The Ides of March

Ryan Gosling is something of a Rorschach blot for me; he makes an entirely different impression from film to film, skeevy-charming in Lars and the Real Girl, dopey and dense in Crazy, Stupid, Love, stonily heroic in Drive (where he brings to mind both Gary Cooper and that “axiom of the cinema” Charlton Heston), pathetic to the point of unwatchability in Blue Valentine. Good movies all — Drive is actually great — and I suppose good performances, but Gosling’s particular brand of method acting creates a hollow at their center.

The Ides of March, directed by George Clooney and adapted by Clooney and his frequent collaborator Grant Heslov from the play “Farragut North,” continues this trend, giving us Gosling as Stephen Meyers, a slick political operator working for Democrat governor Mike Morris (Clooney) in his bid for the presidential nomination. The story hinges on Meyers’s loss of innocence, a pivot from sincere belief in his candidate’s values and virtues to a cynical acceptance of the actual machinations of electoral campaigns. The movie channels the bleak paranoia of any number of 70s thrillers and satires, from All the President’s Men to The Candidate, but ultimately feels slight and underdeveloped; there are too few moving parts to the plot, and the series of betrayals and reversals are spottable well in advance.

The largest problem, though, is that Gosling’s character barely seems to change, even as the narrative describes his fall from grace. Is this because of an overly economical script that follows too closely the limited staging of its theatrical existence? The film’s portrayal of a political scandal that seems almost quaint compared to the hateful and incoherent hunger games being played out by the current crop of candidates for the Republican presidential ticket? Or is it because Gosling himself, as the apotheosis of a certain kind of absent acting style, registers from the start as someone who’s merely going through the motions?

SCMS 2012: We Have Never Been Digital

March is here — in fact, it arrived three days ago, and I’m only just now noticing it like a UPS box left on my doorstep — and the Society for Cinema and Media Studies conference is only three weeks away. Depending on where the dial is set on your own personal Procrastinometer®, you will find the following sentence either (A) shockingly lax, (B) remarkably foresighted, or (C) just about right: time to start writing the paper.

It’s even more important that I compose my essay in advance, because this year my wife and son are coming with me to Boston. My days, er, nights of sitting in a hotel bathtub with a pad of legal paper, pulling together presentations at the last minute, are done. And while I would like to believe there is a certain Keith-Richards-style glamour to such decadent showboating — beneath the surface of this mild academic beats the heart of a Lizard King — I do not miss those days. Empirical testing verifies that it is much, much, much less stressful to work from a script, even a script that contains such stage directions as “MAKE JOKE HERE.”

So by way of jumpstarting my process, here is the abstract I submitted as part of a panel on “Archaeologies of the Future: Popular Cinema and Film History in the Age of Digital Technologies,” organized and chaired by my former IU colleague Jason Sperb (whose highly recommended blog can be found here).

We Have Never Been Digital: CGI and the New “Clumsy Sublime”

Digital visual effects have been hailed as a breakthrough in the engineering of screen illusion, generating new forms of filmic phenomenology and spectatorial engagement while fueling a crisis discourse in which the very indexical foundations of the medium are said to be dissolving into their uncanny, computer-generated replacement. Both as an assessment of current aesthetic trends and the larger narrative of technological and stylistic change in which they are embedded, such accounts fall prey to the historical amnesia implied by the term “state of the art” – accepting, as a kind of discursive special effect, the alleged superiority and perfection of digital imaging while neglecting the way in which all special effects age and become obsolete (which is to say, visible precisely as compromised attempts at simulation). Exploring the temporality of special effects, this essay presents a brake and counternarrative to the emerging consensus of alterity dividing digital and analog eras of special effects, by drawing on Laura Mulvey’s concept of the “clumsy sublime,” which suggests that the passing of time lends classical Hollywood special-effects methods such as rear projection their own particular charisma as ambitious but failed visual machinations. Scrutinizing key “breakthrough” moments in the recent evolution of digital visual effects films and the critical discourses that both celebrate and condemn them as decisive breaks with a flawed analog past, I argue that today’s special effects are as susceptible to dating as those of the past – that, in fact, we are always witnessing the production of a future generation’s clumsy sublime.

