The
Other in the Funny Games
Yoo
Hyung Justina Lee
The movie Funny Game (1997) directed by Michael
Haneke is a kind of horror film which makes the audiences uncomfortable not by
showing gored visual effects, but by drawing the audiences into the direct
crime scene. For most of the years, the reason people enjoyed horror films was
that the spectators can detach themselves from the monsters that appear in the
movie. Watching the monsters’ villainous performances, the viewers feel relief
in either thinking that they are not as evil as the monster, or thinking that
this is fictional situation happening only in the movie, not in reality. Funny Games, in this sense, goes into
deeper horror from other movies since the direct address and questioning to the
audience forces the viewers to be at the exact moment with the psychopaths impotently.
What makes the
monsters horrifying? It is the ‘otherness’ which clearly draws line from normal
me and abnormal subject. According to Robin Woods, the ‘otherness’ can be defined
various ways in the horror films and it “functions not simply as something
external to the culture or to the self, but also as what is repressed (though
never destroyed) in the self and projected outward in order to be hated and
disowned” (Wood 27) Not only alienated from conventional norm of being normal,
the scariness is something hidden inside which is later expressed in a distorted
way.
Speaking of
repressed, there is an interesting connection between the white costume and
repressed, in Korean perspective. Koreans are known as the white-clad people.
Under 36 years of colonization of Japan, Korean people were forced to wear
white clothes with no decorations or colors for the most of the times. Even
after the independence, still the pure white clothes represent the harsh times
of suffer or repression. In Korean perspective, pure white clothes of the two
psychopaths are the repressed, especially in this case, who have a strong anger
to explode at any moment.
If the movie
follows the traditional horror movie rule,’ the other’ should be these
repressed psychopaths who symbol rebellions opposed to the white-bourgeoisie
family. The audiences then should rather enjoy the movie, relieving from the
fact that the otherness only exists in the movie, which cannot harm them
outside the screen. However, the constant questioning and the direct address straight
from the screen confine the audience in the situation together with the victims,
which breaks the fourth wall and makes them to choose the side of either with
the psychopaths or the family. The question from the psychopath rushes the
spectators to choose the side. Whichever choice the audience makes, it will
lead to uncomfortableness for them. If they choose to side with the
psychopaths, it means that they are for the other, which ironically does not
make them the other anymore. If they choose to side with the family, it is
still uncomfortable, since the viewers already know that the family will lose the
bet and not survive for the entire movie. It is hard to watch the family
getting tortured, as well as to support the psychopaths to win the bet since
they are villains without good reasons. .
The monsters in
this movie are depicted the repressed of the society who are ready to rebel or
torture those who oppose to them. However, Funny
Game does not simply show the monsters, but takes a step forward and brings
the spectators into the movie and be involved in the situation. The audiences
are forced to sympathize within the characters and think about how these
repressed can be applied in reality, which truly makes them not only uncomfortable,
also horrified.
Work Cited
Wood, Robin. "The American Nightmare: Horror in the 70s". (1979): 25-32. Print.
Wood, Robin. "The American Nightmare: Horror in the 70s". (1979): 25-32. Print.
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