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matrix: that which gives origin or form to a thing or that which serves to enclose it
... jacked into a cyberspace deck that projected his disembodied consciousness into
the consensual hallucination that was the matrix. (William Gibson, Neuromancer).
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The American movie The Matrix (Warner Bros, 1999) written and directed by the
Wachowski brothers (Andy and Larry) was made in Sydney, Australia for $63
million and has already been hailed a 'pulp classic' and 'work of art'. It is a brilliant
synthesis of several existing cinematic genres - sci-fi, action, Hong Kong kung fu,
Neuromancer (1984), the comic-book art of Geoff Darrow, plus texts about physics
video games and adult intellectuals familiar with the writings of Karl Marx and
Jean Baudrillard. Its multiplicity of sources and allusions, will delight film studies
students and their lecturers and provide the subject for many an essay and
dissertation.
The film is set in the year 2197. Earlier, humanity developed artificial intelligence
to such an extent that thinking machines took control of the planet. Here the film
touches upon our fear of industrialisation and technology, our alienation from the
very machines we have invented. (One can envisage an alternative future in which
the machines respect us as their parents; in another scenario, they could retain us as
destroyed the Earth's atmosphere - the world became a dystopia, a dark ruin - here
only the sewers of the once great cities offer a refuge to a few remaining resistance
and plants): keeping us alive in womb-like pods for a time to provide them with
electrical energy.
To prevent any resistance, the bodies of humans are cabled to a computer in order
to supply their minds with a virtual reality experience in which they seem to be
living a normal life in a normal world circa 1999. Only a few computer hackers
realise that this veil of appearances masks a horrific reality. Here the movie poses
ancient philosophical questions that date back to Plato's simile of the cave: 'How do
we know the world we inhabit is the only and true reality? Could we be living inside
a series of
Chinese boxes? How do we know we are not dreaming? How can we tell the
It also reprises the left-wing critique of capitalism: the masses are wage-slaves
whose lives are controlled by the military-industrial complex but they are ignorant
of the real state of affairs because they have been brainwashed by dominant
the movie, the apparatus of control and deception is called 'The Matrix'.
A few individuals - like the hero Thomas Anderson (played by Keanu Reeves) a
home, during the night, he is a computer hacker with another identity -'Neo’ - who
surfs the Net looking for answers; he also deals not in drugs but in illegal software.
Extremely powerful humanoids called 'Agents' enforce the law on behalf of The
Matrix. They are hunting Morpheus (played by the black actor Laurence
Fishburne), named after the minor Greek deity who was the son of the god of sleep
and dreams (his name also evokes the technique of morphing popularised in
freedom fighters who are able to move back and forth between reality and the
artificial world. The disembodied rebels visiting the latter return to reality by being
downloaded via phone lines, consequently, telephones recur throughout the movie.
Today, of course, more people seem to communicate by e-mail and mobile phones
than they do face to face. Adverts for the movie were tied-in with Nokia mobile
phones and included the caption: 'Nokia. The link between reality and dream', even
though in the film it is old fashioned hand sets with land lines which facilitate the
transfers.
Morpheus is anxious to recruit Neo because he believes he is 'the one, the saviour
of mankind'. Morpheus thus resembles John the Baptist and Neo, Christ. At the
climax of the film Neo dies and resurrects through an act of love on the part of the
female lead Trinity played by Carrie-Anne Moss. (Another of the fighters called
Cypher [Joe Pantoliano] is also a traitor and therefore he recalls Judas.) However,
before this, Neo fights the Agents using extreme violence - kung fu fighting,
Western/gangster type shootouts, so love is not really being proposed as the solution.
He also consults a female Oracle, so Greek mythology as well as the New Testament
are invoked. Books about the narrative structure of myths written specifically for
fight and encouraged to think for himself and to trust his own intuitions. New skills
and bodies of information are pumped directly into his brain in a few seconds via
computers - if this ever happens, schools and universities will become obsolete.
Morpheus advises Neo that he can defeat the Agents because they are ultimately
are considered more creative than corporation programmers. To assist Neo make
the journey from the artificial realm to reality he is given a pill. Clearly, the ability
of drugs such as LSD and Mescaline to transport the mind to another world is
raised here. Neo's experience resembles a bad trip or cold turkey - a painful, birth-
like experience - involving a fall down a wet tunnel, which was a deliberate use by
the screenwriters of Alice's journey down the rabbit hole in Lewis Carroll's Alice's
white rabbit'. Again, in childhood, daydreams and fantasies are more powerful than
in adulthood and Carroll's famous story is only one of many written for children in
which an alternative realm is postulated. However, in the movie, the usual journey
order to reveal the codes of the rebel's mainframe computer that will enable the
Agents to win. Curiously, during the torture session, the main Agent Smith (played
by the Australian actor Hugo Weaving) confesses that even he feels unhappy with
present reality and claims the defeat of the rebels will enable him 'to leave it'. This
implies that the artificial intelligences of the future will suffer from existential angst.
Neo and Trinity rescue Morpheus after an epic gun battle in which the pillars of
the lobby of a modern skyscraper are shattered by gunfire. Like Christ and
Superman, Neo develops supernatural powers that enable him to stop bullets in mid
air and to defeat Smith in battle. Socialists will feel the plot is reactionary at this
than by a collectivity - and by magic rather than by more mundane social and
political methods. Furthermore, if the machines are in the end defeated, this still
In the final scenes of the film, Neo is restored to the 'normal' world and we are
usefully reminded that reality is open-ended, that the future contains many
possibilities and we have a choice as to what sort of world we make for ourselves. An
important lesson of The Matrix is that we would be well advised to programme our
computers and robots with a strict commandment: 'Thou must not kill or hurt
All art, fiction and media representations enable us to enter, in our imaginations,
other worlds. They satisfy a deep-seated human need for an escape - albeit
temporary - from the banalities of daily life and a relief from consciousness of self
(we speak of 'losing ourselves'). Of course, the cinema's big screen is especially
along with many other Hollywood movies about time-travel, the Internet and virtual
realities, is self-referential and exemplifies an ancient truth about the nature of art.
But it is also a response to more recent developments in our lived experience, that is,
cyberspace rather than real space - the ever-increasing part simulations play in our
lives, plus the greater illusionism and intensity of modern media compared to
traditional ones. (Paradoxically these developments are due to the very
technological progress that the movie warns us about.) On the one hand, we
welcome and enjoy many of these changes, but on the other, we fear losing touch
with the real. Ultimately, reality/nature cannot be denied: people who eat only the
simulated food found inside virtual reality environments would soon die of
starvation. But, as food for the mind and stimulus for the senses, The Matrix is hard
special visual effects are so extraordinary that any fine artists watching must be
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Two sequels were made in 2003, The Matrix Reloaded and The Matrix Revolutions.
See also three books about the philosophical implications of the films:
William Irwin (ed), The ‘Matrix’ and Philosophy: Welcome to the Desert of the Real,
William Irwin (ed), More ‘Matrix’ and Philosophy, (Chicago, IL: Open Court
Glenn Yeffeth (ed), Taking the Red Pill: Science, Philosophy and Religion in ‘The
Matrix’, (Chichester, West Sussex: Summersdale Publishing, 2003).
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JOHN A. WALKER is a painter and freelance art critic and historian. He is the
author of Art in the Age of Mass Media, Art and Artists on Screen and Art and
Celebrity.