War on the Floor
by
Tom Engelhardt
by Tom Engelhardt
You
come out of the subway at Times Square across the street from the
Gap and catty-corner to ESPN Zone, walk past the Drug Enforcement
Agency's temporary museum ("Freedom is… Drug Free!") with its "Target
America: Drug Traffickers, Terrorists, and You" show, stroll past
the New York Police Department's office, its name outlined in flashing,
red-capped, neon-blue letters, past the U.S. Armed Forces Recruiting
Station with the big-screen video ads over the door, and plunge
through traffic into thickening crowds before finally being swept
through the Toys "R" Us mega-store's automatically revolving door,
past a behemoth of an indoor Ferris wheel filling with children,
by the all-Lego, life-sized Santa Claus, by enough stuffed animals
to fill a mega-pound, and up the escalator you can already
hear the fierce roaring to the second floor where an animatronic
T-Rex at least a story high, its feet planted in ancient-looking
plastic ferns, its head swiveling, its serrated mouth opening, calls
out to… well, all of us, to an answering roar of onrushing customers,
standing guard as it is over the floor's well-labeled Jurassic Park
display area.
It's an impressive sight, made more so by the shock of brand recognition
and you're talking here about a father whose kids long ago
outgrew toys and who, though he had once written regularly about
the toy business, probably hadn't set foot in a toy store in a decade.
As T-Rex momentarily stills, I take in the action-figure landscape
in this near football-field sized area, just a small part of this
T-Rex of a toy palace. And here's the shock: Just about every action
figure I remember from my kids' childhood years is still here. Along
with a modest number of recent movie-themed figures (The Incredibles,
Lord
of the Rings, and Toy
Story), updated Lego sets of space aliens called Bionicles,
and a few modest brands I've never seen before like the Alien Racers
and Yu-Gi-Oh! (Japanese robotic monsters), there are endless old
friends and acquaintances from toyscapes stretching back decades.
Here are the Transformers, those adaptable Japanese robots from
the 1980s, and the Power Rangers (more Japanese transformable figures),
and Star Wars figurines, and Superheroes that, like Captain America,
reach back beyond my own childhood, and the Teenage Mutant Ninja
Turtles that once inhabited my son's floors, and that oldest war
toy of all, G.I. Joe, still fighting, as he was in the 1980s, the
evil COBRA.
It's as if I've staggered into someone's vast attic or a garage
sale of unbelievable proportions. Here, under a giant Spiderman
webbed to the wall and King Kong climbing a Lego Empire State Building,
is a strange panorama of the "landmarks" of what now passes for
history in the child's world, and an eerie reminder of how fully
that staple of childhood, war-play, has changed since I was a boy.
The
View from the Floor: the 1950s
In the early 1950's, my childhood years, boys (and some girls) spent
hours acting out tales of American battle triumph with generic fighting
figures; a crew of cowboys and bluecoats to defeat the Indians and
win the West; a bag or two of olive-green marines to storm the beaches
of Iwo Jima.
If ours was a sanguinary tale of warfare against savages in which
pleasure came out of the barrel of a gun, it was also a recognizable
part of a larger American story that could be found in any neighborhood
movie theater. There, we cheered as an enemy who looked nothing
like us dropped in his tens, hundreds, thousands before our blazing
guns, proof of the triumph of a distinctly American goodness.
On floors nationwide, we were left alone, without apparent instruction,
to reinvent such episodes in American history as we then knew it.
Who was good and who was bad, who could be killed and under what
conditions, were all an accepted part of a collective childhood
that drew strength from post-World War II adult culture.
As the Cold War progressed, however, America's faith in its manifest
destiny was slowly and unconsciously relegated to the world of the
child. That American children should have inherited a national tale
of battle triumph, just as European children had once inherited
rituals of knightly battle long discarded by adults, was not in
itself extraordinary. The surprise was that, after a 300-year journey,
such a triumphant story would, in barely a generation, pass wholly
into the realm of children; and then, in the wake of the Vietnam
War, leave the American Century altogether for space, alternate
Earths, medieval times, and worm holes leading elsewhere
as, by the time my children were growing up, their Christmas floorscapes
attested.
