Archive for the ‘Personal’ 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

Where I’ve Been

Although I frequently share with students my airy notions about online communities being organic things like bonsai trees, growing in unexpected directions but shaped by our collective attentions, I’ve never felt the aptness of the metaphor quite as pointedly as I do today, coming back to Graphic Engine after a long — make that extremely long — absence. It feels rather like unlocking the door to a musty-smelling office that I haven’t visited for months, only to find some poor dead shrub, abandoned and dessicated in its pot.

Fortunately, I’ve always had a green thumb (lie: I’ve always just poured a bunch of water on the zombie plant and hoped it would spasm back to life like Mary Elizabeth Mastrantonio’s character in the single most grating scene of The Abyss), so I’m hoping my handful of loyal readers will forgive the lengthy silence. Such things are acceptable, I know, in the fitful, idiosyncratic world of blogging, but only when the blogger takes the time to communicate up front that he or she will be taking a few weeks (or in my case, months) off. I didn’t do that, preferring the guilt-free but rather callous path of Lee Iacocca’s “never complain, never explain.” In any case, no disrespect or disregard intended toward those lovely souls who have read and commented on this blog in the past. I hope I haven’t lost you forever.

So what was up? Well, I meant to take a breather after my string of posts counting down the series finale of Battlestar Galactica. (You can follow the archive link, or simply look below.) But then Star Trek happened. I found it hard — indeed, impossible — to write about the J. J. Abrams reboot, for reasons that I’m still sorting through. (I plan to be done with the sorting, and actually post something, by the time the 30th anniversary of Star Trek: The Motion Picture rolls around on December 7 — or maybe as soon as November 17, when the Blu-Ray hits.) Not that I didn’t like the movie; it would take a truly puppy-stomping disposition to dislike it. But its release unexpectedly marked the death of some part of me, and in monitoring the shift in my heart of Star Trek from a living, vital pleasure to a glass-encased museum piece, I got a bit lost in myself. It led to a summer’s worth of soul-searching about certain things, among them my publishing priorities, and while I worked on myriad other projects, nothing quite made it to the blog stage.

But never mind: it’s September 1, the start of a new month and of a new school term, and my goal for today — before I run off to the first screening of my Animation and Cinema class — is to put in at least a token appearance and assure the world that I’m not dead, abducted, or overtaken by Luddism. In between the work-cracks of the summer, I got in a lot of reading and viewing, and there are lots of things I plan to write about in future posts (chief among them, District 9 and the Avatar trailer). I promise to get to them soon, and I apologize for having stretched your patience. Here’s hoping the bonsai tree still has some green in it.

Tuesday, September 1st, 2009

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The fund drives that biannually interrupt the flow of intelligent goodness from my local NPR station like to trumpet the power of “driveway moments” — stories so called because when they come on the radio, you stay in your car, unable to tear yourself away until they’re finished. The term has always interested me because it so bluntly merges the experience of listening with the act of driving: treating the radio as synecdoche for the car, or maybe the other way around (I can never keep my metonymies straight).

Anyway, I had my own driveway moment tonight, when All Things Considered broadcast a story on the vidding movement. Of course, fans have been remixing and editing cult TV content into new, idiosyncratically pleasurable/perverse configurations for decades, and the fact that mainstream media are only now picking up on these wonderful grassroots creations and the subcultural communities through which they circulate is sad proof of a dictum I learned from my long-ago undergraduate journalism professor: by the time a cultural phenomenon ends up on the cover of Newsweek, it’s already six months out of date.

Credit to ATC, though, for doing the story, and for avoiding the trap of talking about vidding as though it were, in fact, something new. I did tense up when the reporter Neda Ulaby used male pronouns to refer to one CSI vidder — “the vidder wants to say something about the dangers faced by cops on the show, and he’s saying it by cutting existing scenes together” — thinking it surely incorrect, since the vidding community is dominantly female. Oh, great, I thought: yet another rewriting of history in which a pointedly masculine narrative of innovation and authorship retroactively simplifies a longer and more complex tradition developed by women. (Yes, I do occasionally think in long sentences like that.)

But then the piece brought in Francesca Coppa, and everything was OK again. Coppa, an associate professor of English and the director of film studies at Muhlenberg College, is herself a vidder as well as an accomplished scholar of fandom; I had the pleasure of hearing her work at MIT’s Media in Transition conference in 2007. With her input, the NPR story manages to compress a smart and fairly accurate picture of vidding and fandom into a little under six minutes — an impressive feat.

