This article about zombies was just published in the fabulous Cambridge Humanities Review, which unfortunately is not yet online. I'm sharing it here with kind permission.
I'd really love to know what you think of my (over)analysis - especially if you disagree with it! Please leave comments below.
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I'd really love to know what you think of my (over)analysis - especially if you disagree with it! Please leave comments below.
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Zombiescape:
the real reasons why everyone is looking forward to the rise of the
living dead
Everyone agrees: the early 21st
century is the age of the zombie. The walking dead have saturated
popular culture and the entertainment sector. Respectable
universities and even schools offer zombie-inspired curricula.
Activists flashmob government offices demanding preparedness in
advance of the outbreak, which – a host of subcultures assure us –
is clearly coming any day now.
As with any pop culture phenomenon,
it's easy to spew armchair theories about the meaning of the undead
infestation. In 2008, Simon Pegg, whose 2004 “zom rom com” Shaun of the Dead paved the way for the
genre's current popularity, complained in a Guardian editorial
about a new upstart: running zombies. For Pegg, zombies must shuffle
morosely or they would fail as effective metaphors for the
inevitability of death. Meanwhile, critics of the classic Romero
oeuvre tend to toe the standard line that the ghouls of the 60s-90s
represented public fear of nuclear war or even terrorist-related
catastrophe. Then, of course, zombies are also a synonym for sheep:
symbolic of lack of individuality and the victory of mindless
consumer ideology in modern times. After all, Dawn of the Dead
is set in a shopping mall – it must be about shopping!
These analyses are fine if we want to
restrict ourselves to how certain zombie films work as pieces of art.
Romero himself has confirmed that much of the symbolism alluded to is
intentional. But they do not in any way explain the pervasive mania
for zombies in Western culture today. Zombie films are not effective
because of any latent symbols or metaphors. The zombie zeitgeist did
not emerge from appreciation for unoriginal messages about the state of modern
society or our fear of death.
So what did it emerge from? When a youthful pop culture
nerd watches Dylan Moran being disemboweled or Woody Harrelson
unloading several cartridges of ammunition into the screeching
hordes, what makes him or her think “phwaor - awesome!”? What
makes them buy a zombie-themed video game, stage real world zombie
battles, or create a market for genre mash-ups with 19thcentury romantic fiction? My answer is threefold: zombies are fun,
zombies hold rich imaginative potential, and zombies bring us
together as humans.
I should also point out that many of
these arguments are not exclusive to zombies. They also explain some
of the appeal of alien invasions, superheroes and velociraptors,
among other favourites. In fact, I want to start my zombie tale with
a quote from a film that ostensibly features large monstrous aliens,
but is in most respects indistinguishable from your standard zombie
survival film: Joe Cornish's 2011 Attack the Block. Towards
the end of the film, two main characters, Pest and Moses, are in a
(temporarily) safe room, contemplating their approaching doom. Pest
summarises everyone's feelings:
Pest:
I'm shitting myself innit', but at the same time...
Moses:
What?
Pest:
This is sick.
There's no better way to capture the
feeling of zombies. The sheer, fantastical fascination of horrific
death and bodily destruction encroaching from all sides, and the
sheer thrill and excitement at the prospect of dealing with it. To
paraphrase Heath Ledger's Joker, people like zombies because they're
just so much fun.
Consider 2009's Zombieland,
the highest grossing zombie film of all time and one of the few
to gain more than a cult popularity. The very premise of the
film is zombies as a theme park (“Fasten
your seat belts. This is going to be a bumpy ride.”).
Why are zombies fun? Because they're a game, of course.
Zombieland
structures itself around a series of rules (e.g. Rule 31: always
check the back seat). Perhaps one of the most common manifestations
of the zombie craze in general culture is the famous zombie “plan”.
Extensive discussion forums across the internet endlessly dissect the best
ways of surviving (winning) in the coming apocalypse (game). What
kind of weapon is best? What kind of shelter? What are your general
tactics – flee first or find team mates? Even before Zombieland,
the basic rules are clear: zombies only attack the living and they're
attracted to your movements. If you get even a small bite, you're
dead. Only headshots kill. Weapons, food and shelter are the most
vital elements.
