Published in the catalogue accompanying the short-lived exhibition “Terminal Five.” To read more about the exhibition, click here and here.

Jennifer and Kevin McCoy, Every Anvil (detail), 2001
From a billboard detergent advertisement to the weather forecast on the morning radio, from the menu at a favorite restaurant to snippets of conversation overheard in line at the DMV, we constantly process, sort, and decide how to store information. Archives are necessarily formed—all the weather forecasts in the past week, for example—and, in real time, we splice bits of them together to form private narratives that give shape to experience. Jennifer and Kevin McCoy, collaborators since 1996 and based in Brooklyn, have for the past eight years often used digital technology as a proxy for this process, exploring concepts of narrative, repetition, archiving, the database, and the influence of media in our everyday lives. The technology they deploy—in obsessively edited videos, on websites, in live events, or in sculptural installations—with its underlying code of ones and zeros, is a metaphor for our mental systems of classification. Wisely the McCoys use it as a means rather than an end. Without becoming didactic or losing visual appeal, their art perceptively exposes the strict organization by which we cope with a glut of information.
Soft Rains (2003), exhibited at FACT, Liverpool, Sala Rekalde, Bilbao, and at Postmasters Gallery in New York, treads on our mental library of cinematic images by using digital technology to stitch together hackneyed narratives lifted from countless genre flicks. Seven tabletop sculptures on pedestals of varying height, each a miniature film set made by hand and populated with figures ordered from a German model railroad manufacturer, become settings we have little trouble recognizing: there’s the David Lynch chilller and James Bond thriller, a Fellini classic, a noirish lounge scene, and an artsy indie film featuring a warehouse loft-slash-studio. Our omniscient eye peers down at these lifeless scenes through a phalanx of small video cameras and lights on flexible metal arms, each precisely pointed to a specific part of the (non-)action. An earlier exhibition of some of this work had a working title of “Robot Films,” and indeed the McCoys cede the directorial “Action!” and “Cut!” to a computer, which in real-time feeds the cameras’ motionless views through a program that composes an endlessly reorganizing “film” made of roughly minute-long fragments, each containing six to ten shots. The slivers of would-be narrative, aided by a score partly taken from actual films and partly composed for the work, lose none of their cinematic magic from this concession. Instead, despite presenting the mechanics of creation (the sculptural film sets and their attendant cameras) and the product (the resultant “film”) in the same place, Soft Rains encourages a double suspension of disbelief that leaves the viewer to focus on either the deft craftsmanship of the former or the emotional tug of the latter.
The McCoys’ use of live video can be seen as a nod to the pervasive use of the medium by artists in the late 1960s, when it often was accompanied by a performative element. In Soft Rains, it is the viewer that engages in a kind of performance, willingly bridging (in both directions) the distance between the temporal, two-dimensional presentation of the filmic image on screen and the static, three-dimensional presentation of the tabletop sculptures. Another way to put it is that viewers can enjoy trying to pair the on-screen scenes with the cameras from which they come.
The construction of quasi-narrative in Soft Rains is a clever foil to the deconstruction of the artists’ “Every” series (2001-2002). Working with images from the 1970s TV show Starsky and Hutch, episodes of the original Star Trek series,1940s- and 1950s-era Warner Brothers Looney Tunes cartoons, movies set in Las Vegas, and 1970s East-meets-West style Kung Fu films, the McCoys create classification systems for narrative material. They reorganize the linear progression of already-produced narrative into the atemporal spread of databases. For example, Every Anvil (2001) creates a taxonomy of cartoon violence: the artists sorted through hours of early Looney Tunes footage and meticulously re-arranged it by type. The work takes the form of an open suitcase hanging on the wall with a small video monitor and a VideoCD player set inside. Nearby is a shelf loaded with CD’s containing the results of their effort, labeled “EVERY HAMMER AND HATCHET,” “EVERY MEAN DOG,” “EVERY POISONING,” and so on. The viewer is encouraged to play a CD at random, and each contains nothing more than a cascade of clips showing whatever the label describes.
