Archive for the ‘Nostalgia’ Category

British Invasion

montypython

Ordinarily I’d start my post with a by-now-boilerplate apology for lagging behind the news, but in this case I will leave aside the ritual lament (”I’m just so busy this semester!”) and instead make proud boast of my lateness, boldly owning up to the fact that, although it was forty years ago last week that Monty Python’s Flying Circus had its first broadcast, I’m just getting around to remarking on it today. Seems only (il)logical to do so, given that one of Python’s most fundamental and lasting alterations to the cultural landscape in which I grew up was to validate the non sequitur as an acceptable conversational — and often behavioral — gambit.

Let me explain. For me and my friends in grade school, the early-to-mid-seventies were a logarithmically-increasing series of social revelations, sometimes depressingly gradual, other times bruisingly abrupt, that we were “weird.” Our weirdness went by several aliases. The labels bestowed by forgiving parents and teachers were things like “smart,” “bright,” “eccentric,” “unusual,” and “creative.” Whereas the ones that arrived not from above but laterally, hurled like snowballs in the schoolyard or graffitied in ball-point across our notebooks, were more brutally and colorfully direct, and thus of course more convincing: “freak,” “spaz,” and — for me in particular, since it vaguely rhymes with Rehak — “retard.”

I see now that almost all of these phrases had their grain of truth, their icy core, their scored ink-line. In our weirdness we were smart and unusual and creative; we were also undeniably freakish, and as our emotional gyroscopes whirled wildly in search of some stable configuration, we were, by turns, spastically overenthusiastic and retardedly slow to adapt. We were book and comic readers, TV watchers, play actors, cartoon artists, model builders, rock collectors. We were boys. We liked science fiction and fantasy. Our skills and deficits were misdistributed and extreme: vastly vocabularied but garbled by braces and retainers; carefully observant but blindered by thick glasses; handsome heroes in our hearts, chubby or skinny buffoons in person. Many of us were good at science and math, others at art and theater. None of us did particularly well on the athletic field, though we did provide workouts for the kids who chased us.

Me, I made model kits of monsters like the Mummy, the Wolfman, and the Creature from the Black Lagoon — all supplied by the great company Aurora, with the last mile from hobby store to home facilitated by my indulgent parents — painted them in garish and inappropriate colors, situated them behind cardboard drum kits and guitars on yarn neckstraps, and pretended they were a rock supergroup while blasting the Monkees and the Archies from my record player. (I am not making this up.)

I was also a media addict, even back then, and when Monty Python episodes began airing over our local PBS station, I was instantly and utterly devoted to it. Which is not to say I liked everything I saw — a nascent fan, I quickly began drawing distinctions between the unquestionably great, the merely good, the tolerably adequate, and the terminally lame paroles that constituted the show’s langue, learning connections between these variations in quality and the industrial microepochs that gave rise to them: early, middle, and late Python. I had my favorite bits (Terry Gilliam’s animations, anything ever done or said by John Cleese) and my “mehs” (Terry Gilliam’s acting and the episode devoted to hot-air ballooning). Although or because I was stranded somewhere in the long latency separating my phallic and genital stages, I found every mention of sex and every glimpse of boob a fascinating magma of hypothetical desire and unearned shame. And, of course, it was all hysterically, tear-squirting, stomach-cramp-inducing funny.

The downside of Monty Python’s funniness was the same as its upside: it gave all of us weirdos a shared social circuit. The show’s peculiar and specific argot of slapstick and trangression, dada and doo-doo, spread overnight to recess and classroom, connecting by a kind of dedicated party line any schlub who could memorize and repeat lines and skits from the show. In short, Monty Python colonized us, or more accurately it lit up like a discursive barium trace the preexisting nerd colony that theretofore had hidden underground in a nervous relay of quick glances, buried smiles, and raised eyebrows. Suddenly outed by a humor system from across the sea, we pint-sized Python fans stood revealed as a brotherhood of nudge-nudge-wink-wink, a schoolyard samizdat.

A good thing, but also a bad thing. The New York Times gets it exactly wrong when describing the “couple of guys in your dorm (usually physics majors, for some reason, and otherwise not known for their wit) who could recite every sketch”; according to Ben Brantley, “They could be pretty funny, those guys, especially if you hadn’t seen the real thing.” Nope — people who recite every Monty Python sketch are by definition not funny, or rather are funny only within an extremely bounded circle of folks who (A) already know the jokes and (B) accept said recitation as legal tender in their subcultural social capital. In my experience, there was no surer date-killer, no quicker way to get people to edge away from you at parties than by launching into such bonafide gems of genius as the Cheese Shoppe or the Argument Clinic. Yet we went on tagging each other as geek untouchables, comedy as contagion, as helpless before Pythonism’s viral spread as we would be, a few years on, by the replicating errata of Middle Earth and the United Federation of Planets.

Monty Python was merely the first infusion of obsessive-compulsive nerd scholarship into which I and my friends were forced by a series of cultural imports from Britain: grand stuff like The Fall and Rise of Reginald Perrin, The Hitchhiker’s Guide to the Galaxy, Alan Moore, and the computer game Elite. The three movies I like to name as my favorites of all time each have substantial UK components: Star Wars (1977) was filmed partly at Elstree Studios, Superman (1978) at Pinewood and Shepperton Studios, and Alien (1979), with Ridley Scott at the helm, at Shepperton and Bray Studios. And the trend continues right to present day: my favorite band is Genesis, I can’t get enough of Robbie Coltrane’s Cracker, and the science-fiction masterpiece of the summer was not District 9 (which gets high marks nevertheless) but the superb Children of Earth.

I sometimes wonder what to call this collection of British art and entertainment, this odd cultural constellation that seems to obey no organizing principle except its origins in England and its relevance to my development. How do you draw a boundary around a miscellany of so much that is good and essential about imaginary lives and their real social extrusions? Maybe I’m seeking a word like supergenre or metagenre, but those seem too big; try idiogenre, some way of systematizing a group of texts whose common element is their locus in a particular, historically-shaped subjectivity (my own) that is simultaneously a shared condition. The comic tragedy of the nerd, a figure both stranded on the social periphery yet crowded by his peers, lonely yet overfriended, renegade frontiersman and communal sheep, a silly-walking man with an entire Ministry of Silly Walks looming behind him.

