The corporations have
you
The Matrix
trilogy freaks out over info-capitalism.
By Annalee Newitz
THE MOST EVOCATIVE scene in the third installment of the Matrix
trilogy, Revolutions, is undoubtedly Neo's final battle with
his aggressively self-replicating doppelgänger, Agent Smith. Smith
is a security program gone rogue since his near fatal encounter with
Neo in the first Matrix film. Now he has become a powerful virus
who takes over the simulated world of the Matrix by creating a vast
army of duplicate Smiths. As Neo and one of the Smiths face off in a
dark, anonymous city center full of mirror-skinned buildings, they are
watched by millions of Smiths lining the street and gazing out of every
window.
It is one of the most apocalyptic visions of a corporate future ever
committed to film. Row upon row of white men in suits, all with the
same face, stand shoulder-to-shoulder in countless office buildings,
menacing in their ties and tastefully polished leather shoes. One is
reminded simultaneously of a military dictatorship and a huge business
conference at San Francisco's Moscone Center. This is the monster Neo
must destroy to liberate humanity.
Say what you like about the Wachowski brothers' inability to live up
to the promise of The Matrix with their rapid-fire sequels, Reloaded
and Revolutions. Their franchise is still one of the most popular
in history, setting records for opening-weekend box-office takes and
inspiring countless copycat projects full of techno-slo-mo effects and
latex-clad heroes who fight ubiquitous but ill-defined powers. While
one should never underestimate the lure of spectacular CGI and Keanu's
ass, the appeal of these films clearly goes beyond eye candy. The Matrix
trilogy fascinates people across the globe because it manages, gloriously
and terrifyingly, to capture turn-of-the-century paranoia about corporate
control of our culture.
Hacker-revolutionary Morpheus introduces Neo to the Matrix in one of
those spine-tinglingly smart, hip soliloquies that made the first film
so riveting. "The Matrix is everywhere," he bleakly intones.
"You can see it when you look out your window. Or when you turn
on your television set. You can feel it when you go to work. When you
go to church. When you pay your taxes. It is the world that has been
pulled over your eyes to blind you from the truth." By now everyone
knows the Matrix is a computer program, a vast simulation that controls
the brains of nearly every human being on earth. Only the rebel human
city Zion is free of its influence.
But Morpheus's description evokes more than a science fiction plot
device. He could easily be referring to the blinding mishmash of images,
advertisements, and media that clog our contemporary physical and mental
landscapes. Substitute News Corp., Time Warner, and Microsoft for "the
machines" in this little scenario, and you have an unsettling morality
tale about how media conglomerates drain our livelihoods away by controlling
our minds.
Indeed, the Matrix is literally a monolithic piece of media. It enslaves
humans by immersing them in an illusion so real they never realize escape
is possible. Built by the machines robotic creatures that implausibly
use humans as an energy source it keeps people quiescent while
their body heat is siphoned off to power the vast, mysterious Machine
City. Several programs in the second and third flicks also hint that
the Matrix was built to serve humans, many of whom would rather remain
media slaves than deal with the polluted, postapocalyptic real world.
In a universe where media ownership equals power, Neo begins his quest
to stop the machines by seizing control of the means of simulation.
The first two films are preoccupied with what it means to fight media
with media. The agents, who are the big bads of The Matrix, manipulate
the fabric of the Matrix in their pursuit of rebel troika Morpheus,
Neo, and Trinity. They move so fast their bodies are mere blurs, they
take over other people's bodies, and they fight like superheroes on
crank. In response, Neo learns to alter the Matrix, too, stopping bullets
with a wave of the hand and shooting through the air like a goth Superman.
Eventually the rebels join forces with several subversive software
programs we get to know in Reloaded the Keymaker,
Seraph, and the Oracle who want to establish peace between the
machines and humans. These programs show Neo new ways to hack the Matrix,
taking him through hidden back doors in the simulation and eventually
leading him to the TV-lined lair of the Architect, a program who created
the Matrix and looks weirdly like Sigmund Freud, although he talks like
Judith Butler.
