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At first I was dismayed. Were Yoshi Yabara's sets and
costumes meant for a science fiction film, or for a music-theater piece by Meredith Monk
and Ping Chong? I'd seen the steel wells (the action seemed to take place inside a large
metallic room) and the jumpsuits over and over again in the movies and on TV; the glowing
screen placed high in the wall at the back looked -- especially when slides of galaxies
were projected on it -- unnervingly like the screen that serves as a window on the bridge
of the starship Enterprise. I don't mind science fiction, though maybe it's a bit
much to evoke Star Trek in what's meant to be a serious work. But the trouble with
received imagery of any kind is that it blunts our response to feelings and ideas that
might have been more powerful if they spoke to us directly. Monk and Chong want to tell us
about the sometimes desperate, ultimately triumphant survivors of a nuclear holocaust. The
science fiction imagery helps make their abstract narrative easier to understand (we know
we're in the future, in a culture related to ours, but alien. But it lulls us -- before
it's overwhelmed by the cry of pain at the heart of the piece -- until we're in danger of
too easily accepting the horror we're asked toimagine.
I'm talking, of course, about The Games,
which opened this years Next Wave at BAM, and which -- to overcome an uncomfortably
ambivalent initial reaction -- I saw twice, on October 9 and 12. In the end, I believed in
it. It tells the story of people in the generation after the holocaust, who have survive,
mourn what theyve lost, and finally relive the holocaust itself before they can
rebuild. Form is their most precious achievement (just as it's also the most precious
achievement of any real artist), touching because for them it so transparently represents
security. When future centuries conclude, as were told they do, that form itself is
beauty and truth, we understand how important, after a holocaust, the retoration of even a
small degree of control over life would be. Monk and Chong have imagined recovery from
devastation with far more compassion than most science fiction writers: what's most
poignant is the rebuilding not of society, but of identity. People try desperately to
remember what teaspoons were because their new culture -- their social compact, as a
political theorist of the past might have said -- is built on a need to overcome the
horror they lived through when they lost not just teaspoons, but everything they knew.
Form was initially preserved in the
"Games" of the title, a ritual like our Olympics, but so deeply felt that in
Monk's and Chong's German narration (left over from the premiere of the piece a year ago
in Berlin) their name is pronounced, reverently, in gently distorted English, suggesting
that they grew from something distant, badly understood, and beloved. (This, I think, is
part of the reason why the German narration -- translated on slides -- seems appropriate
even in New York.) We see the Games generations after the holocaust. First come simple,
almost childish games {Statues, for instance, and a variant of Musical Chairs), which
serve both to establish an image of a confident, slightly wacky future society and, more
to the point, to represent a vision of simpler, happier days of the past, days that seem
almost childish because they were so notably free of the care that came later, Later, more
substantial games, more like rituals than competition, are called Migration, Memory, and,
in German, "Vier" ("Four"), an obvious pun -- "v" in German
is pronounced like our "f" -- on fear.
These later games show us the struggle to survive, the struggle to remember, and the
final reliving of the holocaust. They outline the story of the piece; they also outline
its form. Some people find them too abstract to follow; I'd suggest -- in spite of what
I've said about the science fiction cliches of the set -- that they consider one big
difference between current science fiction films and science fiction films of the '50s. In
science fiction films of the '50s there'd be a menace. The army would be called out to
fight it; we'd see top brass in Washington gathered round a table, planning what to do. In
Close Encounters of the Third Kind (to cite a more recent example) UFOs are
about to land and the army's ready to meet them. But we haven't seen top brass making any
plans; we're supposed to understand that it's obvious soldiers would be there, and we
simply see them. arrive. Monk and Chong in effect take the ellipsis of Close Encounters
a few steps further. We don't need to see firestorms, terror, deaths from radiation
sickness, or the heat and blast of the bombs. We've been told about these things in
hundreds of works of fact and fiction, from John Hersey's Hiroshima to The Day
After; Monk and Chong take us directly to what they think might be the holocaust's
emotional reality, and let us fill in the too-familiar details for ourselves.