I blame, and thank, England.

ministrysillywalks

Monday, October 12th, 2009

Counting Down Galactica (4 of 4)

[This is the last of four posts counting down the final episodes of Battlestar Galactica. To see the others, click here.]

I’d meant to write my final entry in the “Counting Down Galactica” series before the airing of the finale on Friday night; a power outage in my neighborhood prevented me from doing so. Hence everything I’m about to say is colored by having seen the two-hour-and-eleven-minute conclusion, and spoilers lie in wait.

On the topic of spoilers, I know of a few ambitious souls (hi, Suzanne!) who are holding the finale in reserve, planning to watch it next week. Let me note how sympathetic I am toward, and dubious about the chances of, their or anyone’s ability to navigate the days ahead without having the ending spoiled. I haven’t even dared to visit Facebook yet, for fear of destabilizing my own still-coalescing thoughts on the experience; similarly, I won’t go near the various blogs I read. When I got up this morning, I turned on NPR’s Weekend Edition, only to find myself smack-dab in the middle of a postmortem with Mary McDonnell. It was like coming out of hyperspace into an asteroid field, or — a more somber echo — waking on the morning of 9/11 to a puzzled voice on the radio saying, in perhaps our last moment of innocence, that pilot error seemed to be behind a plane’s freak collision with the World Trade Center.

Comparing BSG’s wrapup to the events of 9/11 might seem the nadir of taste, except that Galactica probably did more in its four seasons than any other media artifact besides 24 — I’m discounting Oliver Stone movies and the Sarah Silverman show — to process through pop culture the terrorist attacks and their corrosive aftereffects on American psychology and policy. It became, in fact, an easy truism about the show, to the point where I’d roll my eyes when yet another commentator assured me that BSG was about serious things like torture and human rights. But then I shouldn’t let cynicism blind me to the good that stories and metaphors can do; I myself publicly opined that the season-two Pegasus arc marked a “prolapse of the national myth,” a moment at which BSG “strode right over the line of allegory to hold up a mirror in which the United States could no longer misrecognize its practices of dehumanization and torture.” And who am I to argue with the United Nations, anyway?

But maybe the more fitting connection is local rather than global, for losing power yesterday reminded me how absolutely dependent the current state of my life is on technology: the uninterrupted flow of internet, television, radio. My wife and I were able to brew coffee by plugging the pot into one remaining active outlet, and our cell phones enabled us to maintain contact with the outside world (until their batteries died). After that, it was leave the house and brave the bright outdoors and actual, face-to-face conversation with other human beings.

I bring this up because, in its final hours, BSG plainly announced itself as concerned, more than anything else, with the relationship between nature and technology — between humans and their creations. In retrospect, this dialectic is so obvious that I’m embarrassed to admit it never quite came into focus for me when the series was running. Sure, the initiating incident was a sneak attack by Cylons, a race of human-built machines who got all uppity and sentient on us. (Or maybe it’s the case that the rebellious Cylons descended from some other, ancient caste of Cylons — I’m not entirely clear on this aspect of the mythology, and consider it the show’s failing for not explaining it more clearly. But more about that in a moment.) Even in that first, fateful moment of aggression, though, the lines between us and them were blurred; in “reimagining” the 1970s series that was its precursor, Ronald D. Moore’s smartest decision — apart from scuffing up the mise-en-scene — was to posit Cylons who look like us; who think, feel, and believe like us. As the series wore on, this relationship became ever more intimate, incestuous, and uncomfortable, so that finally it seemed neither species could imagine itself outside of the other. It was differance, supplement, and probably several other French words, operationalized in the tropes of science fiction.

A more detailed textual analysis than I have the patience to attempt here would likely find in “Daybreak” an eloquent mapping of these tense territories of interdependent meanings. One obvious starting point would be the opposition between Cavil’s Cylon colony, a spidery, Gigeresque encrustation perched in a maelstrom of toxic-looking space debris, and the plains of Africa, evoked so emphatically in the finale’s closing third hour that I began to wonder if the story’s logic could admit the existence of any sites on Earth (or pseudo-Earth, as the story cutely frames it) that aren’t sunny, hospitable, and friendly. In this blunt binary I finally saw BSG’s reactionary (one might say luddite) ethos emerge in full flower: a decision on the undecidable, a brake on the sliding of signifiers. For all the show’s interest in hybrids of every imaginable flavor, it did finally come down to a rejection of technology, signaled most starkly in Lee Adama’s call to “break the cycle” by not building more cities — and the sailing of Galactica and her fleet into the sun. Even as humans and Cylons decide to live together (and, it’s suggested in the coda, provide the seed from which contemporary civilization sprouted), it seems to me the metaphor has been settled in humanity’s favor.

That’s fine; at least the show had the courage to finally call heads or tails on its endless coin-flipping. Interesting, though, that the basic division over which the narrative obsessed was reflected formally in the series’ technical construction and audience reception. I refer here to a dialectic that emerged late in the show’s run, between visual effects and everything else — between space porn and character moments. Reading fan forums, I lost count of the number of times BSG was castigated by some for abandoning action sequences and space battles, only to be countered by another group tut-tutting along the lines of This show has never been about action; it’s about the people. For what it’s worth, I’m firmly in the first camp (as my post last week demonstrates): the best episodes of Galactica were those that featured lots of space-set action (the Hugo-winning pilot, “33″; “The Hand of God”; most of the first season, for that matter, and bright moments sprinkled throughout the rest of the series). Among the worst were those that confined themselves exclusively to character interaction, such as “Black Market,” “Unfinished Business,” and most of the latter half of season four.

