8
The Composite Body
Action Stars and Embodiment
in the Digital Age
Drew Ayers
In an early scene from Terminator Genisys (2015), viewers are treated to a recreation
of the scene in which Arnold Schwarzenegger’s iconic character was first introduced
to audiences in The Terminator (1984). Genisys provides a shot‐for‐shot retelling of
the arrival of the T‐800 (Schwarzenegger) from 2029 to the Los Angeles of 1984,
including the T‐800’s appearance in a lightning‐filled crater in the pavement and his
subsequent confrontation with a group of punks. At the moment when the naked
T‐800 attempts to steal some clothing from these punks, Genisys branches off
from the story of the 1984 film. Behind the T‐800, a hooded figure emerges from
the darkness, carrying a sawed‐off shotgun. As the hooded figure approaches, he
removes his hood, revealing an older, middle‐aged Schwarzenegger. (This character
is later revealed to be “Pops,” another T‐800, reprogrammed and sent back to 1973
by an unknown entity in order to protect and raise Sarah Connor.) As this older
T‐800 reveals himself and locks eyes with his younger version, he declares in his distinctive Schwarzenegger accent, “I’ve been waiting for you.”
Because the producers of Genisys didn’t own the rights to the first film in the franchise, the digital visual effects (VFX) artists were required to remake this scene by
employing a digital recreation of Schwarzenegger’s 1984 performance (Acuna,
2015). Using the facial casts of Schwarzenegger created for the production of the
first film, a video library of body and facial movements from Schwarzenegger’s well‐
documented film and political career, and the motion data of stand‐in Brett Azar
(an Australian bodybuilder), Genisys’s VFX team completely reimagined this iconic
scene by building a body from scratch (Sperling, 2015).
The meeting between the two T‐800s, therefore, is not only about rebooting
a franchise but also about the relationship between analog and digital forces in
A Companion to the Action Film, First Edition. Edited by James Kendrick.
© 2019 John Wiley & Sons, Inc. Published 2019 by John Wiley & Sons, Inc.
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contemporary action cinema. This confrontation of old and young, profilmic1 and
digital bodies establishes the formal, narrative, and ideological themes of the film,
and it serves as a case study for understanding the embodiment of the action hero in
the digital age. A film like Genisys encapsulates the interaction between action
cinema, embodiment, and VFX, and it reveals the extent to which action cinema
and its stars are grappling with the complex interplay between the profilmic authenticity of action bodies and their digital substitutes and supplements.
What we find in contemporary action cinema is an ambivalence toward embodiment and authenticity. On the one hand, the film industry and its audiences, in a
general sense, have accepted the widespread practice of digital tinkering in every
part of the production workflow. Ranging from spectacular uses of VFX like
performance capture, massive crowd scenes, and epic battles to more mundane uses
like color correction, lighting, and environmental tweaks, digital trickery has
become a core component of contemporary image production, from image acquisition to post‐production to exhibition.
On the other hand, cinema displays an anxiety about its authenticity, and action
cinema in particular makes it a point to reassert the importance of the profilmic
body amidst digital environments, crowds, and agents. Lisa Purse (2007), for
example, in her analysis of “virtual action bodies” like Spider‐Man (Spider‐Man 2,
2004) and the Hulk (Hulk, 2003), argues that the “inherent visual instability” of
these virtual bodies creates an “unease” in the reception of these films (13). Purse
also states that the virtual body’s “inherent malleability generates anxieties that are
rooted in primal cultural fears about metamorphosis and its characterization of
the human body as mutable” (15). Within the history of action cinema, the body
of the performer has been vital to authenticating the truth of the performance.
From the stunts of Buster Keaton to the action‐comedy of Jackie Chan, the body‐
in‐motion has verified the authenticity of the screen action. This trend continued
within the hardbody action cinema of the 1980s, which cast beefy actors like
Schwarzenegger and Sylvester Stallone, figures whose muscular physiques index
both the truth of their embodiment and the labor required to craft such bodies. In
a dominant strain of contemporary VFX‐driven action cinema, however, the body
of the performer, while inheriting the gym‐obsessed appearance of its 1980s
forebears, doesn’t possess their same truth‐value. These are bodies situated within
and supplemented by digital effects. The phenomenological authenticity of these
composite, informational bodies is called into question through their location
within a completely malleable screen image.
Action cinema and its producers seem to have internalized this anxiety over phenomenological authenticity, as the extra‐textual promotional rhetoric of films like
Furious 7 (2015), Mad Max: Fury Road (2015), and Star Wars: The Force Awakens
(2015) emphasizes the profilmic aspects of the films and downplays the digital components of the composite image. Material promoting The Force Awakens, for example,
attempts to counter the widespread fan dissatisfaction with the heavy use of computer‐generated imagery (CGI) and VFX in the three Star Wars prequels (1999, 2002,
2005). The discourse surrounding the film has taken pains to emphasize its practical
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special effects and the fact that it was shot on “real” 35mm film. A promotional video
from Comic‐Con 2015 exemplifies this anxiety. The video begins with narration
by Mark Hamill (Luke Skywalker), speaking to the analog desires and digital anxiety
of the film:
Real sets, practical effects; you’ve been here, but you don’t know this story. Nothing’s
changed, really. I mean everything’s changed, but nothing’s changed. That’s the way
you want it to be, really. To see the way the technology has evolved, and yet, keeping
one foot in the pre‐digital world. (StarWars, 2015)
Accompanying this narration are images of miniature models, location‐based sets,
rubber costumes, and film moving through the gates of a real, live film camera. As
with the meeting of profilmic Schwarzenegger and his younger digital counterpart,
the goal of The Force Awakens promo reel is to link old and new, analog and digital
worlds. It embraces our digital present (and future) while paying homage to our
analog past.2
While this merging of analog and digital, at least superficially, appears to be harmonious, there is a deeper anxiety at work here, one that fears the loss of profilmic
authenticity at the expense of the digital. In contemporary cinema, the body, like the
digital image, has become a composite, a layered construction that can be altered
and manipulated. Just as the digital image is malleable and moldable, so too is the
body. Both the image and the bodies within the image are subject to the logic of the
digital information age, which requires that all things be reduced to the common
equivalent of code, equally exchangeable and transferable with each other. Within
this context, bodies become simply another expression of code, something that can
be layered and composited within the digital image.
