Paul, the Unsung Hero
Ryan Chau
Michael Haneke writes and directs Funny Games as a twisted social
commentary on the generic audiences’ desire for the spectacle of death. Two
masochistic men invade a household and torture a family. The family is made to
do humiliating deeds as a twisted prelude to their inevitable demise. Despite
their ephemeral encounters with security and escape, the protagonists are
destined to die, shown simply through the employment of reflexive narration, or
the breaking of the fourth wall, by Paul, the psychotic administrator of the
‘games’ the audience bares witness to. Throughout the duration of the film, we
are treated as another character of sorts, but connected to the film
exclusively through Paul. Paul constantly addresses the audience, blatantly
including the audience as an accessory to the crime. The first instance of
reflexive narration is Paul’s sly wink, indicating to the audience that the
movie is starting and will soon be approaching rising action. The wink is a
message to viewers, commenting, “This is what you’re here for isn’t it?” Paul
is later heard stating, “The people at home don’t want to hear this,” implying
that he is catering to the spectators’ masochistic desires rather than his own.
Although Paul inquires the audience, “You’re rooting for these guys aren’t
you?” he still has the audacity to ask us “who we will bet with.” Funny Games was engineered to questions
moral desires. Would you rather see the gruesome torture and death of a generic
family, as is so commonplace in horror films, or would you rather see our
protagonists win and kill their demented assailants, as has become so cliché in
modern film?
As a result of the breaking of the
wall by Paul, viewers are forced to identify with him, despite whether or not
sorrow is felt for the family. As stated by Sconce: “As the conversation
between the two girls at the video store suggests, some teenagers have a
difficult time identifying with the “cardboard victims” (Sconce, 104). The
audience is not given much time or material in order to establish a connection
with the family. Reflexive narration is used as a tool in order to strengthen
the relationship between Paul and the audience. “The self-reflexive techniques
thought by many theorists to challenge dominant modes of enunciation and
identification are used instead as a means of intensifying certain forms of viewer identification” (Sconce, 111).
Paul is the source of entertainment of the movie; he is the facilitator that
controls every event and what we are shown, as is displayed in the rewinding
scene. This relates to Sconce’s quote on Freddy: “As episodes of spectacle
punctuated by brief narrative links, the Nightmare series’ entire structure is
designed to promote and indulge these episodes of intense visual excitement. In
this sense, viewers identify with Freddy not so much as a character but as a
facilitator, the dynamic ‘source’ of the phantasmagoric imagery” (Sconce,
113-114). By being the facilitator, Paul, in a twisted way, is the faux hero of
Funny Games. Viewers are naturally
attracted towards the spectacle of death, and Paul seems to promise to deliver
suffering and death to the family; he is only giving the audience what they
desire.
As the film progresses, the audience
realizes the message of the film and the travesty that is the spectacle of
death. Viewers are punished for
succumbing to their desire to watch a horror movie and witness the struggle between
predator and prey. A film is not exciting if there is no struggle or conflict,
and it is not enjoyable if this struggle or conflict cannot be witnessed. A
horror film is not exciting if neither faction suffers, nor is it enjoyable if
the suffering cannot be witnessed. As a social commentary, Funny Games remarks on the general audiences’ desire to behold this
suffering flawlessly. Sconce reflects, “The ‘pleasures’ afforded by each type of
identification differ also; indeed, these pleasures may very well be defined in
opposition to one another. Perhaps Freddy has enjoyed such popularity in
American youth culture over the past decade because his power to combine
vicious wit and visual weirdness resonates with a generation more attuned to
spectacle than narrative, who prefer the spectacular over the normative”
(Sconce, 117-118). But Michael Haneke as the director completely removes this pleasure from the film and from the spectacle of death from the viewers. When Anna
manages to grab the shotgun and finally achieve vengeance for her family’s
suffering by killing Peter, Paul’s accomplice, Paul immediately finds and uses
a remote to rewind the film. He stops Anna from killing Peter a second time,
and thus the conflict between the two factions is negated. Paul and Peter
suffer no loss throughout the duration of the film, in fact they essentially do
not suffer at all, in any aspect. The film is entirely biased toward the two
assailants. The very spectacle of death is denied, and not only in that
instance, but also during the deaths of the family. The deaths of both the son
and the father go unseen in the film. The lack of inclusion of gory violence is
used to punish the audience for yearning to see.
Funny Games is a social commentary on the generic audience's desire for the spectacle of death, as defined by Sconce. Michael Haneke employs reflexive narration through Paul in order to involve and shame the audience simply for enjoying the spectacle of death. And so it is denied through clever cinematography and Paul's omnipotent facilitation. The audience is blamed for the family's suffering, in a sense, Paul gives the audience what they wanted, but Michael Haneke strips any possible enjoyment from it.
Work Cited
Sconce, Jeffrey. "Spectacles of Death." Film Theories Goes To the Movies. Jim Collins, Hilary Radner, and Ava Preacher Collins. London: Routledge, 1993. 102-119.
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