Memory as a textual device in Twelve Monkeys.
The screenplay for Twelve Monkeys was inspired by Chris Markers' film/photo roman La Jetee (1962), adapted by David and Janet Peoples and directed by Terry Gilliam. It is a complex story about an apocalyptic future, madness, time travel and fate. In addition to the screenplay and the visual, audio and technical devices which have been used to create the illusion of memory within the linear construct of the film I will also be looking at some of the more general factors which have been considered during its' creation.

With the applications of the 'digital revolution' becoming increasingly influential in cinematography, the demands made upon the film industry by audiences and critics have changed considerably. Audience expectation now requires more than the 'good guys dressed in white and the bad guys dressed in black'. It is no longer sufficient to portray a 'Time Machine' and to expect its' existence and use to go unquestioned. Special effects, technical wizardry and computer animation, cinematographers are now able to provide the necessary audio/visual stimuli to enhance a films' impact on an increasingly sophisticated audience, however this alone is not enough to carry a film. A credible concept and script must accompany the technical achievements of the digital age, if the film is to be successful as a medium for escapism. Conveying these concepts clearly to the audience can be achieved either by 'telling' the audience directly via the dialogue or indirectly by 'leading' the audience to a certain conclusion by 'showing' them audio/visual clues or by a combination of both.
In portraying a concept it is also necessary to consider the 'techno-babble', as it is referred to in the industry, with which so many fans of the Science Fiction genre have become familiar. 'Techno-babble' is usually based to a large degree on known scientific facts, enhanced with reasoned supposition and presented in such a way that it does not seem implausible to an educated mind. The "Ray Guns", "Atomisers" and "Death Rays" of Flash Gordon and Buck Rogers fame have evolved, into the well thought out concepts and terminology inherent in popular movies and television series such as Star Trek and Star Wars. Any subsequent deviation or challenge from/to these well-reasoned and firmly established conceptions, unless meticulously constructed, is likely to be dismissed by an audience at ease with their 'techno-knowledge' as 'too far fetched'. A successful filmmaker therefore cannot afford to underestimate the degree to which an audience has been educated, by exposure to the concepts and technical achievements displayed in existing films and also the carefully constructed realities in alternative mediums such as novels, graphic novels and magazines.
Since H. G. Wells' foray with The Time Machine, the concept of time travel has been explored more thoroughly in such films as Back to the Future and Timecop, in which the dangers of meddling with time are clearly portrayed for the audience. Memories or more accurately the concept of 'false memories' have been employed successfully in films such as, Total Recall, Bladerunner and more recently The Matrix. The concepts portrayed in these films are supported directly or indirectly with explanations as to how they have occurred. Bearing in mind the above considerations the screenplay for Twelve Monkeys approaches the complicated issue of time travel in a unique way, employing the memory of the central character as a means of expressing the confusion of the intermingling of past, present and future.
The central character James Cole, played by Bruce Willis, is flung backwards and forwards in time with the events on screen switching between past, present and future throughout the films' timeline. Gilliam uses the memories of the central character as a frame of reference upon which the film depends, however he is deliberately enigmatic in the way in which these are depicted. He leaves the audience unsure as to whether the scenes depicted are dreams or memories and also unsure of the central characters' sanity. The film starts with a small boy witnessing an event in an airport, in which a man is shot, before the scene cuts to a close up of a man just awakening from a dream or is it a memory? This airport scene is repeated a number of times during the film, as an event or action causes the central character to recall or imagine the scene, however each time the editing provides the audience with a little more information about the characters and events in it. It is revealed at the end of the film, that the scene is the childhood memory of the central character, who witnessed his own death as an adult. At the start of the film the significance of his dreams/memories is unknown to the 'adult' and his role in the events which are to form his memories is as yet unfulfilled. The subsequent use of memory throughout the film plays on this obvious anomaly, the use of time-travel to return to the past, while the central characters plunge towards the future, that it is already the past and a memory. The 'predestination' of the central characters is a foregone conclusion, it is the past which has already happened, but in order for it to have happened the characters must fulfil their futures. The end of the film thus is also the beginning. Terry Gilliam in an interview for FilmFours', Time Travel Night: "One of the things I like about Twelve Monkeys, is that it is circular - it keeps going round…It's Eastern in this wheel of life that just keeps turning and rolling on and our characters will never get off." (1)
