Arcade project: Michelle Kuo on Space Invader.
Kuo, Michelle
WE'VE PLAYED this game already. From the cold war to the
so-called war on terror, geopolitical tactics are sold to the public as
science fictions. Reagan's Star Wars missile-defense program left
behind a mythology of evil empire that persists today, even if our
adversaries are no longer clear-cut targets but Bush's
"shadowy networks." Space Invader, the notorious Paris-based
artist, engages in another kind of global gambit--one modeled on the
eponymous 1978 video game of alien invasion. For eight years, Invader
has delivered a sly send-up of both anachronistic
"us-versus-them" scenarios and newly networked, decentralized modes of war and art.
Walking over the Brooklyn Bridge, you can catch a glimpse of
Invader's ludic bid for world takeover. About halfway across, a
small grid of ceramic tiles in hyper-saturated tones of red, black, and
turquoise (NY_73, 2003) appears, affixed to a beam that hangs
precipitously over the coursing traffic below. Popping to the foreground
is the unmistakable figure of an enemy "alien" from the Space
Invaders game. With the bravado of old-school graffiti writers, Invader
has made his mark--covertly and in a site of physical danger. More
precisely, he has "invaded" the city: The ersatz pixels form
the phrase "I [invade] NY II," with the alien icon functioning
as verb in this farcically bitmapped rebus.
Beginning near his studio in Paris in 1998, the artist has
infiltrated thirty-five cities with more than two thousand such
customized tags, affixing them to walls, monuments, bridges, subways,
and highways. The works are almost all illegal and placed without
consent. Neither the interior of the Louvre (Invasion du Musee du
Louvre, an infamous hit in 1998) nor Istanbul's Blue Mosque
(IST_04, 2003) has been spared. Removal by local authorities or irate
property owners is an ongoing threat, to which Invader responds with
extrastrong adhesive; for him, "Nothing lasts forever, but if a
thing's worth gluing, it's worth gluing well!"
Accordingly, the artist remains anonymous, known only by his alias. But
such insurgency hasn't stopped Invader from inserting his work into
gallery circulation. Most recently, he participated in "Spank the
Monkey" (on view through the first week of this month), a group
exhibition that brought together works by Barry McGee, Banksy, Takashi
Murakami, and other artists tied to postgraffiti or street-inflected
practice at BALTIC Centre for Contemporary Art in Gateshead, UK. In 2005
he had solo shows at Sixspace in Los Angeles and Galerie de Bellecour in
Lyon, France.
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It is this triple threat of craft, sabotage, and branding that
defines Invader's project and its postgraffiti milieu. Such
contradictory endeavors intertwine material and immaterial labor,
contravention and convention, in a way that suggests the uneasy
co-optations of youthful rebellion and visual culture by our
military-postindustrial complex. Craft, in particular, might seem a far
cry from the rhetoric of war games and digital simulation--but
Invader's superannuated materials actually suggest parallels
between recent histories of imaging technology and advanced art. His
carefully assembled ceramic units point as much to the obsolescence of
low-resolution graphics as to the fate of the modernist grid. The
archaism of the mosaic tiles alludes to a time when pixels were
palpable, crudely oversize bitmaps of the eight-bit CPU (the hardware
"brain" of first-generation arcade and video games). At the
same time, the artist's geeky, outmoded "technology"
recalls the systemic geometries of Ellsworth Kelly or Francois Morellet.
Invader invokes the endless permutations possible in digital graphics
via the methodical redistribution of colored pixels within a raster
grid. In fact, he has combined the original four Space Invaders alien
characters to generate thousands of slightly different variations.
Combinatorics thus replaces composition. It also supplants facture: The
grids resemble less the gestural script of the graf writer than the
"monochromes" resulting from police painting over graffiti
itself.
And yet these affinities between street and high abstraction are
elective. For Invader's pieces also blow up historical insecurities
about the modernist grid--underscoring the constant peril of its
devolution into decoration or architecture. His installations always
threaten to become ornament or environment. Witness, for example, the
sixty-foot-long frieze of eighty-four green-and-white-tiled aliens along
a Parisian fence (PA_698, 2006), or the mural-size mosaic LA 64, 2002,
executed on the side of a building on Melrose in an audacious overnight
campaign. In NCL_26, 2006, at BALTIC, the artist takes over an enormous
window with square stained-glass modules--charting yet another medium in
which to figure the video game's pixels. The work plays upon the
fine line between figure and ground, pattern recognition and its
camouflage. From a distance, the gestalt of the alien figure coheres;
from inside the building, one perceives instead the glass's
thickness, its metal frames, and the vista beyond.
Such manipulations of scale and substance are not just pictorial
parameters--they are central to Invader's guerrilla maneuvers,
which are, after all, a form of sabotage: "I've developed all
kinds of techniques so I can adapt to different contexts, like how busy
the spot is, when the invasion takes place, the size and weight of the
Invader, how high up the wall it's going to be." His pieces
often refer to their own illicit presence, as when they score a place
right next to or literally on surveillance cameras, or when a
character's "eyes" seem to cast a cheeky sideways glance
at unsuspecting passersby.