Borrowing its title from a subheading in my lengthy post on Tron: Legacy, this project is intended as a polemic and antidote to a cinema studies that too often accepts as transparent given the idea that digital image creation, and the larger colonization of film production, distribution, and exhibition by digital technologies, marks the arrival of perfect photorealistic simulation and undetectable manipulation on the one hand, and the extinction of the index on the other. Digital special effects are a linchpin of arguments for a fundamental shift in the ontology and phenomenology of cinema, hence a menacing metonym for an epochal, irreversible transit across a historical dividing line between analog and digital. It’s much like the singularity, a supposed event horizon we can’t see past. Yet we continue to fantasize ourselves on the other side of the terminator, describing what-will-never-arrive in the verb tense of it-already-happened.

Much like the month of March.

Prometheus’s fan dance

This summer will see the release of Ridley Scott’s Prometheus, a project weighted by considerable expectations given its connection to the thirty-year-old Alien franchise. The particulars of that connection have been kept vague by producers — witness the tortuous finessing of the film’s Wikipedia page:

Conceived as a prequel to Scott’s 1979 science fiction horror film Alien, rewrites of Spaihts’ script by [Damon] Lindelof developed a separate story that precedes the events of Alien, but which is not directly connected to the films in the Alien franchise. According to Scott, though the film shares “strands of Alien’s DNA, so to speak,” and takes place in the same universe, Prometheus will explore its own mythology and ideas.

This kind of strategic ambiguity is a hallmark of the viral marketplace, which replaces the saturation bombing of traditional advertising with the planting of clues and fomenting of mysteries. It’s a fan dance in two senses, scattering meaningful fragments before an audience whose passionate interest and desire to interact are a given. Its logic is that of nonlinear equations and unpredictably large outcomes from small causes, harnessing the butterfly effect to build buzz.

Any lingering doubt about the franchise pedigree of Prometheus, however, should be put to rest by this piece of viral marketing, a simulated TED talk from the year 2023.

The link here is, of course, the identity of the speaker: Peter Weyland is one of the founders of Weyland-Yutani, the evil corporation behind most of the important events in the Alien-Predator universe. “The Company,” as it’s referred to in the 1979 film that launched the franchise, is in part a developer and supplier of armaments, and across the films, comics, and novels of the series, the Company pursues the bioweapon represented by the toothy xenomorph with an implacable willingness to sacrifice human lives: capitalism reconfigured as carnivorous, all-consuming force.

The real-world origins of Weyland-Yutani are quite specific: the name and logo were invented by illustrator Ron Cobb as part of the preproduction and concept art for Alien. Cobb designed many of the symbols and insignia that decorate the uniforms and props of the Nostromo, small but distinctive details that lend the movie’s lived-in future a unity of invented brands. One icon in particular, a set of wings modeled on an Egyptian “sun disk,” was associated with Weyland-Yutani, a name that Cobb threw together as a combination of in-joke and future history:

Science fiction films offer golden opportunities to throw in little scraps of information that suggest enormous changes in the world. There’s a certain potency in those kinds of remarks. Weylan Yutani for instance is almost a joke, but not quite. I wanted to imply that poor old England is back on its feet and has united with the Japanese, who have taken over the building of spaceships the same way they have now with cars and supertankers. In coming up with a strange company name I thought of British Leyland and Toyota, but we couldn’t use “Leyland-Toyota” in the film. Changing one letter gave me “Weylan,” and “Yutani” was a Japanese neighbor of mine.

A version of this logo and the current version of the company name (which adds a “d” to “Weylan”) ends the simulated TED talk, demonstrating another chaos dynamic that shapes the fortunes of fantastic-media franchises: minute details of production design can blossom, with the passage of the years, into giant nodes of continuity. These nodes unify not just the separate installments of a series of films, but their transmedia and paratextual extensions: the fantasy TED talk “belongs” to the Alien universe thanks to its shared use of Cobb’s design assets. Instances like this make a convincing case that 1970s production design in science fiction film laid the groundwork for the extensive transmedia fantasy worlds of today.