A number of different editing techniques are used within the film to convey, to the audience, the sense of accessing a memory or dream. Gilliam uses sleep as a medium for this throughout the film, in the prison cell, the hotel, the future hospital and the cinema, typically using a close up of a person's face before wiping/cutting to an alternative scene representing the dream or memory or visa-versa. At the start of the film Gilliam overlaps the audio imagery between the first two scenes, that of the airport shooting and the close up of the young boy who witnesses it and the close up of a man awakening from a dream. The announcer heard on the Tannoy system in the airport merges into that of the prison announcer as the central character awakens. Overlapping the audio track between two scenes or inserting isolated sound effects that coincide with events on the screen, but which represent to the attentive audience an audio image related to another event with which they have already been familiarised, are two ways in which Gilliam blends the distinct scenes. The events in the airport are filmed with a hint of slow motion, effecting both audio and visual tracks and this helps to create a sense of difference, contrasting with the contemporary action and events within the film.
He also uses visual props to instigate the scene changes, certain similarities in the interactions of the characters are used to provoke the insertion of a 'memory scene'. In the mental hospital the central character, James Cole, is grabbed and restrained by a hospital porter, this grabbing action is used as a catalyst to switch to the memory of the young James Cole as he is grabbed in the airport scene. Environment is also used to make flash references to memory. One of the earlier scenes in the film shows the character of Cole searching for specimens in a derelict department store after the viral apocalypse. Later (in the past) he finds himself in the same department store some thirty years prior to his initial visit. The architecture, fixtures and fittings are used in conjunction with the audio/visual techniques to depict the confusion of memories as they merge with the confusion of time travel.
There are also a number of direct references to memory within the film. The character of James Cole is chosen because he is a good observer, "that's why they chose me, I remember things" (2). His efficiency at remembering things is shown regularly throughout the film as he recalls numerous small, but relevant details and more blatantly as he repeats verbatim, the order of countries in which the virus first appeared and the content of a taped message to the 'psychiatrist' played by Madelaine Stowe.
The use of memory as a textual device in the film is not however clear-cut. The memories of the central character are deliberately undermined, he is portrayed as a deluded mental patient living in a "meticulously constructed fantasy world" (2) and his exposure to the inmates of an asylum and his apparently insane behaviour serves to reinforce this illusion. The confusion of time travel and its' subsequent effects on the 'traveller' are resisted admirably by the character of James Cole, whose resilience to the events that occur and to the suggestion of insanity, is stalwart. However as the realities of the past, present and future gradually become indistinguishable, the susceptibility of the character to suggestion increases, he begins to doubt his own memories, preferring the diagnosis of insanity over the actuality of reality. Conversely it is at this point in the film that the roles of the two main characters are reversed. Just as the character, James Cole, begins to doubt the reality of what he is doing, the psychiatrist (Stowe) begins to accept his psychosis as potentially 'real' and simultaneously starts to doubt her own understanding of reality. Her discovery of a photo of 'Cole' in a World War One trench confirms his story, as does the ballistics report on the bullet that she removed from his leg. The screenplay also uses references to contemporary news events, which are remembered by the time travelling Cole. The boy 'trapped in a well' who is in reality hiding in a barn is an event remembered from childhood by the adult James Cole, his memory of the boys' deception is used as a device to help confirm his perception of reality.
To add to the confusion there are a number 'Memory Red Herrings' within the screenplay. After meeting the 'insane' character of Jeffrey Goines, played by Brad Pitt, the audience is deceived by his appearance in the airport scene as the central character mistakenly 'remembers' his presence there. This sort of accidental substitution can actually occur, which is what makes its' use here more pertinent as it effects the subsequent behaviour and course of action of Willis' character. Similarly, from the initial meeting of Stowe and Willis' characters in 1990, we are 'misinformed' by Stowe regarding her having met Willis' character before. In the timeline within the story, Stowe first meets Willis as an adult in 1990, again in 1996 and later sees him as a child in the airport. At no point is there any way in which her character could be familiar with the character of James Cole, prior to the events that are occurring for her on her timeline, yet there are repeated references to a "strange feeling", or a familiarity etc.
While Twelve Monkeys employs numerous different techniques to convey the story to the screen, the resulting film can be confusing to the uneducated (or Drunk) audience, who perhaps were expecting a modern day "Hollywood Blockbuster" type of movie, where the good guys still wear white. However for an intelligent audience, the screenplay, audio/visual effects and the direction of Terry Gilliam, combined with the fine acting performances of the cast make an excellent film. The use of memory as a textual device enhances and drives the characters and events in the film forward towards a future that is already past and is therefore itself a memory.
"It's about remembering and using the past to try to save the future" (1)
Footnotes.
1. Stubbs. P. 12 Monkeys: Dreams Facts. http://www.smart.co.uk/dreams/monkfact.htm (1999)
2. Gilliam. T. Twelve Monkeys. Universal City Studios, (1995).

