The latest WebGL video, written and directed by Chris Milk, for the song "Black" by Danger Mouse, Danielle Luppi, and Norah Jones, was produced in partnership with a team of Google designers. It is a stunning digital statement about the apocalyptic decline of American civilization in the twenty-first century. For the creators, it seems, both the iconic spaces of the city and the country in US history will be displaced by a virtual fantasy somewhere in between.
(You can watch a screen grab below, but for the full experience, download Google Chrome and visit the official website--the innovative technological form is an integral part of the film.)
First, a brief narrative summary--the majority of the narrative is composed of POV shots:
"Three Dreams of Black" opens with a video Cutlass Supreme speeding down a freeway, passing under ruined entrance ramps, overgrown with vines, and entering an equally ruined city. After camping out for a night in an abandoned apartment, the survivor (the viewer) drives further into the post-apocalyptic city, this time presented in 2D. Soon, though, the scene begins shape-shifting with colorful explosions of 3D life growing like cancers on the dull grey of the dead city's streets.
"Until you travel to that place you can't come backWhere the last painting's gone and all that's left is black"
In time with the second verse of Norah Jones's lyrics, we travel to a 2D version of the Wild West, riding this time on a train and looking out over a digitized frontier through the window created by the door. [255] A herd of buffalo pass by, but they quickly begin morphing into 3D grotesqueries. "We" climb atop the train as it travels through more rolling terrain of the West, and over what appears to be a oil spill in process, the same 3D grotesqueries quickly ravishing the countryside.
"At last those coming came and they never looked backWith blinding stars in their eyes, but all they saw was black"
The final scene of the film, the third dream, is an entirely 3D desert landscape, similar to the classic settings of spaghetti westerns--the "Rome" album is a tribute to the soundtracks of those old movies with a 21st century updating. This fully digitized scene announces itself as an artificially-engineered one, punctuated by the advertising and video iconography that populate the terrain. This time we follow a flock of birds into the final fade to black.
"And when you follow through and wind up on your backLooking at up those stars in the sky, those white clouds have turned it black"
Norah Jones's elliptical lyrics provide us little insight into how the world ends, except that it is some vaguely Biblical punishment for the sins of humanity ("it was heaven sent," "punish my deeds"). There is further moral ambiguity in the meaning of the 3D interruptions throughout the video that appear to both deconstruct and reconstruct the early country and city scenes. On the frontier, the oil slick clearly represents topical and historical environmental catastrophe. The buffalo morph into the spill, linking 19th century and 20th century ecological degradation. Yet on the urban frontier, the 3D images embody nature reclaiming the fallen city in the form of explosions of green turf and galloping wild game. The third and final landscape, entirely in 3D, is presented as a utopian landscape of infinite play. Like the cowboys of the Wild West, we are free to romp at will among the rock outcroppings and video game characters. Digital technology--the cutting edge wave of which we are experiencing as the form of the film itself--is at once the cause and salvation of the end of the world as we know it.
Through WebGL technology, the user watching the film can manipulate the frame by moving the mouse around the screen. This effect enhances the narrative experience of the POV shots--moving the mouse is the equivalent of turning your head around as you drive through the ruined city of the future. Clearly, this an empowering perspective, especially given the decayed world in which the story us set. We might not have been able to stop whatever apocalyptic events happened, but we are now free to look around as much as we want. In the third and final setting, our manipulation of the screen is at its most potent and versatile. There, we can nearly turn the perspective 360 degrees and explore and direct the movement of the camera itself, approaching whatever strange objects on the horizon are of interest. In this way, the final scenes of the video can be different every time you watch it. It seems the argument is that it is in this artificially-realized terrain that we are emancipated from the failures of earlier historical epochs and landscapes. The city and the country have passed, web 2.0 is our final resting place.
(Here is a video about the making of the film:)