As for Peter Weyland’s talk, which was directed by Ridley Scott’s son and scripted by Damon Lindelof (co-creator of another complex serial narrative, LOST), the bridging of science fiction and science fact here manifests as a collusion between brands, one fictional and one “real” — but how real is TED, anyway? I mean this not as a slam, but as acknowledgment that TED often operates in what Phil Rosen has termed “the rhetoric of the forecast,” speculating about futures that lie just around the corner. In this way, perhaps the 2023 TED talk is an example of what Jean Baudrillard called a “deterrence machine,” using its own explicit fictiveness to reinforce the sense of reality around TED, much like Disneyland in relation to Los Angeles:

Disneyland is there to conceal the fact that it is the “real” country, all of “real” America, which is Disneyland (just as prisons are there to conceal the fact that it is the social in its entirety, in its banal omnipresence, which is carceral). Disneyland is presented as imaginary in order to make us believe that the rest is real, when in fact all of Los Angeles and the America surrounding it are no longer real, but of the order of the hyperreal and of simulation. It is no longer a question of a false representation of reality (ideology), but of concealing the fact that the real is no longer real, and thus of saving the reality principle.

One wonders what Baudrillard would have made of the contemporary transmediascape, with its vast and dispersed fictional worlds superintending a swarm of texts and products, the nostalgic archives of its past, the hyped adumbrations of its present. Certainly our entertainment industries are becoming ever more sophisticated in the rigor and reach of their fantasy construction: a fan dance with the future, and a process in which observant audiences eagerly assist.

A shift in method

Some years ago, at lunch with an esteemed senior colleague from the English Department, I complained that blogging had split me into two kinds of writer, like the good and evil Captain Kirk (above) created by transporter malfunction in TOS Star Trek episode “The Enemy Within.” The bad writer summoned into existence by the blog was awesomely verbose and driven by the craven need to flaunt his cleverness; the good writer was more modest in his claims and diligent in his methods of researching and composing projects. But he was also, like good Kirk, something of a weakling, his lack of confidence inversely proportional to the excessive force of personality his diabolical twin radiated. During the first several years of this blog I found it easy to sit down and compose brief, grand essays and pronouncements; but I couldn’t get a major research project or a publishing venture off the ground.

I’ve learned a few things about writing, and about myself, since then. I return to this blog with the need for a thought-space somewhere between the ephemeral public bursts of tweets and status updates and the glacial excavation and terraforming of printed academic publishing: the fast and slow time of the mediascapes at whose intersection I find my home. I return to this blog with a renewed sense of its potential for experimentation and evolution, and a new concept of myself as not needing to prove my intellect at every turn. I want, in short, to blog like a normal person — to speak honestly and without needless ostentation about this world and this life.

Night terrors

Z’s cough turns out to be just that — a cough — but while daylight, a trip to the pediatrician, and the purchase of a cool-mist humidifier have brought calm to our roiling first-time-parent worries, the strange noise that started it all continues to echo in my mental hearing: in the amber nightlit nursery, as my hands moved as deftly as a surgeon’s, tucking Z into a new diaper like a pickpocket in reverse, he emitted a rising squawk that registered as a more primal distress — not just discomfort but existential dread.

Of course I’m reading too much into it. (That seems to be what first-time parenting is all about.) Z’s weird noise, I see now, reactivated some part of my brain that’s been dormant for decades, a nerve cable buried deep in my cerebellum stretching back to my own childhood, when I lay awake many nights gripped in fears that were the residue of too much scary TV, too many horror movies, and one too many skims through the best — which is to say, the most extreme and upsetting — parts of William Peter Blatty’s The Exorcist.