It’s not that the show was ever poorly written, or the characters uninteresting. But it did seem for long stretches to develop an allergy to action, with the result a bifurcated structure that drove some fans crazy. Much like the pointless squabbles around Lost, whose flashback structure still provokes some to shout “filler episode!” where others cry “Character development!”, debate on the merits of BSG too often devolved into untenable assertions about the antithetical relationship between spectacle and narrative, with space-porn fans lampooned as short-attention-span stimulus junkies and character-development fans mocked as pretentious blowhards. Speaking as a stimulus junkie and pretentious blowhard, I feel safe in pointing out the obvious: it’s hard to pull off compelling science fiction characters without some expertly integrated shiny-things-go-boom, while spaceships and ’splosions by themselves get you nowhere. You need, in short, both — which is why BSG’s industrial dimension neatly homologized its thematic concerns.

I’m relieved that last night’s conclusion managed to reconcile the show’s many competing elements, and that it did so stirringly, dramatically, and movingly. I expected nothing less than a solid sendoff from RDM, one-half of the writing team behind perhaps the greatest series finale ever, Star Trek: The Next Generation’s “All Good Things …” — but that’s not to say he couldn’t have screwed it up in the final instance. Indeed, if there is a worm in the apple, it’s my sneaking suspicion that the game was fixed: the four episodes leading up to “Daybreak” were a maddening mix of turgid soap opera and force-fed exposition, indulgent overacting and unearned emotion. It’s almost as though they wanted to lower our expectations, then stun us with a masterpiece.

I don’t know yet if “Daybreak” deserves that particular label, but we’ll see. In any case, there is something magical about so optimistic an ending to such a downbeat series. If the tortured soul of this generation’s Battlestar Galactica was indeed forged in the flames of 9/11 and the collective neurotic reaction spearheaded by the Bush administration, perhaps its happy ending reflects a national movement toward something better: the unexpected last-minute emergence, through parting clouds, of hope.

Saturday, March 21st, 2009

Requiem for a Craptop

Today I said goodbye to the MacBook that served me and my wife for almost three years — served us tirelessly, loyally, without ever judging the uses to which we put it. It was part of our household and our daily routines, funneling reams of virtual paper past our eyeballs, taking our email dictation, connecting us with friends through Facebook and family through Skype. (Many was the Sunday afternoon I’d walk the MacBook around our house to show my parents the place; I faced into its camera as the bedrooms and staircases and kitchens scrolled behind me like a mutated first-person shooter or a Kubrickian steadicam.) We called it, affectionately, the Craptop; but there was nothing crappy about its animal purity.

It’s odd, I know, to speak this way about a machine, but then again it isn’t: I’m far too respectful of the lessons of science fiction (not to mention those of Foucault, Latour, and Haraway) to draw confident and watertight distinctions between our technologies and ourselves. My sadness about the Craptop’s departure is in part a sadness about my own limitations, including, of course, the ultimate limit: mortality. Even on a more mundane scale, the clock of days, I was unworthy of the Craptop’s unquestioning service, as I am unworthy of all the machines that surround and support me, starting up at the press of a button, the turn of a key.

The Craptop was not just a machine for the home, but for work: purchased by Swarthmore to assist me in teaching, it played many a movie clip and Powerpoint presentation to my students, flew many miles by airplane and rode in the back seat of many a car. It passes from my world now because the generous College has bought me a new unit, aluminum-cased and free of the little glitches and slownesses that were starting to make the Craptop unusable. It’s a mystery to me why and how machines grow old and unreliable — but no more, I suppose, than the mystery of why we do.

What happens to the Craptop now? Swarthmore’s an enlightened place, and so, the brand assures me, is Apple: I assume a recycling program exists to deconstruct the Craptop into ecologically-neutral components or repurpose its parts into new devices. In his article “Out with the Trash: On the Future of New Media” (Residual Media, Ed. Charles R. Acland, University of Minnesota Press, 2007), Jonathan Sterne writes eloquently and sardonically of the phenomenon of obsolete computer junk, and curious readers are well advised to seek out his words. For my part, I’ll just note my gratitude to the humble Craptop, and try not to resent the newer model on which, ironically, I write its elegy: soon enough, for it and for all of us, the end will come, so let us celebrate the devices of here and now.

Tuesday, February 3rd, 2009

Crudeness, Complexity, and Venom’s Bite

Back in the 70s, like most kids who grew up middle-class and media-saturated in the U.S., I lived for the blocks of cartoons that aired after school and on Saturday mornings. From Warner Brothers and Popeye shorts to affable junk like Hong Kong Phooey, I devoured just about everything, with the notable exception of Scooby Doo, which I endured with resigned numbness as a bridge between more interesting shows. (Prefiguring my later interest in special effects both cheesy and classy, I was also nutty for the live-action Filmation series the networks would occasionally try out on us: cardboard superhero morality plays like Shazam! and Isis, as well as SF-lite series Ark II, Space Academy, and Jason of Star Command, which was the Han Solo to Space Academy’s Luke Skywalker.)

Nowadays, as a fancypants professor of media studies who teaches courses on animation and fandom, I have, I suppose, moved on to a more mature appreciation of the medium’s possibilities, just as animation itself has found a new cultural location in primetime fare like Family Guy, South Park, and CG features from Pixar and DreamWorks that speak simultaneously to adult and child audiences. But the unreformed ten-year-old in me is still drawn to kids’ cartoons – SpongeBob is sublime, and I rarely missed an episode of Bruce Timm’s resurrection of Superman from the 1990s. This week I had a look at the new CW series, The Spectacular Spider-Man (Wiki rundown here; Sony’s official site here), and was startled both by my own negative response to the show’s visual execution and my realization that the transmedia franchise has passed me by while I was busy with others things … like going to graduate school, getting married, and buying a house. Maybe the photographic evidence of a youthful encounter that recently turned up has made me sensitive to the passage of time; whatever the cause, the new series came as a shock.

First, the visual issue. It’s jolting how crude the animation of the new Spider-Man looks to my eye, especially given my belief that criticisms of this type are inescapably tied to generational position: the graphics of one era seem trite beside the graphics of another, a grass-is-always-greener perceptual mismatch we all too readily misrecognize as transhistorical, inherent, beyond debate. In this case, time’s arrow runs both ways: The garbage kids watch today doesn’t hold a candle to the art we had when I was young from one direction, Today’s shows [or movies, or music, or baseball teams, etc.] are light-years beyond that laughable crap my parents watched from the other. Our sense of a media object’s datedness is based not on some teleological evolution (as fervently as we might believe it to be so) but on stylistic shifts and shared understandings of the norm — literally, states of the art. This technological and aesthetic flux means that very little cultural material from one decade to another escapes untouched by some degree of ideological Doppler shift, whether enshrined as classic or denigrated as obsolete, retrograde, stunted.