If, for a moment, you sink to the level of that floor and survey
the toy scene from there, you learn much about the true forces of
history; for there, increasingly in the last half of the previous
century, children led the way in the crucial battles, not for territory
but for market share on the frontiers of brand, style, and technology.
It was a war that put history, as we once knew it, to shame and
there's probably no better place to start than with a "fighting
man from head to toe," a "real American hero," G.I. Joe.
Joe
Hits the Beach: 1964
Joe was born in 1964, while, in Vietnam, thousands of American "advisers"
were already offering up their know-how from helicopter seats or
through gun barrels. In less than a year we would send in our first
large contingent of ground troops, adolescents who would enter the
battle zone dreaming of John Wayne and thinking of enemy-controlled
territory as "Indian country"; it was, as a recent James Barron
piece on Joe in the New York Times reminds us, "the year
that Ford Mustang, Diet Pepsi and Kellogg's Pop-Tarts also joined
consumers' vocabularies"; the year when a generation of children
began to play out familiar scenarios of American battle triumph
via the most popular toy warrior ever created.
His name, G.I. (for "Government Issue") Joe was redolent of World
War II, America's last total victory Korea was already "the forgotten
war" and utterly generic. There was no specific figure named
Joe, nor did any of the "Joes" have names. Joe initially came with
no story, no instructions, and no enemy because it had not yet occurred
to toymakers that a child could not be trusted to choose the right
enemy to pit against Joe.
In TV ads, Joe was depicted as the most traditional of war toys.
Little boys in World-War-II-style helmets were shown entering battle
with a G.I. Joe tank or fiercely displaying their Joe equipment
while a chorus of deep, male voices sang (to the tune of "The Caissons
Go Rolling Along") "G.I. Joe, G.I. Joe/ Fighting man from head
to toe/ on the land, on the sea, in the air." He could take
any landing site in style dressed in his "Ike" jacket with red scarf.
And he was a giant, too, nearly a foot tall. From the telltale pink
scar on his cheek to the testosterone rush of ad boys shouting "G.I.
Joe, take the hill!" he seemed the picture of a manly American fighting
toy.
Yet Joe, like much else in his moment, was not quite what he seemed.
Launched the year Lyndon Baines Johnson ran for president as a peace
candidate (while his administration was seeking a pretext to escalate
the war in Vietnam), Joe, though a behemoth of a toy soldier, was
also a doll.
Joe was, in fact, the spawn of Barbie, who took the fashion salons,
malt shops, boudoirs, and bedrooms not so long before he took the
beaches. He was the brainstorm of Stanley Weston, a toy developer
convinced that boys secretly played with Barbie and deserved their
own doll. Joe was designed as a thoroughly accurate military figure,
with a special "grip," an opposable thumb and forefinger, all the
better to grasp those realistic bazookas, and he was built with
21 movable parts so that boys could finally put war in motion.
In those days, everyone in the toy business knew that toy soldiers
were 3-inch-high, immobile, plastic or lead figures, and the initial
response to Joe ranged from doubt to laughter. But Joe confounded
them all, a warrior Adam created from Eve's plastic rib, a tough
guy with his own outfits and accessories, whom you could dress,
undress, and take to bed or at least tent down with, if you were
lucky to have that "bivouac-pup tent set" of his.
But none of this could be said. It was taboo at Hasbro, Joe's company,
to call him a "doll." Instead, the company dubbed him a "poseable
action figure for boys," and the name "action figure" stuck to every
war-fighting toy that followed. So Barbie and Joe, hard breasts
and soft bullets, the exaggerated bombshell and the touchy-feely,
scar-faced warrior, came to represent America's increasingly shaky
gender stories at decade's end, where a secret history of events
was slowly sinking to the level of childhood.
As the Vietnam years wore on, Joe slowly began to transmogrify.
His toy-DNA began to change. He came ever less a soldier. Protest
was in the air. As early as 1966, mothers in Mary Poppins outfits
picketed the New York toy convention, with umbrellas displaying
the slogan, "Toy Fair or Warfare?" and Sears soon dropped all military
toys from its catalogue. A nervous Hasbro began altering Joe's look.
He gained a beard and "flocked hair," lost his military edge, and,
in 1970, joined the G.I. Joe Adventure Team.
