DOOM's influences, Jay Wilbur, the then chief executive officer of id stated that id ‘wanted to make an ALIEN-like game that captured the fast-paced action, brutality and fear of those movies’, while also amplifying the action and horror with EVIL DEAD II, whose ‘chainsaws and shotguns are an unbeatable combination’. It would not be an understatement to say that these two games are up there with the most popular and influential games in game history. Significantly, one of the concerns of the games’ creators – John Carmack and John Romero – was to transfer the dread, suspense and terror that was familiar to film audiences into the game environment. Fast forward to 2004: a new breed of game horror is born again in the form of the PC-game DOOM 3 (to be released in December 2004 on X"Box). Like its addictive predecessors, DOOM 3 introduces an even greater ‘filmic’ quality to its game space and, yet again, a new standard of gaming aesthetics and technology is created. Todd Hollenshead, head of id Software has stated that ‘DOOM 3 is a video game experience unlike any before it… From the cinema quality visuals and the incredible 5.1 sound, to the terrifying atmosphere and hyper-realistic environments, the whole game screams “interactive horror film”.’ In particular, the DOOM games typify a strong tendency amongst game developers towards fetishizing the film object, and what is perceived as the cinema’s convincing illusion of ‘realism’. But the cinema is by no means the only media form that has impacted upon games. Through an analysis of DOOM 3 and its heritage, this essay will address the question of games and their history, arguing that their reliance on past sources does not detract from their uniqueness. The creators of games like DOOM 3 deliberately place their creations within a rich, diverse tapestry of media history not in an admission of their lack of originality, but rather so that they can flag their innovation. In fact, as will be argued below, the ways in which John Carmack (Lead Programmer of the DOOM trilogy) and the rest of the production team at id Software arrange and reshape their influences has a story to tell us about how these games situate themselves within the arena of competing entertainment media.
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    Pornography and pleasure: the female spectator
    CREED, BARBARA ( 1982)
    In this paper, I wish to make some comments on the pornographic film text and the question of pleasure for the female viewer. My starting point is The Story of O, a film which is ‘about’ sado-masochistic relationships but I shall also refer to Emmanuelle, The Anti-Virgin, which is part II of the Emmanuelle trilogy, a group of films which have been more widely viewed that any other recent soft-porn products.
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    Digital dialectics: the paradox of cinema in a studio without walls
    MCQUIRE, S. ( 1999)
    This essay presents a brief history of the impact of digital technology on cinema. Drawing on original interviews with leading Australian film makers, it firstly examines how changes in technology are affecting contemporary film production. It then extends this analysis to consider the implications of such changes for contemporary film theory.
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    Architectures of the senses: neo-baroque entertainment spectacles
    NDALIANIS, ANGELA (MIT Press, 2003)
    It was sometime in November 2000. I was walking along an Arabian street, taking in the rhythms of the arabesque decorations and the spectacular, multi-colored buildings; being entertained by the exotic street musicians; and occasionally being lured into various bazaars that offered the temptations of products ranging from Persian rugs and glassware, to Versace gowns and DKNY accessories. At one point, I found myself at a pier. I looked up at the sky and, while soft, fluffy clouds punctured its blue (yet somewhat solid) surface, it seemed like it was going to be a beautiful day. But what do I know? No sooner had I thought this than the rumbling sounds of thunder vibrated through the air and flashes of lightning lit up the now-transformed dark and ominous clouds. And the rain came pouring down, creating restless ripples in the previously still waters near the pier. So I left Arabia and walked across the road to Lake Como, where I took in the sights of the palazzo Bellagio as it stood majestically in the background. Initially, the enormous lake reflected the palazzo in its tranquil waters, then thousands of small tubes began to puncture its surface, and the first bars of music suddenly filled this vast space. I recognized the tune Frank Sinatra's "Lady Luck" - and it was, indeed, a toe-tapper. As hundreds flocked around balconies overlooking the lake, the lake's water began to magically take on a life of its own: spurts of water swayed left and right, back and forth in perfect unison with the rhythms of Sinatra's crooning. And the audience continued to look on, mesmerized by the spectacle they witnessed, astounded by the rhythmic motions of water, which included stretches of up to fifty meters erupting to heights that exceeded one hundred meters.
