Bleeding Puppets: Transmediating Genre in Pili Puppetry | M/C Journal
Home / Archives / Vol. 23 No. 5 (2020): anomaly / Articles
Bleeding Puppets: Transmediating
Genre in Pili Puppetry
Jasmine Yu-Hsing Chen
Utah State University
DOI:
https://doi.org/10.5204/mcj.1681
Keywords:
Pili puppetry, transmediality, death, puppet, genre
Vol. 23 No. 5 (2020): anomaly
Articles
https://journal.media-culture.org.au/index.php/mcjournal/article/view/1681
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Bleeding Puppets: Transmediating Genre in Pili Puppetry | M/C Journal
Introduction
What can we learn about anomaly from the strangeness of a puppet, a
lifeless object, that can both bleed and die? How does the filming process
of a puppet’s death engage across media and produce a new media genre
that is not easily classified within traditional conventions? Why do these
fighting and bleeding puppets’ scenes consistently attract audiences? This
study examines how Pili puppetry (1984-present), a popular TV series
depicting martial arts-based narratives and fight sequences, interacts with
digital technologies and constructs a new media genre. The transmedia
constitution of a virtual world not only challenges the stereotype of
puppetry’s target audience but also expands the audience’s bodily
imagination and desires through the visual component of death scenes.
Hence, the show does not merely represent or signify an anomaly, but
even creates anomalous desires and imaginary bodies.
Cultural commodification and advancing technologies have motivated the
convergence and displacement of traditional boundaries, genres, and
media, changing the very fabric of textuality itself. By exploring how new
media affect the audience’s visual reception of fighting and death, this
article sheds light on understanding the metamorphoses of Taiwanese
puppetry and articulates a theoretical argument regarding the show’s
artistic practice to explain how its form transverses traditional boundaries.
This critical exploration focusses on how the form represents bleeding
puppets, and in doing so, explicates the politics of transmedia performing
and viewing. Pili is an example of an anomalous media form that
proliferates anomalous media viewing experiences and desires in turn.
Beyond a Media Genre: Taiwanese Pili
Puppetry
Converging the craft technique of puppeteering and digital technology of
filmmaking and animation, Pili puppetry creates a new media genre that
exceeds any conventional idea of a puppet show or digital puppet, as it is
something in-between. Glove puppetry is a popular traditional theatre in
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Taiwan, often known as “theatre in the palm” because a traditional puppet
was roughly the same size as an adult’s palm. The size enabled the
puppeteer to easily manipulate a puppet in one hand and be close to the
audience. Traditionally, puppet shows occurred to celebrate the local
deities’ birthday. Despite its popularity, the form was limited by available
technology. For instance, although stories with vigorous battles were
particularly popular, bleeding scenes in such an auspicious occasion were
inappropriate and rare. As a live theatrical event featuring immediate
interaction between the performer and the spectator, realistic bleeding
scenes were rare because it is hard to immediately clean the stage during
the performance.
Distinct from the traditional puppet show, digital puppetry features semianimated puppets in a virtual world. Digital puppetry is not a new concept
by any means in the Western film industry. Animating a 3D puppet is
closely associated with motion capture technologies and animation that
are manipulated in a digitalised virtual setting (Ferguson). Commonly, the
target audience of the Western digital puppetry is children, so educators
sometimes use digital puppetry as a pedagogical tool (Potter; Wohlwend).
With these young target audience in mind, the producers often avoid
violent and bleeding scenes.
Pili puppetry differs from digital puppetry in several ways. For instance,
instead of targeting a young audience, Pili puppetry consistently extends
the traditional martial-arts performance to include bloody fight sequences
that enrich the expressiveness of traditional puppetry as a performing art.
Moreover, Pili puppetry does not apply the motion capture technologies to
manipulate the puppet’s movement, thus retaining the puppeteers’
puppeteering craft (clips of Pili puppetry can be seen on Pili’s official
YouTube page). Hence, Pili is a unique hybrid form, creating its own
anomalous space in puppetry.