The
ideal of type of the Plan is established in Shaun of the
Dead. As soon as they realise
the situation viz. zombies, the protagonists Shaun and Ed immediately set out a course
of action. They will rescue their loved ones and hole up safe. After
considering several options, they elect their local pub (and what is
a pub is not a symbol of fun?) as the best choice of shelter after
asking themselves “Where's safe? Where's familiar? Where can I
smoke?” In contrast to previous scenes, our heroes here are
confident, determined and in control. The blood on their faces and
weapons attests to their experience and clear ability to carry out
what they are suggesting, as do the short, clipped, idealised images
and fast, beat-driven music that accompany this recipe for
unrealistic happy ending (“and wait for all this to blow over”).
Their casual talk of doing away with Shaun's stepfather - “Sorry
Philip!” - shows how, despite their seriousness, they are treating
the whole thing as a game, something that doesn't really count as
real life.
This brings us to the second part of
our quest for what constitutes zombie appeal, namely its imaginative
potential. This part has two key elements, escapism and
identity-formation, both of which are also key to the Planning Scene.
There's a reason Shaun takes place in a pub, and Zombieland
in a theme park/millionaire's mansion. As well as representing fun,
both are places where inhibitions are lost. The most important part
of the zombie apocalypse's appeal is that social barriers, norms and
other restrictions are voided. It is the allure of social collapse.
Not complete anarchy, of course, which would be genuinely frightening. As we have seen, the apocalypse is surprisingly well ordered and
has its own rules. But the everyday structures of our lives as they
are currently experienced are demolished in the most satisfying
fashion.
The result is a fantasy land which is
not just fun but decidedly surreal. In escaping our ordinary
strictures, we must emphasise our separation from the old order of
life by focusing and revelling in all things foreign to it –
ludicrous quantities of gory violence being the main example. You can
kill humanoids without guilt. Removing the head or destroying the
brain are both activities that are about as far from thinkable as
it's possible to get in the real world. Zombies let us escape; they
let us finally do whatever it is we feel like – the perfect
antidote for a culture where everything is regulated by social
approval. This is explicitly highlighted in Zombieland, when
the protagonists, finding themselves in an empty shop, spontaneously
decide to destroy it for no reason. The commercial setting makes the
casting off of the shackles of capitalism as crystal clear as the
shards of glass that whirl randomly through the air in slow motion to
the joyous cadences of Mozart's Marriage of Figaro. The scene is also replete with Native
American objects (Little Rock is even wearing a feathered headdress),
as if to stress the characters' return to a primitive state of
ancient and simple freedom, generally constructed as the antithesis
to the overbearing modern condition.
I am paying special attention to Shaun
of the Dead and Zombieland in this essay because they –
by far – are the two films which most latch on to (and create) the
zombie appeal as it is enacted in mainstream popular culture. But
other films have clearly been influential in this appeal. One
successful film is 28 Days Later, which seems at first to undermine my point about escapism. The film is set in a military
base, the paragon of modern order and constraint. And yet it is the
soldiers themselves who become the enemy. It is only with the defeat
– and zombification – of military order that the survivors can
truly escape to their idyllic countryside retreat where they are
found at the end of the film.
In the climactic moments, with the soldiers dying in unpleasant ways to the sound of
heavy guitar music, the hero Jim has clearly found himself. He is in
control of the carnage, shirtless, covered in blood and rainwater,
the epic mis-en-scene and soundtrack driving his glorious charge.
Lost and aimless since the start of the film when he awakes in a
world he does not recognise, his full identity finally breaks the
surface when his love interest, Selina, hesitates for “longer than
a heartbeat” – a pure act of recognition – and the two
passionately kiss. In the same way, Shaun
is able to establish his own sense of self only after killing his
first zombie, and Colombus from Zombieland
becomes a functional human only after all his dreams are destroyed by
the apocalypse, as symbolised by the reanimation and killing of his
fantasy girl “406”. Zombie films typically take those who are
marginal or do badly under the normal system (and who does not see
themselves as limited in such a system?), and allow them to
flourish, build a proper sense of identity, and take control of their
lives. Even in Romero's films, it was often the woman or black man
who were pointedly the only survivors.
Anthropologist Arjun Appadurai, who has
extensively studied and theorised globalisation, claims that the
contemporary world is driven by imaginative possibilities. Mass
migration has left many peoples out of place, with
shattered social identities. Global interconnections, especially in
the form of electronic mass media, have provided these “diasporic
public spaces” with a vast source of new and diffuse cultural
elements, allowing people to reconstruct hybrid identities out of the
circulating fragments to which they are exposed. Cultural material in
these global “flows” passes through different “-scapes”:
ethnoscapes, technoscapes, ideoscapes and so forth. These are
inherently interactive and overlapping, making identity or group
construction slippery and almost impossible to pin down in any one
arena.