Nevertheless, I have a hard time debating the evidence of my eyes – eyes here understood as a distillation of multiple, ephemeral layers of taste, training, and cultural comfort zoning. The character designs, backgrounds, framing and motion of The Spectacular Spider-Man seem horribly low-res at first glance: inverting the too-many-notes complaint leveled at W. A. Mozart, this Spider-Man simply doesn’t have enough going on inside it. Of course, bound into this assessment of the cartoon’s graphic surface is an indictment of more systemic deficits: the dialogue, characterization, and storytelling seem thin, undercooked, dashed off. Around my visceral response to the show’s pared-down quality there is a whiff of that general curmudgeonly rot (again, one tied to aging — there are no young curmudgeons): The Spectacular Spider-Man seems slangy and abrupt, rendered in a rude optical and narrative shorthand that irritates me because it baffles me. I see the same pattern in my elderly parents’ reactions to certain contemporary films, whose rhythms seem to them both stroboscopically intense and conceptually vapid.

The irony in all this is that animation historically has been about doing more with less — maximizing affective impact, narrative density, and thematic heft with a relative minimum of brush strokes, keyframes, cel layers, blobs of clay, or pixels. Above all else, animation is a reducing valve between the spheres of industrial activity that generate it and the reception contexts in which the resulting texts are encountered. While the mechanism of the live-action camera captures reality in roughly a one-to-one ratio, leaving only the stages of editing and postproduction to expand the labor-time involved in its production, animation is labor- and time-intensive to its very core: it takes far longer to produce one frame than it takes to run that frame through the projector. (This is nowhere clearer than in contemporary CG filmmaking; in the more crowded shots of Pixar’s movie Cars, for example, some frames took entire weeks to render.)

As a result, animation over the decades has refined a set of representational strategies for the precise allocation of screen activity: metering change and stasis according to an elaborate calculus in which the variables of technology, economics, and artistic expression compete — often to the detriment of one register over another. Most animation textbooks introduce the idea of limited animation in reference to anime, whose characteristic mode of economization is emblematized by frozen or near-frozen images imparted dynamism by a subtle camera movement. But in truth, all animation is limited to one degree or another. And the critical license we grant those limitations speaks volumes about collective cultural assumptions. In Akira, limitation is art: in Super Friends (a fragment of which I caught while channel-surfing the other day and found unwatchably bad), it’s a commercial cutting-of-corners so base and clumsy as to make your eyeballs burst.

It’s probably clear that with all these caveats and second-guessings, I don’t trust my own response to The Spectacular Spider-Man’s visual sophistication (or lack of it). My confidence in my own take is further undermined by the realization that the cartoon, as the nth iteration of a Spider-Man universe approaching its fiftieth year, pairs its apparent crudeness with vast complexity: for it is part of one of our few genuine transmedia franchises. I’ve written on transmedia before, each time, I hope, getting a little closer to understanding what these mysterious, emergent entities are and aren’t. At times I see them as nothing more than a snazzy rebranding of corporate serialized media, an enterprise almost as old as that other oldest profession, in which texts-as-products reproduce themselves in the marketplace, jiggering just enough variation and repetition into each spinoff that it hits home with an audience eager for fresh installments of familiar pleasures. At other times, though, I’m less cynical. And for all its sketchiness, The Spectacular Spider-Man offers a sobering reminder that transmedia superheroes have walked the earth for decades: huge, organic archives of storytelling, design networks, and continuously mutating continuity.

Geoff Long, who has thought about the miracles and machinations of transmedia more extensively and cogently than just about anyone I know, recently pointed out that we live amid a glut of new transmedia lines, most of which — like those clouds of eggs released by sea creatures, with only a lottery-winning few lucky enough to survive and reproduce — are doomed to failure. Geoff differentiates between these “hard” transmedia launches and more “soft” and “crunchy” transmedia that grow slowly from a single, largely unanticipated success. In Spider-Man, Batman, Superman and the like, we have serial empires of apparent inexhaustibility: always more comic books, movies, videogames, action figures to be minted from the template.

But the very scale of a long-lived transmedia system means that, at some point, it passes you by; which is what happened to me with Spider-Man, around the time that Venom appeared. This symbiotic critter (I could never quite figure out if it’s a sentient villain, an alter-ego of Spidey, or just a very aggressive wardrobe malfunction) made its appearance around 1986, approximately the same time that I was getting back into comic books through Love and Rockets, Cerebus, and the one-two punch of Frank Miller’s The Dark Knight Returns and Moore’s and Gibbons’s Watchmen. Venom represented a whole new direction for Spider-Man, and, busy with other titles, I never bothered to do the homework necessary to bind him into my personal experience of Spider-Man’s diegetic history. Thus, Sam Raimi’s botched Spider-Man 3 left me cold (though it did restage some of the Gwen Stacy storyline that broke my little heart in the 70s), and when Venom happened to show up on the episode of Spectacular Spider-Man that I watched, I realized just how out of touch I’ve become. Venom is everywhere, and any self-respecting eight-year-old could probably lecture me on his lifespan and dietary habits.

Call this lengthy discourse a meditation on my own aging — a bittersweet lament on the fact that you can’t stay young forever, can’t keep up with everything the world of pop entertainment has to offer. Long after I’ve stopped breathing, the networked narratives of my favorite superheroes and science-fiction worlds will continue to proliferate. My mom and dad can enjoy this summer’s Iron Man without bothering over the lengthy history of that hero; perhaps I’ll get to the same point when, as an old man one day, I confront some costumed visual effect whose name I’ve never heard of. In the meantime, Venom oozes virally through the sidechannels and back-alleys of Spider-Man’s mediaverse, popping up in the occasional cartoon to tease me — much as he does the eternally-teenaged, ever-tormented Peter Parker — with a dark glimpse of my own mortality, as doled out in the traumas of transmedia.

