Professional Documents
Culture Documents
Sayan Roy
21 December 2023
“You Only Live Twice”: Navigating ‘Cinematic Afterlife’ and the Ethics of Digital
Necromancy
“I regard the brain as a computer which will stop working when its components fail. There is
no heaven or afterlife for broken down computers; that is a fairy story for people afraid of the
dark.”
Death suggests a form of finality for the corporeal existence in many religious
traditions where the promise of an afterlife is ensured through resurrection on the day of
judgement, or the transmigration of souls (in the context of Hinduism). Since antiquity, death
has been a realm of mystery and a subject of fascination for various thinkers who have
attempted to unearth the contours of this ‘experiential blank’. As human contemplation of the
afterlife evolved, so did our exploration of means to establish communication with the
deceased. The impetus behind such endeavours ranged from emotional to pragmatic, yet the
underlying efforts remained consistent. In his essay titled “The Origins of Necromancy or
How We Learned to Speak to the Dead,” Kapcár explicates how humanity, intrigued by
themes of death, dying, and the afterlife, began formulating various postmortem rites, rituals,
and funerary practices to accompany the departed. Amidst the conventional practices,
alternative rites that were founded on the belief that interactions with the departed could yield
secrecy, shielded from public view, and steeped in an aura of mystery. He argues that it is
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perhaps within these obscured practices that the roots of occult traditions, eventually
rationality and the secularisation of societal beliefs, the occult value of necromancy and other
such practices gradually eroded. Along with it, the mystified sphere of death became
medicalized and whispered about in Western culture, where it was sequestered from the
sphere of everyday life and was perceived as taboo. Despite this, with the advent of digital
technology and AI, “necromancy has left the incense-heavy realm of the spiritist and entered
the digital ether” (Gruvæus 1). This trajectory from the supernatural to the digital finds
advertisements, and concerts where dead artists are ‘raised’ to “gain certain benefits for
oneself or a contractor.” (Kapcár 51) From using body doubles and cutting short screen time
to even completely scrapping a film due to the death of an actor during the filming of a movie
to digitally resurrecting them through technological mediations, the film industry has seen a
intelligence.
This paper attempts to explore how the technology behind digital necromancy, from
being used primarily to complete unfinished performances of actors who died midway, has
‘cinematic afterlife’ where they are featured in movies or advertisements even decades after
their deaths. Drawing upon the theoretical postulations of Debera Bassett’s ‘Digital
Zombies,’ I would also look at how these re-animated, socially active ‘dead’ raise ethical
concerns surrounding digital necromancy and delve into the reception of such posthumous
performances by the audience as well as navigate their effects on the grieving process of the
Before we delve into our discussion of digital necromancy and its use in popular
cultural mediums, it is crucial to understand the complexity and shifting perspectives on the
concepts of death and necromancy. It is also pertinent to look at how the occult of
necromancy found its place in a supposedly rational and largely secular society, where it
between life and death and a means for commercial gains. Following Mcllwain’s assertion
that popular culture “seeks to extinguish our fear of death not with… absolute certainty but
with the possibilities that pervade the realm of uncertainty” (Mcllwain 135), one can also
argue that digital necromancy is a means through which this promise can get fulfilled as the
physical death doesn’t deter the actors from appearing on the screen anymore, thereby
blurring the lines of life and death and facilitating ‘assisted immortality’. Thus, drawing our
attention to the practice of modern-day necromancy and exploring the line of departure from
its oldest known meaning. In Anthony Eliot’s words, “Death can be regarded as a
transhistorical point zero in every society; it is a ‘radical otherness’ that haunts human
existence.” (Eliot 116) The attitude towards death, especially in Western civilization, has
evolved with time. A seminal work in this field is Philippe Aries’ Western Attitudes Toward
Death from the Middle Ages to the Present, where he points out how modernity has brought
with it a new meaning to death. He argues that before the seventeenth century, people were
acutely conscious of their imminent death, and this lacked “theatrics” and a “great show of
emotions,” unlike the “wild” death of the twentieth century, where people feared and avoided
death. He calls it Tamed Death, which lies in juxtaposition with Forbidden Death. The
prevailing ethos of the twentieth century is characterised by an acute aversion to death and
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the pervasive suppression of associated emotions. Ariès identifies two prominent societal
shifts that significantly influenced the transformation of attitudes towards death during this
era. Firstly, the emergence of the hospital as a place of dying, and secondly, a burgeoning
all facets related to illness and death witnessed an escalating trajectory of subjugation to
technical and medical control, culminating in the ultimate regulation of the dying process
itself. However, with the widespread adoption of cable televisions and growing interest in the
lives of celebrities among the masses, every aspect of their lives started to get documented
and served for consumption, even their deaths. The public broadcasting of the ‘event’ of the
deaths of renowned celebrities, the subsequent police investigation, and the burgeoning
tradition of social grieving (Elliott’s research on the cultural mourning of John Lenon can be
looked at) all contributed to what Whitaker claims, a “public reclaiming of death” (Whitakar
22). Death is taken away from its modernist remnants of a closeted, sequestered domain to
the space of public discussion. Thereby, facilitating a renewed interest (that can be displayed
and discussed in the public) in death, dying, and the afterlife. With that, there is a renewed
desire to communicate with the dead and transcend the boundaries of corporeal existence.