At various points in Genisys, Pops claims that he is “old, not obsolete.” More
broadly, this is fundamentally the stance of the profilmic action body in relation to
its digital doubles, and in Genisys specifically, the profilmic body attempts to reassert itself and counter the danger of its obsolescence in the face of its digital replacements. The profilmic body, in other words, has “been waiting for” its chance to
denigrate and destroy its younger, sleeker, digital doppelgänger. Schwarzenegger’s
presence in Genisys is important, as his long career has seen him transform from
champion bodybuilder to 1980s hardbody action star, to 1990s comedic actor, to
governor of California, and finally returned to his action cinema roots in films such
as The Expendables trilogy (2010–2014, the brainchild of Sylvester Stallone), The
Last Stand (2013), Escape Plan (2013), Sabotage (2014), and Genisys. Schwarzenegger’s
body—both profilmic and digital—thus serves as a condensation of changes in
action cinema’s approach to embodiment.
In particular, The Terminator franchise functions as a metonym of these
changes, and its evolving depiction of the relationship between humans and
machines serves as a useful template for understanding the relationship between
analog and digital forces within action cinema. From the 1980s industrial logic of
the T‐800, to the 1990s postmodern logic of the liquid metal T‐1000, to the
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early‐twenty‐first‐century informational logic of the T‐3000 (Genisys’s human‐
machine hybrid), The Terminator franchise works through cultural anxieties
regarding embodiment, disembodiment, and the digital mutability of the body. If
the hardbody action films of the 1980s were marked by an excessive attention to
the body, the VFX‐driven action films of today are marked by the seamless
integration of the body into virtual spaces.
After first exploring the instability of the action body in Genisys, this chapter concludes with a discussion of the posthumous performance (to borrow a term from
Lisa Bode, 2010) of Paul Walker in Furious 7. Walker died in a car crash before filming of Furious 7 was finished, and Weta Digital’s VFX artists completed his
performance using a combination of CGI and stand‐ins. Filmmakers have long had
to grapple with the death of lead actors, and they have completed their films in a
number of ways, utilizing both profilmic and digital techniques. To complete Bruce
Lee’s performance in Game of Death (1978), the filmmakers used body doubles,
footage from Lee’s funeral, voiceovers, and, famously, cardboard cutouts of Lee’s
face. For Heath Ledger’s performance in The Imaginarium of Doctor Parnassus
(2009), director Terry Gilliam cast new actors to play Ledger’s character in the “magical mirror” portions of the film. After the death of Phillip Seymour Hoffman, The
Hunger Games: Mockingjay, Parts 1 and 2 (2014, 2015) were completed through
creative editing and swapping of lines of dialogue. Other actors’ performances have
been completed using a combination of CGI facial replacement and profilmic stand‐
ins, including Brandon Lee in The Crow (1994) and Oliver Reed in Gladiator (2000).
Still other performances have been repurposed for commercial ends—including
Audrey Hepburn (Dove Chocolate), Marilyn Monroe (Dior, Snickers), Fred Astaire
(Dirt Devil), and Orville Redenbacher (popcorn)—as well as for musical performances—holograms of Tupac and Michael Jackson.
Walker’s posthumous performance in Furious 7 extends the logic of these antecedent reanimations, and the location of his composite body within a VFX‐heavy
action film adds a new valence to the ontology of embodiment within the screen
image. The “truth” of the contemporary action body lies not only in its muscular
appearance but also in its ability to merge into the digital image, one component
among many in the final composite. Today’s action heroes are heroic because their
bodies can move seamlessly between the analog and the digital.
From Hardbodies to Hybrids
The trajectory of the action body—and its relationship to dominant cultural logics—
from the 1980s to today has been much discussed in action film scholarship.3 In her
now‐canonical book on 1980s action cinema, Hard Bodies: Hollywood Masculinity
in the Reagan Era, Susan Jeffords (1994) links the “hard bodies” of 1980s American
action cinema (e.g. Schwarzenegger, Stallone, Bruce Willis) to an ideological hardening of the American body politic. For Jeffords, “these hard bodies came to stand
not only for a type of national character—heroic, aggressive, and determined—but
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for the nation itself ” (25). Jeffords also draws connections between the fading
industrial culture of 1980s America and Hollywood’s depiction of masculinity:
The masculine characters that populated some of the [decade’s] most popular
Hollywood films offered narratives against which American men and women could
test, revise, affirm, or negate images of their own conceptions of masculinity, which,
because of a changing economy, altering gender relations, increasingly tense race relations, reconfigurations of U.S. geographic distributions, a technologized militarism,
and a reconfigured work force, were themselves in flux throughout this period. (11–12)
At issue here is an attempt to reclaim a “lost” imaginary past of American exceptionalism—
a time when men were men, racial hierarchies preserved social order, and the United
States dominated global manufacturing—through images of white, hard‐bodied
masculinity.
The bodies of these heroes came to represent the last gasp of an industrial cultural
logic, one that faded during the Carter years and was reclaimed in the cultural
imaginary of the Reagan years. The hardness of the characters played by
Schwarzenegger, Stallone, Dolph Lundgren, and Jean‐Claude Van Damme was
achieved, in a metonym of the industrial sector, through the literal pumping of
iron. Bearing a musculature honed by the movement of metal, these hardbody
heroes embodied the logic of factory manufacturing: they are tangible products of
commerce, formed by a surplus of human labor, whose hardness is solidified through
repetition of movement.
This link between 1980s action heroism and a reclamation of American industry
is made explicit in Die Hard (1988). The film takes place in the Nakatomi Plaza, the
building of a Japanese corporation, which functions as a stand‐in for the widespread
acquisition of American companies (notably car manufacturers) by Japanese investors throughout the 1980s.4 A group of German terrorists, led by Hans Gruber (Alan
Rickman), occupy the Nakatomi building in order to rob its vault. Unbeknownst to
Gruber, however, New York cop John McClane (Bruce Willis) is also in the building.
Die Hard resolves with McClane, in all of his American swagger (he’s referred to as
“Cowboy” by Gruber), defeating Gruber and his men, reclaiming the Nakatomi
Plaza, and reuniting with his estranged wife, Holly. American ingenuity, toughness,
and masculinity thus reassert themselves in the face of Japanese business interests.
The hardbody restores order to the chaos of a social structure overturned by globalization, de‐industrialization, and feminism.
As the 1980s transitioned into the 1990s, the industrial action body gave way to
the postmodern action body.5 Much of the scholarship confronting this shift utilizes
Terminator 2: Judgment Day (T2; 1991) as a case study exemplifying this transition.
