Cronenberg’s film feels more relevant now than it must have upon its release more than a decade ago. The film exists in a videogame world where the line between reality and virtual reality is not always distinct. The advancing complexity and quality of today’s video games are much closer to making this possible than they were ten years ago and we can only imagine what ten years from now will look like. But unlike many forward looking films, Cronenberg’s resists the urge to imagine a world of shiny technology in favor of one more primal. The world in eXistenZ is based in the mind with access granted via bodily penetration, which opens up a world of mutated amphibians, and guns made of bone and teeth.

Having first viewed the film nearly two years ago, my appreciation for it has only grown. The diegetic uncertainty of the characters is projected onto the audience as they try to decipher what is happening and why. Per usual, Cronenberg infuses the virtual world with varying examples of grotesquery. The assembly line of deformed and hybrid amphibians seem to approach normality in a world where genetic manipulation and hazardous chemical spills already transform the creatures. The living game controllers are a bit farther off whereas the bioport from which they receive energy might not be such a stretch. The greatest examination Cronenberg plays with is the concept of the game world and our willingness to partake in it. The eXistenZ players are literally in a state of suspended animation while their minds explore a fictitious yet more stimulating environment. It is a very unexaggerated example of how much time is consumed by mindless entertainment. Further, the film examines the morality found in a virtual world. Avatars come and go at the hands of the protagonists without any thought of the bodies that control them. Cronenberg exaggerates the violence, playing to the tradition of expending a great quantity of ammunition.
eXistenZ could be seen as a game created entirely in the flesh. The means by which it is accessed and played are void of synthetic components and contained in the neural networks of the squirming controller pod. The umbilical cord that plugs into the spine will bleed when severed and then pod itself can become diseased. Dissection of both pod and gun finds no mechanical parts, only flesh, bone, blood, and living tissues. Is Cronenberg suggesting that one day our entertainment will literally be fused with our bodies?

I don't think so. Rather, he highlights potential physical, social, psychological, and ethical dangers of being consumed by virtual world created solely for entertainment. One of the game testers comments on the dilation of the game whereby the hours spent in a game encompasses more time than the external world. Players could live for hundreds of years inside the game, and if given the opportunity, many probably would. Cronenberg certainly realizes the inherent danger in a society should it be consumed by video gaming zombies. And from this he makes an awesome movie.