Schlagwort: postmodernity/Postmoderne

  • New Evil – The Joker in „The Dark Knight“ as a Prototype of the Post-September 11-Villain

    Thesis, Wintersemester 2008/2009, grade 1,3 („very good“), Potsdam University by Lars Dittmer

    … some men aren’t looking for anything logical, like money…they can’t be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn. (Alfred Pennyworth, Butler of Bruce Wayne, assessing the Joker)

    All you care about is money. This town deserves a better class of criminals. I m going to give it to them. Tell your men they work for me now. This is my city. (The Joker to the Chechen, a Gotham city gangster boss)

    Why so serious? (The Joker to Rachel Dawes, telling the assumed story of his scarred face)

    My thesis „New Evil. The Joker in The Dark Knight as a Post-September 11-Villain“ establishes a picture of Gotham City that is more „realistic“ than in previous Batman films. The population of this city is realised in three parts: the mob consists of African Americans and other „Ethnic“-Americans, the Jetset is almost completely light-skinned. In between one finds Gotham’s police, mixed Ethnic/black and white, but also known to be corrupt. Indeed, the film follows subtle anti-state-sentiments in making the three highest officers in Gotham „Ethnic“-Americans: Garcia, Loeb and Surrillo. Only a disfunctional state makes the nightly operations of a vigilante like Batman – a person, who decides for himself what is good and what is bad – necessary.

    The predecessors of the Joker are the great villains of film- and culture history, starting with Shakespeares Iago up to slashers like Freddy Krueger. The Joker clearly does not fit into the three-part pattern in the first part of my paper. His malice is sourced by four different strands: references to Satan references to femininity references to disability and references to a terrorism clearly related to the one of Al-Qaeda and its supporter groups. In establishing a villain along these lines, the producers of the film address a mainstream which is in their view reactionary, latently racist and anti-emancipatory. Though the film makes exceptional statements (eg. Morgan Freeman), evil in their eyes is either black, disabled or feminin. In its displayed reaction to the new threat of the Joker – Batman sets up a surveillance systems that monitors all citizens of Gotham – the film can be interpreted as a defense of the Bush policies after 9/11.

     

    Table of Contents

    1. General Introduction 1

    1.1 Introduction: A Diabolic Laughter

    1.2 Some facts about The Dark Knight

    1.3 Changing Concepts of Evil ­ Problem Identification and Approach

    1.4 Otherness Constructions ­ a Short How-To

    1.5 How Does Hollywood Deliver to New Trends?

    1.6 Central Assumption of My Paper and Preview

    1.7 Synopsis of the Film

    2. Setting and Framework of the Film ­ A Structural Analysis 18

    2.1 Gotham City ­ Between Postmodernity and Grand Narrative

    2.2 Identity and the Mirroring of Images in Postmodern Spaces

    2.3 Is There Anybody Here We Can Trust?

    2.4 Law-Abiding Citizens Versus Scum

    2.5 Hollywood and Representations of Minorities

    2.6 Mobs, Cops, Money ­ The Racialised Hierarchy in The Dark Knight

    2.7 Interlinkage of Race and Other Dimensions in the Film

    3. The Joker and His Otherness 38

    3.1 From the Bank-Robbing Harlequin to the Psychopathic Terrorist

    3.2 Influences and Lines of Tradition

    3.3 A State Inside the State ­ the Jokers Terrorist Organisation

    3.4 Scope and Means of Killing

    4. References to the Satan 47

    4.1 Evil and Its Personifications

    4.2 The Joker as a Satanically-Coded Being

    4.3 And Lead Us Not Into Temptation ­ the Role as Seducer and Accuser

    4.4 Pan and Beelzebub ­ Figures from the Underworld

    5. References to Femininity 57

    5.1 Misfit to the System: ­ the Joker

    5.2 The „Vamp“ ­ a Cross-Gender Threat

     

