VISIONARIES OF FILM: David Fincher

Anarchy Unleashed: The Game

I don’t care about the money. I’m pulling back the curtain. I want to meet the wizard.
- Nicholas van Orten


I am convinced The Game is Fincher’s version of a horror story. But where conventional horror derives its scares from external sources (e.g. ghosts, monsters, etc), this film generates fear from subjectivity. It molds – nay, cajoles – the audience into the headspace of its main character only to begin contorting the perceptions of said character. And as the protagonist begins to question preconceived notions of reality, we as the audience are inevitably entangled on the same journey of deception and chaos.

In this sense, The Game reminds me of films such as Polanski’s Rosemary’s Baby and Kubrick’s Eyes Wide Shut. These films eschew grandiose plot twists and extravagant set pieces. Instead, they toy and tease using the familiar, the recognizable, the reliable. When Rosemary moves into her new apartment – and not to mention, a new city – we can’t help but see the new environment through her eyes. Indeed, we project ourselves into her viewpoint and begin to empathize with her situation. Similarly, Dr. Bill Harford goes through his journey while experiencing an understandably curious set of coincidences. In essence, his doubts mirror our own as the stakes are continually raised. So when these established settings, incidents, and motives are called into question – and the perception of the characters upon which we as the audience rely begin to falter – how can we feel anything but fear and doubt? How can we feel anything but an absolute sense of helplessness, of impending anarchy?

It is this sense of unreliable narrative from which true fear stems. Who can we trust? Where can we go? How far will we go to find the truth and most importantly, what will that cost? We can’t fully grasp what we’ll experience next; and we always fear what we do not know.

The premise of The Game relies heavily on this distinction between what the audience thinks it perceives and what it actually perceives. Indeed, this manipulation of knowledge and viewpoint is what breeds the tension throughout Nicholas van Orten’s journey. It all begins innocently enough – little brother Conrad signs Nicholas up for a game. This will be the best birthday present ever, he promises. But when curious people and events oddly intersect in his prim and proper life, Nicholas can’t help but believe something more sinister is at work than just a “game.”

Much like the apathy and subsequent chaos bred throughout the city in Se7en, The Game constructs a similarly chaotic world in which rules are broken as easily and as swiftly as Fincher desires. By all measures, Fincher paints the San Francisco we see in the film as a genuine city, one with norms, rules, and consequences. And yet, like in Se7en, we find ourselves drawn to the anarchist in the story, rampaging through this city with an agenda of his own. He has no regard for the laws; he’s after a higher purpose. In this sense, both Se7en and The Game seem to argue that in extreme circumstances – situations in which a character feels overly compelled to take action regardless of social acceptance – characters conquer a personal weakness at the expense of social understanding.

It’s interesting to note here that both these films share this common thread of socially disobedient males. The big distinction however, lies in who we as the audience are so quick to label “hero” and “villain.” Where Se7en paints Doe as the harrowing, albeit quasi-sympathetic, antagonist to the hero cops, The Game features no conventional villain. Indeed, I would argue that in The Game, the anarchist to society – the very same person showing absolutely no regard for public safety and social order – is actually the protagonist. So with the primary conflict driving the story taking place within its protagonist’s own head, the film has absolutely no need to construct an external villain. Indeed, the inclusion of an antagonist would add nothing to the story and in fact, detract from Nicholas’ own journey.

This chasm between anarchy and acceptance, between hero and villain, is an important fulcrum in Fincher’s world. Why are we so much more inclined to sympathize with Nicholas van Orten than John Doe? Both men live alone in their own desolate bubbles. Both men view the worlds in which they work, interact, and live with a certain sense of disconnect. Driven to madness, Doe begins killing other inhabitants in society to reach a higher truth, a greater purpose. Driven to madness, what does Nicholas do except threaten the very same thing?

Fincher’s fascination with the male ego and its extreme costs from a social acceptance perspective drives the early portion of his cinematic career. Notice here that I did not include any discussion regarding Christine, the female lead in The Game. This choice was made not out of preference but necessity. For all intents and purposes, Christine acts as little more than the catalyst to spark Nicholas’ transformation from cold mogul to generally warm and fuzzy man. This treatment of the female lead is not too dissimilar to Tracy’s treatment in Se7en. Indeed, Fincher is primarily interested in telling stories featuring ambitious, conflicted males and their slow and painful disconnect with those around them. And what better way to cut through all the macho-man crap than using a beautiful woman?

Soon enough, we’ll see the ultimate culmination of this male-angst-meets-disarming-woman formula…