Monday, August 4th, 2008

Planet of the Apes

As my attention shifts to one of the major goals of the summer — drafting a proposal for my book on special and visual effects — I’ve started to augment my movie-a-day habit with some classic FX titles. These are films I’ve seen before, in some cases many times, but which need revisiting. Seeing them now can be a corrective shock, revealing my memory for the sloppy generalizing mechanism it is. Impressions of movies watched in childhood blend together, in the adult mind, like ingredients of a stew, a delicious melange that is nevertheless a kind of monotaste: a tidy averaging of visual and narrative pleasures that, with a fresh viewing, shatter back into discrete components. The movie again becomes a complex terrain rather than a distant map, a succession of contrasting images rather than a single iconic poster still, a cascade of rediscovered characters, tableaux, action setpieces, and lines of dialogue. It’s like opening a box of forgotten photographs.

In the case of Planet of the Apes — Franklin J. Schaffner’s 1968 original, not Tim Burton’s lousy 2001 remake — I was stunned to find a film far more stark, confident, somber, chilling, and stylish than the simplistic caricature to which I’d reduced it. My first encounter with Planet of the Apes came sometime in the mid-1970s, when it ran as part of “Ape Week” on our local ABC affiliate’s Four-O’Clock Movie. I’d get home from school in time to watch an hour or so of cartoons before the feature came on; Ape Week was just one of several themed lineups I looked forward to eagerly, including “James Bond Week” and “Monster Week” (a string of Eiji Tsuburaya’s Godzilla and Mothra movies).

The Apes series was a perfect fit for the Four-O’Clock Movie because there was one for every day of the week: from Monday’s installment of the first film through Beneath the Planet of the Apes (1970) on Tuesday, Escape from the Planet of the Apes (1971) on Wednesday, Conquest of the Planet of the Apes (1972) on Thursday, and Battle for the Planet of the Apes (1973) on Friday. The end of the week didn’t mean an end to Apes, though. Right about that time, a live-action TV series aired, followed by an animated counterpart on Saturday mornings. It would be thirty years before I heard the term transmedia franchise, but — along with daily reruns of the original Star Trek series — Apes was my inaugural passport to the labyrinthine landscape of distributed science-fiction storyworlds.

What I loved about Planet of the Apes back then, and what has stayed with me over the years, can be summarized in two images that sent me into an ecstasy of eeriness: the ape makeup created by Ben Nye and implemented by John Chambers; and the famous final shot, in which the hero Taylor (Charlton Heston) stumbles across the ruins of the Statue of Liberty and realizes he’s been on Earth — not an alien world, but his own home — all this time. The frame is below; a grainy YouTube version can be found here.

It’s one of the great twist endings in SF — contributed, fittingly enough, by Rod Serling. But its unfortunate effect was to instantly reduce the movie to a grand cliche, a semiotic Shrinky-Dink, source of endless quotations and parodies in the decades that followed. The sad truth about twist endings is that they follow a logic opposite that of genre (in which the same patterns reappear over and over again without anyone taking offense; we applaud them, in fact, for their iterative familiarity): once given its Big Reveal, a twist shrivels on the vine, spoiled by critics, lampooned for its very memorability. Citizen Kane’s Rosebud, The Sixth Sense’s dead psychiatrist, St. Elsewhere’s world-in-a-snowglobe — each exists, like Taylor’s final, horrible epiphany, as the ultimate self-annihilating closure, shutting down not just a particular narrative instance, but the possibility of its own resurrection in anything but smirkily insincere form. Shots like the one that concludes Planet of the Apes are, to me, a perfect example of Lacanian captation: they arrest and hold us in an escape-proof hermetic prison of the imaginary.

OK, psychoanalytic blather aside, what was so great about watching Planet of the Apes again? I suppose my answer is yet more Lacan, for both the apes and humans are trapped by and within their own misrecognitions. Taylor and his fellow astronauts firmly believe themselves to be on an alien planet, despite evidence to the contrary (the apes speak English); for their part, the apes see the humans as completely Other and cannot countenance any notion that there is an evolutionary link between them. It’s a comedy of evolutionary errors, the Scopes Trial replayed simultaneously as farce and deadpan drama. The truth of the situation is hidden, like the purloined letter, in plain sight; it is not until the end, in a traumatic confrontation with the Real, that Taylor traverses his fantasy. (Maybe that’s why the joke has been replayed so frequently in pop culture, from Spaceballs to The Simpsons; what is repetition but the insistent revisiting of trauma?) Of course, as often occurs in science fiction, the meta-misrecognition that operates here is failing to see in the portrayal of a “future” the actual representation of a “present.” Eric Greene’s Planet of the Apes as American Myth explores this aspect of the film and its sequels, arguing that Apes is a funhouse mirror held up to racial politics in the United States.

Bringing this all back home to the movie and its special effects, I see two kinds of misrecognition at play in the visuals, both of them integral to the suspension of disbelief by astronauts, apes, and audiences alike. First, of course, are the actual human beings (Roddy McDowell, Kim Hunter, Maurice Evans) beneath the prosthetics and hair appliances. The makeup and costumes that turn these actors into sentient, speaking apes do not mask or muffle the performances, but rather estrange and amplify them: we watch and listen for nuances of emotion, an amused glint in the eye, a subtle shift in intonation, precisely because they are cloaked in filmmaking technology. At first glance the masquerade is comical, almost grotesque, but it quickly gives way to some remarkably graceful performances. Our twinned awareness of the trickery and investment in the fantasy reflects the knife-edge calibration of disbelief attending the finest FX work.

But there’s a second register of misrecognition here, one I would have missed completely if I hadn’t been watching a pristine widescreen transfer of the film. The first act of Planet of the Apes consists of Taylor and his fellow astronauts trekking across the forbidding but beautiful scenery of Arizona and Utah — in particular, the area of the Colorado River known as Lake Powell:

I was dumbstruck by this natural backdrop of mountains, deserts, and water, as gorgeously alien as anything in Nicolas Roeg’s Walkabout (1971). It occurred to me that the genius of this portion of the movie — an opening thirty minutes before the apes even show up — is that it places the spectator in a homologous position to the stranded astronauts. Like them, we stare at a world that is at once ours and another’s; a landscape both earthly and unearthly. Like the ape makeup, the cinematography forces us into sublime attentiveness, consuming every detail of a setting made familiar by our experience with terrestrial features, then unfamiliar through a storyline that presents it as an alien world, then familiar again in the final beachside revelation.