In the film, Schwarzenegger’s T‐8006 is sent back in time to 1995 in order to protect
John Connor from a new model of Terminator, the T‐1000, which is composed of
liquid metal and has the ability to shape‐shift. Whereas the T‐800 is easily comprehended as an industrial, machinic object, the T‐1000 is a more amorphous, phenomenologically unstable object, one that resists easy comprehension. The T‐800
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has visible inner workings, a tangible skeleton underneath flesh, and is clearly identifiable as performing a white masculinity. It is “a cybernetic organism” with “living
tissue over a metal endoskeleton,”7 and its physicality is similar to that of a human.
The T‐1000, conversely, is unstable, with no visible inner mechanics. It is pure surface, able to inhabit any identity, which, according to Thomas B. Byers (1995), situates it within a larger postmodern cultural logic:
The contrast between the Terminator model T‐101 [also referred to as a T‐800] and
the newer T‐1000 embodies the opposition between classical and late capitalism, between a production‐based industrial and a consumption‐based informational economy,
between modern and postmodern culture, between paranoia and schizophrenia. (8)
Within this schema, the action body loses its material grounding in manufacturing
and becomes emblematic of a post‐industrial economy. In contrast to Schwarzenegger’s
hardbody, the body of Robert Patrick (who plays the T‐1000) is much leaner and
slighter, his ability to inhabit any identity echoing the flexibility of manufacturing in
a post‐industrial information economy. At the conclusion of the film, however, an
industrial cultural logic reasserts itself. Set in a strangely empty steel mill—an icon of
industrial production—the T‐800 casts its adversary into a vat of molten metal, obliterating the T‐1000. American industrial production has defeated—if only within the
imaginary of the film—the postmodern information economy.
The special and visual effects animating the T‐800 and T‐1000 also connect to
their different expressions of a cultural logic. In both the first and second films in the
series, the T‐800 is primarily a profilmic object, materially present before the camera.
Achieved through a combination of practical special effects—including make‐up,
prosthetics, animatronics, and stop‐motion—the T‐800 is the product of a pre‐
digital era of filmmaking. The T‐1000, conversely, is an example of early digital
visual effects, in particular, the technique of computer‐aided image morphing. The
T‐1000 is a product of post‐production, an object that never existed before the
camera, and it signals a hybridity and ontological instability of the image that has
come to define digital production and post‐production.
Before moving on to a discussion of this hybrid digital image, however, it is also
important to point out how the characterization of the action hero changes from the
1980s to the 1990s, and in particular how the hardbody films work through different
iterations of masculinity. Jeffords (1994) again links shifts in action hero representation to changes in presidential politics, in this case to the election of George H. W.
Bush. Jeffords identifies a “schizophrenia” in Bush’s presidential identity—one she
connects to the changing representations of masculinity in American cinema—as
Bush tried to negotiate between the “hard‐bodied presidency” of Reagan with his
own “kinder, gentler” approach (91, 95). After the end of the Cold War, as political
focus moved from the foreign to the domestic, action heroes became interested in
family matters. Philippa Gates (2010) echoes these claims, and she argues that,
“while the 1980s were dominated by the hard‐bodied heroes, the 1990s saw a shift
to more vulnerable heroes in a retrospective apology for the ‘masculinity’ of the
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preceding decade” (276). A shift in tone from action to action‐comedy films facilitated this shift. As the 1990s began, action stars—with varying levels of success—
took on comedic roles, often paired with a comedic sidekick, and their films made
romantic subplots more central to their narratives (Ayers, 2008: 57–58).
Schwarzenegger made this transition to comedic family man more successfully
than most, and in her discussion of Kindergarten Cop (1990), Jeffords (1994) claims,
“The emotionally and physically whole man of the eighties would rather be a father
than a warrior” (142–143). T2 again serves as a valuable case study in relation to
Jeffords’s analysis of shifting representations of masculinity. In The Terminator,
Schwarzenegger played a single‐minded killer, untouched by emotion. In T2, his
role changes. Schwarzenegger’s T‐800, its “emotion chip” newly activated, learns to
value life, care deeply about relationships, and experience love (or at least a simulation of this emotion).8 The T‐800, as T2 makes quite clear, is a surrogate father figure
for John Connor. The unattached, emotionally distant hardbody of the Reagan era
thus gives way to the more emotionally vulnerable masculinity of the Bush era.
The postmodern action body, in addition to its increasing emotional vulnerability
and decreasing phenomenological stability, also becomes more self‐conscious of its
status as spectacle. In her analysis of action films from the late 1980s and early 1990s,
Yvonne Tasker (1993) observes “a tendency of the Hollywood action cinema toward
the construction of the male body as spectacle, together with an awareness of masculinity as performance,” which she links to postmodernity (230). For Tasker, the
“work” required to craft the hardbodies relies on a labor that is no longer required in
a post‐industrial economy. The muscles of the hardbodies are “dysfunctional” to the
extent that they are “decoration” and serve no purpose other than spectacle, which
is a traditionally “unmanly designation” (239). Elsewhere, I’ve commented on this
spectacular display of male bodies, noting that, in films like Universal Soldier (1992),
which features a lingering tilt shot of Van Damme’s nude backside, “the male hardbody is coded as a location for erotic desire” (Ayers, 2008: 51).
The status of the male body‐as‐spectacle continues from these self‐conscious displays of the physical body to the spectacle of the male body enhanced by digital
visual effects, and action bodies in the digital age possess a unique attitude toward
their own materiality and phenomenology. As a symptom of a broader digital logic,
action bodies must now be comfortable with seamlessly merging not only into
digital environments but also with digital “prosthetics” and “make‐up.” Gone is the
excessive attention to the materiality and labor of the hardbody,9 replaced by an
emphasis on the ability of the body to merge into its digital surroundings. If the
1980s action hardbody evinced a commitment to a clear phenomenology, one
marked by excessive profilmic physicality, then the contemporary action body possesses a hybrid ontology, one marked by both a profilmic physicality and post‐production mutability.
This informational action body calls into question the ontology and phenomenological truth of the image, and the rhetoric surrounding a film like 300 (2006) exemplifies the anxiety produced by these bodies. The film 300 is notable both for its
cast of highly muscled actors and for its use of completely simulated digital settings.
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In the lead‐up to the film’s release, much of the promotional material focused on the
“300 Workout,” the diet and exercise regimen used by the actors to develop their
physiques (Ayers, 2015: 106). Despite these accounts of the actors’ manual labor,
however, commentary in the popular press questioned whether or not the bodies
were “real” or the product of “CGI magic.” An article from CBS News, for example,
takes a negative view of 300’s heavy use of CGI, casting doubt on the physicality of
the actors’ bodies:
Critics have called the new Spartan war picture 300 “groundbreaking,” which is funny
because no ground was broken! It has real actors, but computers added the scenery.
