Merlin Dutertre

ARTICLE: ...OK, BUT JUST HOW POWERFUL IS YOUR LOVE?

Following our recent exploration of Merlin Dutertre’s Lullaby (2019) – which is now accessible here after its VRAL show – we turn our focus to the works that have shaped his artistic vision. After examining Jon Rafman’s groundbreaking A Man Digging (2013), we now shift our lens to Jonathan Vinel’s avant-garde machinima, Notre amour est assez puissant (Our Love is Powerful Enough, 2014).

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“In video games, you get to look at the environment in a way that you don’t in real life, because it’s beautiful and magical. But this leap into the game also allows you to live and experience things differently. In the end, it’s about reconnecting better through disconnecting.” (Caroline Poggi)

In an insightful interview, Dutertre attributes his formative years in the 2010s to YouTube, which he considers pivotal in shaping his identity as a filmmaker. Back then, Dutertre engaged enthusiastically with gaming-related content on the video sharing platform, although the concept of machinima initially eluded him. His high school years marked a turning point, ignited by the early works of Jon Rafman and Jonathan Vinel.

In this short essay, I will discuss Vinel’s machinima and then broaden the context to provide a clearer picture (no pun intended).

Born in 1988 in Toulouse, Jonathan Vinel studied editing at the esteemed film school La Fémis in Paris where he cultivated his passion for games, cinema, and pop culture. He later met Caroline Poggi, a Corsican native born in 1990. Poggi studied at Paris IV University and at the University in Corsica. The two crossed paths in college and directed several short films separately – including Poggi’s Chiens, and Vinel’s Notre amour est assez puissant. Their subsequent collaborative filmmaking practice comprises award-winning shorts, including the Golden Bear-winning Tant qu’il nous reste des fusils à pompe (As Long As Shotguns Remain) and Martin Pleure (Martin Cries, 2017), and full feature films, including Jessica Forever (2018), a paradigmatic example of what has been labeled the GAMECORE genre, which we will address in a separate post.

Vinel’s nine-minute machinima offers a complex interplay of disparate elements: militaristic imagery from first-person shooter games, romantic idealism, and metaphysical purity symbolized by a computer-generated tiger evocative of Thai filmmaker Apichatpong Weerasethakul’s surreal narratives.

Let’s unpack these three themes.

Firstly, Notre amour est assez puissant draws heavily from the visual and thematic elements found in first-person shooter games such as DOOM (id Software, 1993). These games are characterized by their aggressive, fast-paced action, and often hyper-violent scenarios. They usually involve a single protagonist navigating a hostile environment, armed with various weapons, and fighting off enemies in a dog-eat-dog world. The imagery is often dark, gritty, and designed to evoke a sense of urgency and danger. Vinel’s machinima comprises unsettling sequences set initially in a high school and later in a zoo, which evoke the disturbing prevalence of mass shootings in the United States. As for the latter, a group of virtual soldiers spend their evening slaughtering the trapped animals – elephants, monkeys, crocodiles – for “fun” and out of boredom. Both sequences are shocking: the calmness and slow pace which accompanies the narrator’s monotone speech heighten this sense of uneasiness…

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Matteo Bittanti

Works cited

Brody Condon, Adam Killer, in-game performance, color, sound, video game mod, various lenghth, 1999, United States

Jon Rafman, A Man Digging, digital video, color, sound, 8’ 20’’, 2013, Canada

Jonathan Vinel, Notre amour est assez puissant, digital video, color, sound, 9’ 16”, 2014, France

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ARTICLE: STILL DIGGING, A DECADE LATER

VRAL is currently featuring Merlin Dutertre’s Lullaby (2019). To provide a richer context, we delve into some of the influential works that have shaped his artistic journey. In this segment, we examine Jon Rafman’s seminal A Man Digging (2013), which a decade ago dared to challenge conventional gaming paradigms, elevating the act of gameplay into an artful meditation on the very essence of existence itself.

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In a revealing interview, Dutertre traces his introduction to machinima back to his formative years in the 2010s, a time when YouTube played a central role in the making of his identity as a filmmaker. Back then, Dutertre engaged enthusiastically with French YouTube gaming content, even though the concept of machinima first eluded his full understanding and, therefore, appreciation. However, it was during his high school years that Dutertre’s curiosity was ignited, courtesy of Jon Rafman’s work, particularly A Man Digging (2013). Rafman’s unconventional approach, based on appropriating and recontextualizing Max Payne 3 (Rockstar Games, 2012), stood apart from the typical bombastic and often juvenile vernacular machinima fare. For Dutertre, that encounter was a true epiphany.