Now, just as Joe began to leave history behind, in various packaged
play sets he was linked up with his first real enemies, but they
weren't human. There was the tiger of the "White Tiger Hunt," the
mummy of "Secret of the Mummy's Tomb," as well as other assorted
carnivorous villains. For the first time, in those years of growing
adult confusion, some indication of plot, of what exactly a child
should do with these toys, began to be incorporated into titles
like "The Search for the Stolen Idol." Not only was Joe now an adventurer,
but his "adventure" was being crudely outlined on the packaging
that accompanied him.
This hipper new Joe had also begun to look suspiciously like the
antiwar opposition. By 1974, he had even gained a bit of an Asian
touch with his new "kung-fu grip." In 1976, under the pressure of
the increased cost of plastic (think first oil crisis here), he
shrank almost four inches, and soon after he vanished from the scene.
He was, according to Hasbro "furloughed," and as far as anyone then
knew, consigned to toy oblivion along with all those cowboys, Indians,
bluecoats and other historical figures.
In this, his fate was typical of what happened to the rest of child
culture in those years. It was as if Vietnamese sappers had reached
into the American homeland and blasted a story of battle triumph
almost 300 years in the making free of its ritualistic content;
as if the "Indians" of that moment had sent the cavalry into flight
and unsettled the West. In fact, no American entertainment form
could long have contained the story of a slow-motion defeat inflicted
by a non-white people in a frontier war. Instead, the forms simply
dematerialized as well.
By the time Saigon fell in 1975, children, like adults, existed
in a remarkably story-less, history-less realm which turned out
to be nothing but a boon for consumer culture, whose corporations
were ready indeed to set off for outer space, inner realms, Medieval
fantasy times, any place, in fact, that could produce product history
was incapable of assailing.
Joe
Faces Off Against "Terrorism": the 1980s
In 1977, George Lucas embraced the storylessness of the time. With
Star
Wars, he created his own self-enclosed universe in deepest
space and an amorphous movie past "in a galaxy far, far away." By
blasting war into outer space, he decontaminated it of its recent
history, his special effects giving the high-tech weaponry of Vietnam
a bloodless, sleekly unrecognizable new look. The blond Luke Skywalker
was barely introduced before his adoptive family high-tech
peasants on an obscure planet suffered its own little My
Lai at the hands of Darth Vader's Storm Troopers, and Luke set out
on an anti-imperial venture as a victim, not a victimizer.
Lucas did more. He almost single-handedly reconstituted war play
as a feel-good activity for children. With G.I. Joe's demise, the
world of child-sized war play stood empty. However, some months
before Star Wars opened, Kenner Products, a toy company,
agreed to create inexpensive, new-style action figures only 3 ¾
inches high, geared to the movie. Each design was to be approved
by Lucas himself.
The result was toy history. In 1978 alone, Kenner sold over 26 million
of these figures. By the early 1980s, as President Reagan launched
his "Star Wars" space defense initiative ("The Force is with us,"
he told his critics) and began to speak of the Soviet Union as an
"evil empire," children's TV became a Star Wars-like battle
zone in which outnumbered teams of teenaged rebels daily faced down
Vader-clones in bloodless machine-versus-machine battles.
Still, the world of war play was distinctly underpopulated on Earth,
if not in space. About the time Reagan came into office, Hasbro
began to consider resuscitating G.I. Joe. As the company's executives
were aware, the toy retained remarkable name recognition among young
boys (who had inherited hand-me-downs from older siblings) and their
parents. The question was: What would Joe be? At first, Hasbro considered
just marketing "a force of good guys," but times had changed. According
to H. Kirk Bozigian, then the company's vice president of boys'
toys, "The [toys] trade said, ‘Who do they fight?'" Hasbro's research
with children confirmed that this was a crucial question.
In fact, blasting an action figure into a world in which, as Bozigian
put it, "there was a fine line between the good guys and the bad
guys" called for considerable grown-up thought. Although Joe was
to gain the tagline, "a real American hero," the company's G.I.
Joe R&D and marketing group ("all closet quasi-military historians")
early on reached "a conscious decision that the Soviets would never
be the enemy, because we felt there would never be a conflict between
us." In this way, Hasbro's toymakers did a better job of predicting
the direction the Cold War was to take than did the CIA or the rest
of our government. They had, in a sense, more at stake in being
right.