arrative and Realism in The Matrix

'Text…a book or other written or printed work, regarded in terms of its' content rather than its' physical form' (1). 'Narrative…a spoken or written account of connected events' (1). 'Realism…the quality or fact of representing a person, thing, or situation accurately or in a way that is true to life' (1).


I have chosen the film The Matrix (1999) as my textual example for this essay and it is the latter part of the Oxford Dictionary's definition of text, which particularly applies to this film because the storyline itself actually questions human perception of reality. Film text comprises all the visual and audio devices employed in its' construction, the plot and the storyline and it is in this sense 'a composite language by virtue of its' diverse matters of expression' (2, pp258). Audience comprehension and interpretation of this language is governed by the way in which a director structures the narrative, which if it is to make sense must follow certain of the conventions that have developed during the evolution of cinematography. Narratology has examined many aspects of the film industry, applying semiotic, psychological, sociological, philosophical, cognitive and even biological theories to interpret and understand the processes involved in the production, presentation and ultimately the interpretation of film. The cinematic techniques employed by filmmakers include: Camera specific - establishing shots, angles and points of view, depth of field, close-ups, lighting etc; Mise-én-scene; Editing - 'parallel, accelerated and montage by attraction' (3, pp25); Audio - sound effects, soundtrack and diegetic music; Actor/actress portrayal of character(s); Special effects (where appropriate); Story, plot and script; storytime and discourse time. Realistic depiction is thereby reinforced by a narrative that successfully utilises all these elements to render 'a fictional world [that is] characterised by internal coherence, plausible causality, psychological realism and the appearance of a seamless spatial and temporal continuity' (2, pp259).


The plot of The Matrix is fairly straightforward: an unwitting hero is drawn into a conflict on the side of the oppressed to fight the oppressors, achieving along the way enlightenment, understanding, a sense of purpose and love, it is a classic good guys versus the bad guys. The storyline however is not nearly as clear cut. Humankind go about their daily business in the late 20th Century, unaware that the Earth and indeed their very existence as they perceive it is in fact a Virtual Reality (VR) created by sentient computers in the 24th Century. The evolution of artificially intelligent computers (AIC’s) into a state of awareness/consciousness, during the 21st Century, brought them into conflict with mankind who were perceived as a potential threat to their existence. Following an apocalyptic war with the machines, that mankind lost, the remaining humans were subjugated and kept comatose in pod-like life support machines, where they are cultivated for the biochemical energy that their bodies produce. The virtual reality that they “experience” is a giant computer program known as the Matrix, designed by the AIC’s to replicate an environment capable of providing the mental stimulus necessary to prevent atrophy of these human “batteries”.


There is however a small number of rebels led by a character called Morpheus, living in the "true reality" outside the Matrix, who are involved in a guerrilla movement which aims to sabotage the virtual reality created by the machines, and thus set mankind free. To achieve this they infiltrate the (VR) "Earth" through an interface, which allows them to operate freely within the confines of the computer program as a (VR) being. Aware that the 'interactivity is an illusion' (4, pp13) they are able to transcend the limitations imposed by the Matrix i.e. the effects of gravity, the laws of physics etc and can interact with the (VR) world in an effectively superhuman fashion. The AIC's response to the infiltration of the Matrix, are human simulant programs in the guise of Government agents, who also operate independently in the (VR) Earth. There is an added twist, in that should the virtual representative of the infiltrator die whilst in the program, he/she dies in the real world - the mind believing that the virtual death is real responds accordingly. The rebels are searching for a messiah-like figure who it has been prophesised will lead them to freedom, to do this they must search the Matrix for the "real mind" that is behind the identity, which is represented by the existence of a virtual being in the (VR) world. The film follows the discovery of this figure, Neo, whose (VR) persona is that of a computer "Hacker", his rescue, awakening and adjustment to the "Real World" and also the revelation that he is indeed capable of exceeding his compatriots' virtual capabilities inside the Matrix. If we view this whole concept as a (VR) game, Neo is revealed the personification of the ultimate gamer, a player who is able to defeat the ultimate "Bad Guys" of the game.