Other people find the scenario of The Games too
obvious. To these people I'd argue that the piece is saved, as its own scenario almost
suggests, by its form, structured by music. I say "very nearly" because there
are some, crucial differences, but consider for a moment the organization of the music
into large-scale sections, each corresponding to an episode of the story, This is exactly
how Mozart. organizes large-scale finales in his operas; it's how opera composers always
work, whether they invent new musical forms or draw on forms that already exist.
Monks music for The Games divides into six or perhaps seven parts. The
section that's hard to classify is a collage of wind, babbling voices, and faint
electronic beeps, which we hear as we take our seats, and which serves in effect as an
overture. The first part of the main body of the score depicts an introductory ceremony;
the next few parts correspond to the four rounds of games I've described (Statues and the
like, Remembrance, Migration, Memory, and "Fear"); the last part is a mostly
choral finale. The differences between sections are differences of texture, tempo, and
gesture, found above all in the writing for synthesizer and electric organ that runs
through most of the piece. The music runs for long stretches without changing very much;
even so, each section has a clear climax, sometimes supplied by added effects. that sound
like gunshots or explosions. The work as a whole has both a climax (the disturbing clangor
of layered machine rhythms at the end of "Fear") and a conclusion (the choral
finale); the conclusion is introduced much like the conclusion of Wagner's Götterdämmerung
-- by the literal or paraphrased reprise of the Gamemaster's music in the first gains
and the synthesizer pattern that runs through much of Migration.

All this wouldn't be worth describing if I were talking about an opera in more
traditional form; I stress it here for people who found the piece shapeless, or don't
think it's music-theater. For people who found it tedious I'd suggest listening closely
(if they ever have the chance) to the music for Migration, the longest -- "22
minutes, 30 seconds," as Monk proclaims from the stage -- and least overtly eventful
part of the piece. Here they'll find whispering, talking (both gibberish and coherent),
chittering, dissonant clusters of choral sound (made up of randomly chosen pitches, I'd
guess), and varied vocal melodies -- more variety, in fact, than they'll hear elsewhere in
the piece; every few moments there's something new to hear, just as traditional musical
values suggest them should be, in a long passage whose overall mood and color never
change.
Some, things about the score aren't traditional. The
Games is an example of a new kind of music-theater which is only partly structured by
music, but in which the structural power of music spreads to everything we see and hear:
words, notes, stage movement, and even elements of set and costume design blend together
in a single stream that flows with the continuity of music. For this reason the sections
of the score don't have to be as different from each other as they would in a conventional
opera; the various parts of The Games are differentiated -- visually as well as
musically -- by blue light in Migration, for instance, and red light (what else?) in
"Fear." The piece flows even when the music stops. There's an extended bit of
choreography with flags in the introductory ritual, which in a conventional opera or even
a ballet would feel like a parenthesis, because the music stops a soon as the flags begin
to wave. Here it's an ongoing put of the piece; the choreography of the flags substitutes
for the flow of the music.
There are problems with the performance of The
Games. The two keyboard players aren't consistent or rhythmically alert enough to
sustain interest throughout the hour and a half that the piece lasts; some people in the
cast move clumsily, and -- even though they may be members of Monk's own vocal ensemble
dont sing strongly enough to project in a theater the size of BAM's Opera
House As performances that used to be avant-garde move toward the mainstream, the
mainstream's standards begin to apply. Monk, Chong, and artists like them face a dilemma,
which may well be painful: should they stick with loyal performers who may have exactly
the emotional quality the work requires, or should they ruthlessly scrap long-time friends
and look for new performers who may have to be taught the inner meaning of the work but
who are technically accomplished enough to meet the standards a mainstream audience
expects?
About the work itself, though, Mark and Chong
shouldn't have any doubts. In spite of its quirks [why did I need to be so
judgmental?], The Games is as effective as any new music-theater you're like likely
to hear.
Village Voice, October 30, 1984
Other Village Voice columns from the '80s:
Cage Speaks Faster When the Street
Gets Noisy
The Cage Style
Feldman Draws Blood
Beethoven Howls
A Fine Madness [about Milton
Babbitt]
The Secret of the Silver
Ticket
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