Every Shot, Every Episode (2001), the first in the series and which takes the same physical form, slices the twenty episodes of Starsky and Hutch aired between 1975 and 1977 into over 10,000 individual shots spread across almost 300 CD’s. The categories are looser, ranging across visual cues, individual characters, or plot twists (“EVERY ZOOM IN,” “EVERY YELLOW VOLKSWAGEN,” “EVERY BLUE,” “EVERY MOAN OF PAIN”), but the result is the same: the predictable plot mechanisms (rising action, climax, denouement) are dismantled and the connections between events are made obscure. The process unveils the clichés and repetition inherent in their formulaic sources: Wile E. Coyote will never catch the Road Runner, Starsky and Hutch will always bust the bad guys. The artists write that the material they use “employ[s] formulas or archetypes of human behavior…and constitute many of our earliest experiences with narrative.” The heart of these works is their turning that narrative into list or database form.
What that reveals, in the case of Every Anvil, was succinctly outlined by the writer Jim Supanick: “The dogged persistence in facing falling safes, every stick of dynamite, every anvil…the slapstick quality that kids tap into shows itself as Sisyphean repetition to the adult viewers who make the mistake of looking too closely…[reminding] us of the masochism ingrained in our own everyday lives.” Every Shot, Every Episode may be a bit more benign, given our distanced, ironic appreciation of the source material, but the conceptual (and literal) shake-up is a potent way of reimagining the overly familiar. As Jennifer puts it: “It’s a strategy for looking at narrative in a different way. Maybe more from the point of view of the maker or the production process rather than the spectator.”
The McCoys’ extensive involvement with reorganizing available footage led naturally to a desire for more active re-creation. For The Kiss and Horror Chase (both 2002), the artists, instead of working with the original material, completely restaged scenes from Lawrence Kasdan’s Body Heat and Sam Raimi’s Evil Dead 2, respectively. The artists leave their place as editors to temporarily become both spectators—Body Heat and Evil Dead 2 are among their favorite films—and directors. Horror Chase, filmed on a Brooklyn soundstage inside a 1,000 square foot set constructed by the artists, is a one-shot horror picture. The camera stalks actor Adrian Latourelle (playing the Bruce Campbell role in the original film), who runs in fear down a hallway and into a bedroom, crashes through a door into a living room, runs past the kitchen into a bathroom and then a closet, dashes down a mist-filled hallway, and finally ends up back in the kitchen. The camera winds up exactly where it began, making for a forty-five second seamless loop that, in the final artwork, is manipulated to run fast, slow, and backwards according to a computer algorithm that randomizes its playback. Rather than working with the entire film, the McCoys show the chase scene—in this case the actor is trying to avoid an evil force that eventually possesses him—as the essence of the horror genre. The Kiss is an endless prolongation of the climactic moment in every romance film (though specifically taken from Body Heat), seen again through a computer program from random angles and at random speeds. Both films expand the issues raised by the “Every” works: as Timothy Druckrey writes, “In differentiating the original and its perverse double, the production takes the flash-back into the realm of the fetishistic…[it] is a kind of classic in limbo—part re-creation, part parody, part hijack, part homage.”

Jennifer and Kevin McCoy, still from Horror Chase, 2002
The same descriptors can be applied to Soft Rains and especially Our Second Date (2004), which again adds a personal variation to the proceedings. The work is another tabletop sculpture attended to by robotic cameras, but this time it recreates on one platform both the set (taken from Jean-Luc Godard’s Weekend) and the screen (the Parisian movie theater the artists visited to watch that film on their second date.) Soft Rains collapses the space of film—its creation and reception—into one room; Our Second Date reduces it even further. Like the steel suitcases that contain Every Anvil or Every Shot, Every Episode, the interplay of creation, transmission, and reception in Our Second Date reveals a world every bit as rich and complex as our own.
