The Language of Pokémon
Much to my own surprise, the newest installment of the
Pokémon cartoon franchise gets my begrudging respect.
This despite the fact that it is often plodding and
rather repetitive. First off, I should make a
distinction between Pokémon the trading-card game and
Pokémon the animation juggernaut. I've always been
down with the card game, which, like all RPG's fosters
intuitive and analytic thinking, imagination and
creativity. The film series, on the other hand, has
been pretty standard flash-and-dash cartoon spectacle
that surreptitiously promotes certain gendered
stereotypes and inequalities, as well as some "moral"
lessons that I am not sure parents might want children
to be learning (see my review of P2K for specifics).
Nevertheless, Pokémon 3's animation has evolved
since the first two films, and features some enjoyably
eye-catching computer wizardry. But what is perhaps
most surprising is that the new movie's story is
rather intellectually sophisticated, and while its
philosophical musings on language and reality will
probably be over the heads of most kids, they might
keep parents interested.
To be sure, the things I have disliked about the
previous Pokémon films are replicated here. Ash
(Veronica Taylor) is the insufferably bossy and
willful little boy who always does exactly as he
pleases, regardless of the dangers or others'
opinions. Of course, it doesn't help that he is
always right and always "saves the day" -- such
are the privileges of male entitlement. And yet,
Pokémon 3 complicates its own rather traditional
values with the relationship of Ash
and his mother. In this film, Ash's mother is given a
lot more independence and a lot more influence over
Ash than she has been afforded in the previous films.
Even though, in the end,
Ash must save his mother, this is not so much because
she is incapable of saving herself, but because of her
concern for the health and safety of the orphaned girl
Molly, whose family drama is the film's central agon.
Pokémon 3 further complicates its own gender
proscriptions in the contests the trainers stage
between their beloved pocket monsters. By far, the
best Pokémon battle in the film is between
Ash's sidekick Misty (Rachael Lillis) and Molly: in
Pokémon 3 girls can kick ass too. Even
better, Misty becomes something of a role model for
Molly, who never imagined she could become a Pokémon
trainer (the battle takes place in a fantasy world of
Molly's creation -- more
on that in a sec). Misty assures her that she can, and
that girls can do whatever they want and be whatever
they dream. Not a bad message.
For the most part, Pokémon 3 is rather predictable.
It follows the little girl Molly, whose famous
Pokémon-expert father has mysteriously disappeared
while searching for clues to some legendary monsters
found only in myth and folklore. It seems Molly's
mother has also recently been lost (we assume she has
died, although this is never explicitly stated). This
abrupt loss of her other parent is too much for Molly
and she retreats into a fantasy world created entirely
by and for her with the help of the same ancient
Pokémon that have abducted her father -- unbeknownst
to Molly, of course. And here is a weird sort of
patriarchal logic and assertion of the vital
importance of male guidance, intellect and parenting.
Without her mother Molly would be okay, but without
her father, she's totally lost.
The problem with Molly's retreat into a fantasy world
complete with new daddy and mommy is that, in fact,
this fantasy is very much real and dangerously
encroaching on the physical space of the "real world."
And so, Ash must gather his gang together and act
quickly to save Molly and the world while the rather
inept adults muddle about and debate what to do.
The provocative thing about Molly's fantasy world is
that it is directly created by a new, "legendary"
Pokémon (#201 for trading card purposes) named Unown,
which appears to be some sort of avatar of language.
Unown is both singular and multiple; as promotional
materials detail, Unown is one Pokémon that has 26
forms, each representing one letter in the Roman
alphabet (undoubtedly, the number of forms will vary
internationally depending on the dominant language of
the market). In this way, Unown can come together in
infinite combinations to create infinite possible
realities. Indeed, the official website e-card tells
that Unown is/are "mysterious Pokémon that have the
ability to use psychic energy to create alternate
realities."
Here is language directly responsible for the creation
of reality, which is a topic that has had a long
philosophical history in world cosmography. For Jewish
kabbalists, for instance, this is the pre-lapsarian
language of Adam in perfect communication with God.
Before the fall, while God gives shape to the living
beings that will inhabit the earth, Adam brings them
into being through the act of naming -- language
imparts ontological meaning on the world. After the
ejection from Paradise, humans are cut off from this
perfect communication through the language of God, and
must make do with the imprecise language of man.
Pretty heady stuff for a Pokémon movie.
More recently, this philosophical attention to the
interplay of language and reality has been given
protracted consideration in techno-cultures and the
artistic genre that has come to be called, rather
generically, cyber-punk. Perhaps its most famous
articulation is Neal Stephenson's Snow Crash, which
blends ancient Sumerian and Judeo-Christian
cosmographies with hacker techno-jargon to reconsider
the story of the generative power of language for an
increasingly technological age. The binary code
language that is the basis of every post-Babel
computer language, as any programmer will tell you, is
both creative and destructive (what is a computer
virus after all but a synthetic, linguistic
pathogen?), and is directly responsible for the
creation of multiple types of virtual reality. With
the advent of VR, the Internet and World Wide Web,
MUDs and MOOs, chat rooms, web-rings and so on, the
status of "reality" and how language mediates and
creates reality have become increasingly complicated.
And so, in Pokémon 3, as in Snow Crash and our own
world, we find a sort of ur-language directly
responsible for the creation of "alternate realities."
The question is what we do with these realities once
we have created them, and this is a question elided by
Pokémon 3. In the film there is an easy distinction
between the "false" reality of Molly's fantasy world
and the "true" reality of Ash's. Molly's world is
escapist and psychologically unhealthy and she must be
rescued and returned to the traditional world of
family and friends, even though Pokémon 3 also
unsettles this easy distinction in its own promotion
of an alternate reality in which Pokémon really exist,
and where things always turn out "right."
I could go on, but surely you get the idea -- Pokémon 3 contributes to the destabilizing of our
understanding of reality as much as it tries to shore
up traditional notions of the same. All of these
musings on the generative power of language and the
status of the "real" are surprising and pleasant to
find in a Pokémon movie. This is also somewhat
unfortunate though, as Pokémon appears to be on the
wane (trading cards and Pokémon peripherals are not
flying off the shelves as they once were). Just as it
was getting interesting.