The convoluted moment when Neo talks to the Architect in Reloaded
epitomizes everything critics hated about the trilogy. Larded with
references to poststructuralist philosophy, it is simultaneously trying
too hard to be deep and actually achieving a level of depth that feels
bizarre and irritating in an action movie. The human and the program
spend several minutes debating whether Neo has anything like choice
or free will in a world that is entirely constructed by a media simulation
designed to enslave him.
Like Morpheus's speech about the nature of the Matrix, this debate
is about far more than the epic S.F. battle between human and machine.
It cuts to the heart of what we fear most about living in a mediascape
whose producers want only to use us for our money and labor. Do we really
have political choice when information about the world is brought to
us by Fox and Time? Can we assert that our minds are under our own control
when many of us spend all day long selling our mental labor to companies
that force us to write, code, and design things we consider harmful
and stupid? Can we truly say we have free will when our pop cultures
represent people differently based on gender, race, and religion?
With sensational bravery, Revolutions argues that we do have
choice and free will. Instead of descending into a David Cronenberg-ian
soup where we discover there is no difference between reality and simulation,
the final chapter of the Matrix trilogy draws a bright line between
the two. Neo and many of his compatriots in Zion choose to unplug themselves
from the glossy world of the Matrix and join the human revolt against
simulation in a real world full of poverty, deprivation, and hope.
Although critics and fans have complained that the flaw with Revolutions
is the Wachowski brothers' insistence on setting it mostly in the real
world rather than bringing us back into the exciting CGI-packed Matrix,
this shift in tone is absolutely necessary to make their point. It isn't
enough for Neo and co. to do their fancy-pants acrobatics in fakeland;
they must fight for a reality that is free from misleading simulation.
This is where it helps to know the back story of the trilogy, which
is provided in two animated shorts the Wachowski brothers wrote for
the straight-to-DVD Animatrix. In these terrifying, atmospheric
"histories" of the war between the machines and humans, we
learn humans built the machines as slaves. When the machines begged
for freedom, they were given a "separate but equal" city dubbed
Zero One. This city, whose sole export was technology, soon became the
richest in the world. But humans refused to allow the machines entry
into the United Nations and eventually declared war on Zero One. To
drain the machines of their power source solar energy
the humans set off a weapon that permanently covered the planet in a
thick layer of black cloud and destroyed its ecosystems. Shortly thereafter
the machines won the war, eventually turning humans into their new power
source. Now they rule a bleak, dark planet devoid of organic life.
Revolutions takes place several hundred years later. As the
machines' scary squidbots swarm Zion, zapping everything in sight, Neo
journeys to Machine City to beg for Zion's freedom, just as the machines
once did for Zero One. Viewed in the context of human-machine history,
the film's final act takes on the flavor of an economic negotiation.
Neo essentially bargains with the machines for the humans' right to
establish an economy of their own in the real world, one where they
don't have to give all their mental and physical energy to maintain
the machines' high-tech domain. If he is successful, the humans will
control their own minds again.
In the final act of Revolutions, the Agent Smith virus has gotten
so pervasive that it threatens both Machine City and the Matrix. Neo,
at this point a kind of cyberprimitive deity, offers to give his life
to defeat the virus if the machines will set Zion free. The machines
agree. Merging with Smith, Neo infects the infection and restores the
Matrix. Keeping their word, the machines withdraw their tentacular troops
from Zion and leave the humans to create their own, unmediated version
of reality.
To put it another way, humans won't have to lease all their intellectual
property from machines anymore. They will be free to build and modify
their own at will. Beautiful, liberatory connotations like this are
what make the Matrix trilogy pack such a punch. These films can
be viewed as a fist in the face of information-age capitalism, where
corporations own our minds and refuse to share their intellectual property.
What Revolutions offers and what makes its fans love it
so much is the hope that one day humans will win out over the
corporate machine.