    5.3 Male Order Versus Female Chaos

    5.4 Mulveys Gaze Revisited ­ the Interrogation of the Joker

    5.5 Restoring the Order ­ Batman and His High-Tech Equipment

    6. References to Sickness, Disability and Further „Otherness“-Determinants 66

    6.1 Physical Deformity ­ Visible Evil(?)

    6.2 This City Needs a Hero With a Face

    6.3 Both Clown and Monster: ­ Gotham’s Chief Evildoer

    7. References to an Al-Qaeda Version of Terrorism 72

    7.1 The Joker as an Islamist Terrorist? Obvious Differences and Subtle Similarities

    7.2 The Joker’s Men and Al Qaeda: Myth or Truth?

    7.3 New Aims, New Cruelty

    7.4 The Forces of Reaction and the Response

    8. In Lieu of a Conclusion 80

    8.1 A Great Need for Scapegoating

    8.2 The Role of Batman ­ Allusions and References

    8.3 The Dark Knight and Its Stance

    9. Works Cited 89

    Annex 94/95

    If there ever was a stylistic element determining the evildoer in fiction that featured in Hollywood fiction with a relative constancy over the years, it was his/her proverbial diabolic laughter. It gives the person who laughs the air of a lunatic but at the same time often raises the audiences` awareness to a possible mono-dimensional or burlesque figural profile. It is an indicator that good and evil are clearly allocated within the story and is therefore often found in the realms of science fiction, fantasy or comic adaptations. For the audience it is then obvious that this villain has fun in doing wrong; the character is not robbing a bank out of financial problems or is killing as a last resort but because he/she enjoys it. This dislocates the character from a complicated reality in which an infinite number of reasons and contexts exist that could lead to a criminal “career” – it seems that pure evil steers him/her. Criminal acts here become an activity that determines the very essence of the character in question.

    These characters tend to have a restricted functional profile in the story line, i.e. they tend to be what German literary scholar Manfred Pfister calls abstract personifications (244), usually defined by a a small set of information. It may also imply that they are not going to evolve or change for better. This begins with Disney’s harmless Beagle Boys with their seemingly endless grinning, who try to become law-abiding citizens every now and then but constantly fail. It is simply not in their nature. It is much more subtle in the self-righteous smiles of James Bond’s adversaries, who in the final part of the story traditionally get hold of 007 and before they announce they are going to kill him in a complicated, nonetheless cruel way, they explain every detail of their genius plans and why it was vital to get rid of him now.

    The laughter in its mad form could be heard in several fantasy and science- fiction stories within the last ten years as well. It echoes through the hall of the intergalactic parliament where the disfigured Emperor fights the Jedi Master Yoda in Star Wars episode III. Formerly a corrupt Senator with a slight tendency to the Dark Side, the evil force now has completely infested the Emperor and destroyed his face, and at the same time, his soul. Again much more moderate the laughter figures in the Tolkien Adaptation The Lord of the Rings. Here it comes in the form of an arrogant sneer by the evil wizard Saruman, who shares the Emperor’s fate in so far, that he used to be good but has been conquered by an evil force that now determines his actions.

    This kind of laughter figures prominently especially in comic adaptations, of which several have been brought into cinema during the last decade by Hollywood. So it was the case in the latest Spiderman films, which were released during the first five years of the 00-decade. In the first episode (Spiderman, 2002) the supervillain was the terrorist-like Green Goblin, the father of Peter Parker (Spidermans real ego) best friend. In an experiment tested on himself, Mr. Osborn becomes this Devilish creature, who combines the scientific abilities of his real ego with superhuman strength – there is hardly a moment this Dr. Jekyll-and-Mr.Hyde-inspired character does not openly show his pleasure in destruction. And the diabolic laughter of course came back in 2008. In Christopher Nolan’s Batman adaptation The Dark Knight, Heath Ledger in his final role, fills the figure of the Joker with an unprecedented nihilistic morbidity. The majority of commentators agreed that ledger in The Dark Knight is not only the best Joker there ever was, but also one of the gloomiest villains in the history of film. It will be my task in this paper to address how this evil Otherness is constructed and embed this structure in a contemporary cultural context.

    The Joker’s laughter in this context is not a trivial extra feature but one of his essential characteristics. After all it is inscribed in his face and thereby contributes to a full-fledged deconstruction of the classic clown image, a figure that is generically a “comic figure that induces laughter” (Tobias 37) and is meant to give people pleasure (especially if it is called “Joker”), but never to inflict death and destruction. In one of his early scenes the Joker meets Gotham City’s underworld, i.e. two of the most dangerous gangs of criminals which hold a meeting in a secret place. The mobsters, momentarily engaged in conversation, listen up as this shabby clown-like appearance enters the room with a laugh. But it is no diabolic laughter let alone a hearty one, it is a bored and mechanistic laughter, almost spoken: “Ha, ha, ha, he, ho, haaa.” The Joker then slowly approaches, looking at the mobsters and says: “I thought my jokes were bad” (23min). In this early scene the figure establishes that he is not going to fulfil prefigured expectations. Though it is clear to the audience that the Joker is supposed to be the bad guy – and he has killed in the opening scene – here the possibility of an ironic twist or an untypical negotiation – a possible re-negotiation – of good and evil is indicated. His laughter is the caricature of a laughter; one that comes because he knows people expect him to laugh.

