Posts Tagged ‘violence’
June 3, 2015 | by Sarah Cowan
Leon Golub’s haunting “Riot” and the aloof politics of the art world.
In a discussion at Hauser & Wirth, Hans-Ulrich Obrist told of the time he and Leon Golub were discussing a book of the artist’s collected writings; they discovered afterward that Clement Greenberg had died during the conversation.
It’s a morbid art-world joke—but so are Golub’s canvases, which hang, as he referred to them, like “flayed skins” around the gallery. They complicate the sweet bedtime story of American postwar art, passed down for generations, in which power is an inner force wielded by artists, and art self-consciously demanded attention for its physical materials: paint and the square of the canvas. Written with Greenberg’s theory, this tale established art as an alternate reality, without mimetic or social context.
Golub, who died in 2004, was a staunch and consistent critic of Abstract Expressionism, calling it “bad for the artist. These painters were essentially turning away from the world in their work,” he said, “giving up on the idea that an artist might have a social role.” As Pollock’s last drips dried on his studio floor, the country was pounding the pavement and bodies were hitting the ground. For the artists of that era, as of this one, the realities beyond canvas were merciless. Friends were being shipped off to shoot guns in Vietnam, police batons and dogs brutalized black protesters in bright, American daylight, and the dark of black-and-white newscasts too often signified blood. Read More »
August 22, 2014 | by Kevin Nguyen
At the worst possible moment, Battlefield Hardline valorizes police violence.
The Battlefield series, one of the past decade’s most popular video-game franchises, has already given gamers the chance to play as soldiers in World War II, Vietnam, and the Middle East. Now Battlefield Hardline, slated for release early next year, allows players to assume the role of a new kind of soldier: the police officer. A recent preview of the game shows a cop throwing a thief to the ground and cuffing him; the player is given the option to Hold E to Interrogate. The officer yells, “Tell me what you know!” and earns fifty points: Interrogation successful.
To Visceral Games, who developed Battlefield Hardline, the roles of soldiers and cops are so interchangeable that Army camo can simply be “re-skinned” into police uniforms. In light of the killings, riots, fear, and unrest in Ferguson, Missouri, the game raises disquieting questions about the relationship between law enforcement and citizens—in short, it’s a horror to watch.
As a cop in Hardline, you’re tasked with preventing robberies and rescuing hostages, which often means shooting all the criminals until they’re dead. (The gentlest thing you can do is arrest them.) The game also enables players to take the role of the criminals, and perhaps the more troubling aspect of Hardline is that this experience is identical to playing as the police: both “the good guys” and “the bad guys” see the world through crosshairs. The best players shoot first, and shoot from behind. Read More »
August 4, 2014 | by Dan Piepenbring
“Cats Hate Cops” is a tidy black-and-white pamphlet from Research & Destroy, a “radical zine collective” based in New York. Its title may seem, to the casual observer, like an editorial statement, but make no mistake: it’s a fact. The zine’s sixty-two pages comprise 150 years of cat-on-cop violence, all of it diligently chronicled by our nation’s newspapers—hard evidence, in other words. The first report is from 1805, when, in Edinburgh, a man attempting to police his dairy met with a cat bite on the neck; the latest is from the Melbourne Age, which last January ran a sidebar called “Anatomy of a Cat Attack.” (“Police close one lane and engage Scratchy, who resists.” Attaboy, Scratchy!)
Whether these are disconnected incidents or the enactment of a kind of feline political philosophy remains to be seen, but my money’s on the latter. It just makes sense. Cats and humans are coevolved; the Scratchys and Tigers of the world have had ample time to form opinions about authoritarianism and the police state. And think about it: Have you ever seen a cat driving a cruiser? Have you even once seen a cat with a badge? These animals want Friskies, not frisking.
Of course, the media tends to side with the state. “A mad cat upset the general routine of things last Friday morning at a grocery store,” reads a 1939 blurb, failing thereafter to give the cat’s point of view. Time and again, “Cats Hate Cops” describes a world in which the humane treatment of animals is not a going concern, and in which the police are generally assumed to be competent executors of the public will. The prose is often blunt: “After clubbing the animal into insensibility they shot it through the head,” one story ends.
July 29, 2014 | by Dan Piepenbring
My commute takes me past Paul Kasmin Gallery, at the corner of Twenty-seventh and Tenth, less than a block from The Paris Review’s offices. Every morning for the past month, I’ve paused there to stare at an installation through the window, a pair of illuminated silhouettes. I watch as one red neon man thwacks another with a red neon two-by-four. Every time, the second red neon man falls to the ground; every time, he rises again, on hands and feet, retracing the ungainly arc of his fall; and every time, the first red neon man thwacks him again.
Thwack, fall, rise, repeat. Like many forms of suffering, this one goes on ad nauseam—and like many forms of suffering, it burns itself into your retinas. I watch the cycle four or five times and then walk the two-thirds of a block to the office carrying an afterimage of neon trauma. I find this strangely buoyant.
Only today, after more than a month of doing this, did I decide to find out what exactly I’d been seeing. It’s Roxy Paine’s Incident / Resurrection (2013), which the artist’s Web site characterizes as “a visual loop of pure narrative movement”: Read More »