In A Man Digging, Rafman embarks on a fascinating exploration of eerie virtual landscapes marred by abject violence. The artist skillfully interweaves game footage from the ultra-violent crime story with introspective voice-over narration that plunges into the puzzling transcendental categories of time and memory. Rafman’s narrative strategy – reminiscent of the style of the video essay – marks a radical departure from the expected role of a player. While countless online videos typically document in-game achievements, suggest ways of “gaining advantage” or provide detailed walkthroughs, Rafman’s approach is refreshingly unique. He deliberately eradicates every in-game computer-controlled character before recording footage, thereby setting the stage for an unparalleled viewing experience. We are left to contemplate the aftermath of a massacre. The calm after the storm. A Man Digging is an artistic walkthrough inspired by the avant garde practice of Chris Marker, whose works often take on an essayistic form, blending elements of documentary, fiction, and personal reflection...

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Matteo Bittanti


Works cited

Chris Marker, Ouvroir the Movie, digital video, color, sound, 29’ 49”, 2008, France

Jon Rafman, A Man Digging, digital video, color, sound, 8’ 20, 2013, Canada

Jon Rafman with Rosa Aiello, Remember Carthage, digital video color, sound, 13’ 43”, Canada

Rockstar Studios, Max Payne 3, Rockstar Games, 2012

All installation shots of A Man Digging © Moderna Museet


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ARTICLE: MERLIN DUTERTRE’S SAULE PLEUREUR SERIES

Merlin Dutertre, Saule pleureur, digital video color, sound, 17’ 09”, 2022, France

VRAL is currently exhibiting Merlin Dutertre’s evocative machinima Lullaby (2019). To fully appreciate the evolution of his oeuvre, we are exploring related works, including Saule pleureur (2021) and its sequel , Saule pleureur 2: Le retour (2022) which push the boundaries of machinima.

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Pikachu is sick and is forced to land with his spaceship in the real setting of Voisenon, a small village in the Seine-et-Marne department, in the Île-de-France region in north-central France. His close friends Spider-Man, Bugs Bunny and Homer Simpson come to the rescue, hoping to heal him, which requires the retrieval of magic stones. This is the premise of Merlin Dutertre’s Saule Pleureur (also known as Weeping Willow)

Made in 2021 and part of a diptych, Saule Pleureur blends YouTube-sourced footage and 3D animated renditions of beloved pop culture icons with real-world locales. The young French filmmaker was inspired by the phenomenon of Pokémon Go and the idea of iconic characters from popular culture (comic books, cartoons, and video games) literally infiltrating everyday life: what if augmented reality (AR) games became really advanced? 

Dutertre merged found YouTube footage with authentic looking settings, although his goal was not hyperrealism, but something akin to magical realism. In fact, the juxtaposition of the animated characters with real-world setting highlights differences in movement and lighting among others. Dutertre’s explicit refusal of these two realms to harmonize seamlessly is intentional. He is inviting viewers to engage in a dynamic interplay between suspended willing disbelief and awareness of their constructed nature.

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Matteo Bittanti


Works cited

Merlin Dutertre

Saule Pleureur, digital video color, sound, 17’ 09”, 2022, France (voice over: Ayumi Roux, Thomas Yonnez; mixing; Hugo Corbel)

Saule pleureur 2: Le retour, digital video, color, sound,  16’ 38, 2022, France [dubbing: Arthur Blanchard (Spider-Man, Tiplouf), Giulia Enaud (Goupix); sound design: Thomas Debeugny; soundtrack: Allan Fournier]

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ARTICLE: MERLIN DUTERTRE’S TRANSPARENT

Merlin Dutertre, Transparent, digital video, color, sound, 20’, 2020, France

VRAL is currently exhibiting Merlin Dutertre's evocative machinima Lullaby (2019). To fully appreciate the evolution of his oeuvre, we are exploring additional works, including Transparent (2021), his inventive final project for a Master of Arts in Cinema from Paris 8 University. While not a machinima, this brilliant short film reveals an astute experimentation with video game-inspired elements.

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In the dead of night, three restless youths break into a sprawling suburban home for the sake of transgression. Amidst the engulfing silence, they meander through the dim interiors, prying open cabinets, raiding the fridge, and idly watching DVDs. Suddenly, a noise pierces the stillness: in the shadows of the kitchen, a strange mute woman is cooking. She wordlessly guides them further into the house’s depths, where one unearthly sight follows another: a forlorn couple weeping, children staring at a TV screen, and finally, a lively party unfolding. How are these vignettes connected? What is the “house” really trying to tell the three intruders?