I guess what I’m saying with all this is that Planet of the Apes stands out to me as much for its planet as for its apes; and that in both constructs (and our response to them) we glimpse something of the multitiered, shuttling structure of belief and disavowal that great special effects provoke.

Wednesday, July 9th, 2008

Spider-Fan

I thought I’d share with you a fragment of my history — a frozen formative moment in a fanboy’s evolution. This summer I’ve spent a lot of time in Ann Arbor, Michigan, the town where I grew up and where my parents still live. Given that I now have a house of my own, Mom and Dad have been pleading with me to get my stuff out of their basement. This led to some pleasurable archeology, digging through old sketchbooks (from when I wanted to be a comic-book artist), science-fiction screenplays (from when I wanted to become a Super-8 filmmaker), and broken model kits (I must have glued together the U.S.S. Enterprise a dozen times). And some painful triage, as I decided what had to come back with me to Pennsylvania (the long white coffins holding my plastic-bagged collection of Fantastic Four, Love and Rockets, and Cerebus) and what could be disposed of (just about everything else).

This Polaroid documents a trip my father and I took to a shopping mall called Arborland, where I had the honor of meeting the Spectacular Spider-Man and getting my picture taken with him. I remember little of our encounter, though the webslinger struck me as a nice enough guy, and I certainly appreciated his taking time out of crimefighting (or alternatively his job at the Daily Bugle) to visit his fans. From the visual evidence, I was probably a bit tense — note the contrast between my clenched right fist and the flamboyant fingers of my left hand. It was 1975 or 1976; I would have been nine or ten years old.

What jumps out at me now is the object hanging from a chain around Spider-Man’s neck. This, of course, was the economic agenda of the superhero’s tour: selling special coins to fans. I don’t have my own medallion any more; at least, it hasn’t yet turned up in the excavation of my parents’ basement. But I do have the photo (I assume this too cost something — Have your picture taken with Spider-Man!) and, thanks to the obsessive-compulsive accumulator of memory that is the internet, I have a scan of the print ad pushing this particular collector’s item. I found it on this website but am reproducing the image below (click to enlarge).

I don’t mean, by pointing out this financial base to the superstructure of my preteen jouissance, to be cynical or to undermine the coolness of having met Spidey more than thirty years ago. On the contrary: I love that so many forces came together that day to produce the experience, including not just Marvel’s sharklike pursuit of side profits but my sincere love for this particular superhero (so saddled with his own adolescent angst) and my dad’s willingness to cart me off for an audience with him. And as I get used — reluctantly — to my own adulthood, which can sometimes seem to be setting up like cold cement around my unchanged 10-year-old heart, images like this offer a brief window of escape: a memory to glimpse, cherish, then put away with a sense of gratitude.

Friday, July 4th, 2008

Digital Day for Night

A quick followup to my recent post on the new Indiana Jones movie: I’ve seen it, and find myself agreeing with those who call it an enjoyable if silly film. Actually, it was the best couple of hours I’ve spent in a movie theater on a Saturday afternoon in quite a while, and seemed especially well suited to that particular timeframe: an old-fashioned matinee experience, a slightly cheaper ticket to enjoy something less than classic Hollywood art. Pulp at a bargain price.

But my interest in the disproportionately angry fan response to the movie continues. And to judge by articles popping up online, Indiana Jones and the Kingdom of the Crystal Skull is providing us, alongside its various pleasures (or lack thereof), a platform for thinking about that (ironically) age-old question, “How are movies changing?” — also known as “Where has the magic gone?” Here, for example, are three articles, one from Reuters, one from The Atlantic.com, and one from an MTV blog, each addressing the film’s heavy use of CGI.

I can see what they’re talking about, and I suppose if I were less casual in my fandom of the first three Indy movies, I’d be similarly livid. (I still can’t abide what’s been done to Star Wars.) At the same time, I suspect our cultural allergy to digital visual effects is a fleeting phenomenon — our collective eyes adjusting themselves to a new form of light. Some of the sequences in Crystal Skull, particularly those in the last half of the film, simply wouldn’t be possible without digital visual FX. CG’s ability to create large populations of swarming entities onscreen (as in the ant attack) or to stitch together complex virtual environments with real performers (as in the Peru jungle chase) were clearly factors in the very conception of the movie, with the many iterations of the troubled screenplay passing spectacular “beats” back and forth like hot potatoes on the assumption that, should all else fail, at least the movie would feature some killer action.

Call it digital day for night, the latest version of the practice by which scenes shot in daylight “pass” for nighttime cinematography. It’s a workaround, a cheat, like all visual effects, in some sense nothing more than an upgraded cousin of the rear-projected backgrounds showing characters at seaside when they’re really sitting on a blanket on a soundstage. It’s the hallmark of an emerging mode of production, one that’s swiftly becoming the new standard. And our resistance to it is precisely the moment of enshrining a passing mode of production, one that used to seem “natural” (for all its own undeniable artificiality). By such means are movies made, but it’s also the way that the past itself is manufactured, memory and nostagia forged through an ongoing dialectic of transparency and opacity that haunts our recreational technologies.

We’ll get used to the new way of doing things. And someday, movies that really do eschew CG in favor of older FX methodologies, as Spielberg and co. initially promised to do, will seem as odd in their way as performances of classical music that insist on using authentic instruments from the time. For the moment, we’re suspended between one mode of production and another, truly at home in neither, able only to look unhappily from one bank to another as the waterfall of progress carries us ever onward.

Friday, May 30th, 2008

Indiana Jones and the Unattainable FX Past

This isn’t a review, as I haven’t yet made it to the theater to see Indiana Jones and the Kingdom of the Crystal Skull (portal to the transmedia world of Dr. Jones here; typically focused and informative Wiki entry here). What I have been doing — breaking my normal rule about keeping spoiler-free — is poring over fan commentaries on the new movie, swimming within the cometary aura of its street-level paratexts, working my way into the core theatrical experience from the outside in. This wasn’t anything intentional, more the crumbling of an internet wall that sprang one informational leak after another, until finally the wave of words washed over me like, well, one of the death traps in an Indiana Jones movie.