    1.2 Some Facts About The Dark Knight

    The Dark Knight has been one of the major box office successes in years. Images and iconographics of the film were dispersed in a unique viral marketing strategy all over the United States. Image teasers and trailers were made accessible on the internet months before the film was released. Efforts to keep its shooting secret – major parts of The Dark Knight are set in Chicago – failed. The sad news of the death of Heath Ledger in January 2008 as a result of a overdose of sleeping pills provided a further boost to the commercial machinery of The Dark Knight. Some critics suggested that the death of one of the most talented Hollywood young stars, having starred in films such as „I’m Not There“ and „Brokeback Mountain“, was not only one but the factor that had the box office figures skyrocketing – the film was legendary before it was even released. According to the Internet Movie Database (IMDb) the Dark Knight grossed US$158,41 million during its first weekend, the highest result in the history of US cinema (Box Office Mojo 2009). While film scholar Neil Bather reports that “US$100 million at the North American domestic box office… roughly delineates success from failure in the marketplace” (38), it is probably important to know that The Dark Knight hit the US$500 million margin within 45 days; 53 days faster than James Cameron’s 1997 major success Titanic (Box Office Mojo 2009).

    Reception of the film was overwhelmingly positive (Metacritic 2009). Most commentators highlighted fast and ambitious action scenes and the performance of ledger, which in the opinion of many writers not only dwarfed Christian Bale as Batman, but also all other actors – nonetheless the film boasted a first-class Hollywood ensemble including Aaron Eckhart, Maggie Gyllenhaal, Gary Oldman, Morgan Freeman, and Michael Caine. A negative point for many commentators were the story, which, though in its basic structures rather shallow, to many viewers was hard to follow
    due to very condensed dialogues and rapid sequencing. As Dirk Honeycutt writes for the Hollywood Reporter: “That adrenaline rush comes at a cost: With the film’s race-car pace, noise levels, throbbing music and density of stratagems, no one will follow all the plot points at first glance” (2008).

    Opinions on the acting were ambivalent. Some commentators opined that most figures were kept flat and therefore visibly did not present great challenges to the actors; so, aside from the Joker, brilliant acting simply did not follow from the screenplay. Richard Corliss notes, on www.time.com, with regards to the other actors: “Actually, they’re just diversions from the epochal face-off of Bruce and the Joker” (2008). Author opinions were also divided on the film’s discussion of its central topic as well: morality. Indeed, the film leaves the watcher with ambiguous and contestable messages about why Batman and the Joker fight at all. Is it necessary to follow laws? Is it good to follow laws which are after all, man-made and therefore error-prone? Equals democracy goodness or is there a superior goodness or morality? The film disperses some rather small nuggets into these discourses; to be a real contribution in these fundamental conflicts, however, cannot be the task of a Hollywood blockbuster.

    1.3 Changing Concepts of Evil – Problem Identification and Approach

    Open questions and contestable meanings are no accidents in modern Hollywood cinema, as Neil Bather reports, rather they are mere intention. Basing his observation on Tom Gunning’s 1990 essay “cinema of attractions”, he states: “Through the 1970s on, spectacle has emerged from a mere excessive visual to a conflation of image, ideological function and contestable meaning” (41). Though Gunning in his essay elaborates on films before 1906, a phase in the history of cinema he calls “cinema of attractions”, many of his statements hold true for modern blockbusters:

    It is the direct address of the audience, in which attraction is offered to the spectator by a cinema showman, that defines this approach to film making. Theatrical display dominates over narrative absorption, emphasising the direct stimulation of shock or surprise at the expense of unfolding a story or creating a diegetic universe.The cinema of attractions expends little energy creating characters with psychological motivations or individual personality. (59) Though films like The Dark Knight also of course base themselves on a narrative editing style, the intricacy of the film’s structuredness – as mentioned – allow for the statement that spectators cannot be expected to follow the plot at once. They are expected to follow the action, that is, the “attractions”.

