Frozen – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 Negotiations and Regressions of Cultural Politics in Disney’s Frozen http://blog.commarts.wisc.edu/2014/03/24/negotiations-and-regressions-of-cultural-politics-in-disneys-frozen/ Mon, 24 Mar 2014 14:40:20 +0000 http://blog.commarts.wisc.edu/?p=23857 Frozen-Screencaps-frozen-36035920-1279-531Since even before its release in November of last year, Disney’s Frozen has been the subject of much debate surrounding the contemporary socio-cultural politics and positioning of Disney as a whole, and Walt Disney Animation Studios in particular. For the last several years, the studio’s former profile as a bastion of safe family entertainment—that is to say, media by and for moderately conservative Anglo-Americans—seems to be shifting somewhat. Where once Disney seemed to embrace all of (white) childhood, it has increasingly specialised its feature animated offerings within (white) girl culture. This is largely in step with both the televised media branding of the Disney Channel and the ever-growing Princess meta-franchise. It also corresponds with the Walt Disney corporation’s acquisition of Marvel in 2009 and Lucasfilm in 2012, as well as the commercial failure of John Carter in 2012 and The Lone Ranger last year. The Disney brand is still in the business of children’s entertainment as a whole, but through a mixture of circumstance and design, the most critically lauded and commercially viable filmic output to be released entirely under its own branding has been heavily and increasingly involved in female-centred narratives and their accompanying cultural politics.

For its part, and despite its neutered (spayed?) title, Frozen’s loose adaptation of “The Snow Queen” plays as a consolidation of this bent, with a plotline centred above all on a sororal relationship—one that is furthermore presented as the surprise lynchpin to the film’s climax in a winking subversion of Disney’s hetero-romantic narrative tendencies. Love saves the day again, but this time it is familial, sisterly love. This, in conjunction with the supposed LGBT-friendliness of “Let it Go”—its central, Oscar-winning musical set-piece—has created some renewed popular interest in the role of gender politics in Disney films.

For a while now, Disney has been negotiating a compromise between some of the more regressive social values it has attached to itself, and the need to maintain cultural relevance and dissuade potentially harmful critique. Frozen maintains the princesses, Eurocentrism and cookie-cutter character design (look at those tiny women and huge men), but places less emphasis on idealised heteronormative pairing in order to highlight other modes of female characterisation. In the context of Hollywood, and Disney in particular, this is commendable. At the same time, it shouldn’t be taken in any way as if it is at the vanguard of media representation within these parameters. It is simply indicative of symptomatic shifts within an otherwise largely entrenched ideological core.

The extent of this entrenchedness is most visible when examining how more recent Disney fare treats modes of representation discursively detached from girlhood’s growing importance in Disney’s media profile. In Frozen itself, this may be seen in the construction of ethnic/cultural otherness implicit in the film’s troll characters. Magical, familial, communal, amiable, open and deferential to the film’s human characters, Frozen’s trolls fulfill a checklist of characteristics distinctive of subservient cultural others, particularly of the type that serve narratively to facilitate white people’s ability to love and understand each other better thanks to their intuitive wisdom and connection to the natural world. In the trolls’ case this is both symbolic and literal, with the characters themselves being composed of living rock. In terms of performance, this communal otherness is accentuated by the ways in which the trolls act as a collective unit, scrambling and speaking over each other, often in the evident voices of non-white performers —all supremely interested and supportive of the protagonist’s agenda and eager to play matchmakers for her.frozen sisters

This characterisation is all the more notable for the contrast it presents to the behaviour and attitudes that inform the basis of the film’s main interpersonal conflicts, all of which are centred on intra-familial secrecy and individual self-control and denial. Indeed, the main conflict of Frozen is possibly the whitest to ever happen in a Disney film, based as it is in problems predicated by a conception of whiteness that sees itself in opposition to the raucous, communal earthiness so often attributed to other cultures and ethnicities, particularly those of Black, Hispanic and Mediterranean heritage. Throughout such conflicts, whites overcome the trappings of their over-civilisation by balancing them with the subservient wisdom freely offered by cultural others. In perpetuating these narrative relationships, Disney in particular and Hollywood in general demonstrate how relative discursive progression in some areas (or freedom for interpretation, as in Let it Go’s adoption as a coming out anthem) comes with little regard for entrenched regressive values in others. While Disney’s female characters have begun ever so slightly to shed their role as satellites to male protagonists, other modes of otherness persist in much the same way as they have since Song of the South. It’s almost as if Disney’s perception of cultural otherness is immobile. Petrified or static, if you will.

