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Harun Farocki, Parallel I-IV, 2012 Photo: Philippe Servent Courtesy Galerie Thaddaeus Ropac Paris-Salzburg |
In familiar Farocki fashion, Parallel I-IV exposes the mechanisms and the ideology that motivates
computer-animated images, specifically those used in video games and war reconnaissance.
And in typical Farocki style, a voiceover narration describes what we see in
the image, telling us what we see, but more likely, what to look at. The
merging of text, image, and voiceover is, consistent with his oeuvre since its
beginnings in the 1970s, all about the control and manipulation of images, and as
a result, how this leads to the control and manipulation of the way we think
about reality.
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Harun Farocki, Parallel I, 2012 Copyright Harun Farocki Courtesy Galerie Thaddaeus Ropac Paris-Salzburg |
When we walk into the downstairs gallery at Thadaeus Ropac, we enter a world
in which we are surrounded by the four installations of Parallel. Each installation comprises two screens and before the
coupled images, a bench. A speaker
above each bench offers a narration of what we see in the image. While for the
most part the narration —a familiar device in Farocki’s essay films — tells us
what we are looking at, it is also a performance of the kind of manipulation
that is discoursed about in the narration. As a virtual figure attempts and
fails repeatedly to break through a road block, apparently an innocent attempt
to escape the police, the narration explains that even though the road block is
non-existent, being no more than an (invisible) surface appearance, its
intransigence defies forward motion. Of course, the “explanation” is also a
metaphorical warning. The focus on borders in Parallel II is perhaps the strongest of the four pieces. In
addition to the animated figures attempting to break through barriers, we
see a man on a horse in a recreated Western attempting to scale a cliff. In Parallel III nothing is a barrier: men walk through hedges
and behind them no leaf is out of place. The borders are both invisible and
virtual, and yet, they are always impenetrable.
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Harun Farocki, Parallel II, 2012 Copyright Harun Farocki Courtesy Galerie Thaddaeus Ropac Paris-Salzburg
The series also muses on —predictably—the disillusion of
reality into an extreme illusion in the video images. In contrast to the
virtual world, photographs are real, they are objects in the world and the
voiceover convinces us that they are also representing something. Even if there
is nothing behind the image, at least in the photograph, there is a piece of
paper. Farocki reveals what we already know: that the virtual image is one step
further away from reality because underneath the surface of water in the virtual world, there is
a computer screen, which is itself an illusion.
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Harun Farocki, Parallel IV, 2012 Copyright Harun Farocki Courtesy Galerie Thaddaeus Ropac Paris-Salzburg |
Typical Farocki, there is not a lot to see on the four
double screens, the image is cheap, not aestheticized. Because these are
thinking images, they are images that ask us to think about what we see, rather
than to be caught up in what we see. And yet, again characteristically Farocki, the
content of what we see is vitally important, even though he exposes the
manipulation that enables the images. The screens, especially Parallel III and Parallel IV are overwhelmed by fighting, confrontation, and
devastation. Video games are one with representations of war, where the goal of
both is to destroy the enemy which is usually a person.
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Harun Farocki, Parallel II, 2012 Copyright Harun Farocki Courtesy Galerie Thaddaeus Ropac Paris-Salzburg
I also enjoyed the history offered in Parallel I in which Farocki places the computer images in
their own history from vertical and horizontal lines in the 1970s onwards to
the emergence of the virtual image as it has developed from out of the filmic.
In cinema there are two types of wind, the wind that blows and the wind of a
wind machine – the real and the filmically manipulated. In the computer images,
there is only one type of wind, and its constructed. Water in motion is made
from dashes and dots, and it is simply that they are closer resemblances to
reality, not that they are any more real. There is no connection beyond the visual resemblance to the original object. As the narration tells us, there is no longer any form of
mystery to the image in its virtual manifestation; it, like the body that
appears and disappears in the same moment, no longer exists.
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Harun Farocki, Parallel IV, 2012 Copyright Harun Farocki Courtesy Galerie Thaddaeus Ropac Paris-Salzburg |
This exhibition coincides with the single artist exhibition of Farocki’s oeuvre in the Hamburger Bahnhof, Berlin, and is both predictably Farocki and unpredictably new. Perhaps most refreshing about Parallel (2012) is the audience: I sat in the blue chip Thaddaeus Ropac gallery in the Marais, surrounded by freshfaced, bright-eyed young men with backpacks, clutching skateboards. It was lovely to enjoy esoteric art with this audience, but I kept wondering about their responses to Farocki’s installation. Those who stayed longer than ten minutes, that is, to see the narrative of each part of Parellel in its entirety, seemed captivated enough, but did they anticipate an installation on video games would be this discursive? And I wondered if the exhibition showed them anything they didn’t already know, and haven’t already seen in a more sophisticated form in their own video gaming lives?
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