Among over a thousand characters across the series, the realistic “humanlike” puppet is one of Pili’s most popular selling points. The new media
considerably intervene in the puppet design, as close-up shots and highresolution images can accurately project details of a puppet’s face and
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body movements on the screen. Consequently, Pili’s puppet modelling
becomes increasingly intricate and attractive and arguably makes its
virtual figures more epic yet also more “human” (Chen).
Figure 1: Su Huan-Jen in the TV series Pili Killing Blade (1993). His facial
expressions
were
relatively
flat
and
rigid
then.
Reproduced
with
permission of Pili International Multimedia Company.
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Figure 2: Su Huan-Jen in the TV series Pili Nine Thrones (2003). The
puppet’s facial design and costume became more delicate and complex.
Reproduced with permission of Pili International Multimedia Company.
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Figure 3: Su Huan-Jen in the TV series Pili Fantasy: War of Dragons
(2019). His facial lines softened due to more precise design technologies.
The new lightweight chiffon yarn costumes made him look more elegant.
The multiple-layer costumes also created more space for puppeteers to
hide behind the puppet and enact more complicated manipulations.
Reproduced with permission of Pili International Multimedia Company.
The design of the most well-known Pili swordsman, Su Huan-Jen,
demonstrates how the Pili puppet modelling became more refined and
intricate in the past 20 years. In 1993, the standard design was a TV
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puppet with the size and body proportion slightly enlarged from the
traditional puppet. Su Huan-Jen’s costumes were made from heavy
fabrics, and his facial expressions were relatively flat and rigid (fig. 1). Pili
produced its first puppetry film Legend of the Sacred Stone in 2000;
considering the visual quality of a big screen, Pili refined the puppet
design including replacing wooden eyeballs and plastic hair with real hair
and glass eyeballs (Chen). The filmmaking experience inspired Pili to
dramatically improve the facial design for all puppets. In 2003, Su’s
modelling in Pili Nine Thrones (TV series) became noticeably much more
delicate. The puppet’s size was considerably enlarged by almost three
times, so a puppeteer had to use two hands to manipulate a puppet. The
complex costumes and props made more space for puppeteers to hide
behind the puppet and enrich the performance of the fighting movements
(fig. 2). In 2019, Su’s new modelling further included new layers of
lightweight fabrics, and his makeup and props became more delicate and
complex (fig. 3). Such a refined aesthetic design also lends to Pili’s novelty
among puppetry performances.
Through the transformation of Pili in the context of puppetry history, we
see how the handicraft-like puppet itself gradually commercialised into an
artistic object that the audience would yearn to collect and project their
bodily imagination. Anthropologist Teri Silvio notices that, for some fans,
Pili puppets are similar to worship icons through which they project their
affection
and
imaginary
identity
(Silvio,
“Pop
Culture
Icons”).
Intermediating with the new media, the change in the refined puppet
design also comes from the audience’s expectations. Pili’s senior puppet
designer Fan Shih-Ching mentioned that Pili fans are very involved, so
their preferences affect the design of puppets. The complexity, particularly
the layer of costumes, most clearly differentiates the aesthetics of
traditional and Pili puppets. Due to the “idolisation” of some famous Pili
characters, Shih-Ching has had to design more and more gaudy costumes.
Each resurgence of a well-known Pili swordsman, such as Su Huan-Jen, Yi
Ye Shu, and Ye Hsiao-Chai, means he has to remodel the puppet.