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    Baby bitches from hell: monstrous little women in film
    CREED, BARBARA (Auckland Art Gallery Toi o Tāmaki, 2005)
    The Surrealists were fascinated by what they perceived as the dual nature of the little girl, her propensity for innocence and evil. This theme has also proven an enduring one in the history of the cinema and provided the basis for many acclaimed films from The Innocents to Lolita. The view of the female child as particularly close to the non-material world of fantasy and the imagination was central to the beliefs of the Surrealists. They regarded childhood as "the privileged age in which imaginative faculties were still à l’état sauvage – sensitive to all kinds of impressions and associations which education would systematically 'correct'". "Dissecting mystery is like violating a child", Bunuel was fond of saying.' In the 1924 Manifesto, Breton claimed, "The spirit which takes the plunge into Surrealism exultantly relives the best of its childhood."
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    "Evil will walk once more": phantasmagoria - the stalker film as interactive movie?
    NDALIANIS, ANGELA (New York University Press, 1999)
    Two distinct tales of horror. Two heroines. Two psycho-killers. Two small-town communities. In the first story, the horror begins when a deranged murderer (possibly also the bogeyman himself) interrupts the peace of a small town. Lurking in the shadows, he emerges only to butcher a stream of unsuspecting young victims. At the end of the tale, the story's victimized and only surviving character, Laurie, rises to status of hero as she confronts the "bogeyman" head-on. Trapped in a house with him, her life balancing on a fine line, she has no option but to bring him out in the open and lure him to his own destruction. In the second story, the horror emerges when the heroine-to-be's husband develops psychotic, serial killer tendencies. The peace of their idyllic home and community is shattered and the psycho-killer's victim list builds up. Then Adrienne, the killer's wife, is left with no other option: she must engage him in final battle and, likewise, set him up for his own bloody annihilation. Two defeated psycho-killers. Two female victors.
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    Paul Verhoeven and his hollow men
    NDALIANIS, A (La Trobe University, 2001)
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    The rules of the game: Evil dead II . . . meet thy doom
    NDALIANIS, ANGELA (Duke University Press, 2002)
    Interdimensional doorways finally make possible space travel between the two moons of Mars: Phobos and Deimos. The Union Aerospace Corporation's research into interdimensional travel is a success. Or is it? In a climactic series of events, things start to go terribly wrong. Some people sent through the gateways disappear. Others return from Mars's moons as zombies. Then the moon Deimos vanishes without a trace. Enter the hero-leader of a specialized team of space marines. He sends his troops ahead of him through the interdimensional gateway; armed with a Space Marine Corporation gun, he follows them through, but once on Phobos his worldview changes. The space marines have vanished. Instead, dark surroundings envelop him, and eerie, atmospheric music accentuates the suspense-filled moments. The marine leader begins to scour the corporate installation in search of any living human being ... but it's not the living who come to greet him. Seemingly out of nowhere, an array of bizarre creatures charge down dim-lit corridors and through automatic doors: zombified humans, demons, imps, minotaur-like forms, evil spirits. And so it begins. He must explore the installation to find out what happened, then get the hell out of there at any cost! Picking up weapons along the way, he attacks the monsters like a man gone berserk-with fists, chainsaw, gun, rifle, and missile launcher. His body takes a beating, but his victims also pay the price. Hundreds of those demonic bodies audibly erupt, explode, and splatter before him-and he revels in every gory detail. A sequel to Aliens: Aliens Meets the Demons of Hell? Or perhaps Evil Dead II in outer space? This is no film space. The horror of this story belongs to the cult computer game released by id Software in 1993: Doom: Evil Unleashed.
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    Impact aesthetics: Back to the future in digital cinema?
    MCQUIRE, SCOTT ( 2000)
    This article engages recent debates about the future of cinema in the digital age. It seeks to broaden the rather narrow terms in which the transition to digital cinema is often understood in film theory. It also tries to assess claims about the 'demise of narrative' that are frequently associated with the digital threshold. I argue that a more dialectical understanding of the relation between terms such as 'narrative' and 'spectacle' is needed to advance current debates. In place of the technological determinism which aligns digital technology with 'blockbuster'films, an understanding based on the politics of spectacle and the ambivalence of distracted spectatorship is advanced.