Digital necromancy, or the practice of digitally resurrecting dead actors from their graves,
The origins of necromancy, as argued by Kapcár, can be traced back to the ancestor
cult of the Stone Age. However, what I am interested in is not the genealogy of necromantic
practices but how they have assumed a distinct characteristic in an age of technological
advancements and Taylorian secularity1. The word ‘necromancy’ was borrowed from the pre-
classical Greek word νεκρομαντεία (nekromanteía), consisting of two words: nekrós – νεκρός
(dead, corpse) and manteía – μαντεία (divination) (Kapcár32) In the context of digital
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necromancy as well, the advertising industry, capitalising on the perception of the deceased
as sagacious entities, often utilises them to endorse products. Production houses also leverage
the rhetorical potency inherent in the image or voice of deceased actors and tap into the
ingrained belief that the dead possess wisdom, making their messages more compelling and
credible. Here, the CGI artist can be equated with the modern-day necromancer who digitally
resurrects the image or the audio of the dead actor, while “we look at images of the dead with
One of the earliest literary accounts of necromancy can be found in Book XI of the
Odyssey (Kapeár 33), where, guided by the sorceress Circe, the protagonist Odysseus delves
into the underworld to glean insights into his impending journey homeward by raising the
spirits of the dead. Odysseus’ engagement with necromancy was not directed towards a
specific individual, despite his initial intent to consult Tiresias. Furthermore, the absence of
obligation on the part of the summoned entities. Instead, they exhibit agency. In contrast,
digital necromancy diminishes this agency, reducing the resurrected images from ‘digital
crumbs’ of the deceased actor to mere tools manipulated by production houses for their own
interests. Traditionally, necromantic rituals were discreet and shrouded in privacy, and the
summoned dead remained confined to their realm, accessible only through ritualistic means
literature, the specifics of its manifestations and rituals were often vaguely described.
However, the age of digital necromancy marks a departure from this ambiguity, embracing a
heaven, as claimed by Bassett, where they are not confined but ‘stored’ in a regulated
‘summons’ can be controlled by the modern necromancer. In parallel with ancient beliefs,
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where a shaman might embark on an arduous journey to retrieve a stolen soul, contemporary
CGI artists undertake meticulous tasks to reconstruct the digital remnants of a deceased
individual. Yet the capabilities of CGI artists lack the supernatural attributes associated with
traditional necromancy, such as bilocation or the suspension of life for wisdom attainment.