Instead of the Russians or their surrogates, they chose to create
a vaguer enemy and in this, too, they were remarkably predictive.
That enemy was a bogeyman called "terrorism" and it took the form
of COBRA. (Today you could substitute "al-Qaeda.") COBRA was an
organization of super-bad guys who lived not in Moscow, but in
gasp Springfield, U.S.A. (Hasbro researchers had discovered that
a Springfield existed in every state except Rhode Island, where
the company was located.)
But teams of good and bad guys weren't enough any more. Children
needed context now that all those old landmarks of history had somehow
vanished. So a "history" had to be written for these pre-planned
figures; what the toy industry would come to call a "backstory."
A Marvel comic book series lent the toys an ongoing story form,
while Hasbro pioneered using the space on the back of each figure's
package for a collector-card/profile of the enclosed toy. Now each
Joe would carry the story into the home on his back.
In story and style, the Joe's and their enemies left history behind
for some alternate or future Earth and they disported themselves
with bulked-up weaponry and a look that befitted not so much "real
American heroes" as a set of superheroes or supervillains in any
futuristic space epic. Take "enemy leader, COBRA Commander." Faceless
in Darth-Vader style, his head was covered by a hood with eye slits,
reminiscent perhaps of the Ku Klux Klan; his body was encased in
a torturer's blue jumpsuit, leather gloves, and boots. He was an
enemy uncoupled from history, whose "dossier" included this information:
Total control of the world… its people, wealth, and resources
– that's the objective… COBRA commander is hatred and evil personified.
Corrupt. A man without scruples. Probably the most dangerous man
alive!
Launched in 1982, the new G.I. Joe was to prove the most successful
boy's toy of the period. By the mid-1980s, Joe had an afternoon
animated TV show that put special-effects battles with COBRA constantly
within the child's field of vision. After Joe, all war play on "Earth"
would be in the same fantasy mode. Carefully identified teams of
good and bad figures, backed by collector's cards, TV cartoons,
movies, video games, books and comics, as well as hosts of licensed
products, would offer an over-elaborate frame of instruction in
new-style war play. Each set of toys would come with its own context,
its own history, its own landmarks set in its own carefully delineated
universe.
Joe, part of an extraordinary explosion of entrepreneurial life
force in the child's world, also helped transport "war" into an
unearthly commercial space. The enemy, once the most solid and serious
of subjects, now became a vague and fragile, if menacing, construct
even, on occasion, a running joke. The COBRA organization, as
described by Hasbro's Bozigian, was, for instance, made up of "accountants,
tax attorneys and all other kinds of low lifes that are out to conquer
the world." Everywhere the boundary lines between the good team
and the bad team, similarly armed, similarly togged out, similarly
muscled up (in the post-Vietnam manner of Sylvester Stallone's Rambo
and the present Governor of California's Conan the Barbarian), similarly
menacing looking, threatened to collapse into a sameness. For the
first time in American history, in this new war-play universe, you
did need a scorecard to tell the players apart.
Joe
and the Enemy in the Basement: Christmas 2004
By the mid-1990s, hundreds of millions of action figures after his
rebirth, the war toy that had outlasted the American war story found
itself winded and lagging behind in the increasingly bizarre universe
of children's war play. Finally, those little Star Wars-style
figures, Joes and COBRAs alike, simply ran out of steam, and Hasbro
stopped producing them. The company retreated to putting out realistic-looking
battle figures in the old 12-inch style, mainly for nostalgic grown-up
collectors who had played with the giant Joes of the Vietnam era
in their own childhoods. (Such a line could still be seen at Toys
"R" Us this week, ever updated to include not just a "Marine Squad
Leader" but a Joe "Firefighter" to commemorate 9/11.)
Joe, however, really does turn out to be the leading representative
of the undead in the toy world. He refuses to stay in his grave.
In recent years, little Joe and his COBRA enemies, like
any number of 80s toys, have returned to the shelves. Tiny Joes
were on display on the second floor of Toys "R" Us this week, a
whole wall of them brandishing their weaponry amid the roaring of
T-Rex and the screaming chaos of brands from all sorts of recent
pasts, none, other than Joe's, of a faintly earthly variety.