Pili fans represent their infatuation for puppet characters through cosplay
(literally “costume play”), which is when fans dress up and pretend to be a
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Pili character. Their cosplay, in particular, reflects the bodily practice of
imaginary identity. Silvio observes that most cosplayers choose to dress
as characters that are the most visually appealing rather than characters
that best suit their body type. They even avoid moving too “naturally” and
mainly move from pose-to-pose, similar to the frame-to-frame techne of
animation. Thus, we can understand this “cosplay more as
reanimating the character using the body as a kind of puppet rather than
as an embodied performance of some aspect of self-identity” (Silvio 2019,
167). Hence, Pili fans’ cosplay is indicative of an anomalous desire to
become the puppet-like human, which helps them transcend their social
roles in their everyday life. It turns out that not only fans’ preference
drives the (re)modelling of puppets but also fans attempt to model
themselves in the image of their beloved puppets. The reversible dialectic
between fan-star and flesh-object further provokes an “anomaly” in terms
of the relationship between the viewers and the puppets. Precisely
because fans have such an intimate relationship with Pili, it is important to
consider how the series’ content and form configure fans’ viewing
experience.
Filming Bleeding Puppets
Despite its intricate aesthetics, Pili is still a series with frequent fightingto-the-death scenes, which creates, and is the result of, extraordinary
transmedia production and viewing experiences. Due to the market
demand of producing episodes around 500 minutes long every month, Pili
constantly creates new characters to maintain the audience’s attention
and retain its novelty. So far, Pili has released thousands of characters. To
ensure that new characters supersede the old ones, numerous old
characters have to die within the plot.
The adoption of new media allows the fighting scenes in Pili to render as
more delicate, rather than consisting of loud, intense action movements.
Instead, the leading swordsmen’s death inevitably takes place in a
pathetic and romantic setting and consummates with a bloody sacrifice.
Fighting scenes in early Pili puppetry created in the late 1980s were still
based on puppets’ body movements, as the knowledge and technology of
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animation were still nascent and underdeveloped. At that time, the
prestigious swordsman mainly relied on the fast speed of brandishing his
sword. Since the early 1990s, as animation technology matured, it has
become very common to see Pili use CGI animation to create a damaging
sword beam for puppets to kill target enemies far away. The sword beam
can fly much faster than the puppets can move, so almost every fighting
scene employs CGI to visualise both sword beams and flame. The change
in fighting manners provokes different representations of the bleeding and
death scenes. Open wounds replace puncture wounds caused by a
traditional weapon; bleeding scenes become typical, and a special feature
in Pili’s transmedia puppetry.
In addition to CGI animation, the use of fake blood in the Pili studio makes
the performance even more realistic. Pili puppet master Ting Chen-Ching
recalled that exploded puppets in traditional puppetry were commonly
made by styrofoam blocks. The white styrofoam chips that sprayed
everywhere after the explosion inevitably made the performance seem
less realistic. By contrast, in the Pili studio, the scene of a puppet spurting
blood after the explosion usually applies the technology of editing several
shots. The typical procedure would be a short take that captures a puppet
being injured. In its injury location, puppeteers sprinkle red confetti to
represent scattered blood clots in the following shot. Sometimes the fake
blood was splashed with the red confetti to make it further threedimensional (Ting).
Bloody scenes can also be filmed through multiple layers of arranged
performance conducted at the same time by a group of puppeteers. Ting
describes the practice of filming a bleeding puppet. Usually, some
puppeteers sprinkle fake blood in front of the camera, while other
puppeteers blasted the puppets toward various directions behind the blood
to make the visual effects match. If the puppeteers need to show how a
puppet becomes injured and vomits blood during the fight, they can install
tiny pipes in the puppet in advance. During the filming, the puppeteer
slowly squeezes the pipe to make the fake blood flow out from the
puppet’s mouth. Such a bloody scene sometimes accompanies tears
dropping from the puppet’s eyes. In some cases, the puppeteer drops the
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blood on the puppet’s mouth prior to the filming and then uses a powerful
electric fan to blow the blood drops (Ting). Such techniques direct the
blood to flow laterally against the wind, which makes the puppet’s death
more aesthetically tragic. Because it is not a live performance, the
puppeteer can try repeatedly until the camera captures the most ideal
blood drop pattern and bleeding speed.