To produce a film that could effectively portray this storyline, the writers/directors - Andy and Larry Wachowski, had to successfully organise a narrative, which could comply with the prerequisites of realism ibid. (2, pp259). In writing the screenplay the brothers extensively researched amongst other things: [theoretical mathematics; theology; mythology; Jungian psychology; Hong Kong Kung Fu; Lewis Carroll's, Alice in Wonderland; and Cyberpunk novels] (5): which they then managed to fuse into an intricately constructed diegesis that is 'a thoroughly realised and considered universe…' (6). 'This film is actually a graduate thesis on consciousness, transcendence, and salvation cleverly disguised in the sheep's clothing of the action-adventure genre' (7). They also explored and utilised new techniques of filmmaking, incorporating film and digital imagery, to produce the special effects necessary to portray the super-physical abilities of the rebels and the simulant Government agents in the (VR) world. The juxtaposition of (VR) world and the "Real World", is skilfully rendered throughout the film. The action in the former takes place in an "American city" and is presented as the World as we perceive it to be today, populated by the sort of people we would expect to see there, all behaving in the way in which we would expect them to behave. The action in the latter occurs in the futuristic hovercraft, in which the rebels cruise the sewers hiding from the machines, beyond the world is glimpsed as an uninhabitable wasteland. The Wachowski's use of lighting in the hovercraft, 'is expressive [in] setting the mood [and] giving the film a [certain] look…the gloomy darkness…is an index of [the real worlds']…decay' (8, pp54), which enhances the contrast with the perceived reality of the Matrix.


Throughout the film the Wachowski brothers choose to employ an omnipotent point of view for their camerawork and it is from this perspective that the audience observes the story. Bearing in mind the genre specific audience, the establishing shot is of an atypical armed police raid on a building in a contemporary American city, the narrative thus effectively provides a schematic, cultural and cognitive reference point from which the audience can progress into the film. This perceptual standpoint is quickly challenged as we are shown, 'an amazing opening chase scene that effectively poses more questions than it answers' (6), characters performing incredible feats of gravity defying super-agility and leaping impossible distances, before disappearing from a crumpled phonebox (9, 09:00 - 12:08). The films' narration is also used to clarify the existence of these parallel "realities", as the character of Neo is briefed by his liberators as to the true nature of the "real world", the truth is simultaneously revealed to the audience. For example, when the character of Neo first interfaces with a (VR) training program, his questioning of reality prompts the character of Morpheus to pose a series of philosophical questions that are not only directed at "Neo", but also the viewer. 'What is Real? How do you define Real? If you are talking about what you can feel, what you can small, what you can taste and see, then Real is simply electrical signals interpreted by your brain' (9, 44:48). Thus the causality of this futuristic situation is also explained in a form of 'distributed exposition' (10, pp404) within the narration. The philosophy laden dialogue of the film also poses many questions for the audience relating to human perception of reality. And as the represented "reality" in question in the film corresponds with "Reality" as we, the audience, "know it" it supports the "suspension of disbelief" and gives added credence to the storyline.


The realism of this hypothetical future is further enhanced by the fact that the potential technological advances in artificial intelligence proposed in the script are based on contemporary theoretical facts, that are reasonably well known to the informed audiences of today's cinemas. Coupled with this is the fact that The Matrix is 'An anthology of dystopic science fiction…[that] plunders [such films as] Bladerunner (Ridley Scott, 1982) and The Terminator' (James Cameron, 1984) (5). The elements of these films that are directly or indirectly cross-referenced, through the similarities of plot/storyline/philosophy etc, to the ideas and concepts contained in The Matrix provide an additional experiential reference point from which the audience is able to comprehend and interpret the complexities of the narrative structure.