From a plethora of $6.95 two-figure packs, each with a Joe and a
Cobra inside, I picked out a pair: The first pitted the Joe Team's
Kamakura,
a masked swordsman and "sole heir to the Arashikage ninja secrets"
against Destro,
a steel-masked, silver headed, pumped up COBRA arms dealer; in the
second, the heroic (and busty) counterintelligence agent Scarlett,
skilled in the crossbow and enswathed in a tight-fitting green-and-gold
exo-body suit faced off against a Sand Scorpion, clothed in a handsome
black, grey, and brown exo-skeleton with a venom-spitting, "biomechanical
scorpion" ready to be mounted on his back. (He represents, the package
said, part of "a fearsome new threat from the evil COBRA organization.
Dr. Mindbender has joined the DNA of COBRA fighters with that of
the Earth's most savage creatures, creating hybrid warriors with
dangerously superior fighting skills.") And so it goes on, four
decades after Joe was born, except for one small thing. Just beside
the alluring promise of a "removable attack DRONE!" on Scarlett's
package is a signal of genuine product vulnerability: Hasbro recommends
the toy for "Ages 5+."
In my childhood, children could still be found playing with toy
soldiers right up to the edge of their teenage years. In the half-century
since, the window for such toys, like so much else in the child's
life, has narrowed. Such play now has to begin at five, if not earlier,
because by nine, if not well before, the video-game screen has captured
the child's game-playing attention and the floor, with its objects
to be sorted and arranged according to scenarios still left at least
in part to the individual imagination, has lost its interest. As
Palavi Gogoi has written in
Business Week, the screen takes the child hostage at
ever earlier ages: "[T]he choice of games shifts pretty dramatically
as soon as the kids turn 6. In youngsters aged 6 to 8, 40% favored
playing outdoors, and 30% preferred video games. Playing with toys
dropped from 25% for kids under 5 to zero interest after the age
of 9."
This time, Joe and his cohorts have returned, it seems, because
it's too expensive and too difficult to launch new brands to capture
a shrinking market. The Joe's of the toy world are now evidently
losing the real war the product war. "Hasbro's core brands, which
include GI Joe, declined 4.5% in the first three quarters of the
year," writes Gogoi. "Overall sales of toys, video games not included,
are down 3% year-to-date, according to NPD Funworld, a consumer-products
research firm. Children are increasingly turning to more grown-up
kinds of entertainment." The enemy, it happens, isn't in Iraq or,
for that matter, Springfield, USA. It's only an escalator ride away,
two floors down past screen-implanted walls showing classic toy
ads from the 1950s and 1960s (which now radiate a Golden Age aura
of nostalgia)… down, down to the basement, around a display of two-foot
long, remote-controlled Hummers ($99.99 with here's a lovely
irony rechargeable batteries) that offer the promise of "real
off-road action" ("not recommended for children under 8 years of
age"), and into the beeping, bleating "R" Zone. Here, video games,
which are leaping off the store racks this year, seem to reproduce
asexually, and a plethora of new product abounds. Onscreen overhead
flash ads for John Madden NFL Football and Halo
2, Midnight Madness, a sci-fi first-person shooter game from
Microsoft with a cybernetic hero that sold 2.4 million copies on
its release day.
Here then, for the Joe's upstairs and their toy companies, is the
enemy. Even as Hasbro promises screen support for its G.I. Joe line
("Valor vs. Venom, The Movie, coming to DVD/UHS this fall"),
the screen has stolen a march on war on the floor and captured American
children en masse. And it's down here that, if you squint, it might
almost seem like actual history had returned to the child's life.
After all, you can find packaged war games ranging from World War
II's Medal of Honor, Frontline ("Armed to the teeth with
18 authentic World War II weapons… Outgun hundreds of Nazi soldiers")
to a spate of new Vietnam video games including Shellshock: Nam
‘67 ("a smell of napalm in your Xbox") and Vietcong: Purple
Haze in which you "experience the Vietnam conflict as a soldier
assigned to lead a squad of U.S. Special Forces running recon missions
deep into enemy territory" and are instructed to "utilize any means
necessary to control key enemy territory." You can be even be a
Full Spectrum Warrior in a video game "based on a training
aid developed for the U.S. Army" and blurbed on the package as "the
most intense and shell-shocked war game we've ever played."