The funny thing is that the little flash of anxiety and defensiveness I felt when it seemed like NPR would “get it wrong” was like a guilty echo of the way I’ve “gotten it wrong” over the years. My own work on Star Trek fandom focuses on a variety of fan creativity based on strict allegience to canon, in particular the designed objects and invented technologies that constitute the series’ setting and chronology. I call it, variously, hardware fandom or blueprint culture, and I’ve always conceptualized it as a specifically male mode of fandom. It’s the kind of fan I once was — hell, still am — and in my initial exuberance to explore the subject years ago, I remember thinking and writing as though feminine modes of fandom were mere stepping stones toward, really a pale adjunct to, some more substantive, engaged, and commercially complicit fandom practiced by men. I’ve learned better since, largely through interactions with female friends and colleagues in dialogues like the gender-in-fandom debates staged by Henry Jenkins in summer 2007.

For fear of caricaturing my own and others’ positions, I’ll spare you further mea culpas. Suffice to say that my thinking on fandom has evolved (let’s hope it continues to do so!). I am learning to prize voices like Coppa’s for prompting me to revisit and reassess my own too-easy understandings of fan practices as something I can map and intepret based solely on my own experience: valid enough as individual evidence, I suppose, but curdling into something more insidious when generalized — a male subject’s unthinking colonization of territory already capably inhabited.

Thursday, February 26th, 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

A-Z

As I throttle down for Thanksgiving week and a much-anticipated break from this busy semester (which I regret has allowed so little time for blogging), viruses are much on my mind: I await with some nervousness the onset of one of those academic-calendar colds that conveniently hold off until I’m done teaching. But other kinds of replicative infection are creeping into my life, today in the form of the Alphabet Meme, passed on to me by Chris Cagle of Category D, who caught it from Thom at Film of the Year. (I never realized how similar blogging and sex are: evidently when you link to someone, you link to everyone he or she has linked to.) Anyway, the goal of the exercise is a 26-item list of “Best Films,” corresponding to the letters of the alphabet. I’ll be forthright in acknowledging that my list has nothing to do with “bestness” and everything to do with love — simply put, the movies that mean the most to me. I’m a little too conscious of and skeptical about canonicity to nominate best-ofs; what is canon, anyway, but a kind of ubervirus, replicating within our taste hierarchies and the IPOs of cultural capital? The primary difference between irrational, irreducible favoritism and the stolid edifice of “the best that has been thought and said” (or in this case, filmed) is, it seems to me, one of authorship: the former is idiosyncratic, individual, owned, while the latter circulates unmoored in a kind of terrible immanence, its promiscuous power deriving precisely from its anonymity.

Or maybe I’m just feeling defensive. The list below, larded with science fiction and pop pleasures, nakedly exposes me as a cinematic philistine, a clear case of arrested development. How I reconcile this with my own day job of reproducing the canon (teaching Citizen Kane and Il Conformista semester after semester), I don’t know. But with turkey and stuffing on the horizon, I choose to leave the soul-searching to another day.

Before sharing my list, I believe I’m supposed to spread the meme to five other victims, er, friends. Let’s see: how about valued contributors Michael Duffy and MDR; Dan North at Spectacular Attractions; Nina Busse of Ephemeral Traces; and Tim Burke of Easily Distracted?

MY LIST

Alien
Battle Beyond the Stars
Close Encounters of the Third Kind
Die Hard
The Exorcist
Forbidden Planet
Groundhog Day
Harold and Maude
Invasion of the Body Snatchers (1978)
Jacob’s Ladder
King Kong (1933)
Logan’s Run
Miracle Mile
Night of the Living Dead (1968)
Outland
The Parallax View
The Quiet Earth
Run Lola Run
Superman (1978)
Terminator 2: Judgment Day
Ugetsu Monogatari
The Vanishing
The Wizard of Oz
X: The Man with the X-Ray Eyes
Young Frankenstein
Zardoz

Saturday, November 22nd, 2008

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

Graphic Anniversary

I don’t often use this forum to comment on the act of blogging itself, but it seems worth noting that today marks the one-year anniversary of Graphic Engine — my very first post, on the 3D Imax screening of Harry Potter and the Order of the Phoenix, went up on July 26, 2007. Overall I’ve very much enjoyed the experience of keeping a blog, and have no plans to quit. That said, the commitment has turned out to be more stressful than I imagined; something about the constantly beckoning space of my WordPress dashboard converts every hour into a guilty idea-search, a constant quest for good stuff to write about.