As with any film the visual presentation is extremely important and the Wachowski's use of special effects takes full advantage of the fact that a great deal of the action takes place in the (VR) world of the Matrix. The super-physical feats performed by both the "rebels" and their adversaries in this virtual environment make for spectacular viewing and once the concept of the twin realities has been grasped their nonconformist behaviour in relation to the physics is given a contextual basis. As part of his "training" to operate in the Matrix, the character Neo learns martial arts from a computer program that is loaded through a "bioport" plugged directly into his brain (9, 52:34). To ensure that the fight scenes were realistic, each actor was personally assigned a martial arts master whose job it was to teach them martial arts. The actors thought that the combat training would only last a couple of weeks, in fact it lasted five months, (9, Do you know kung fu 2:27:09) the resultant combat action reflects the time and effort which the actors put in. The Wachowski's casting is also worthy of consideration, as realistic character portrayal is essential in any attempt to convey a fiction through the medium of film. The "familiar" faces of Lawrence Fishburne (the "super-cool" Morpheus) and Keanu Reeves (Neo), are supported by a cast who believe that their roles are an important contribution to the film.


The Matrix has received critical and popular acclaim, it has been given both good and bad reviews, it has questioned and examined the nature of perspective not only its' narrative discourse, but also in its' method of construction. The Wachowski brothers have explored the use of new cinematographic techniques and devices, paradoxically involving the use of the "ancestors" of The Matrix, while simultaneously encompassing the more established filmic conventions into their narrative. The film sports an excellent soundtrack, which at least one reviewer recommends be experienced in 'the centre of a modern theatre with a good surround sound or THX system' (7).
Realism? 'An audience will be willing to believe anything from a film as long as it’s apparent that the film believes it, and that belief can be found here in the audacity of its premise, in the thoroughness of its design, and in the intensity of the actors' (6).

Footnotes.
1: The New Oxford Dictionary of English, Britannica © CD2000, 1994 -1998, Encyclopaedia Britannica, Inc.
2: Robert Stam and Tony Miller, Film and Theory: Alternative Aesthetics, (2000), Oxford, Blackwell.
3:Bazin André (1967) What is Cinema, The Evolution of the Language of Cinema. Vol I, London & L.A.: University of California.
4: Andy Cameron, (1995) Dissimulations, http://cyan.media.wmin.ac.uk
5: Geocities, (2000) Review by Popular Metaphysics [WWW] http://www.geocities.com/Area51/Meteor/3777/grev7.html (1st November 2000)
6: Film Journal International, (2000) Film Review Archive [WWW] http://www.filmjournal.com/DisplayReviews.cmf?ID=554&UI=9609 (31st October 2000)
7: Cleave, (2000) What is The Matrix [WWW] http://www.cleave.com/Sight/The_Matrix/the_matrix.htm (1st November 2000)
8: Graeme Turner, (1988) Film as Social Practice
9: A. and L. Wachowski Brothers, (1999) The Matrix. Warner Brothers. [time counter reference is from start of tape]
10: Seymour Chatman, (1992) 'What Novels Can Do That Films Can't (And Vice Versa)' in Mast, et al, (eds.) Film Theory and Criticism. Oxford, OUP
Bibliography.
Bazin, A. (1967) What is Cinema: The Evolution of the Language of Cinema. Vol 1., California: University of California.
Britannica © CD2000, 1994 -1998, Encyclopaedia Britannica, Inc.
Cameron, A. (1995) Dissimulations. http://cyan.media.wmin.ac.uk
Chatman, S. (1992) 'What Novels Can Do That Films Can't (And Vice Versa)' in Mast, et al, (eds.) Film Theory and Criticism. Oxford, OUP
Cleave, (2000) What is The Matrix [WWW] http://www.cleave.com/Sight/The_Matrix/the_matrix.htm (1st November 2000)
Film Journal International, (2000) Film Review Archive [WWW] http://www.filmjournal.com/DisplayReviews.cmf?ID=554&UI=9609 (31st October 2000)
Geocities, (2000) Review by Popular Metaphysics [WWW] http://www.geocities.com/Area51/Meteor/3777/grev7.html (1st November 2000)
Stam and Miller. (2000) Film and Theory: Alternative Aesthetics. Oxford, Blackwell
Turner, G. (1988) Film as Social Practice
Filmography.
The Matrix, A. and L. Wachowski, (1999) USA, Warner Brothers

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