They might have added the muscles, too. (Johnson, 2007)
In a subsequent story about lead 300 actor Gerard Butler, the Daily Mail noted,
“Butler once again has a six pack, but this time without a hint of computer‐generated
imagery” (2011). The simulated, digital nature of the film’s environments infected
the reception of the film’s profilmic bodies. The sharp contrast between the digital
environments and the hyperphysical bodies created confusion as to the ontology of
each. This kind of commentary on the authenticity of the action body is notably
absent in discussions of the Schwarzenegger or Stallone movies of the 1980s, where
the truth of the actors’ labor appears to be widely accepted and verified by the profilmic presence of the body on screen.10
Schwarzenegger vs. Schwarzenegger:
The Rise of the Composite Action Body
Genisys works through these issues of the authenticity and ontology of the action
body in the digital age, and it does so by forcing an interaction between profilmic and
digital bodies, past and present, young and old. Contained all within the same film is
the entire lifecycle of the hardbody, from its “pure” hardbody form (though digitally
recreated), through its liquid metal malleability, to its culmination as a soft, nostalgic
artifact, one more concerned with fatherhood than with fighting (and, importantly,
formed by a combination of profilmic and digital sources). In a sense, Genisys is a
self‐contained journey of the hardbody, from its 1980s industrial logic, through its
1990s postmodern logic, to its contemporary informational and networked logic.
Marking Schwarzenegger’s first return to the franchise since Terminator 3: Rise of
the Machines (2003)—not including the digital Schwarzenegger constructed for
Terminator Salvation (2009)—Genisys offers a complete reimagining of the
Terminator mythos established in the previous four films. The film upends the previously established timeline, and it offers a tongue‐in‐cheek portrayal of the franchise’s aging star. The Schwarzenegger of Genisys has clearly aged since his
appearance in the first film 31 years earlier, and, rather than gloss over or attempt to
hide the effects of aging on a 67‐year‐old human actor, Genisys makes this aging
process central to the narrative. As a T‐800 model Terminator, the flesh of
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Schwarzenegger’s character, Pops, ages as a human would, while his metal innards
remain (mostly) operational. The film thus offers a narrative explanation for the
older appearance of its leading actor.
Aging plays a central role in the film, as the labyrinthine, time‐jumping narrative
of Genisys takes place in six different time periods and multiple iterations of the
timelines established in the previous films. Since Schwarzenegger’s role in the film
spans from 1973 to 2017, he was also required to play both older and younger versions of himself. There are four different “generations” of Schwarzenegger in the
film (see Figure 8.1): the 1973 version, the version sent back in time to 1984 from
the first film, the now‐middle‐aged version from 1973 that meets his younger self
in 1984, and an even older version in 2017. (Confused yet? The timelines in the
film are as complicated as the VFX used to bring 1984 Schwarzenegger back to life.)
While the 1984 version was created digitally, and the 1973 version is seen only
briefly in medium shots (and appears to be the same digital recreation as the 1984
version), the alternate 1984 version and the 2017 version were created using old‐
fashioned make‐up. The alternate middle‐aged 1984 version of Schwarzenegger
was de‐aged using make‐up, and the 2017 version—which appears to approximate
Schwarzenegger’s real‐life age—was made to look older by stripping the actor’s hair
of color (Tucker, 2015). Thus, not only do we witness the hardbody progress from
youth to old age but we also see both profilmic and digital iterations of the body.
Gone is the simple profilmic physicality of the 1980s hardbody, replaced by a complex embodiment of ages and ontology.
In an era of digital workflows, profilmic bodies must necessarily adapt to their
digital surroundings and counterparts. These bodies are informational bodies,
motivated by a logic of digitality, and supplemented, enhanced, and replaced by
digital information and imagery. The composite nature of not only the screen
Figure 8.1 Four generations of Schwarzenegger. Top left to right: 1973, 1984 (recreation
from the first film). Bottom left to right: 1984 (older T‐800), 2017. Source: Terminator Genisys
(2015). Directed by Alan Taylor. Produced by Paramount Pictures/Skydance Media. Frame
grab: author.
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image but also the screen body has become so widespread as to become
unremarkable. Lisa Purse (2013) comments that
The presence of digital artifacts within the frame renders the protagonist’s body as just
one element of an often complexly digitally composited image, so that the body’s relationship to the space of action is controlled by the vision and skill of digital compositors, visual effects supervisors and other digital imaging specialists as well as by the
director, cinematographer and editor. (53)
Hye Jean Chung (2015) also remarks on the production of screen bodies from multiple interacting forces, noting that
All animated bodies (hand‐drawn and CG) contain both visible and invisible traces of
various human bodies: people used as visual reference, voice actors, animators, and so
on. It is even more so with digital bodies, because they are layered nodes of multiple
stages of work, such as modeling, texturing, rigging, animating, compositing, and an
actor’s vocal, facial, and physical performances. (57)
The composite body is formed from an assemblage of forces—both human and nonhuman—and contemporary action bodies are marked by their ability to navigate
this terrain. The industrial labor required to create and authenticate the unique,
individuated, profilmic hardbody has been replaced by the body’s ability to absorb
the hybridity of competing production forces, and the authenticity of the body is
measured by its success in withstanding the scrutiny of viewers accustomed to consuming digitally composited images.
As skillful as today’s visual effects artists are at compositing a diversity of elements of varying provenance into a single, cohesive image, the “joins” between the
elements are far from invisible.11 While VFX are getting closer and closer to
the holy grail of photorealism, one VFX technology—facial de‐aging—reveals the
fractures in the composite body. These images are often quite uncanny, especially
since the films in which de‐aging VFX are employed tend to have older actors
performing next to their younger digital selves, inviting a direct comparison between the aged profilmic body and the de‐aged digital body. Facial de‐aging has
been employed in a number of contemporary films, with varying levels of success.
Two examples include (less successfully) Jeff Bridges’s face in TRON: Legacy (2010)
and (more successfully) Michael Douglas’s face in Ant‐Man (2015), but the technology has also been used in films including X‐Men: The Last Stand (2006) and The
Curious Case of Benjamin Button (2008).12 In TRON: Legacy, Bridges’s de‐aged
face13 was grafted onto a stand‐in’s body, a practice also employed to create the
Winklevoss Twins (Armie Hammer) in The Social Network (2010) and to create
Cersei Lannister’s (Lena Headey) nude “walk of atonement” in the “Mother’s
Mercy” episode of Game of Thrones (2015). In most of these cases, the face of one
actor was grafted onto the body of a different actor, forming a vivid example of the
composite body and the ways in which it accumulates input from different sources.14
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The technology used to de‐age Schwarzenegger in both Salvation and Genisys is a
bit different from the facial de‐aging used in the films previously referenced, in that
the bodies in both films were completely computer‐generated. In other examples of
de‐aging, a digital face or the face of another actor is grafted onto a different profilmic body. In Salvation and Genisys, the entire body and face are digital animations, rather than being formed from a composite of profilmic and digital sources.