Historical references by figures like Homer, Lucan, and Horace allude to the use of blood in
necromantic practices, signifying its role as a life force facilitating communication with the
dead. In a modern context, technology assumes the role of mediation between the realms of
the living and the deceased. However, the most notable shift in the practice of necromancy is
its extensive use for commercial benefits, thereby almost stripping away the cloak of enigma
On the morning of November 28, 1981, Natalie Wood was found dead near Santa
Catalina Island under mysterious circumstances. The autopsy report found motion sickness
pills and painkillers in her bloodstream; the yacht’s captain reported a fight between Wood
and her husband, Wagner, on the previous night; two witnesses claimed to have heard a
woman scream for help on that very fateful night; and her sister raised concerns that how can
someone who feared water all her life leave her yacht all on her own to take a dinghy? All
these raised suspicion over her death, which was ruled to be accidental drowning and
hypothermia by the court. The mystery remains unsolved to date, and the investigation,
incomplete. But Wood’s untimely death had not only shocked the world but also had a
crippling effect on her last film, Brainstorm (1983), which was left incomplete. Although
most of the filming was done, some of the principal photography and special effects were still
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left. At a time when there was scarcely any technological assistance or studio backing2, the
director Trumbull had to rewrite the script to eliminate Wood’s character from those scenes
The demise of a leading actor during film production poses a dire challenge for
filmmakers. Historical instances reveal diverse strategies employed to salvage projects under
such circumstances and instances where films are completely abandoned. In the case of Jean
Harlow's incomplete scenes in Saratoga (1937), a stand-in was utilised, while for Robert
Walker's unfinished segments in My Son John (1952), reliance on outtakes from his prior
film, Strangers on a Train, became imperative. Marilyn Monroe’s Something’s Got to Give
was abandoned after her untimely death, and the raw, unedited footage remained in the vaults
until it was rediscovered in 1989. The footage underwent editing, condensing it to slightly
over 30 minutes for incorporation into a series of documentaries. Following James Dean's
fatal car crash days before the completion of his film Giant (1956), the climactic sequence
featuring Dean's character delivering a drunken speech had to be re-recorded by actor Nick
Adams, a close associate of Dean. when River Phoenix died due to an overdose during the
production of Dark Blood, the makers encountered the arduous task of completing the project
without him. As a result of many delays in reshooting and mounting production costs, it took
twenty years since Phoenix’s death to release the film. (Farber) However, with the advent of
technological advancements and a surge in production budgets, there was a gradual shift in
the filmmaking process. Especially during the 1990s, when CGI started to be used to digitally
‘replace’ or ‘impose’ a character’s face on a body double. A key example of this would be
Brendon Lee’s The Crow (1994), where Lee sustained injuries during an accidental prop gun
shooting and was later declared dead. Chad Stahelski, serving as Lee's stunt double,
functioned as a stand-in, and digital face replacement techniques were applied to overlay
Lee's face onto the double. Thus, Brendon Lee became the first dead actor to be recreated
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composition, and 3D rendering, CGI evolved with time to recreate better graphics. From
Oliver Reed in Gladiator (2000) to Paul Walker in Fast and Furious 7 (2015), CGI helped
complete numerous unfinished films. The production houses were quick to realise the
potential of these new technological innovations, and the act of ‘forced recreation’ soon
turned into a ‘voluntary resurrection’ of dead celebrities, or ‘delebs’ as D’Razario might call
them, and turned it into a multi-million dollar venture. CGI was no longer used just to
complete the movies when their actors died midway but began to be used as a tool to
resurrect the dead and bring them back to the world for commercial benefits. This rapid
commodification of the dead actors, where they are converted into products for exchange,
symbolises the entrenched ideals of capitalism that “serves to reify human activity”
(Vandenberghe 25) and, in this case, exploits the ‘image’ of the dead. The commercialized
and mediatized public persona of a 'deleb' wields influence and has the potential to instigate
self,” celebrities by their definition are both extra-textual and intertextual, as their influence
extends to different cultural spaces, endowing them with the capacity to sell goods and
services through their legacy and personal influence. Advertising agencies and production
houses exploit the potency of this image to sell their products or films to a larger audience.
This form of digital necromancy runs parallel with Kapcár’s notion of beneficial necromancy,
where necromancy is practised “to conjure a person that has some sort of knowledge about
events beneficial to the contractor” (Kapcár 53). An ancient literary example would be that of
Odysseus, who conjured Tiresias to learn the safe passage back to Ithaca. In an age where
necromancy is digitised and practised for its commercial benefits, advertisement agencies
resurrect delebs to promote their products. As was the case with Audrey Hepburn, whose face
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was digitally recreated from scratch for a Galaxy Silk advertisement in 2013, where the
makers claimed that it was a strategic and creative choice to have Audrey (who had been
dead for twenty years before the ad was released) since she represented “heritage, classiness,
and elegance” unmatched by anyone else and perfectly suited for their product. Other such
instances include the Johnnie Walker Blue Whisky advertisement, where Bruce Lee was
digitally reanimated to promote alcoholic substances, about which Lee himself once claimed,
“As for alcohol, I think it tastes awful.” Movies across genres have also used digital
necromancy to bring back dead actors, not because they died during the shoot but, in some
cases, to cash in on the legacy of the actor for commercial gains. In the past, both Peter
Cushing and Carrie Fisher have been digitally brought back to life by reenacting their roles in
the movies Rogue One: A Star Wars Story (2016) and Star Wars Episode IX (2019),
respectively. Remembered as a cultural icon of the 1960s, James Dean has been cast in a
movie called Back to Eden (perhaps a sequel to Dean’s East of Eden), where a digital clone
of the actor created using artificial intelligence and CGI will appear on the screen. But all is
not murky and lost. Digital necromancy is also used to raise awareness through the image of
prominent actors. A poignant example of it would be Bob Monkhouse, who was brought back
to life for an advertisement aimed at heightening awareness of prostate cancer, a disease that
had claimed his life four years ago, or when Joaquin Oliver, who tragically died in the
Parkland school shooting, was resurrected to feature in a gun safety voting campaign.