Puppeteers have to adjust the camera distance for different bleeding
scenes, which creates new modes of viewing, sensing, and representing
virtual life and death. One of the most representative examples of Pili’s
bleeding scenes is when Su’s best friend, Ching Yang-Zi, fights with alien
devils in Legend of the Sacred Stone. (The clip of how Ching Yang-Zi fights
and bleeds to death can be seen on YouTube.) Ting described how Pili
prepared three different puppets of Ching for the non-fighting, fighting,
and bleeding scenes (Ting). The main fighting scene starts from a lowangle medium shot that shows how Ching Yang-Zi got injured and began
bleeding from the corner of his mouth. Then, a sharp weapon flies across
the screen; the following close-up shows that the weapon hits Ching and
he begins bleeding immediately. The successive shots move back and
forth between his face and the wound in medium shot and close-up. Next,
a close-up shows him stepping back with blood dripping on the ground. He
then pushes the weapon out of his body to defend enemies; a final closeup follows a medium take and a long take shows the massive hemorrhage.
The eruption of fluid plasma creates a natural effect that is difficult to
achieve, even with 3D animation. Beyond this impressive technicality, the
exceptional production and design emphasise how Pili fully embraces the
ethos of transmedia: to play with multiple media forms and thereby create
a new form. In the case of Pili, its form is interactive, transcending the
boundaries of what we might consider the “living” and the “dead”.
Epilogue: Viewing Bleeding Puppets on
the Screen
The
simulated,
high-quality,
realistic-looking
puppet
designs
accompanying the Pili’s featured bloody fighting sequence draw another
question: What is the effect of watching human-like puppets die? What
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does this do to viewer-fans? Violence is prevalent throughout the historical
record of human behaviour, especially in art and entertainment because
these serve as outlets to fulfill a basic human need to indulge in “taboo
fantasies” and escape into “realms of forbidden experience” (Schechter).
When discussing the visual representations of violence and the spectacle
of the sufferings of others, Susan Sontag notes, “if we consider what
emotions would be desirable” (102), viewing the pain of others may not
simply evoke sympathy. She argues that “[no] moral charge attaches to
the representation of these cruelties. Just the provocation: can you look at
this? There is the satisfaction of being able to look at the image without
flinching. There is the pleasure of flinching” (41). For viewers, the
boldness of watching the bloody scenes can be very inviting. Watching
human-like puppets die in the action scenes similarly validates the
viewer’s need for pleasure and entertainment. Although different from a
human body, the puppets still bears the materiality of being-object.
Therefore, watching the puppets bleeding and die as distinctly “humanlike’ puppets further prevent viewers’ from feeling guilty or morally
involved. The conceptual distance of being aware of the puppet’s
materiality acts as a moral buffer; audiences are intimately involved
through the particular aesthetic arrangement, yet morally detached.
The transmedia filming of puppetry adds another layer of mediation over
the human-like “living” puppets that allows such a particular experience.
Sontag notices that the media generates an inevitable distance between
object and subject, between witness and victim. For Sontag, although
images constitute “the imaginary proximity” because it makes the
“faraway sufferers” be “seen close-up on the television screen”, it is a
mystification to assume that images serve as a direct link between
sufferers and viewers. Rather, Sontag insists: the distance makes the
viewers feel “we are not accomplices to what caused the suffering. Our
sympathy proclaims our innocence as well as our impotence” (102).
Echoing Sontag’s argument, Jeffrey Goldstein points out that “distancing”
oneself from the mayhem represented in media makes it tolerable. Media
creates an “almost real” visuality of violence, so the audience feels
relatively safe in their surroundings when exposed to threatening images.