The digital Schwarzeneggers in both films did, however, rely on face and body scans
and performance capture data to compile the final image, creating a composite of
profilmic and digital sources. Schwarzenegger didn’t have any direct involvement in
Salvation, and his younger, digital double was modeled from a life mask created for
the first Terminator film (Sofge, 2009). Along with the data gathered from this facial
cast—an interesting amalgam of practical and digital effects—the digital recreation
of a younger Schwarzenegger was mapped in post‐production onto a profilmic
stand‐in (Sperb, 2012: 384). As with most VFX, the digital image of Schwarzenegger
in Salvation was the result of compositing profilmic sources with digital data,
though, as in Genisys, the profilmic stand‐in body was only used for reference and
eventually erased and digitally re‐animated.
The complexity of this kind of composite body is a hallmark of contemporary
VFX images, and accompanying the interplay between profilmic and digital bodies
is a cultural anxiety regarding the loss of the body’s physicality. Commenting on the
collapsing distinction between analog and digital filmmaking, Lisa Purse (2007)
argues that
As the categorical specificity of animation and live‐action film becomes more unworkable than ever through the increasingly prevalent use of CGI, anxieties about the
ontological and phenomenological status of digital images and composites sit alongside
equally disturbing anxieties about the physical integrity of the human body … The
pro‐filmic body is the most effective embodiment of such visual integrity: it appears
perceptually real in almost all circumstances and operates to “guarantee” that the
physical exertions displayed on screen have at least a correlative in the real world. As
such, the pro‐filmic body and its evident materiality can serve to close down the anxieties around virtual, mutable beings that might have been triggered elsewhere in such
films through the explicit use of digital animation (15–16).
Schwarzenegger’s Terminator character serves as balm for this cultural anxiety. At
the conclusion of Genisys, Pops is seemingly killed, his left arm torn from his torso
and his body thrown from an exploding time machine into a vat of liquid metal.
Unsurprisingly for fans of the series, Pops has indeed survived, resurrected by the
liquid metal alloy introduced—and villainized—in T2. Sarah Connor and Kyle
Reese, holed up in a bunker in order to survive the explosion, both presume Pops
has perished in the destruction of the time machine. Upon seeing a metal blade
pierce the door of the bunker, Sarah and Kyle are accordingly horrified, as thus far
in the film (and the franchise as a whole), liquid metal has only been associated with
villains (and, for fans of the series, this shot echoes a similar shot of the T‐1000
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piercing elevator doors in T2). When the door opens, however, the film reveals that
Pops has been resurrected and enhanced by the liquid metal technology. Running
to embrace her surrogate father, Sarah exclaims, “Pops! I thought you were dead.”
To which Pops responds, “No, just upgraded.”
Pops, the most recent iteration of the T‐800 in the Terminator franchise, has
indeed been upgraded from his original 1984 model. Not only has he intensified the
paternal instincts developed in T2, he has also incorporated and tamed the threat of
mutability posed by the T‐1000 model. The character of Pops is thus a transitional
figure, bridging the mechanical, industrial, and profilmic physicality of the 1980s
hardbody and the mutable, informational, and VFX‐supplemented body of the
digital age. The figure of the mechanical T‐800 skeleton also functions as a bridge.
Historically animated by practical effects (notably animatronics and stop‐motion
animation), the contemporary T‐800 is now a digital simulation of its mechanical
predecessor. The fact that the 67‐year‐old body of Schwarzenegger bears the weight
of this cultural transition is notable, in that his body has served the purposes of various cultural logics: hardbody; sensitive, comedic father; and aging patriarch of the
action cinema, now supplemented by VFX.
Genisys also functions as a kind of reverse Oedipal drama, with the aging father
destroying his younger counterpart. As recounted in the opening section of this
chapter, the film opens with Pops killing his digital doppelgänger. This scene serves
to reestablish the physicality of the body through the murder of its digital double.
The uncanniness of digital reanimation—akin to the uncanniness of the T‐1000’s
amorphous nature—is quashed by the return of the repressed, but now aged,
hardbody. Older and wiser, Schwarzenegger has returned (importantly, from a political
career) to the franchise that helped make him a household name, only to destroy the
very image that made him famous. In a metaphorical move, Genisys represents the
putting to bed of a profilmic hardbody physicality (ironically, a digital simulation of
that physicality, which gives this scene a dual valence). In its place, Genisys installs a
digitally composited body, one that remains ageless through its ability to incorporate
digital visual effects. Ever adaptable, Schwarzenegger’s body represents the tenacity
of white masculinity to survive cultural and economic changes.
The 1984 scene, which features an older profilmic Schwarzenegger facing off
against a younger digital Schwarzenegger, also raises important questions regarding
the material properties and aging of the action hardbody. Some films, such as the
three entries in The Expendables series, attempt to ignore the effects of aging on the
action body, and these films are saturated with nostalgia for the 1980s hardbody
films. The casts of these films are a who’s who of 1980s action stars, and while their
bodies are older than they were 30 years ago, they are no less potent. They behave as
though no time has passed, and aside from a few one‐liners about it, the age of the
characters doesn’t really impact their ability to achieve their goals.
Other aging action stars, however, have found success in making the aging process thematic to their films. Philippa Gates (2010) notes that Clint Eastwood, Bruce
Willis, and Harrison Ford have experienced late‐career resurgences precisely
because their films make a point to acknowledge their aging bodies. She also points
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177
out that Stallone’s Rocky Balboa (2006) succeeded with audiences and critics, in part,
because it “thematiz[ed] age rather than resist[ed] it” (280). The same is also true of
Creed (2015). In this film, Rocky not only uses his age and experience to train the
up‐and‐coming Adonis Creed (son of Apollo Creed) but also engages in his own
battle with cancer. Stallone’s performance in Creed was widely praised, earning him
a Golden Globe Award for Best Supporting Actor and an Oscar nomination in the
same category.