    The Trend to ever increasing amounts of “attractions” certainly continued during the 1990s, during which many of the blockbuster action films were produced that form major part of today’s cultural knowledge. In other words, meaning that is produced in Hollywood cinema is not based on narration but largely emerges within often fast and breathtaking action scenes – character treats such as intelligence, wit, fairness, etc. as well as story lines are now completely constructed through mimetic display. This observation builds up on Julia Kristeva’s theory of intertextuality that decentres the author of a story and transfers the process of producing meaning to the recipient.

    New here is the extent of intentionality – Hollywood blockbusters are, as Bather describes in a different context (53), designed to reach large audiences. One of their foremost aims, after all, is making money. Thus they are designed to attract a diverse audience with an almost endless variety of different experiences and expectations – what is therefore needed is the broadest ideological catch-all approach conceivable to not alienate parts of the potential customer base.

    Nevertheless it is my contention that interpretations of Hollywood blockbusters are possible and important. The most successful Hollywood producers and playwrights are often quite sensitive and sophisticated observers of current societal trends and developments. The above mentioned catch-all approach is therefore capable of giving a vital picture of US society and delineates a broad set of current common attitudes, ideological mind-sets, and fears. An assumed mutual reflexivity between societal trends and cinema has been the topic of scholarly work since the beginnings of silent cinema. Especially after September 11 the dividing line of Hollywood and Washington – entertainment and politics – has been blurred again.

    After all, the United States is at war. New enemy images inform politics and film. Martin Norden reports:
    Though it might be tempting to regard national political rhetoric and film/TV entertainment as mutually exclusive areas, the construct of good and evil – or, more accurately, good v. evil – clearly undergirds both. In the public’s mind, they cannot help but be linked. (xii) Hollywood on its part has no other option but to adapt to these new circumstances. A possible analysis is capable of carving out what might be called the mainstream attitude – in the case of The Dark Knight, the film’s amazing monetary success has the potential to deliver a vital confirmation to such a claim.

    Yet the concept of mainstream in this context should not be understood as a generalisation or even the effort of a stereotypical characterisation. There is no such thing as a fixed national character – nevertheless the examination of Hollywood blockbusters allows for certain movements and tendencies within the society with the potential to have influence on other Western countries. Also the monetary aspect of delivering to the needs of the US- society by Hollywood is addressed by Neil Bather very bluntly: “The Lords of Kitsch, in short, exploit the cultural needs of the masses in order to make a profit and/or to maintain their class rule” (41). Naturally, a medium confirming long-held biases and beliefs is more comfortably consumable than a piece that challenges and contests one’s attitudes and taste. Even if the story of a film is long-forgotten there will be a pleasant aftertaste felt by most of the spectators – an advantage the sequel of a film makes use of. As mentioned above, the success of The Dark Knight is also consequence of Ledger’s early decease – to which degree however cannot be satisfactorily clarified and could only be speculated on.

    It is especially on current societal fears that I will concentrate on in this paper as they most vocally address the current state of a society; the United States are here, as in other fields, the spearhead and avant-garde in the countries of the “West”. As a matter of fact, Hollywood does not only pick up on these trends, it shapes fear discourses and contributes to them as well. In the case of larger-than-life villains such as Heath Ledger’s Joker, there are grounds to believe that their public “success” – the term here is based on box office figures and euphoric critical reception – is a product of the thorough and exact societal analysis of a playwright and the respective producer of the film project. Such a figure therefore has the potential to be the filmic incarnation of the fears of a society.

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  • Living in Dsytopa? Digital (non-) places in postmodern films and in the internet

    term paper abstract, Wintersemester 2006/2007, Potsdam University by Lars Dittmer

    online gaming has become a standard feature of most games that are put on the market. As a result, online communities and new „social relations“ – the phrase is put in quotation marks with a clear intent here – are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies. The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure – online obligations. They are grouped in online „guilds“ that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters – which need to be advanced – they are outdone by other guilds or members of their own groups.

    Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails. The potential to lose contact with real life (rl as it is called among players) is massive. Early the culture industry has been fascinated with living in alternative or simulated realities and its „perpetual oscillation between utopia and dystopia“ (Durham 5). Many visions, as I shall point out in this term paper, presage today’s developments to an astonishing degree – sure enough the ones I deal with are rather dystopian. Notably, the most prominent in recent years has been the 1999 film „Matrix“ by the Wachowski brothers, which has been extended to a trilogy. Also science has come up with certain models that can be employed to conceptualize these spaces – I will outline some of these and try to put them in the context that serves my problem.

    It is, in my view, necessary to view today’s colonisation of and living in these spaces that I have outlined above and will further detail in the course of this paper, in front of a background of media production of the period since WWII. The idea that informs this undertaking is, that there have been numerous accounts who predict what is being made accessible to computer users at the moment – Cyberspace is no longer a room that can be inhabited in the future, but it is right now open to everyone; the Cyborg has come into existence.

    Table of Contents

    1. Introduction and problem identification. 3

    2. approach of this term paper 6

    3. Welt am Draht and its derivates. 7

    4. Stephen Lisbergers „Tron“. 10

    5.  Peter Weirs „The Truman Show“. 12

    6. Early cyberspaces and their spatiality. 14

    7. Entering cyberspaces by avatars. 16

    8. Structures in cyberspaces – non-places or simulacra. 19

    9. Power in imaginary spaces. 22

    10. Second Life et alie: my personal Dystopia?. 24

    Works Cited. 27

    1. Introduction and problem identification

    After a relatively noiseless online-launch in 2003, the computer Game Second Life has seen an incredible increase in users within the last few months and therefore has attracted the attention of international media. The game provides for an online-world in which numerous activities –chatting, flirting, shopping etc. are being made possible to the users. The players take part in the form of  avatars, pixel-figures that can be created and designed according to the wishes of the members.

    While in October 2006 the one millionth avatar has seen the light of the virtual world, by now (early April 2007) more than 5 million users roam the places and spaces of the alternative realm of Second Life. The idea behind the game is by no means new and merely marks the latest step in a development that can be traced back to early primitive computer games like flight and sports simulators.

    Whereas in most simulation games however only parts of „reality“ where isolated and converted into programs that were mostly played alone, in the late 1990s and the early years of the first decade after 2000 a whole new generation of games flooded the shelves of the games retailers which came as a result of spreading fast broadband internet connections and the possibility of real-time chatting. In Massive Multiplayer Online (Role-Playing) Games (MMO(RP)Gs) like World of Warcraft (WOW), in some aspects a predecessor to Second Life, a confined fantasy realm which is permanently online waits for the young players to be liberated of evil or good forces – depending on the side one aligns with.

    Here it becomes real what many authors tend to call „the end of geography“  and „the triumph of technology over space“ (Mosco 38). Heros from all countries in these games are thanks to the internet able to team up in Guilds and Clans and share „valuable“ items like swords and armours that can be found throughout these worlds and thereby improve their avatars. They are of course able to choose their identity – inter alia dwarves, humans, night elves and other races and classes can be deployed in the online-battles that are waged in the game twenty four hours a day.

    Second Life is not informed by a fantasy story like WOW –  it however addressed itself to the task to deliver its users a complete living space with a broad variety of possible actions and, what is even more important, social interactions designed to attract more and more users. Both games – Second Life will be dealt with in detail later in this term paper – are just the most successful top of the iceberg; online gaming has become a standard feature of most games that are put on the market. As a result, online communities  and new „social relations“ – the phrase is put in quotation marks with a clear intent here – are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies.

    The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure – online obligations. They are grouped in online „guilds“ that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters – which need to be advanced – they are outdone by other guilds or members of their own groups.  Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails.  The potential to lose contact with real life (rl as it is called among players) is massive; China has due the rising amount of highly addicted young players reduced the runtime of the servers, there have been even reports about deaths in front of the screen due to dehydration and lack of nutrition (Wikipedia, the free Encyclopaedia). If actually true, online worlds are not only places to live, but also to die.

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  • At a Loss: The Postmodern Quests in Thomas Pynchon’s „The Crying of Lot 49“ and Jim Jarmusch’s „Broken Flowers“

    term paper abstract, summer semester 2006, Potsdam university by Lars Dittmer

    this paper is building up on postmodern patterns of fragmentation, loneliness and disorientation. The Quest is a central storytelling technique – in times where traditional ways of living and social constellations fade and the grand narratives have lost their guiding functions, people have to „mind-map“ their own routes through a fagmentary world. The paper establishes the quest form in the 1966 book by Pynchon and draws lines of tradition to Jarmusch’s 2005 Browken Flowers.