My original goal was to put up new content at least twice a week, but — considering that this is only my 58th post — the actual rate has worked out to just over half that (1.1 posts/week). And for all the pleasure I draw from the sound of my own voice (as transcribed into screentext), the real joy has been the site’s visitors, a group of friends, colleagues, students, and strangers who have been generous enough to read and leave feedback for me in the comments section. I value you all, and hope you’ll continue to share your reactions in weeks and months to come.

Since no post would be complete without some item of graphical interest, I share with you a serendipitous discovery from this very afternoon. My wife and I were cleaning out a back room, getting it ready to house some guests who arrive tomorrow night. Moving an old wooden chest of drawers, we found a beautiful accident of a stain on the floor, so direct in its signification that something — an eldritch power from beyond the edge of time, perhaps, or the equally profound chaotic chemistry of trickling fluid and uneven tilage — must have authored it. Even better than the face of the Virgin Mary tattooed on a taco shell, what we found was the graven image of a dog: Katie says a chihuahua, but I maintain it’s a dachsund. In any case, the canine apparition appears below, by itself and in a two-shot with our good-hearted mutt Quincy [click to enlarge].

Thanks again for making Graphic Engine a stop on your itineraries through cyberspace!

Sunday, July 27th, 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

GTA Not “4″ Me?

I’m a little shocked to be saying this, but I don’t think Grand Theft Auto 4 is the game for me.

It was a birthday present from my wife, who overcame considerable resistance to give her husband a gift he had been eagerly waiting to play. Katie’s work in social services and domestic-violence prevention exposes her to some of the worst aspects of sexism and abuse, and she sees the impact of certain kinds of media on young boys as well as grown men in forming social identities and inculcating values. It’s important to note that we disagree profoundly about some of these issues — I’m no fan of effects-based arguments against the media, particularly in regard to videogames, which continue to be among the least-understood social technologies. (At the same time, videogames undeniably function as subjectivity engines, avatarial prosthetics of identity. Adopting psychoanalytic accounts of the filmic apparatus to the new medium, I’ve described first-person shooters as “suture on crack,” and certainly GTA4 [while not a classical FPS] had me thinking and even talking like Niko Bellic after only a week of play.)

But that’s not the primary reason I’m tired of playing — and violent content doesn’t seem to bother me in other games I’m currently enjoying on the Xbox 360, like Half-Life 2: Episode 2. GTA4 just isn’t holding me. I’m finding even the early, easy missions to be depressingly difficult, requiring multiple tries and even some reading of online FAQs and walkthroughs to complete. Worse, the difficulty stems less from my own incompetence than from the way the game and its interface are designed. Everything seems clumsy; my driving sucks, and in a game like GTA4, that’s a deal-breaker. But my larger objection is that the lauded sandbox-style play seems much more rail-driven than in previous incarnations of the series. I miss driving taxis for fares whenever I feel like it. I don’t like the new sense of “laddering” in the need to complete missions before moving on. It was there before as a play structure, but somehow there seemed to be other things going on — a sense of genuinely living city, full of possibility — to distract me from the underlying flowchart that marked my progress.

Plus, and maybe this does stem from the conversations I’ve had with my wife, the gameworld of Liberty City just gets me down. I feel depressed after playing; resuming the game the next day feels like going to work. And that’s not a good sign.

Many things about GTA4 blow me away. I’m struck again by the way the series transmutes urban boredom into loony spectacle, and how the combined audio and visual registers of this version’s graphic regime envelop the player in a rich, convincing cultural texture. And it’s ridiculous, I know, to quit a game of this scope after exploring perhaps .0002% of what it has to offer. Given the awesome sophistication and even elegance of its overall conception, GTA4 is in one sense hard to turn away from. Yet in another sense, I’ll have little trouble swapping it out at Gamestop or the equivalent for some friendly, colorful Wii game that makes me feel happy. Maybe it all comes down to being a year older: as I age, I may not be getting better at gaming, but I’m quicker to realize what does and doesn’t work for me.

Saturday, June 28th, 2008

Spring Break

You’ve probably noticed that I haven’t been posting as frequently in recent weeks. It’s not for lack of desire or interesting things to talk about; I’ve just found my to-do lists growing lengthier rather than shorter, and the accumulation of projects and obligations is taking its toll.

Hence, Graphic Engine will be going on temporary hiatus as I turn my attention to several areas of work that need attention before the end of spring semester. I plan to be back soon, however, so watch this space! And in the meantime, take care.

Monday, March 17th, 2008