Finding Fanon Part Two
Larry Achiampong & David Blandy
(2015, 09’13’’, colour, sound; language: EN)
Credit: Commissioned by Brighton Digital Festival, Supported by National Lottery Funds through Arts Council England; Produced by Artsadmin.
The video will be available to watch starting from December 1st, 2020.
Finding Fanon Two collides art-house cinema with digital culture’s Machinima, resulting in a work that explores the post-colonial condition from inside a simulated environment – the Grand Theft Auto 5 in-game video editor. This video work combines several stories, including how the artists’ familial histories relate to colonial history, an examination of how their relationship is formed through the virtual space, and thoughts on the implications of the post-human condition.
More info on the project: http://davidblandy.co.uk/finding-fanon-trilogy-video-links
Larry Achiampong's solo and collaborative projects employ imagery, aural and visual archives, live performance and sound to explore ideas surrounding class, cross-cultural and post-digital identity. With works that examine his communal and personal heritage – in particular, the intersection between pop culture and the postcolonial position – Achiampong crate-digs the vaults of history. These investigations examine constructions of ‘the self’ by splicing the audible and visual materials of personal and interpersonal archives, offering multiple perspectives that reveal entrenched socio-political contradictions in contemporary society.
https://www.larryachiampong.co.uk/
David Blandy has established his terrain through a series of investigations into the cultural forces that inform and influence him, ranging from his love of hip hop and soul, to computer games and manga. His works slip between performance and video, reality and construct, using references sampled from the wide, disparate sources that provide his (and our own) individualist sense of self.
http://davidblandy.co.uk/
In the second episode of the Finding Fanon trilogy (2015-2017), the artists render the conversation alive through machine animation. Departed from their selves and self-objectified, temporality and locality are sidelined as the artists wander through a virtual deserted universe where the future seems to be in the process of construction. The two explorers are now avatars. Their physical appearance and their clothes recall those of the protagonists of the first episode. Yet the world in which they exist is an empty game level, where they run in search of a different space, where the sunsets are the most beautiful they have ever seen: a promise/premise for decolonization.
“What if Fanon’s message was not simply one of love, but a warning of the impending reality that we are asleep also? Wake up my friend; let us search for the answer.”
In this episode, like the first, a mix of personal confessions and theoretical questions show how coloniality continues to shape the present on a planetary level, directing our seeing, thinking, feeling, perceiving. Fanon’s message sounds to the artists like an invitation to fight back against reality and enact a dream of emancipation in a world abandoned by but not totally free from hidden systems of control. Moving toward the intersection, the two avatars create a new scene. The world they cross is the simulated world of Grand Theft Auto V—one of the most famous and profitable video games of the last decade, produced by white people to satisfy a white market. In this appropriated and re-edited edition, the critique of the gamification of the world—again with its racialising logics—materialises in the proposal of a possible form of resistance: an alien form that cannot be appropriated.
Their existence in a virtual world is not merely an act of transposition. They are not transplanted, they are totally reconfigured, immersed in a process of re-origination inside and through the technology, which suspends—rather than re-actualises—the trap of power. They are not being played in the game, they are playing.
Are they moving to find, as Fanon did, a more comfortable place—even if it is somehow troubling? Which kind of place is the space of digital gaming? This video suggests that it is a space to be inhabited and to be hacked. Is the new world more comfortable? The avatars escape and hide, but still find themselves face to face, standing still, their paths again intersect. But there is no end to their walking, no destination. Incessantly wandering, disoriented and stuck, they are telling us that there are no limits to the imagination of the horizon of the future, but there is no proven route either.
(Alessandra Ferlito and Olga Solombrino)