+ another review of Toy Story 2 by P. Nelson Reinsch
The Silence of Alienated Toys
Hey kids, if you haven't seen Toy Story 2, better hurry so that
you can find out what your toys are doing when you're not
watching. And maybe you'll learn to show your toys a little
respect!
This film shrewdly brings forth two features of contemporary life
which everyone suspects but no one seems to be able to prove:
First, objects, despite their apparent inanimacy, have a secret
life of their own and are going about their business, pursuing
their own interests, and carrying on their own independent
associations when we're not looking. And second, social relations
evolving organically through communal forms of play are more
rewarding then those programmatically structured through
commodity culture it's better to make up our own games and
choose our own friends then to follow the dictates of marketers
and corporations. If the Toy Story films are about anything,
they are about the ethical inferiority of mass-produced fun to
the fun of bricolage (assembling with what comes to hand) and
creative play. At least that's the idea promoted by Toy Story 2, along with its own mass marketers at Pixar and Disney.
The principle characters here are cowboy doll Woody (voice of Tom
Hanks), space-age super hero Buzz Lightyear (Tim Allen), plastic
dinosaur Rex (Wallace Shawn), super spuds Mr. and Mrs. Potatohead
(Don Rickles and Estelle Harris), Hamm, a talking piggy bank with
a keen mind and excellent managerial skills (John Ratzenberger),
and Slinky Dog (Jim Varney). This eclectic crew has been
assembled by the youngster Andy (John Morris), and has grown
during the course of enthusiastic if sometimes bruising play into
a tightly knit community. When Woody is inadvertently sold at a
garage sale to a money-grubbing toy merchant named Al (Wayne
Knight), his comrades set out to rescue him. Unbeknownst to
himself, Woody is part of a rare set of cowboy toys, and the
missing piece long coveted by Al, in order that Al can sell the
whole collection to a toy museum in Japan.
Woody's discovery of his origins through the revelatory
conversations he has with the other toys in his now extinct
product line, tempt him to give up on his pressing desire to
return home to his owner Andy. Like an ordinary man who has just
discovered that he has been deprived of his birthright, Woody
hopes to regain the celebrity status with which he was
manufactured. He is further convinced to seek out his place in
eternity by the heart-wrenching tale of his cowgirl cohort,
Jessie (Joan Cusack), who relates how her owner Emily outgrew her
(or rather, gave her up for nail polish and record players), such
that Jessie finally ended up donated. The filmic sequence during
which she recounts her love for Emily, the joy of sharing
intimate play wither her, and her final, devastating obsolescence
starts out saccharine but becomes truly beautiful in its kitschy
truth regarding the inexorable passage of childhood. Horrified,
Woody feels that his only chance at a future is to follow out
free-market logic all the way to the museum.
Ironically, it is Buzz Lightyear, the technologically superior
and boastful usurper of Toy Story 1, who convinces Woody of the
error of his ways by repeating Woody's own humanitarian dictum to
him in the moment of rescue: "There is nothing more important in
this world than being loved by a child." This point is emphasized
as Buzz has just emerged from an uncanny confrontation with his
own origins.
In a direct allusion to the shot in The Bicycle Thief when
Lamberto Maggiorano pawns his sheets and sees them placed upon a
mountain of pawned sheets, Buzz sees replicas of himself stacked
floor to ceiling. Face to face with an image of the overarching
logic which has economically, culturally and socially
overdetermined his identity, Buzz realizes how deluded he was to
take all of his factory programming and commercial advertising at
face value. Playing with Andy and living among Andy's toys has
denaturalized his mass-produced factory-issue personality, by
making him aware of the social contrivances underlying the
apparent immediacy of his character. We could all take a lesson
here. The life he shares with the child Andy and his toys beyond
the horizon of the toy-store and its financial calculus confers
Buzz with new
meaning. Out of the box and beyond the reach of the market, Buzz
has a greater chance to break away from programmatic personality
fragments, and to achieve self-realization and perhaps something
akin to truth. Upon hearing another Buzz Lightyear, fresh out of
the box, click open his wrist recorder and self-importantly bend
down to dictate a mission log, Andy's Buzz wonders aloud: "Was I
so naive?"