     

    Table of Contents

    1. General Introduction  3

    1.1 Overview: The two stories  3

    1.2 Approach of this term paper  5

    1.3 From modernism to postmodernism  7

    2. Social fragmentation as a postmodern determinant  8

    2.1 Oedipa Maas: “They are stripping away, my men”  8

    2.2 Don Johnston a.k.a. Don Juan  10

    2.3 Drugs and unreliability  11

    3. To slow for a globalizing/ globalized world?  2

    3.1 Miss Maas and Mass Media  12

    3.2 “I was in computers”   13

    3.3. The United States as a setting  14

    4. Me against the system: anxieties and paranoia  16

    4.1 mind-mapping against the machine  16

    4.2 The non-solution to nothing  18

    5. Conclusion: Internet and Postmodernity  19

    6. Bibliography  20

    1. General Introduction

    „Hey”, said Oedipa, “can I get somebody to do it for me?”

    “Me”, said Roseman, “some of it, sure. But aren’t you even interested?”

    In what?”

    “In what you might find out.” (Pynchon 1966: 12)

    “I prepared the strategy. Only you can solve the mystery” (Winston in Broken Flowers).

    1.2 Overview: the two stories

    There is hardly a novel that outlines a cultural epoch as precisely as the 1966 published book “The Crying of Lot 49” (COL 49) by Thomas Pynchon. On barely more than one hundred pages probably every concept that has ever attributed to the set of ideas we today refer to as “postmodern”, can be identified. The book, that many describe as one of the most important post World War II novels, is a challenge in every respect: Pynchon’s dense and intricate style of writing with its often loose and disconnected sequences leave many readers baffled – what on the first glance seems a humorous and easy read on the second requires profound knowledge of American and European history and sketches a sometimes bleak and dreary picture of human isolation and paranoia. Nevertheless connoisseurs describe “The Crying of Lot 49” as his most accessible book.

    Thomas Pynchon as a person remains as mysterious as his novels – the fact that he never appears in public and discusses his books, leaves literary theorists room for interpretation and speculation. This is reflected in literature about Pynchon – there is hardly a self-respecting scholar of 20th century American literature that has not elaborated on his work: “Pynchon’s novels have lured literary theorists and critics to such an extent that they have spawned an industry” (Coale 2005: 135). But also to other artists he is a constant source of inspiration – as we will see, not only to writers like Paul Auster, Don DeLillo or Susan Sontag, but also to movie artists. Filmmakers like David Lynch, Quentin Tarantino or last but not least Jim Jarmusch constantly process postmodern elements and sujets – what started as “independent cinema” has – thanks to blockbusters like “Kill Bill”, “Jackie Brown” or “Mulholland Drive” – gradually entered the mainstream and is now being received by major audiences.

    But though postmodern elements in these movies can be isolated and discussed – sure enough, literature has dealt with most of them – a direct comparison with “The Crying of Lot 49”, one of the archetyps of postmodernism, would be barely fruitful, as the latter’s appearance equals a mystery novel. However, the 2005 Jim Jarmusch production Broken Flowers, starring Bill Murray, is arranged following a “Pynchonesque” quest pattern and can be therefore directly placed in this context; there are obvious parallels as to structure, story and background setting between the two pieces.  To discuss the elements that qualify Broken Flowers as a movie in this tradition will be the task of this term paper.

    At first it is necessary to deliver short synopsises of the two stories – many of the elements will be dealt with in-depth in the course of this term paper. The protagonist in COL 49, Oedipa Maas, “a suburban housewife and English major from Cornell” (Cornis-Pope 2001: 104), receives a letter saying that her ex Pierce Inverarity died and that she “had been named executor, or she supposed executrix,” (Pynchon 1966: 5) of his estate. She accepts the challenge that takes her “from her suburbanite home in Kinneret-among the Pines to the Echo Courts Motel in San Narciso, the housing estate at Fangoso Lagoons, the aerospace company Yoyodyne, the Berkeley campus, and the Greek Way bar in San Francisco. (Cornis-Pope 2001: 105).

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