Or you can enter the near future, where many of the more "realistic"
games tend to take you and become, for example, a member of the
elite Delta Force in Shadow
Ops: Red Mercury which has a vividly colored mushroom cloud
on its cover. "You are Frank Heyden," reads the description, "an
elite operative chasing a weapon of unspeakable destruction. From
chaotic Syrian streets to the jungles of the Congo, you must track
down and disarm a device known only as red mercury." At your fingertips
are "more than 20 authentic general military and special forces
weapons."
But even here in the jazzy Xbox part of the Zone, in the same row
on the rack that holds Vietcong, Purple Haze and Shadow
Ops, Red Mercury and so sends you into Vietnamese rice paddies
and those Syrian streets armed to the teeth, I notice Raw
(a wrestling game), Sonic Heroes (an animated cartoon game),
Star Wars: Knights of the Old Republic, Silent Hill 4:
The Room (horror and monsters), Tiger Woods PGA Tour 2005,
and Teenage Mutant Ninja Turtles 2: Battle Nexus, while above
and below are X-Men Legends (mutant superheroes), MX Unleashed
(a motorcycle racing game), Sudeki (a fantasy role-playing
game), and True Crime, Streets of LA, to name but a few.
It's a vision of "American history" as it now exists in the Zone,
no matter which rice paddy or Syrian street you may be in at any
moment. It represents a journey into an age of confusion filled
with battle galore but with no landmarks at all, presided over by
the entertainment conglomerate and the video-game company. No wonder
many grown-ups, at least, yearn for a simpler more clear-cut world
filled with the recognizable landmarks of an older time.
Landmarks
of What?
In my own pre-Joe childhood in the 1950s, I spent endless hours
devouring a series of histories for the young that were marketed
under the general rubric of The Landmark Books. Much as I
loved them, I never gave their series name a moment's thought. Now
it seems to define another age. The books focused on world conquerors,
world-altering battles, and figures like Ben Franklin and Wild Bill
Hickok, who had, we were assured, made American history a march
of freedom across a continent. At that moment of commercial transformation,
history was still imagined in America largely as a triumphant processional,
a kind of grand tour of a landscape filled with communally agreed-upon
"landmarks."
But by the late 1960s, the landmarks of our past had come into dispute
and from then on, a couple of assassinations, the fall of the Berlin
Wall, and the attacks of 9/11 aside, nobody could agree on the salient
features of the second half of the American century unless, that
is, it was to be thought of as the century of consumerism. After
all, few would now argue about that century's landmarks from
Ford's flivver to Gates' Microsoft operating system if thought
of solely in commercial terms. In fact, you might say that the history
of the ice-less icebox, the horseless carriage, the instant meal,
the self-service grocery store, the telephone, television, VCR,
and computer is the only history left standing in the new century,
the real context for the world of children's play, the true history
that surrounds G.I. Joe's remarkable four-decade-long saga.
Without that context, those landmarks, writing an American history
text that takes you from the 1950s into the 21st century is a daunting
task indeed. (The only successful attempt I've seen is, fittingly
enough, a book called An
All-Consuming Century, Why Consumerism Won in Modern America
by Gary Cross.) This has driven the right nuts and they have targeted
liberals and the left for the damage they feel has been done
hence the culture wars and the history wars and tried to prescribe
as well as proscribe what books should be read or taught, what should
be seen or heard. But looking up from the child's room over the
same years, Joe's years, it's clear that they are attacking the
wrong people and shouting at the deaf.
Both right and left have been deeply disturbed by the way our commercial
century, in the form of the screen and the ad in particular, has
colonized every previously private or sacred space (home, school,
church, the family, the bedroom, the body) and many have focused
on the details the "violence" and mayhem of video games, the
sight of Janet Jackson's pre-prepared nipple or Nicollette Sheridan's
naked back. Neither the right, nor the left has, however, been particularly
successful at coming to grips with the way consumerism has spent
an American Century's worth of time breaking all boundaries of time,
space, and desire.
