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THE MILITARIZED INTERNET IN HOLLYWOOD WAR FILMS AARON TUCKER Virtual Weaponry Aaron Tucker Virtual Weaponry The Militarized Internet in Hollywood War Films Aaron Tucker Department of English Ryerson University Toronto, ON, Canada ISBN 978-3-319-60197-7 ISBN 978-3-319-60198-4 (eBook) DOI 10.1007/978-3-319-60198-4 Library of Congress Control Number: 2017944177 © The Editor(s) (if applicable) and The Author(s) 2017 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Cover design by Ran Shauli Printed on acid-free paper This Palgrave Macmillan imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland For Julia, all of everything A cknowledgements I need to begin by thanking my parents, Cam and Sherrie Tucker, for all their incredible and constant support. Thanks as well to Dr. Christine Daigle for her invaluable recommendations and advice at the outset of this book and to Shaun Vigil and Glenn Ramirez at Palgrave Macmillan for guiding this book home. I also would not have been able to com- plete this text without the generous financial and spiritual support of the Ryerson University English Department and my CUPE union sisters and brothers. Chapter 2, “The Hard Technological Body in the Exoskeletal Soldier,” was first published in Cinema: Journal of Philosophy and the Moving Image (Issue 7) as “The Hard Technological Bodies of Elysium and Edge of Tomorrow.” Earlier versions of these chapters were also pre- sented at the 2015 and 2016 Society for Cinema and Media Studies con- ferences, as well as the Pop Culture Association conference in 2014 and 2015, and the 2017 Film Studies Association of Canada. vii c ontents 1 Introduction: Virtual Weaponry 1 2 The Hard Technological Body in the Exoskeletal Soldier 37 3 The Soldier Interfaces on the Digitally Augmented Battlefield 69 4 War Films, Combat Simulators and the Absent Virtual Soldier 107 5 Ender’s Wargames: Drones, Data and the Simulation of War as Weapon and Tactic 145 6 The Civilian Soldiers of Cyberwarfare 187 Conclusion: What Might a War Film Look Like Going Forward? 229 Films Cited 235 Index 245 ix l i ist of mAges Image 1.1 Tony Stark and his Iron Man suit separate ally from enemy 2 Image 2.1 A prototype sketch for the G.E. Hardiman exoskeleton 41 Image 2.2 Ripley in her exoskeleton about to square off against the alien queen 46 Image 2.3 Captain Mifune fires from inside his exoskeleton in The Matrix Revolutions 47 Image 2.4 Elysium’s Max and his exoskeleton fire a gun in profile 56 Image 2.5 Edge of Tomorrow’s exosuit 60 Image 3.1 The synthetic view from within War Machine’s suit 82 Image 3.2 Tony Stark inside his Monitor-Based AR system 88 Image 3.3 Pacific Rim’s dual Jaeger pilots within their AR interface 91 Image 3.4 The audience sees as Tony Stark’s camera sees 95 Image 4.1 The flight simulator in Brainstorm 115 Image 4.2 Chimpanzee VR in The Lawnmower Man 116 Image 4.3 What Slayer’s audience watches as Kable plays 133 Image 4.4 Simon hovers behind Kable and controls him during a round of Slayers 134 Image 5.1 How the American military digitally views the world in WarGames 156 Image 5.2 Good Kill monitors via the point of view of a drone 163 Image 5.3 The majestic drone of Eye in the Sky 167 Image 5.4 Ender commands his simulated army 176 Image 6.1 Rat hacks the Internet in The Core 198 Image 6.2 Swordfish’s Jobson’s virus-building interface 207 Image 6.3 The many Julian Assanges of WikiLeaks 218 Image 6.4 The real Edward Snowden gets the last word 223 xi CHAPTER 1 Introduction: Virtual Weaponry After watching a TV news report about men terrorizing a village, indus- trialist-playboy Tony Stark flies from his home in the United States to that village in Afghanistan in his robotic Iron Man suit. After he is shot out of the sky by a missile, he pulls himself up out of a crater, dodges another giant shell, fires a tiny explosive into the tank and walks away as it explodes spectacularly. As he is being shot at by another terrorist soldier, he flies up into the air and pauses. The movie switches to a shot from Stark’s perspective, looking out through the suit’s eye slits; the audience watches as the computer system within the suit scans the land- scape, outlining each individual with a digital red silhouette indicating potential targets while popping up annotative information beside objects (“Jericho missiles”), after which Stark fires his hand-mounted weapons at his enemies. The movie then cuts to a group of men rounding up civil- ians, and just as one is about to shoot a father in front of his screaming son, Stark lands and punches one man so hard it launches him doz- ens of feet backwards. As he comes upon another hoard using civilians as shields, he powers his weapons down and stands with his arms at his sides. While completely still, the movie again cuts to the interior point of view of Stark within the suit, and this time the computer system separates the people into the binary of “Hostile” (identified by a red bull’s-eye) and “Civilian” (identified by white text); guns then rise from each of his shoulders and he expertly snipes just the terrorists out of the group, leav- ing the civilians unharmed (Image 1.1). © The Author(s) 2017 1 A. Tucker, Virtual Weaponry, DOI 10.1007/978-3-319-60198-4_1 2 A. TUCKER Image 1.1 Tony Stark and his Iron Man suit separate ally from enemy This scene from Iron Man (Dir. Jon Favreau 2008) involves a number of actions and cinematic effects that are common throughout the very popular series of films that feature the character of Tony Stark as Iron Man. What is that audience to make of the fact that Stark just flies to another country to carry out vigilante justice with his own military-style technologies? What is the audience who watches such a scene being encouraged to think about their relationship to their digitally networked technology in such scenes? In what ways do Stark’s violent acts on the battlefield affect those relation- ships? With all these questions in mind, broadly, as bell hooks writes in her introduction to Reel to Reel, “Whether we like it or not, cinema assumes a pedagogical role in the lives of many people. It may not be the intent of a filmmaker to teach audiences, but that does not mean that lessons are not learned” (2). Beyond this, hooks adds, “Movies not only provide a narra- tive for specific discourses of race, sex, and class, they provide a shared expe- rience, a common starting point from which diverse audiences can dialogue about these charged issues” (3). To this end, Kellner states that “contem- porary cinema can be read as a contest of representations and a contested terrain that reproduces existing social struggles and transcodes the political discourses of the era” (2); as such, he continues, films are an especially illuminating social indicator of the realities of a his- torical era, as a tremendous amount of capital is invested in researching, producing and marketing the product. Movie creators tap into the events, fears, fantasies, and hopes of an era and give cinematic expression to social experiences and realities. (10)

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