'The Nether' review or 'Can we re-program this thing?'
The Nether, Jennifer Haley
Royal Court Theatre, 28th July 2014
Welcome to the Nether! The
Nether is an online world – far more advanced than the so-called internet –
that is so engaging and appealing that mass online-immigration looks imminent.
Nestled within this Netherland is the Hideaway, a Victorian fantasy world where
users can act on their darkest desires, particularly those involving pretty
young girls. But The Hideaway is a separate world – ‘a world without consequence’
- so where’s the harm in a little virtual indulgence?
Jennifer’s Haley’s deeply
disturbing new play, ‘The Nether’, uses the case of an online paedophile
community to explore the moral, philosophical and existential implications of the
meteoric rise of the internet. The play opens in a blacked-out interrogation
room, where online investigator Morris (Amanda Hale) is questioning Sims
(Stanley Townsend), who is programmer and ‘papa’ of online community, the
Hideaway. Morris is charging Sims with rape, sodomy and murder – but Sims doesn't seem too worried. After all, his ‘crimes’ have all taken place online and not a
single ‘real’ body has been harmed in the process. What crime, then, has Sims
actually committed?
With the help of a dazzling set
from Es Devlin and a fluid and fearless production from Jeremy Herrin, ‘The
Nether’ examines the ethical dilemmas posed by a world lived increasingly
online. With people spending more and more time on the internet (in the play, Papa
spends 14 hours a day nurturing his online community), which world is in fact
our reality? After all, the Hideaway is so sophisticated that it engages all the
senses of its ‘occupants’. Online users ‘taste’ the food they eat online. They
feel the wind in their hair and they hear the chatter of birdsong. They even fall in
love. What, then, separates these two worlds? And if they really are so similar, shouldn't they play by the same ‘rules’?
Designer Devlin and director Herrin
create a stark contrast between the online world – seductive and boundless –
and the bleak ‘reality’ of ‘real-life’. When Morris interrogates Sims, the two sit
in a black room, with grey and fractured images flickering behind them. But
when the action shifts to the ‘Hideaway’, we find ourselves in a world bursting
with colour and light and fantasy.
This is one of the first shows
to depict the internet as we ‘feel’ it rather than see it – and what an
important distinction that is! ‘The Nether’ shows the internet not as an on-screen
world, as something flat and merely ‘additional’ to real-life – but a dazzling domain,
as limitless as our imaginations. As the
action jumps between the interrogation room and the Hideaway, the giant
back-wall screen opens up to reveal a room surrounded by a wall of mirrors,
which reflect a never-ending tangle of trees. Inside these mirrors is a young
girl’s dream bedroom, complete with a beautiful dollhouse and exquisite gramophone.
It is a space of endless possibility; a world without limits.
In between each transition, a series
of blueprints are projected onto the screen at lightning speed (nifty work from
video designer Luke Halls). In just a few seconds, we watch a few white lines
build and build, until what was just an idea becomes a complete and perfect image;
a dream house, with a porch and glistening green grass or an idyllic field . Each time, a sparkling and convincing location is sketched out with
terrific speed and skill.
There is something fearful
about the pace at which these online worlds are conjured up. The constant nods to the Victorian era,
throughout Haley’s play, remind us of the gradual stages of development that our own planet has gone through across the centuries; periods of adjustment, growth, mistakes and
learning. But the internet is a domain of instantaneous development – with
precious little time for the emergence of rules, structures or moral codes. And
such rapid development, with so few pauses, must and will have some frightening
and unforeseen consequences somewhere along the way.
It isn't just the environment that
is made to seem more complete and more persuasive online – it is the people
too. Cramped in the interrogation room, Townsend’s Sims looks like a caged
animal. But released into his own online community, Sims becomes a ‘better’ version
of himself. Terrifyingly, Sims becomes strangely charming in this disturbing
world of his own creation. When Sims talks with the young girl, Iris – the star
of his online community – he speaks in a deep smooth voice, wise and strong. In
this world, despite his sins, Sims is the best version of himself that he can hope
for.
Gradually, we discover the
connection between the characters trapped in the interrogation room and those
roaming ‘free’ in Sims’ online community. A strange and coiled up man, Doyle
(David Beames), flinches at Morris’ questions and speaks in a fragile whisper.
This is a man who seems so uncomfortable in his own body, so ill at ease with
the real world , that he can barely open his eyes. What is so
startling about this play is that, despite the abuse that we later discover Doyle
receives online, in some ways he seems happier there. For all that we might
judge Doyle’s online behaviour as ‘wrong’ – and Sims’ manipulation of Doyle as corrupt
– have they perhaps found their own form of happiness? Is there a freedom of
expression about a life online which, despite its perversity, might have some
shred of good about it?
Near the end, Sims argues for
the positive potential of his online community and the shelter it provides for
people with ‘sick’ urges they cannot stop. He sees his Hideaway as a
dark holding space – a retreat for those who cannot find a space for themselves
and their desires in the real world. Morris, disgusted and weary, replies: ‘The
real world is still the place we have to learn to live in.’ But as the internet bleeds
into everything we do, just where does the ‘real’ world end and the
online world begin – and who is in charge of the program?
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