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Disney Infinity: A Promotional Platform [Part Two] http://blog.commarts.wisc.edu/2013/08/28/disney-infinity-a-promotional-platform-part-two/ Wed, 28 Aug 2013 14:00:35 +0000 http://blog.commarts.wisc.edu/?p=21523 lone-ranger_1b-xlAs mentioned in yesterday’s post, it would be wrong to suggest Disney Infinity signals a step away from licensed tie-in titles from Disney Interactive. Indeed, of the five “playsets”—6-8 hour open-world games based exclusively in a single Disney franchise—either included in the Starter Pack or available sold separately at a cost of $34.99, two are based on films released this summer: June’s Monsters University, and July’s The Lone Ranger. Disney Infinity was initially intended to be released in June just as those films were entering theaters, although subsequent delays mean the “tie-in” play sets are available after both films have largely completed their respective box office runs.

The Lone Ranger play set, one of the two sold separately from the Starter Pack, functions more or less like any other licensed game tied to a film’s release. The play set was supposed to introduce the film’s world and its characters to audiences ahead of the film’s release, but instead—because of the delay, which was allegedly to appease retailers who wanted a release closer to the holiday season—arrives as a monument to a box office failure. While the play set was in development too long in advance to scrap entirely, the Lone Ranger and Tonto are absent from some of the promotional images surrounding the game’s release, and it is the only play set for which only two figures were produced (with fellow standalone play set, Cars, earning two extra figures beyond those included with the play set).

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While not absent from all promotions for the film, this common piece of promotional material—found, among other places, on the official Infinity website—omits The Lone Ranger and Tonto.

Like any case of licensed content tied to a failed franchise, the Lone Ranger play set has a degree of novelty attached to it—after seeing I had purchased the play set, a colleague commented that it would either be worth a lot or nothing at all in thirty years. However, if the film had been successful, the play set would have offered a valuable case study for the future of Disney Infinity as a promotional platform. Would filmgoers have bought into the Infinity platform solely to access licensed content tied to a box office success, spending—at MSRP—$110 for the privilege? Would Disney Infinity gamers hungry for more content have picked up the play set and—provided the game was released during its planned June window—potentially gained greater interest in the film?

These questions are integral to the future productivity of Disney Infinity to Disney. Moving their licensed content onto the Infinity platform to help build interest in its release is certainly one of Disney’s goals, although one that is more likely to work with pre-existing franchises like Cars than with something entirely new. Disney’s selection of play sets to include with the Starter Pack—The Incredibles, Pirates of the Caribbean, and Monsters University—demonstrate a preference for franchises that appeal to both adults and kids, heavily relying on Pixar’s track record and largely obscuring Disney Animation Studios’ own animated output (although Wreck-it-Ralph figures are coming, and myriad Disney projects are represented in items available in the game’s Toy Box mode). These Starter Pack franchises are being used as gateways, which can then build an install base large enough that when Disney releases Frozen in November it will have figures available on store shelves ready to meet the demands of kids who’ve seen the movie.

FrozenImageHowever, Disney’s plans for Frozen in Infinity capture the difficulty of developing a new franchise through a still nascent platform. Although figures for Anna and Elsa are going to be made available, along with “power discs” offering special tools for the game’s Toy Box mode, there will be no open-world play set tied to the film. Instead, Disney will once again rely on an existing franchise to add value to the platform ahead of the Christmas holidays, with a “Toy Story in Space” play set launching in October alongside a collection of new stand-alone figures. And since players can only use figures from a particular franchise in a play set, the Anna and Elsa figures will only work in the sandbox Toy Box mode, with only a single character-specific mission built for each of the two characters as opposed to an entire “game.”

Although this may simply be a reality of the timing of Frozen’s release relative to the platform’s development, it signals that thinking about Disney Infinity as a replacement for licensed tie-ins—as opposed to the creative revolution they claim—may still be overestimating Disney’s plans. Rather, it may instead offer a way for them to avoid developing a traditional console and/or handheld title for particular films but nonetheless give those films a presence in the space of console and handheld video games. The company may otherwise be content to serve fans in the space of browser and mobile gaming, where development is cheaper and where Disney is having success with developing new franchises like Where’s My Water alongside derivative mobile titles.

FrozenInfinityThis plan would likely serve Disney’s financial and promotional goals for Frozen, but it also means the value the franchise is adding to Infinity is limited. Although the two Frozen figures will—as pictured—be sold bundled with the two power discs (which are in other instances purchased in packages of two for $4.99) to commemorate the film’s opening, that package offers minimal new “content,” primarily offering aesthetic changes in Toy Box mode. With no future play sets planned beyond Toy Story, the Infinity platform functions not just as a new way to released licensed content but also a way for Disney to scale back its licensed game development while nonetheless ensuring presence—if not substantial presence—on consoles in the future. The question becomes whether they’re offering enough value in these standalone licensed products for them to serve as a promotional platform for either Infinity or the films in question, a question I will explore further in the final post of this series, “Behind the P(l)aywall“. See also the first post, “A Low-Risk Revolution.”

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