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Vandalism, then, emerges as a mode of public address--as one of the
last remaining collective activities taking place in urban space. In
recognizing this unlikely arena of exchange, Invader, through his
collaged mosaics, seems to extend the task of 1950s decollage and its
confrontation with the streets of Paris as an embattled territory of
propaganda, advertising, and defacement. But, in opposition to the
decollagistes' double removal (anonymous vandals' tearing of
posters and artists' subsequent appropriation of what remained),
Invader's attacks are additive. Endless proliferation and dispersal
become key stratagems. When he invades a city--a process that takes at
least two weeks--he aims to cover sites throughout the entire
metropolis. While Invader refrains from personally directing others to
follow in his footsteps, he does distribute "Invasion kits" of
tiles and templates--spawning DIY assailants running their own furtive
missions in cities the artist has never visited.
After striking a city, the artist documents the location of each
Invader piece. To date, he has designed "Invasion Maps" for
fifteen cities across the globe. The maps are printed and circulated in
their respective locales, serving as a record and a guide for potential
audiences. In the atlas Attack of Montpellier, 1999, this peculiar
cartography is pitched as a set of instructions for still another game:
Players can score points by tracking down specific Invaders in the
French city within a set time limit. The maps all push this trope of
scavenger hunt-turned-military operation, brilliantly mimicking the
visual style of the war room (bright-green-on-black computer renderings
for Invasion of Geneve, 2000; beige camouflage in Invasion in Avignon,
2000). The artist recasts the city as a field for subterfuge--a terrain
ripe for "re-invasion" by spectators armed with Invasion Maps,
but also a minefield in which Invader icons have been planted where they
will catch pedestrians by surprise. Visual pitfalls abound. Pieces
materialize underfoot, on the horizontal plane of the street (the artist
has even made sneakers that leave alien imprints behind); the tiles turn
up in settings both gentrified and derelict. Again, it's easy to
draw a parallel between these spatial diversions and a Parisian
precedent--this time, the Situationists' alternative geographies.
But the Invasion actually shares more with Guy Debord's Kriegspiel
war game, itself a gridded territory for opponents to struggle over.
Invader grants himself a certain number of points for each installation
(depending on its size, composition, and site), and he claims he has
spent his entire career "traveling from city to city with the sole
objective of getting a maximum score." This is derive as empire
building.
Indeed, Invader's campaign shrewdly reenacts the axiom that
where imperial ambition goes, multinational capital is never far behind
(or beats it to the punch). So the routes he plots also evoke the flow
of tourism. Ceramic and resin replicas of Invaders are available for
purchase, the ultimate souvenir. "Invasion Maps" are likewise
sold in editions through galleries and the artist's website,
creating a warped variant of sightseeing as consumption.
Of course, what could be closer to the pervasive drift of global
consumerism than a ubiquitous logo like Invader's? Graffiti meets
branding in a partnership that is by now familiar: Increasingly, urban
art's yen for self-multiplication has transitioned from handpainted
signage to the easily reproduced stencil or sticker. The collaborative
procedures of the postwar avant-garde return as viral marketing. Shepard
Fairey initiated similar tactics of network distribution for his
now-omnipresent Obey Giant emblem (the abstracted black-and-white image
of Andre the Giant) more than fifteen years ago; he was one of the first
wave of street artists who repositioned themselves as graphic designers
and bona fide admen. This group could be extended to include artists who
provocatively merge the visual language of postgraffiti with hipster
retailing--including Ryan McGinness, Dave Kinsey, Geoff McFetridge, or
any of the artists associated with the cult magazine Arkitip.
To homogenize Invader and these peers would be misleading, though.
His is a logic of aggressive expansion, a literal allover, that still
lays claim to the renegade disruption of daily life and its institutions
(think Daniel Buren's early affiches or those of May '68,
crossed with the rampant Cheshire smiles of Monsieur Chat). Invader
insists on a flagrant contravention of the law that many others have
abandoned. Yet for him a run-in with the police is just "part of
the game. Then it's a case of 'go to jail and miss three
turns!'" Which suggests that what sets Invader apart are the
rules of his engagement. Recently, he has turned to the Rubik's
Cube. Manually solved by the artist, the handheld puzzles become the
medium for new constructions both outdoors and in. A solipsistic
exercise, perhaps, but one that resonates with the original Space
Invaders itself. Tomohiro Nishikado's video game was based on
scrolling unfixed targets and a potentially endless playing time, an
opponent whose reserves were implausibly inexhaustible. Like this absurd
sortie, Invader's project entails a bombardment without limit, an
occupation without real conquest.
Theorist Samuel Weber has recently located the difference between a
"net" (an "indeterminable complex of relations") and
a "net-work" (a deliberately defined set) in the potentially
lethal activity of targeting, which transforms the former into the
latter. The Invasion begins to resemble the nether region between the
two. The artist's "network" remains in arrested
development: If he performs a kind of targeting, it is an act that has
no closure, no calculated enemies to beat or ground to gain, no binary
of victory/defeat. Against a world that would have it otherwise, Invader
doesn't simply go for a win or a loss: He gives the game away.
MICHELLE KUO IS AN ART HISTORIAN AND CRITIC BASED IN CAMBRIDGE, MA.
(SEE CONTRIBUTORS.)