Usually I’m loath to take this approach, finding the twists and turns of, say, Battlestar Galactica and Lost far more compelling when they clobber me unexpectedly (and let me add, both shows have been rocking out hard with their last couple of episodes). But it seemed like the right approach here. Over the years, the whole concept of Indiana Jones has become a diffuse map, gas rather than solid, ocean rather than island. Indy 4 is a media object whose very essence — its cultural significance as well as its literal signification, the decoding of its concatenated signage — depends on impacted, recursive, almost inbred layers of cinematic history.

On one level, the codes and conventions of pulp adventure genres, 1930s serials and their ilk, have been structured into the series film by film, much like the rampant borrowings of the Star Wars texts (also masterminded by George Lucas, whose magpie appropriations of predecessor art are cannily and shamelessly redressed, in his techno-auteur house style, as timelessly mythic resonance). But by now, 27 years after the release of Raiders of the Lost Ark, the Indy series must contend with a second level of history: its own. The logic of pop-culture migration has given way to the logic of the sequel chain, the franchise network, the transmedia system; we assess each new installment by comparing it not to “outside” films and novels but to other extensions of the Indiana Jones trademark. Indy 4, in other words, cannot be read intertextually; it must be read intratextually, within the established terms of its brand. And here the franchise’s history becomes indistinguishable from our own, since it is only through the activity of audiences — our collective memory, our layered conversations, the ongoing do-si-do of celebration, critique, and comparison — that the Indy texts sustain any sense of meaning above and beyond their cold commodity form.

All of this is to say that there’s no way Indiana Jones and the Kingdom of the Crystal Skull could really succeed, facing as it does the impossible task of simultaneously returning to and building upon a shared and cherished moment in film history. While professional critics have received the new film with varying degrees of delight and disappointment, the talkbacks at Aint-It-Cool News (still my go-to site for rude and raucous fan discourse) are far more scornful, even outraged, in their assessment. Their chorused rejection of Indy 4 hits the predictable points: weak plotting, flimsy attempts at comic relief, and in the movie’s blunt infusion of science-fiction iconography, a generic splicing so misjudged / misplayed that the film seems to be at war with its own identity, a body rejecting a transplanted organ.

But running throughout the talkback is another, more symptomatic complaint, centering on the new film’s overuse of CG visual effects. The first three movies — Raiders, Temple of Doom, and Last Crusade — covered a span from 1981 to 1989, an era which can now be retroactively characterized as the last hurrah of pre-digital effects work. All three feature lots of practical effects — stuntwork, pyrotechnics, and the on-set “wrangling” of everything from cobras to cockroaches. But more subtly, all make use of postproduction optical effects based on non-digital methods: matte paintings, bluescreen compositing, a touch of cel animation here, a cloud tank there. Both practical and optical effects have since been augmented if not colonized outright by CG, a shift apparently unmissable in Indy 4. And that has longtime fans in an uproar, their antidigital invective targeted variously on Lucas’s influence, the loss of verisimilitude, and the growing family resemblance of one medium (film) to another (videogames):

The Alien shit didnt bother me at all, it was just soulless and empty as someone earlier said.. And the CGI made it not feel like an Indy flick in some parts.. I walked out of the theater thinking the old PC game Fate of Atlantis gave me more Indiana joy than this piece of big budget shit.

My biggest gripe? Too much FUCKING CGI. The action lacked tension in crucial places. And there were too many parts (more than from the past films) where Looney Tunes physics kept coming into play. By the end, when the characters endure 3 certain deaths, you begin to think “Okay, the filmmakers are just fucking around, lean back in your seat and take in the silliness.” No thanks. That’s not what makes Indiana Jones movies fun.

This film was AVP, The Mummy Returns and Pirates of the Fucking Carribean put together, a CGI shitfest. A long time ago in a galaxy far far away, Lucas said “A special effect is a tool, a means to telling astory, a special effect without a story is a pretty boring thing.” Take your own advice Lucas, you suck!!!

The entire movie is shot on a stage. What happened to the locations of the past? The entire movie is CG. What a disappointment. I really, REALLY wanted to enjoy it.

Interestingly, this tension seems to have been anticipated by the filmmakers, who loudly claimed that the new film would feature traditional stuntwork, with CGI used only for subtleties such as wire removal. But the slope toward new technologies of image production proves to be slippery: according to Wikipedia, CG matte paintings dominate the film, and while Steven Spielberg allegedly wanted the digital paintings to include visible brushstrokes — as a kind of retro shout-out to the FX artists of the past — the result was neither nostalgically justifiable or convincingly indexical.

Of course, I’m basing all this on a flimsy foundation: Wiki entries, the grousing of a vocal subcommunity of fans, and a movie I haven’t even watched yet. I’m sure I will get out to see Indy 4 soon, but this expedition into the jungle of paratexts has definitely diluted my enthusiasm somewhat. I’ll encounter the new movie all too conscious of how “new” and “old” — those basic, seemingly obvious temporal coordinates — exceed our ability to construct and control them, no matter how hard the filmmakers may try, no matter how hard we audiences may hope.

Friday, May 23rd, 2008

Man in the Suit

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Sad news: Ben Chapman, who played the Creature from the Black Lagoon in the 1954 film of the same name, is dead.

Chapman’s death, while no less tragic, hits me a little differently than the passing of William Tuttle, whom I wrote about last August. While Tuttle contributed to hundreds of films, Chapman played just one role in one movie — and that uncredited at the time. While Tuttle worked behind the scenes, Chapman performed in front of the camera. And while Tuttle designed and applied makeup and prosthetics that others wore, Chapman was literally the man in the suit: a full-body sheath made of foam rubber, a headpiece fringed with pulsating gills, and two webbed gloves tipped with fearsome claws.