If today you really wrote a landmark history of the last century,
the conquerors would seize our time, communities, purses and emotional
valences; the great battles would be for market share and property
rights globally; the freedom-givers would offer that most modern
of freedoms, the right to choose among many channels, catalogs,
brands, and the shifting identities that go with them. Of course,
the landmarks of the year 2004 aren't to be found in any book, but
in the swooshes on our sneakers, the apples on our computers, the
Mickey Mouses on our T-shirts, the golden arches that soar over
our heads, and that "real American hero" on the child's floor. So
ignore media arguments about what books should be read and what
history should be taught and take a good long look from that floor
to the screen in your house.
Out here, in the cyber-marketplace, all history has been superseded
by a new kind of story-telling. On that child's floor and on the
various screens of childhood are a set of "stories" for straight
shooters, largely barren of historical context, reflecting mainly
the stripped-down global-selling environment from which they arise;
so insular (yet all-encompassing and well-armed) are they as to
be both conquering heroes and nothing at all.
G.I.
Joe as President
In our politics, it would perhaps not be too strange to say that
G.I. Joe in his original incarnation has, at least for the moment,
won. We have a "real American hero" for President, though what exactly
he ever did that was heroic no one can quite say. In his appearances
before the troops, togged out in specially prepared military outfits,
whether struting
across the deck of the U.S.S. Abraham Lincoln ("Mission
Accomplished"), dropping
in on Baghdad International Airport for Thanksgiving, or more
recently visiting
the Marines at Camp Pendleton, he's had the
eerily familiar look of a well-known fashion doll, a "hero"
with a distinctly hidden history. He represents, and plays upon,
a nostalgic yearning for that landmark-filled world that the first
Joe almost missed, a world in which things did indeed seem more
solid, less market-driven, and somehow clearer (at least to the
young); and in that spirit and that language he's sent off young
Americans on a fool's task in Iraq, boys and girls who grew up on
a history-less diet of "stories" filled with teams of "good guys"
and "bad guys." Our troops in Iraq represent the first video-game
generation, kids who spent their teen years ramping up their weaponry
in outer space as on Earth. Perhaps then it's not surprising that,
trapped in Iraq, they now speak of the enemy familiarly as "the
bad guys."
But as any video-game "Zone" will tell you, as Joe's own history
indicates, that old world of "landmarks" is long gone and that
would have been so even if the invasion of Iraq had been a success,
even if Syria and Iran had fallen like ten pins, even if the world's
oil supplies were secured for us for generations to come. What the
culture wars and the history wars and all the rest of the angry
buzz hardly touch, what George Bush has no way of saying, is that,
for decades, our world has been continually dismantled and restructured
in a way that spells a kind of defeat. Like Joe in the Vietnam years,
our President has a hold on our nation, but you can't spend two
hours in a toy palace and not think that he won't, in the end, go
the way of the giant Joe.
The
automatic revolving door, spinning ever so slowly, disgorges me
from that temple of toydom, my two sets of G.I. Joe figures in hand,
and back onto bustling Broadway. Far overhead is a darkening winter
sky above a street that, as it has been for more than a century,
is ablaze with advertising light. Across the way, the Army recruitment
office is closed but its screen is still playing dazzling mega-ads
24/7. I stand a minute in the nippy evening air and watch as begoggled
soldiers in all-white outfits and skis zip across the screen, not
wearing exoskeletons perhaps not yet anyway but hardly less
exotic-looking than Storm
Shadow or so many other COBRAS and Joe's; just as, in this very
neighborhood, you can often catch sight of the New York Police Department's
heavily-armed HERCULES teams, specially stationed at "landmarks"
and tourist attractions, togged out in full tactical gear, including
the sort of dark helmets and heavy body armor that might leave them
at home anywhere in outer space or possibly as the bad guys in some
near-future shadow-op scenario.
The
military and our increasingly militarized police look ever more
like something out of an off-Earth video game or a comic book. They
and the toy and video-game companies grow ever closer. (The Army
is reportedly even patterning
a new, fast-loading assault rifle on Hasbro's popular Super
Soaker Water Gun.) Perhaps it's not that history, in the form of
the military, is returning to the child's world, but that the exotic
look first developed in that world is about to seize history by
the throat with mayhem in mind.
December
20, 2004
Tom Engelhardt [send him
mail] is editor of TomDispatch.com,
a project of the Nation
Institute. He
is the author of several books, including The
Last Days of Publishing: A Novel and The
End of Victory Culture.
Copyright
© 2004 Michael Schwartz
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