from the perspective of commercial gain for the filmmakers. The innate urge of the fans to
see their favourite actors back on screen, the constant desire for the actor’s presence, and the
difficulty in accepting the death of their favourite celebrity (thus somehow taking us back to
the lingering effects of the modern attitude of forbidden death) lead them to consume such
‘cinematic afterlife’ to the actors. Borrowing the term ‘Digital Afterlives’, I propose that by
the technological resurrection of delebs, their cinematic career stretches beyond their mortal
‘cinematic crumbs’ or what Mitra might call ‘narbs’ to (re)enact or portray newer roles or
characters. The cinematic afterlife is, however, regulated by various forces, none of which
accentuate the individual’s agency. It promises ‘assisted immortality’ with the help of digital
technology, thereby blurring the notions of life and death where the ‘delebs’ are dangling in a
liminal space of mortal ‘death’ and digital or social ‘life’. An interesting distinction needs to
be drawn between ‘cinematic immortality’ and ‘cinematic afterlife’. In the former, the
cinematic frame serves as both an archival repository and a timeless canvas, which grants
transcending mortal limitations by capturing the essence of the actor in a visual continuum.
However, in the context of the cinematic afterlife, the actor's digital crumbs are reanimated
after their death, heralding a rebirth of their cinematic persona. But the digitally mediated
resurrection portrays an on-screen persona that diverges from the lived ‘image’ of the
celebrity. In the cinematic afterlife, what is shown on screen is not the life that preceded it but
the life that is given to the image of the deleb by the modern necromancer, divorced from any
agency of the deceased. The self is no longer of the actor but becomes an extension of the
necromancer or those involved in the creative process. This extension encompasses the words
spoken, deeds enacted, and emotions elicited on screen by the deleb. Consequently, it
delineates a paradigm where the authority of creative authorship prevails over the influence
of the original subject, raising serious ethical implications, which we shall discuss in the next
section.
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While raising suspicions and concerns about the sanctity of death, Debra Bassett
introduced the term “digital zombies” in her essay “Who Wants to Live Forever? Living,
Dying, and Grieving in Our Digital Society” to describe the dead who are resurrected,
reanimated, and made digitally and socially ‘alive’. Bassett argued that these digital zombies
are both dead and alive at the same time; besides, they do things at death that they never did
while being alive. She claims that examples of digital zombies can be dead celebrities who
are used in advertisements. While recounting the digital resurrection of Bob Monkhouse, she
asserted that this ‘modern necromancy’ made Monkhouse an ‘accidental’ digital zombie.
Instances of other such digital zombies could be Tupac Shakur, Elvis Presley, and Roy
Orbison, who were digitally resurrected through holograms to perform ‘live’ after their
deaths. But such posthumous appearances, both in films, advertisements, and music concerts,
where the dead are summoned without any legal compliance with the dead artists, raise
severe ethical concerns. They spark fundamental queries concerning the proprietorship and
control of one's digital identity and the unauthorised resurrection of individuals without
explicit consent, along with the entitlement to dictate virtual representation. In some
instances, the family members of the dead permit such digital reanimation, but this also
underscores the critical question of whether the kin has the ethical right to consent to the use
of the digital remnants of the deceased. The emergence of digital necromancy, leveraging
personas belonging to deceased individuals. The use of CGI and AI-driven reanimated
figures for commercial purposes triggers inquiries about potential exploitation, preservation
of dignity, and respect for the deceased. The resurrection of deceased individuals in a digital
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apprehensions regarding the “commodification and the possible exploitation of their likeness
in the absence of explicit consent.” (Hutson and Ratican 5) Such practices prompt reflections
on the ethical obligations of both companies and individuals involved in these ventures. This
can be true in the case of Hepburn’s Galaxy advertisement or screen appearances by James
Dean or Marlon Brando in Superman Returns (2006). Consequently, the digitally resurrected
persona “may inadvertently convey views or actions inconsistent with the deceased's lifetime
observers about their authentic character, and infringes upon their right to accurate
representation.” (Hutson and Ratican 5) A clear example of this would be the Johnny Walker
he had avoided all his life. Moreover, as Bassett argued, “the digital version... would become
‘rogue’... technologically, this rogue digital zombie could ‘evolve’ as a separate ‘person’.”