This is the plot of Transparent (2021), Merlin Dutertre’s final project for his Master of Arts in Cinema at Paris 8 University which was entirely funded through a crowdsourcing site, Ulule (the budget amounts to less than 1000 euros, which is impressive) and represents the culmination of his academic path. Starring Dutertre’s own classmates —Ayumi Roux, Arthur Blanchard, Gabriel Caballero, and Farrah Dionnet — and shot partially at his parents’s house. Transparent originated from the director's long standing fascination with the peculiar atmosphere left by a quiet living room at night, and his desire to capture the haunting poetry of empty domestic interiors on camera.

What follows…

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Matteo Bittanti

Works cited

Merlin Dutertre, Transparent, digital video, color, sound, 20 minutes, France, 2020

Cast: Ayumi Roux, Arthur Blanchard, Gabriel Caballero, and Farrah Dionnet

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ARTICLE: MERLIN DUTERTRE’S LES FANTÔMES RÊVENT AUSSI

Merlin Dutertre, Les Fantômes Rêvent Aussi, digital video, color, sound, 7’ 34”, 2018, France

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VRAL is currently showcasing Merlin Dutertre’s Lullaby (2019). In order to better appreciate his oeuvre, we will be discussing several of his most recent works. We begin with Lullaby’s predecessor, Les Fantômes Rêvent Aussi (2018). Taken together, the two films are aesthetically and thematically conjoined, forming a unique diptych.

French filmmaker Merlin Dutertre crafts introspective machinima works set in serene, dreamlike forest environments. His found footage film Les Fantômes Rêvent Aussi (2018), which we are presenting today, unfolds in a lush virtual forest meticulously designed using Zoo Tycoon 2, a popular 2004 business simulation game where players manage a zoo. Developed by Blue Fang Games and released in 2004, Zoo Tycoon 2 was highly popular, selling over three million copies worldwide. Its longevity is remarkable: nearly twenty years after release, it still has an active modding community. In the game, players are tasked with creating and managing a successful zoo by building enclosures, keeping animals happy, and maintaining the park grounds. Not exactly what John Berger had envisioned, but anyway.

Interestingly, Zoo Tycoon 2 is not a popular choice for making machinima. Nevertheless, Dutertre deliberately chose this game due to its remarkable creative adaptability in the construction of lifelike environments and its user-friendly tools, which seamlessly facilitated the customization of landscapes and animal behaviors in alignment with his creative vision. Zoo Tycoon 2’s capacity for animating autonomously animals gave his project an authentic documentary-style essence. Notwithstanding its somewhat anachronistic graphics, the game’s accessible and familiar interface ensured Dutertre’s adept filmmaking, allowing him to work with…

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Matteo Bittanti

Works cited

Merlin Dutertre

Les Fantômes Rêvent Aussi, digital video, color, sound, 7’ 34”, 2018, France

Lullaby, digital video, color, sound, color, sound, 11’ 51”, 2019, France

This is a Patreon exclusive content. For full access consider joining our growing community.

EVENT: MERLIN DUTERTRE (AUGUST 25 - SEPTEMBER 7 2023, ONLINE)

Lullaby

digital video, color, sound (1920 x 1080), color, sound, 11’ 51”, 2019, France

Created by Merlin Dutertre

Developed with(in) Zoo Tycoon 2, Lullaby is set into a magic forest where people are mysteriously transformed into animals. The metamorphosis proves to be therapeutic as the former human animals are finally at peace.

With cinematic flair, Merlin Dutertre’s oeuvre weaves ethereal narratives and unique visuals, often unfolding within immersive video game worlds. At Paris 8 University, he honed an acute comprehension of the interplay between art and technology, which he channels into crafting transcendent experiences that break norms and blend genres. By seamlessly fusing found footage with virtual domains, Dutertre’s films redefine visual storytelling, harnessing his passion for the digital medium. Marked by an atmosphere of serenity and surrealism, his meticulously framed works invoke tranquility and contemplation. Lullaby and Saule Pleureur exemplify his creative acumen, guiding audiences through territories where the extraordinary and ordinary intertwine, where real and virtual dimensions harmonize. Based in Paris, Dutertre continues molding innovative and evocative films that reveal a distinct artistic vision.