Genisys follows this same template in making the aging body of Schwarzenegger
central to its narrative. In fact, as discussed previously, the 1984 scene demonstrates the triumph of the aging body over its younger counterpart. Throughout
the film, Pops makes reference to his aging body, calling it “old, not obsolete,”
and, at the end of the film, noting that his body has been “upgraded” with liquid
metal technology (and also upgraded by digital visual effects). Returning to
the idea of the composite, informational body, part of the strength of
Schwarzenegger’s body in Genisys is its ability to exist simultaneously in a multitude of ages and in both profilmic and digital forms. At a meta‐filmic level,
Schwarzenegger’s body maintains its power through its ability to channel,
through digital visual effects, its younger self. Schwarzenegger thus benefits
both from his youthful hardness as well as from his mature softness. His body’s
ability to navigate both profilmic and digital terrains gives it a phenomenological presence that recalls the memory of his hardbody while also acknowledging
the wisdom of age. The digital recreation of the 1984 Schwarzenegger body
grants the 2015 Schwarzenegger body a material, hardbody authenticity that
isn’t apparent on the surface of his 67‐year‐old body. In other words, the
memory of 1984 Schwarzenegger—reanimated through digital technology—
saturates the reception of 2015 Schwarzenegger, sharing some of its phenomenological presence and material weight. And the strength of this body is
precisely its ability to move between ontological positions of profilmic and
digital, navigating the information economy like any other line of code.
However, it is not only the Terminator’s body that has aged: he has also gained an
emotional maturity not present in the previous films. This trajectory began in T2,
with the Terminator functioning as John Connor’s surrogate father, and the journey
is completed with the Pops character in Genisys. We find in Pops a fully fledged
father figure, one who raised Sarah Connor from a young age and reminisces over
pictures, mementos, and drawings of Sarah during her absences. Pops also possesses
the clichéd behavior of a father distrustful of his daughter’s new boyfriend.
Finally, then, the performance of Schwarzenegger in Genisys completes the circuit of the informational composite body, and it indexes a shift in cultural ideologies concerning the body, identity, and networked technologies. Bodies within
this informational logic are malleable and transient, able to travel along the lines
of network communication. Biological “code” and computer “code” collapse into
exchangeable concepts and, as Hye Jean Chung (2015) argues, “with various technologies working to translate human bodies into digital data, perceptions of the
human body are accordingly modified to reflect this digital saturation” (62).
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Chung goes on to state that our bodies are now “radically hybrid,” but rather than
producing a “sense of dread” at the loss of our unique individuation, this hybridity
is now “associated with idealistic notions of liberation, reinvigoration, and regeneration” (62). The hybrid body is precisely the kind of action body found in
Genisys, and the film argues for the viability of this kind of body in the twenty‐
first century. Existing in both profilmic and digital forms across a number of
different ages, Schwarzenegger’s body in Genisys exhibits the ability to merge into
the screen image, and its phenomenological power emerges, paradoxically, from
its malleability and mutability, from its skillful exploitation of both analog
hardbodies and digital informational bodies. Schwarzenegger’s older, profilmic
character might have “been waiting for” his younger, digital double in order to
defeat and dominate it, but this meeting ends up being more about integrating
the digital action body into the profilmic action body. What Schwarzenegger was
really “waiting for” was the opportunity to reintegrate his younger self into his
older body in an attempt to achieve action film immortality.
“The legacy of that angel”: Reanimating the Action Body
VFX technologies are used not only to de‐age and recreate living action stars; they
are also used to reanimate the bodies of actors who have passed away. As with digital
de‐aging, digital resurrection both challenges and reworks the relationship between
embodiment and authenticity in action cinema. The images these technologies produce create a circuit of exchange between actual and virtual embodiment, which
fundamentally transforms the historical authenticity of hardbody action stars.
The death of actor Paul Walker in a car crash in southern California in November
2013, during a break in filming Furious 7 (2015), created significant hurdles for the
film’s completion. His character, Brian O’Conner, was one of the mainstays of the
Fast & Furious franchise, serving as a central character in all but one of the franchise’s seven films (Walker did not star in Tokyo Drift [2006], the third film in the
series). For a time, the filming of Furious 7 was put on hiatus, as the producers considered whether to complete the film and, if so, how they would do so without
Walker to finish filming his scenes. After deliberating, Universal Pictures announced
on Facebook that they would complete production of the film, combining the scenes
Walker had completed, footage of stand‐ins (including Walker’s brothers), and VFX
animation of Walker (Fast & Furious, 2014).
When viewed in the context of the preceding discussion of the digital bodies of
Genisys, Paul Walker’s reanimation in Furious 7 raises similar questions regarding
the materiality, authenticity, and phenomenological (in)stability of the action body
in the digital information age, as well as cultural anxieties that might arise in
relationship to digital (dis)embodiment. In Furious 7 we find the apotheosis of
the composite body. Constructed from profilmic footage, facial replacement, and
digital animation, the posthumous performance of Walker in Furious 7 serves as a
vivid case study of the mutability of the action body and the potential for digital
immortality.
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The ontological instability of Walker’s image within Furious 7 is precisely the kind
of performance suited for the information age. For Jason Sperb (2012), this kind of
digital reanimation speaks directly to issues of life and death:
With the endlessly reproductive and malleable potential of digital imaging technologies, the ontological distinction between life and death becomes increasingly
arbitrary, since there is no longer a finite collection of (past) performances to
preserve. (389)
He also claims that this kind of “post‐human labor” offers the “illusion of immortality” that the medium of film has long promised (388). Whereas the version of
immortality offered in Genisys was a circular one, with younger and older selves
existing in the same image, the immortality offered in Furious 7 is more timeless in
nature, visualizing a kind of perpetual present that could be recreated ad infinitum.
With Furious 7, Walker attained a kind of digital immortality, his body translated
into code, stored on a hard drive, and reanimated and reintegrated into the screen
image. The code of Walker’s digital body has merged with the apparatus of digital
cinema and digital visual effects, able to navigate the digital terrain with ease.
The (re)animation of Walker’s body (see Figure 8.2) was achieved in a similar
manner to the recreation of the 1984 Schwarzenegger, though the VFX artists didn’t
Figure 8.2 Reanimating Paul Walker. Source: Furious 7 (2015). Directed by James Wan.
Produced by Universal Pictures/Media Rights Capital/China Film Co., Ltd./Original Film/
One Race Films. Frame grab: author.