Thus, “violent imagery must carry cues to its unreality or it loses appeal”
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(280). Pili puppets that are human-like, thus not human, more easily
enable the audience to seek sensational excitement through viewing
puppets’ bloody violence and eventual death on the screen and still feel
emotionally secure. Due to the distance granted by the medium, viewers
gain a sense of power by excitedly viewing the violence with an
accompanying sense of moral exemption. Thus, viewers can easily excuse
the limits of their personal responsibility while still being captivated by
Pili’s boundary-transgressing aesthetic.
The anomalous power of Pili fans’ cosplay differentiates the viewing
experience of puppets’ deaths from that of other violent entertainment
productions. Cosplayers physically bridge viewing/acting and life/death by
dressing up as the puppet characters, bringing them to life, as flesh.
Cosplay allows fans to compensate for the helplessness they experience
when watching the puppets’ deaths on the screen. They can both “enjoy”
the innocent pleasure of watching bleeding puppets and bring their adored
dead idols “back to life” through cosplay. The onscreen violence and death
thus provide an additional layer of pleasure for such cosplayers. They not
only take pleasure in watching the puppets—which are an idealized
version of their bodily imagination—die, but also feel empowered to
revitalise their loved idols. Therefore, Pili cosplayers’ desires incite a cycle
of life, pleasure, and death, in which the company responds to their
consumers’ demands in kind. The intertwining of social, economic, and
political
factors
thus
collectively
thrives
upon
media
violence
as
entertainment.
Pili creates the potential for new cross-media genre configurations that
transcend the traditional/digital puppetry binary. On the one hand, the
design of swordsman puppets become a simulation of a “living object”
responding to the camera distance. On the other hand, the fighting and
death scenes heavily rely on the puppeteers’ cooperation with animation
and editing. Therefore, Pili puppetry enriches existing discourse on both
puppetry and animation as life-giving processes. What is animated by Pili
puppetry is not simply the swordsmen characters themselves, but new
potentials for media genres and violent entertainment.
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Acknowledgment
My hearty gratitude to Amy Gaeta for sharing her insights with me on the
early stage of this study.
References
Chen, Jasmine Yu-Hsing. “Transmuting Tradition: The Transformation of
Taiwanese Glove Puppetry in Pili Productions.” Journal of the Oriental
Society of Australia 51 (2019): 26-46.
Ferguson, Jeffrey. “Lessons from Digital Puppetry: Updating a Design
Framework for a Perceptual User Interface.” IEEE International Conference
on Computer and Information Technology, 2015.
Goldstein, Jeffrey. “The Attractions of Violent Entertainment.” Media
Psychology 1.3 (1999): 271-282.
Potter, Anna. “Funding Contemporary Children’s Television: How Digital
Convergence
Encourages
Retro
Reboot.”
International
Journal
on
Communications Management 19.2 (2017): 108-112.
Schechter, Harold. Savage Pastimes: A Cultural History of Violent
Entertainment. New York: St. Martin’s, 2005.
Silvio, Teri. “Pop Culture Icons: Religious Inflections of the Character Toy
in Taiwan.” Mechademia 3.1 (2010): 200-220.
———. Puppets, Gods, and Brands: Theorizing the Age of Animation from
Taiwan. Honolulu: U Hawaii P, 2019.
Sontag, Susan. Regarding the Pain of Others. New York: Farrar, Straus,
and Giroux, 2004.
Ting, Chen-Ching. Interview by the author. Yunlin, Taiwan. 24 June 2019.
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Wohlwend, Karen E. “One Screen, Many Fingers: Young Children's
Collaborative Literacy Play with Digital Puppetry Apps and Touchscreen
Technologies.” Theory into Practice 54.2 (2015): 154-162.
Author Biography
Jasmine Yu-Hsing Chen, Utah State University
Jasmine Yu-Hsing Chen is an Assistant Professor in the Department
of Languages, Philosophy, and Communication Studies at Utah State
University. Her research examines how theatrical works interact with
multiple forms of new media. Currently, she serves as a guest editor
of the International Journal of Taiwan Studies.
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