In this sense, we might think of Chapman as occupying a nodal point in the circuit of special effects manufacture precisely opposite that of the costume’s “creator.” Somebody else designed the thing; all Chapman did was inhabit it. Indeed, Chapman’s contribution subdivides and apparently dissipates the more closely we examine it, scattering into a shadowy network of elided labor and thwarted fame. He was not, for example, the only person to play the Creature. Ricou Browning wore the suit for underwater sequences, while Chapman did the bits on land. (Browning returned for the water scenes in sequels Revenge of the Creature [1955] and The Creature Walks Among Us [1956]; in these films the Creature-on-land was played by Tom Hennesy and Don Megowan respectively.) Even the suit’s original designer is in question, credited for many years to veteran makeup artist Bud Westmore, but recently recuperated as the work of Milicent Patrick.

Yet amid the thicket of Hollywood’s ramified pasts, Chapman and the suit he wore are fused in my memory as well as the collective memory of horror and science fiction fans. To some extent this is due to the first Creature’s place at the overlap of several important genre histories. It was a cornerstone of the grand 1950s wave of cinematic SF that includes The Thing from Another World (1951), The Day the Earth Stood Still (1951), War of the Worlds (1953), Them (1954), Invasion of the Body Snatchers (1956), Earth Versus the Flying Saucers (1956), The Blob (1958), and — a personal favorite and source of this blog’s signature image — Forbidden Planet (1956). Moreover, Creature was directed by Jack Arnold, who also helmed the classics It Came From Outer Space (1953), This Island Earth (1955), and The Incredible Shrinking Man (1957).

Not all of these films are of equal caliber, certainly. They run the gamut from cerebral “message” films to drive-in shockers, a continuum on which Creature probably registers toward the window-mounted-speakers end. Befitting its status as an early Jaws, Creature was released in 3D. As a kid, I was lucky enough to see one of these ghosty red-and-green prints at a screening on the University of Michigan campus; the headache induced by those plastic glasses is inseparable from the excitement of seeing claws jutting out of a petrified wall in one of the film’s opening images.

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But the fascination of Creature (the movie) and Creature (the monster) outlasted their tricked-up 3D and their genre boomlet, surviving as only an icon can throughout many replayings on TV, VCR, and DVD. Ben Chapman built a career out of his few minutes on screen, appearing at conventions, giving interviews, and running a website whose very title — www.the-reelgillman.com — insists on the singular authenticity of his performance. Like the suit he wore, a neglected piece of film flotsam rediscovered by a janitor and ultimately purchased by Forrest J. Ackerman of Famous Monsters, Chapman physically anchored a diffuse cloud of memories and fantasies, concretizing a point in time and space where Creature from the Black Lagoon “really happened.”

Not just an icon, then, but an index: evidentiary proof of a world existing simultaneously before the camera and within our imaginations, and hence a junction point between virtual and real, dream and daylight, forgotten and retrieved, submarine and dry land.

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Monday, March 3rd, 2008

Retrographics and Multiplayer avant la lettre

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Let me start with a disclosure: although I own both a Nintendo Wii and an XBox 360, I almost exclusively play the latter — and rarely play the former. I’ve agonized over this. Why does my peak Wii moment remain the mercenary achievement of tracking one down last summer? Why haven’t the Wii-mote and its associated embodied play style inspired me to spend a fraction as many hours in front of the television as I’ve spent working through Katamari Beautiful, Valve’s Orange Box, Halo 3, and Need for Speed Carbon on the Xbox? The answer, it seems to me, comes down to graphics: Microsoft’s console simply pushes more pixels and throws more colors on my new HD TV, and I vanish into those neon geometries without looking back. I feel guilty about this, vaguely philistine, the same way I felt when I switched from Macintosh to PC. But there it is. Like Roy Neary (Richard Dreyfuss) in Close Encounters of the Third Kind, I go where the pretty lights lead me.

But that doesn’t make the phenomenon of the Wii any less fascinating, and the recent New York Times article on the top-selling console games of 2007 is compelling in its assertion that gamers are turning away from the kind of high-end techno-sublime represented by the Xbox 360 and the Playstation 3 and toward the simpler graphics and more accessible play style of the Wii. It makes sense that a dialectic would emerge in videogames between the superadvanced aesthetic and its primitive-by-comparison cousin; the binary of shiny-new and gnarly-old has structured everything from Quake’s blend of futuristic cyborgs and medieval demons to Robert Zemeckis’s digital adaptation of the ancient Beowulf.  Anyone who’s discovered the joy of bringing old 8-bit games to life with emulators like MAME knows that the pleasure of play involves an oscillation between where we’ve been and where we’re going; between what passes for new now and what used to do so; between the sensory thrill of the state-of-the-art and the nostalgia of our first innocent encounters with the videogame medium in all its subjectivity-transforming power.

A less elaborate way of saying which is: the Wii represents through its pared-down graphics the return of a historical repressed, the enshrining of a certain simplicity that remains active at the medium’s heart, but until now has not been packaged and sold back to us with quite such panache.

The other interesting claim in the article is that the top games (World of Warcraft, Guitar Hero) are not solitary, solipsistic shooters like Bioshock and Halo, but rich social experiences — you play them with other people around, whether online or ranged around you in the dorm room. Seth Schiesel writes,

Ever since video games decamped from arcades and set up shop in the nation’s living rooms in the 1980s, they have been thought of as a pastime enjoyed mostly alone. The image of the antisocial, sunlight-deprived game geek is enshrined in the popular consciousness as deeply as any stereotype of recent decades.

The thing is, I can’t think of a time when the games I played as a child and teenager in the 1970s and 1980s weren’t social. I always consumed them with a sense of community, whether because my best friend Dan was with me, watching me play (or I watching him) and offering commentary, or because I talked about games endlessly with kids at school. Call it multiplayer avant la lettre; long before LANs and the internet made it possible to blast each other in mazes or admire each other’s avatarial stand-ins, we played our games together, making sense of them as a community — granted, a maligned subculture by the mainstream measure of high school, but a community nonetheless. As graphics get better and technologies more advanced, I hope that gamers don’t rewrite their pasts, forgetting the friendships forged in an around algorithmic culture.

Monday, February 4th, 2008