BALLYTURK: Sinister escapism at St. Ann's
“Human beings can cope with a little more complexity.” This line from Enda Walsh’s 2014 Ballyturk, which Walsh directs for its North American premiere at St. Ann’s Warehouse, encapsulates the playwright’s thesis on Absurdism. In Ballyturk, two men, identified only as 1 and 2, but evocative of Beckett’s Vladimir and Estragon or Ionesco’s Old Man and Old Woman, are confined to an underground bunker. 1 and 2 make a clown performance of their daily routine: they rise, fold away their murphy bed, shower, dress one another in ill-fitting jumpers, eat microwaved hotdogs, and exercise in an aerobic ritual set to 1980s dance hits.
1 (Tadgh Murphy) is prone to epileptic seizures and sensitive to a pervasive mood of “foreboding.” His defining piece of costuming is a red hurling helmet. 2 (Mikel Murfi) is older, with shock-red hair, a sort of biological helmet. A better clown, 2 encourages 1 to stick to their physical script. 2 seems to intuit that to attempt to communicate with the odd disembodied voices that filter into the basement or to contemplate too closely the mysterious appearance of a marigold in a small spotlight—well, those ways madness lies.
1 and 2’s vocation, the one variable in their variety act, involves creating (or is it remembering?) a pastoral Irish village called Ballyturk. It is unclear whether Ballyturk is drawn from a past outside this basement or originates entirely in the collective imagination of 1 and 2. Either way, their investment in the fantasy is total. On the back wall, a rust colored curtain parts to reveal I's pencil sketches of the village’s inhabitants. 1 and 2 throw darts at the mural of portraits to determine which characters they will include in the day's Ballyturk episode: Cody Finnington and Joyce Drench are pinned. 2 (Murfi) takes center stage beneath a red glowing neon sign that reads “Ballyturk” in Celtic script. He acts out Cody Finnington’s trip to buy skimmed milk at Joyce Drench’s grocery store, while I (Murphy) provides commentary and eerie, distorted sound effects as accompaniment. In another episode, melancholically underscored with orchestral music composed by Teho Teardo, 1 lists dozens of imaginary townspeople while 2 virtuosically assumes a distinct physicality and voice for each. As 1 & 2 dramatize various episodes from daily life in Ballyturk, the imaginary village becomes a veritable world within a world and play within a play.
Ballyturk’s undefined setting and circumstances, narrative cyclicality, and excursions into clowning are straight out of the Absurdist playbook. All evoke existential complexity and the great, meaningless meaningfulness (or vice versa) of life. But unlike the canonic plays of Absurdism like Godot or The Chairs, which are set in landscapes of spare sensory symbolism, designer Jamie Vartan’s design is primarily iconic. Walsh writes that the play is set in “No time. No place,” but Vartan’s box set certainly evokes a time and place, specifically an unfinished 1980s basement. Chipping white paint covers the three concrete walls, which are studded with cheap, wood-paneled cabinetry. Only the height of the cabinets—you’d need a twenty-foot ladder to reach the highest—hints that the setting is less than naturalistic. The basement is a repository for dross—dingy old appliances, an exercise bike and fat-jiggling machine, three-quarters-sized beach furniture, a bag of golf clubs, a cuckoo clock, and goodness knows what else—all of which litters the perimeter of the room, and much of which 1 and 2 incorporate into their daily routine. Vartan’s costuming too—short, colorful shirts, sweat-pants with ankle elastic, and egregiously greying tighty-whities—feels eighties-inspired. But most evocatively, a working record player blasts a collection of 45s of early 1980s British synthpop hits, from Blancmange to Yazoo, in sound design by Helen Atkinson.
The visual and aural references to 1980s culture feel nearly nostalgic. In its design and the exuberant performances of Murphy and Murfi, Ballyturk flirts with reference to a strain of late 1980s buddy movie. We see 1 and 2 as two misfit teens, a proto-Bill and Ted or Wayne and Garth, playing make-believe in a basement. But though Ballyturk is often funny and charming, it is inescapably dark. In the words of 1, “It feels like we may be less of what we were in a place we don’t know wholly now.” 1 and 2, we remember, are full-grown men, not teenagers; they are not passing a long afternoon in a basement, but rather trapped indefinitely in a bunker. Though there are no windows, a lighting change, like a sunset, marks the passage of time. Designed by Adam Silverman, a strong downlight filters through beams in the ceiling, creating a shadow of prison bars on the concrete floor. On Vartan’s set, we see no door, no wings, no exit for 1 and 2.
Ballyturk plumbs complex thematic depths in an aural and visual landscape of complexity. The abundant, often loud design works directly on the audience’s senses and emotions, making the existential questions feel immediate and pressing. If this were all, it would be enough: a frenetically paced, terrifically acted, sensorily lush meditation on the relationships between memory and creation, death and rebirth, fantasy and reality. But Walsh doubles down on his themes, both emphasizing and complicating them, by introducing a new character, 3, who offers both the protagonists and the audience evidence of life outside the basement. The claustrophobic world to which we were becoming accustomed literally cracks apart, as the back wall of the stage splits into a cavernous maw. Capitalizing on the vast depth of St. Ann’s Warehouse, Vartan reveals a warmly lit, grassy expanse beyond. Its sparseness, in contrast to the cluttered interior, suggests both erasure and possibility.
From this dream-space appears 3 (Olwen Fouéré)—a sleek, silver-haired woman in a pencil skirt—calmly smoking her cigarette. With 3’s intervention, the production’s pace slows and the mystery becomes more meta. Ballyturk, 3 suggests, has been an exercise not in creativity or remembrance, but in forgetting a reality too painful to confront. As 1 and 2 question their relationship to Ballyturk and each other, they begin to lose faith in the ability of words to create a world. Walsh explores, by extension, the limitations of theatre itself. 1 laments, “How can I talk about Ballyturk knowing that it’s only ever inside this breaking body and nowhere else? There’s no freedom to it—it’s filling rooms with words, not real life … so how?” Walsh presents us with a fine paradox, a sort of suicide-machine: Ballyturk transports us only to undermine the entire premise of theatre as a vehicle. Is Ballyturk a Ballyturk, or is it a truth beyond?