This hints at the possibility of a rogue digital zombie, akin to a Frankenstein-like monster,
ceasing to identify with its creator and evolving (enacting) freely. Digital necromancy carries
several ethical implications, ranging from privacy to the ethics of commercialization, consent
procedures involving the deceased and their relatives, distortion of values, and the impact on
The Strangeness of Grief and the Valley of Uncanny: The Audience in Digital
Necromancy
For the actor’s loved ones, these digital resurrections can be a disruption to their
death-adjustment pattern, this can act as a painful dislocation, which can disorient
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them and hurl them into an abyss of melancholy (in a Freudian sense). However,
from the lens of Klass et al. Continuing Bonds theory, digital necromancy can foster
newer connections for the actor’s loved ones, and this also includes their fans, who
can grieve and be at peace by constructing new relationships while seeing them on
screen in new roles. The consumption of digitally resurrected celebrities can also
highlight the difficulty in coming to terms with the actor’s death, where there is a
constant need for their presence to perhaps avoid the grimness and uncertainty of
being dead. This absent presence can be comforting for their fans and loved ones.
While digital necromancy can bring back the delebs from the realm of death to act
on screen, the experience can sometimes be creepy for the audience as well. Seeing
someone dead come ‘alive’ in a film can be unsettling for many. Especially when
the CGI renders the human eyes lifeless or makes the skin or facial features of the
digitally resurrected actor waxy or mechanical. This can produce a strange revulsion
towards such animated visuals, which appear nearly human but not entirely. When
Volkswagon made a commercial with Elis Regina, one of Brazil’s most renowned
musicians, it was unsettling for many who felt uncomfortable watching Regina in an
advertisement, knowing that she had died long ago and that the digital rendition
appeared uncanny for them. Coined by Masahiro Mori in 1970, the term “uncanny
that elicit feelings of dread and creeping horror, as elucidated by Freud. The
of the uncanny through the creation of more authentic visual representations. This
countenance of those resurrected on screen. However, the visuals may still evoke
feelings of dread and creepiness, stemming from the subconscious recognition of the
digital necromancy, where on one hand, the audience might feel that it (re) connects
them with their favourite actor and helps them foster newer relationships with them;
on the other hand, it can evoke the valley of uncanny, making them feel unsettled
Conclusion
Digital necromancy has blurred the boundaries between the living and the dead.
While some consider these technological advancements, which enable contact with
the dead, a disruption of cultural norms, others believe that they provide an
opportunity to reconnect with their favourite stars by prolonging their acting careers
the ‘aura’ (as Benjamin would say) of the actors somehow gets diminished due to
the mass reproducibility of their soulless digital ‘crumbs’ that are knitted together by
the deaths of their actors, the advent of technological mediation in filmmaking has
carved out a possibility for not just digitally resurrecting the actor for remaining
scenes but also entire movies from scratch to squeeze out the legacy of a celebrity.
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Despite the ethical concerns and the unsettling effects it has on its audience, digital
necromancy is here to stay and evolve with time. Its transition from bearing mystical
resurrect delebs for commercial gains shows the shifting perspectives of our society.
Digital necromancy’s promise of a cinematic afterlife that can be both unsettling and
comforting for the audience reinforces our fascination with death, dying, and the
afterlife since antiquity, even in a secularised and rational society. We can see the
dead reanimated, rethought, and, dare I say, refurbished to bring to the world of the
living. This spectacle re-enchants our society and ushers us into an age where for the
“...first time in history, the living have been able to see the dead. That’s quite
Notes
2. The studio, MGM, which was behind the production of the film, wanted to
shut it down and claim insurance because they were going through a severe
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