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NORMAN N. HOLLAND
Holy Land, but in his own fourteenth-century Sweden. After ten years
of holy war, the Crusader has returned home, weary, bitter, and disil-
lusioned. On the shore, the ominous figure of Death steps out of a
series of striking dissolves to claim him. The Crusader delays, however;
he challenges Death to a game of chess. If the Crusader wins, he
escapes Death; so long as the game goes on, he is free to continue his
quest for certain knowledge of God and to do one significant act
during his lifetime. As Death and the Crusader play at intervals
through the film, the knight moves on a pilgrimage through Sweden,
the land itself ravaged by the Black Death.
Bergman has in mind some obvious modern parallels to his medieval
characters: "Their terror is the plague, Judgment Day, the star whose
name is Wormwood. Our fear is of another kind but our words are the
same. Our question remains." Our plague is intimate, as theirs was,
and we too have our soldiers and priests, or as Bergman has called
them, "communism and catholicism, two -isms at the sight of which
the pure-hearted individualist is obliged to put out all his warning
flags." Yet it would unnecessarily limit the universality of Bergman's
achievement to call The Seventh Seal merely a necroterpsichorean
parable for modern times. All men everywhere have always lived with
death. Bergman is going beyond the Totentanz, trying to answer the
further question: If death is the only certainty, where is God?
The Crusader's quest gives us the answer, though the knight himself
seems never to learn it-or to learn that he has learned it. Accompanied
by his positivistic, materialistic squire, a foil to his own abstractly
questioning nature, he looks for certainty about God, for "to believe
without knowledge is to love someone in the dark who never answers."
Yet what the Crusader finds at first are people who believe in God only
as a scourge, the cause of plagues and death, and who respond in kind.
Religion for them becomes suppression, cruelty, persecution, the
burning of innocent girls as witches, the terrifying realism of the
crucifixes in the peasants' churches. In one of the most horrifying
scenes ever put on film, Bergman shows us a procession of flagellants:
a line of half-naked men lashing one another; monks struggling under
the weight of huge crosses or with aching arms holding skulls over their
bowed heads; the faces of children who wear crowns of thorns; people
walking barefoot or hobbling on their knees; a great gaunt woman
whose countenance is sheer blankness; slow tears falling down the
cheeks of a lovely young girl who smiles in her ecstasy of masochism.
The procession interrupts the gay skit of a group of strolling players
and halts while a mad priest screams abuse at the ugliness of his
audience, long nose or fat body or goat's face. Glutted with hate, he
joyfully proclaims the wrath of God, and the procession resumes its
dogged way over the parched, lifeless soil.
Such is religion, Bergman seems to say, to those who see God as
hater of life. Art (as represented by a surly, tippling church
painter)
the incidental imagery such as the knight's castle or the "eight brave
men" who burn the witch. The playing (spela) of chess matches the
playing (spela) of the strolling troupe. Both are traditional images for
the transitoriness of life: Death robs us of our roles; Death jumbles
the chessmen back in the box. (The two images are juxtaposed, for
example, in Don Quixote, II.xii.) The characters themselves and the
points of view they represent are played off against one another much
like pieces in a game.
There are also some particular correspondences (somewhat confused
for an English audience by the Swedish names for the chessmen). The
Crusader, distinguished by his cross, is the king of the chess game:
when he is lost, all the rest are lost, too. It is the juggler Jof who is
the knight (in Swedish, springare, the "leaper"). Only these two men
have visions that go beyond reality, just as only the king and knight
can go beyond the chess board. The juggler-knight (the "leaper") is
free at all times to jump out of the two dimensions of the board-Jof's
powers as a seer are almost exactly parodied by his tormentors' forcing
him to jump up and down on the board table in the grotesquerie at
the inn. The only other chessman who can rise off the board during
the game is the king, and then only when he is castling, i.e., returning
home, like this Crusader. All the pieces or characters, of course, in
their own moment of death when they are taken from the board can
see beyond it. Yet their visions beyond the physical reality of the
board, and the Crusader's, are limited to the allegorical figure of
Death; the "leaper" can see not only Death, but also the holy life of
the Mother and Child.
In other words, it is the artist who has the vision the Crusader seeks
in answers to abstract questions. As the church painter (whose murals
prefigure the scenes of the film) says, the artist can conceive God with
his senses, giving "not the reality you see, but another kind."
Jof the
juggler is this kind of artist: he hopes his Christ-like infant will grow
up to achieve what he calls "the impossible trick," keeping the juggled
ball always in the air, above the board, as it were. And
Bergman him-
self is this kind of artist: he has called himself "a
conjurer" working
with a "deception of the human eye" which makes still
pictures into
moving pictures.
In short, in The Seventh Seal, as in any great work of art, theme and
medium have become one. "Art lost its creative
urge," Bergman writes,
"the moment it was separated from
worship," and, by creating in the
iconographic manner of medieval art, Bergman has turned the film
back to worshipping (though not God, but
life). He depicts the real
world objectively, with tenderness and
joy, but he shows reality as
signifying something beyond itself. And in doing so, Bergman has
established himself as one of the world's great and
original directors.
He has lifted the film out of mere physical realism and made
his
audience of chessmen with tricked eyes see in their own moves some-
thing beyond the board.