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Drew Ayers
have a previous body scan to work with, so they were forced to employ a suite of different techniques. Peter Jackson’s Weta Digital was responsible for completing
Walker’s performance in the film, and their most difficult task was recreating close‐
ups and still frames of Walker. Since Weta did not have a scan of Walker to work
from, they built a reference library of Walker‐as‐O’Connor’s facial expressions and
movements from past films in the franchise. Weta also used performance‐capture
data from Walker’s brothers, Caleb and Cody, as well as another actor, John
Brotherton, to fill in the gaps in O’Conner’s movement (Gray, 2015). As this VFX
process reveals, Weta’s goal was to create a photorealistic composite human, one
combining profilmic and digital data, as well as contributions from (at least) three
other people. The character of O’Conner originated by Walker has transformed into
an amalgamation, what Bode (2010) terms a “disintegrated technologized
performance” (48). While acting has long been created through a synthesis of different sources—stand‐ins, body doubles, shot selection from different takes, different
labor streams, etc.—what we find with the incorporation of digital visual effects is
an intensification of this practice—an attempt to present a unified subject and body
where none exists.
The danger with this kind of posthumous resurrection of actors is an uncanniness
of performance. Especially with audiences who are aware of the digital trickery, a
kind of macabre fascination with a “zombie performance” might accompany reception of the film.15 Using examples of digital resurrection, including Nancy Marchand
in The Sopranos (1999–2007), Laurence Olivier in Sky Captain and the World of
Tomorrow (2004), and Marlon Brando in Superman Returns (2006), Lisa Bode
(2010) outlines this uncanniness, and she argues that posthumous performance
calls into question cultural notions of personhood. Bode states that posthumous
performance
challenges or disorientates familiar, taken‐for‐granted ideas about screen acting as an
effect produced by an intentional, present human being. Posthumous performances
remind us of our uncertainty about the degree to which we are organic or artificial, and
raise questions about the nature of personhood. (60)
Popular understandings of acting—especially acting within the parameters of the
Method—frequently rely on notions of the unified, emotive subject, one with
clear intentionality and personal expression. Posthumous, composite performances, such as that of Walker in Furious 7, call into question this humanistic
view of acting, revealing that screen acting has been formed from a composite
not just in the digital age but throughout the history of analog film (through editing, shot selection, etc.).
Bode also notes that audiences frequently view posthumous performances as
exploitative and “creepy.” To counter this perspective, the producers and cast of
Furious 7 rhetorically situated the completion of the film as honoring Walker’s
legacy. In numerous interviews and articles, the digital resurrection of Walker is
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shifted away from the rhetoric of exploitation surrounding the use of posthumous
performances of Fred Astaire (in a Dirt Devil commercial), Orville Redenbacher (in
his own popcorn advertisements, and Audrey Hepburn (in a Dove/Galaxy chocolate
commercial) to sell commodities, toward a rhetoric of homage, respect, and honor.
Universal’s Facebook post announcing the plans to continue with the production of
Furious 7 noted that they had the blessing of Walker’s family to finish the film
(Furious, 2014). Franchise star Vin Diesel stated that completing Furious 7 was
about celebrating “the legacy that was Paul, the legacy of that angel” (Nessif, 2015).
Cast member Christopher Bridges echoed this sentiment, emphasizing that they
completed the film “in Paul Walker’s honor” (Malec, 2015). Before the premiere of
the film at South by Southwest, producer Neal H. Moritz stated that everyone
involved was “determined to honor his [Walker’s] legacy and our love for him forever,” and co‐star Tyrese Gibson chimed in as well, claiming that they finished the
film “on behalf of our brother Paul Walker” (Rosen, 2015). At a preview screening,
Diesel reiterated the common refrain that the cast and crew felt an obligation to
complete the film for Walker’s fans, saying that it “is our gift to you [the fans], and
more importantly, it’s for my brother there [pointing at a picture of Walker]”
(Romano, 2015). Even the VFX crew at Weta Digital stated their pure intentions in
digitally resurrecting Walker, with VFX supervisor Martin Hill saying, “We knew we
were doing something special for the filmmakers, the fans, the family—and for
Paul’s legacy. We wanted to give him the sendoff that he deserved” (Gray, 2015).
What all of this rhetorical labor adds up to—aside from a genuine, deep
mourning for a close friend and colleague—is an attempt to counter any claims
that the digital posthumous performance of Walker was completed for purely
commercial reasons. As Bode (2010) articulates in her essay, these kinds of performances are often greeted with skepticism and cynicism, viewed as an attempt by
Hollywood to cash in on the image of a deceased star. The outpouring of sentiment from the cast, crew, and producers of Furious 7 allays these fears and instead
situates the digital resurrection of Walker as honoring his final film in the franchise for which he was best known. Furious 7 thus serves both as Walker’s swan
song and a clear example of the power and malleability of performance in the
digital informational age.
Conclusion
As the examples of both Schwarzenegger and Walker demonstrate, the contemporary action body is defined as much by its ability to merge into simulated environments and VFX as by its material hardness. The body becomes just one more element
in the swirling vortex of digital manipulation, and its materiality and phenomenology are as malleable as everything else on the screen. With the pervasive use of
digital VFX in all aspects of moving image media, the body is forced to keep pace,
lest it become a relic of the analog era—a T‐800 in a time of liquid metal. To push
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the Terminator analogy even further, we are now in a time of the T‐3000, the
Terminator model introduced in Genisys that is created by a machine intelligence
using nanotechnology to replace human DNA with “phase matter.” The result is a
human–machine hybrid that uses the human form as the basis for a mechanical
expression.
The T‐3000 also functions as an exemplar of contemporary relationships between
VFX and the human body, as well as a broader informational cultural logic. In terms
of both narrative and form, the T‐3000 is constructed of human and machine parts.
Narratively, the T‐3000 is the result of a machine infection of a human body. On a
formal level, the T‐3000 is a combination of the profilmic body of actor Jason Clarke
and digital visual effects technologies. As with many action bodies in the digital age,
the T‐3000 is a composite body, a combination of practical effects/profilmic bodies
and digital effects/digital bodies. The governing logic of these types of composite
bodies is a negotiation between the two forces—analog and digital—the negotiation
of which has been praised in a number of recent films, including Furious 7, Mad
Max: Fury Road, and Star Wars: The Force Awakens. As discussed in the introductory section of this chapter, the hybrid nature of these films is particularly valued,
and the rhetoric surrounding them praises their skillful combination of profilmic
and digital effects.
This kind of negotiation can be understood as countering anxieties of complete
digital simulation through the recognition and incorporation of material profilmic
bodies, and it resituates much of the discussion of fears of digital malleability
recounted throughout this chapter. Hye Jean Chung (2015) acknowledges this shift,
arguing that there has been a recalibration in the representation of bodily regeneration. Rather than being “framed in codes of horror or technophobic nightmare,” the
reanimation of (digital) bodies “is indicative of the concepts and practices of renewal
(e.g. rebooting, copying, pasting, converting, and downloading) in digital platforms
and virtual gaming environments, as well as evolving practices of digital production
in media industries” (55). In the context of Genisys and Furious 7, the de‐aging and
digital resurrections are not fearful or anxious, but rather optimistic expressions of
the logic of the digital age.