Zombies are the ultimate solution to
global identity crises. While it still provides a huge amount of
imaginative material for building identity, the zombiescape has no
difficulties with unclear boundaries or slippery self-definitions. It
is single and clearly defined. In it, we can imagine ourselves as projections of unproblematic social categories. Like the
displaced nationals in Appadurai's diasporas, zombie fanatics are
active appropriators of this imaginative potential. They are
intentionally and creatively using zombies to help construct who they
really are. Zombies are excellent proof of Appadurai's argument that
religiosity, spontaneity and play are not constrained but rather
thrive in today's mobile, globalised world.
The final part of the zombie appeal is
community. To use again one of Appadurai's points: modern fantasies
are not private or individualistic or even just about thought. They
entail purposeful collective action and group imagination in public
space. Just like other fan groups, zombie nerds regularly meet and
form societies in the real world. But more important than this is
what the zombie apocalypse, as depicted in the films, represents. In
the 1960s, Victor Turner proposed a theory of social history in which
groups cycle between states of “structure” and “communitas”.
Structure is the standard state in which people functionally plod
through ordinary life by dividing themselves into categories and
following restrictive social norms or interaction. It fundamentally
relies on a conception of difference among groups. Such a state is
necessary for the long term stability of functional social order. But
every now an again, it is equally vital that its counterpart and
polar opposite, communitas, makes an appearance. Communitas is a
state of pure undiluted connection between all people. It is
invigorating, freeing, spontaneous, immediate and concrete.
Boundaries and rules are dissolved for a time so that the connection
can be as strong as possible. This state is necessary on a temporary
basis in order to prevent structured existence devolving into
pathology and crime. Turner gives several examples, including
Benedictine monks, the hippy movement and the ritual practices of
tribes he studied in Africa.
What is the apocalypse if not the
ultimate transition from structure to communitas? It is zombies that
finally shore up Shaun's relationship with his family and girlfriend.
The first thing he does is collect them all into a team to deal with
the zombie situation together. While his team does have major
tensions and conflicts, these are spectacularly resolved by the
zombies themselves when they seize and devour the principal
troublemaker. Shaun even quotes Bertrand Russell: “The
only thing that will redeem mankind is cooperation”, perhaps the
definitive motto for the zombiescape.
The same goes for the other films. For all their
talk of not forming attachments, the quartet in Zombieland
become a tight-knit, harmonious social group by the end of the film,
as do the trio from 28 Days Later. Again, Romero's willingness
to use “minority” actors represents not just the potential for
success of such marginal groups, but also the overcoming of group
distinctions altogether. When 90% of the world is a reanimated
corpse, your ties to the living, whatever their type or category, are
automatically extremely powerful. In the words of Robert Brockway,
author of Everything Is Going To Kill Everyone:
In
every post-apocalyptic story, there's always the one crazy old man
with the wacky helmet muttering about Revelations, and all the heroes
take pity on him - "look at the poor soul, driven mad by all the
death he's witnessed." But that's bullshit: We weren't driven
mad at all. We were like this way before Armageddon, we just weren't
allowed to show it because of all those damn people everywhere with
their precious "morals" and "laws."
This is exactly the point. Zombie
communitas lets us be who we want to be, and bond with whom we want to
bond (even if that's no one). Unfortunately, Brockway misses the
value of his own insight when he argues that apocalypse stories
appeal because of our innate arrogance, our belief that we would be
among the survivors and therefore the winners:
[It]
all comes down to simple playground logic: The apocalypse is just a
big game of King of the Hill with no other players left alive to
retake the mountain.
While I have also argued that zombies
have a game-like appeal, this alone could not possibly account for
their astonishing popularity in recent years. Rather, it's the
imaginative potential of the game world, which provides forms of
escape and empowering self-creation, and the sociality this fosters,
that makes us want to take part so badly. Zombies don't divide us,
they don't bring simply out our competitive side, and they don't even create a
Hobbesian state of nature. In this sense they affirm our humanity,
allowing us to build ourselves a utopia of human happiness and
harmony, even while we're meting violent destruction to the
outsiders, the enemies at the gates who are so non-human that they
finally provide an Other against which to define the species as a
whole – one big family – ending the depressing system of having
small parts of it defining against each other. And we can take this
utopia and set it up as the fantastical alternative to the world we
live in today. Or even as the solution to it.