Eventually Buzz and Woody understand the spiritual poverty of a
market-generated identity mass produced for commodity culture.
Though limited by their original design features and confronted
with the threat of technological obsolescence, to say nothing of
the unbridled maturation of their owner, they choose their unique
situation and a chance to bring joy to a child over the destiny
prescribed by the monetary value-system which assigns values to
mere commodities and indeed characterizes their denizens, such as
Al, who either think like commodities or in whom commodities
think. As commodities, Buzz, Woody and the rest are merely frozen
labor globally leveraged from workers for the sole purpose of
profit, but as toys, they are materials for human creation.
When in the presence of Al, the toys are frozen and unable to
activate their subjectivity, Al can take them as objects, that
is, as commodities, and as commodities they program his behavior.
This situation shows the mutual imbrication of subjectivity and
materiality. As exchange-values, the objects think in Al, but as
use-values, meaning as toys, people think in and through them.
In Toy Story 2 it is as if the alienated subjective activity
(labor) with which Andy's toys were manufactured is able to
achieve a satisfactory relation to the social realm,
specifically through play. In short, alienated labor is redeemed
in the humanizing world of children's joy. That part of the
worker's life which, to her disadvantage is taken by capital in
the dyssemetrical exchange of wage-labor and is frozen into the
object, only to be redeemed by and for the capitalist as profit,
lives again in the play of children. The dead humanity frozen in
the object lives again in its valorization not as commodity in
money but as the potential and particular condition of
unalienated creative play. The reification of labor, the workers
dying in the object, is only resurrected in a world beyond the
reach of commodification.
Though it may seem strange that a commercial film in which even
the people are computer-generated purports to give a lesson in
humanity to our children, it is less strange that the same film
would endeavor to inscribe the salvation of alienated labor in
the reproduction of society. In this respect, Toy Story 2 is
consistent with the standard Hollywood algebra: seek a zone of
social crisis, open a realm of freedom, foreclose radical
solutions. If all those talking toys are really the afterlife of
workers' activity impacted in objects, then their disgruntled
relation to the market is understandable. However, their full
autonomy (i.e., agency outside of market forces) is unsustainable
and they must subjugate themselves to the exigencies of social
reproduction even as they seek their salvation there. It is only
the future which might redeem the current spectral presence of
the worker in the commodity and likewise the spectral presence of
the global working class, also deprived of voice and agency in
the commodified regimentation of reality as globalization, in
capital. The subalterns may not speak when the people who use
them appear. The subjectification of the worker in the object
must be avoided at all costs if society is to continue as it is.
Thus, this silence of the toys in the presence of those for whom
the future is being made is no simple narrative convention or
even aesthetic mandate their silence is the prerequisite of
reality and its reproduction as such.
In addition to making a progressive argument against manufactured
capitalist destinies and for unalienated play and personal
development through non-commodified communal valuation and
affiliations, Toy Story 2 wants to assert the superiority of
cinema over new media. The opening sequence of the incredible
action video game in which Buzz Lightyear strives to defeat his
arch-enemy Zurg is thrilling, but it turns out that Buzz is being
piloted by Rex, who, Buzz appropriately admits, is a better Buzz
than Buzz. Video games, the film seems to suggest, are great for
thrills and for role-playing, but they are only capable of
proffering fixed identities and instrumental rationalities which
cannot achieve the amplitude of identities on their own limited
terms; new media require a cinematic universe in which narrative,
and hence psychology, subjectivity and love prevail.
It is, finally, cinema which can raise the commodity-form from an
alienated product to a legitimate raw material of human
creation, that is, to a material in which the humanity in the
object is visible in the object. To a certain extent the film
strives to reveal what Georg Lukacs saw as the great revelation
of Karl Marx, the insight that "underneath the cloak of a thing
lay a relation between men."But as we have seen, the humanization
of the object is here bent to the purpose of reconciling all of
us to the necessity of producing boys and girls who will grow up
to be their parents, leaving unalienated pleasure behind as if it
were only child's play. I wonder what would happen if all those
speaking toys stopped caring about the museum or Al, or, for that
matter, about Emily and Andy, and, after letting out a resounding
cry, lit out on their own?