School of Historical and Philosophical Studies - 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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    Muscle, excess and rupture: female bodybuilding and gender construction
    NDALIANIS, ANGELA ( 1995-02)
    In recent years bodybuilding culture has provided the backdrop to a series of debates centering around issues surrounding representations of gender and in particular the potential inherent in bodybuilding bodies to rupture preconceived notions regarding 'norms' of masculinity and femininity; for the meticulously controlled, predetermined construction and definition of mass and muscle on the bodybuilding figure has shifted the body from an arena dominated by assumptions centering around the natural to a sphere which exposes the body itself - and with it the power structures that impose meaning onto it - as informed by culture. The bodybuilding physique reveals the body as a socially determined construct, or to cite Kuhn, with the willed construction of bodies in bodybuilding, 'nature becomes culture'. (Kuhn 1988, 5) The question of marketability has, over the years, emerged as a key concern in bodybuilding. Of all sports, due to its tendency towards things excessive, bodybuilding tends to stand outside the mainstream appealing primarily to a select, cult following. There have been some exceptions of bodybuilders who successfully escaped the margins and entered mainstream culture, the most successful being Arnold Schwarzenegger (seven time Mr. Olympia) who opened the doors to big-time muscle in action cinema. More recently, female muscle has also started to make itself felt in the popular sphere, with Cory Everson (six time winner of the Ms. Olympia) appearing in films such as Double Impact alongside Jean Claude van Damme, and professional bodybuilders Raye Hollitt, Shelley Beattie and Tonya Knight starring in the successful U.S. television show American Gladiators. Despite breaking through to mainstream culture, however, these bodybuilders have served as examples of 'freaks' in a world of 'norms'; they signal a moment of excess allowed to seep through into the dominant, but these moments are always about controlled forms of excess - they, in a sense, constitute an orderly disruption.
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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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    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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    "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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    The frenzy of the visible: spectacle and motion in the era of the digital
    NDALIANIS, ANGELA ( 2000-02)
    During my first viewing of The Matrix (Wachowski Brothers, 1999) I found my vision bombarded by imagery and sensations more akin to theme park rides like the Spiderman attraction at Universal Studios' Islands of Adventure in Florida. My visual and aural faculties were plunged into a state of disorientation that constituted a physical assault on my senses. Not only was an array of framing effects and camera movements employed - from high velocity pans, tracks and fast paced edits, to 360° camera somersaults - but there was motion and there was lots of it! Bodies, cameras, sound and visual effects - everything moved and it moved fast, even when 'bullet-time' speed was visualised through slow motion techniques. Here's a film that's dictated above all by the speed of the image: within the filmic space (with its economically ordered narrative and fast paced action); within the production space (with its special effects and high velocity stylistic techniques); and within the audience's space (in the capacity the film has in affecting us on a highly charged sensory level).
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    Style, spectacle, excess and The bold and the beautiful
    NDALIANIS, ANGELA ( 1994)
    Much of the writing on daytime soap opera has focused on the genre's melodramatic form with particular emphasis being placed on the idea of excess: the excess of emotion, narrative form and style. John Fiske, among others, has argued that the hyperbolic excess that dominates the genre has the potential for opening up numerous and complex interpretative positions that reject the 'singular' meanings favoured by the classic realist text that has dominated Hollywood cinema. Among the American soap operas currently broadcast on Australian daytime television , 'The Bold and the Beautiful' epitomises the genre's capacity for producing a form that tests the boundaries, not only of the classical narrative, but of the soap form itself.
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    Television and the Neo-Baroque
    Ndalianis, A ; HAMMOND, M ; MAZDON, L (Edinburgh University Press, 2005-05-04)