Within this environment, the materiality and authenticity of the action body
comes to be defined by its ability to reboot itself, to merge and interact with its
digital surroundings. As opposed to the spectacular profilmic muscularity of the
1980s hardbody and the superficiality of the 1990s postmodern action body, the
informational, composite body of the 2010s tries to have its cake and eat it, too. It
negotiates between profilmic and digital materiality, incorporating each into its
identity. Its phenomenology is one of a transition between states, and its authenticity
is connected as much to its materiality as it is to its digital photorealism. What is
valued here is not ontological purity but rather ontological negotiation: the ability to
exist in multiple states at once. If the action body can be taken as a measure of a
prevailing cultural logic, then the blockbuster action bodies of the twenty‐first
century indicate a commitment to digital malleability, a remembrance of their profilmic heritage, and a nostalgia for an analog past.
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Notes
1.
2.
3.
4.
5.
6.
7.
8.
The term “profilmic” refers to objects and bodies placed in front of the camera. Profilmic events, therefore, are events captured by the camera in “reality,” as opposed to
events constructed digitally in post‐production.
As with most J.J. Abrams productions, The Force Awakens is saturated with nostalgia in
terms of both narrative and aesthetics. The film echoes the original trilogy, providing
fans with a modified version of what they know and love, while also incorporating just
enough tweaks in story and style to make the film appreciably different from its predecessors.
The organizational schema employed in this analysis of action bodies is admittedly
broad in that it reduces dozens of films from three decades into overly neat categories.
The reality is, undoubtedly, more complicated, and on a more micro level, a categorization could take any number of different forms. On a macro level, however, the framework utilized here highlights a particular perspective on the evolution of the action body,
one that emphasizes the relationship between production of the image, broader cultural
logics, and the representation and phenomenology of the body. What are lost in this
broad view, however, are the nuances of this relationship as exhibited in individual films.
The concise lines of demarcation between eras are perhaps overstated, for example, when
discussing the shift from industrial and postmodern action bodies. The films from the
1980s until the present do not follow a precise chronology in their engagement with
issues of industrial and post‐industrial cultural logics. As evidenced by Terminator 2
(T2), these films do not present a clean, precise attitude toward cultural and economic
issues. Like all pieces of art, they are messy and complicated. T2, for example, exhibits a
fear of mutability while incorporating a more sensitive masculinity into its narrative. At
the conclusion of the film, industry triumphs over information, while in the world of
1992, American manufacturing was inexorably being replaced by an information
economy. What is clear, however, is that these films display a working out of these cultural
and economic shifts, however messy this process might be. And the body of the male
hero is a site where we can see these issues play out.
Gung Ho (1986), for example, uses the Japanese acquisition of American car manufactures as comic fodder.
To complicate this schema, Jean Baudrillard (2005), for example, considers the hardbodies
of 1980s American action cinema to be exemplary of a postmodern cultural logic. For
Baudrillard, the body has become a consumer object that functions both as a representation of capital and as a consumer fetish (277). Baudrillard also views the body produced
by body‐building as a form of simulation or cloning, a performance of a particular kind
of identity. The built body is an Ego‐Ideal that individuals can put on and take off: “This
is how it is with body‐building: you get into your body as you would into a suit of nerve
and muscle” (Baudrillard, 1996: 124). I have tried to account for this viewpoint by referring to the industrial hardbody as an imaginary reclamation of a lost American culture
and economy.
Each film in the franchise features a unique T‐800 cyborg, but they all share Schwarzenegger’s appearance.
This line is from T2.
The scene in which John and Sarah Connor remove the T‐800’s CPU to activate his
learning and emotional capabilities was not included in the original theatrical cut of the
184
9.
10.
11.
12.
13.
14.
15.
Drew Ayers
film. This scene was added to the “special edition” home video release. In the theatrical
cut, the T‐800 simply states that he possesses the ability to learn: “My CPU is a neural‐net
processor; a learning computer. The more contact I have with humans, the more I learn.”
Though we can find a return to the materiality of the body and action in examples like
The Raid: Redemption (2011), John Wick (2014) and the Netflix series Daredevil (2015–),
all of which emphasize action choreography that avoids VFX supplementation, it is
important to note that the action bodies in these films are the lean bodies of martial
artists, not the bulky hardbodies of 1980s American action cinema.
A similar anxiety also surrounds motion capture performances. Performance capture
maestro Andy Serkis, for example, exerts much rhetorical effort to authenticate the
presence of his body in the animated image, as well as to claim authorship over the
performance, and he does so by tying his performance to discourses of Method acting
(Ayers, 2014: 222). Ignoring the complex technological and artistic mediation that
performance capture requires, this rhetoric situates digital performance as the unique
expression of a singular, humanistic force.
“Spotting the joins” is a concept borrowed from Dan North (2008).
The facial de‐aging in X‐Men, Benjamin Button, and Ant‐Man was completed by the
team at Lola VFX (Jones, 2015).
The de‐aging VFX used in TRON: Legacy are a bit different from those used in the other
films cited here. Instead of using Bridges’s profilmic face as the basis for digital manipulation, Digital Domain employed a process closer to performance capture. On set,
Bridges acted the part of his younger digital self, Clu, and his facial performance was
captured with a head‐mounted camera rig. Using reference images from Bridges’s long
film career, VFX artists then created a digital version of Bridges’s face circa 1987. Thus,
while Bridges’s performance capture forms the basis of the animation, Clu’s face is completely digital. This digital face was then grafted onto the body of a profilmic performer.
This idea of a “composite body” is neither a new idea nor the product of digital technology. Acting, in general, is a composite process, with different takes from different times
compiled into a cohesive whole. Lev Kuleshov’s famous experiment of compiling shots
of different women to give the impression of a single woman is an early example of this
process. While the composite body might not be a singular concept in the history of
moving images, its deployment in both action cinema and digital imaging processes
adds a unique valence to our understanding of it.
Diagnosing a link between digital media/networking and the recent popularity of zombie films and TV shows, Allan Cameron (2012) argues that the “fast zombies” of
post‐2000 zombie films are influenced by the growth of digital media. He notes a
parallel between the spread of zombie plagues and the spread of computer viruses (70).
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