These materials were my prepubescent pornography, an irresistible lure of the forbidden and transgressive that was fun enough to consume by day, but with sundown turned toxic, a kind of slow acid bath for my imagination. Probably because I was raised as a Catholic, it was the devil stories that got to me the worst: The Omen, The Devil’s Rain, Beyond the Door. I envisioned myself being possessed by a demon, and would play out in my head dialogues between God and Satan about whether my nine-year-old soul was worth the trouble of fighting over.

These fears may be in Z’s future, though I expect my wife and I will be more careful about leaving copies of The Exorcist lying around. (The youngest of five, I inherited all manner of cultural detritus, including the Batman comics with which I learned to read.) For now, I’m relieved to know the tickle is in his throat, and not in his mind.

A new book

I will confess to a sin of moral failing, in this case covetousness, on encountering Unearthly Visions: Approaches to Science Fiction and Fantasy Art, a 2002 collection from Greenwood Press, edited by Gary Westfahl, George Slusser, and Kathleen Church Plummer. I should be delighted, and am, by this smart if slender volume on what Slusser in his Introduction calls the “iconology” of SF and fantasy art. It is an area in which I have a building interest, still inchoate but energized by an intuition bordering on zealotry that this tradition of illustration is part of a larger set of visualization practices that do double duty as artwork and as particularly actionable and productive scripts circulating among industrial and fan cultures. Here’s how I rather breathlessly summarized my current thinking in an email to a new professional acquaintance:

I’m coming off a long period of writing about special effects and fantastic-media franchises, along with ongoing pedagogical and scholarly interests in animation and videogames, and so I’m investigating SF and fantasy illustration in relation to media production, e.g. preproduction art and world design in movies, television, and gaming, as well as their function for fans whose investments and activities center less on narrative and character, and more on hardware, technology, terrain, physics, xenobiology, and so on: the content, both given and implied, of fictional universes. Traditions of SF illustration multiply intersect professional and fannish spheres of action (spheres which themselves overlap and diffuse into each other) as a kind of “build code” for branded industrial unrealities whose iteration over time establish highly specific iconographic conventions.

It’s a sprawling concept, one I’m just starting to shape and focus. As context, I’m currently writing a book on material forms of media fictions: object and artifacts produced and circulated around fantastic-media franchises, e.g. superhero statues and collectibles, spaceship and monster model kits, fantasy-wargaming miniatures, and prop replicas and costumes. One chapter looks at reference materials (maps, blueprints, encyclopedias, timelines, concordances) as a textual borderland between officially-authored serialized fantastic media properties and hardware-oriented fan activity; the documents function both as entrypoints to the fictional experience and as fuel for ongoing negotiations over canonicity, and often result in the replication of established objects and coining of new ones at both the official and grassroots production level. Thinking through these histories, Star Trek’s in particular, and relating them to emerging technologies of 3D printing and personal fabrication, led me to build code, which is now the governing figure of the SF illustration project.

I wrote this to Kate Page-Lippsmeyer, a PhD student in the Department of East Asian Languages and Cultures at the University of Southern California, to whom Henry Jenkins was kind enough to introduce me based on our mutual interest in SF/F illustration and shared sense that it is a surprisingly underinvestigated topic. Unearthly Visions, which Kate helpfully put me onto, both proves and disproves the latter premise, as a lone beacon, a vanguard.

Or maybe I am just scratching the surface of a world of scholarship of which I’ve been shamefully oblivious; maybe I have tripped over a node in a robust network and am about to be pulled into a hundred conversations, a thousand citations. Loner that I am — and it’s a bad professional habit I am trying to break — I want to be both the lone astronaut on an endless unbothered voyage, and the wandering traveler welcomed by a friendly solar system.

Why I’m sitting out the Oscars

1. I have a cold.

2. I want to watch Bob’s Burgers instead.

3. I have a seven-month-old son. Zach came into our lives last July, putting an end to my theatrical moviegoing for a long time. The last film I saw, the day before we got the call about the adoption, was Transformers 3: Dark of the Moon, and in retrospect I’m glad it was this and not something good that marked the close of this particular chapter in my life — like getting food poisoning the day before going on a diet. Since then, my media tastes have confined themselves to brief engagements of casual gaming on the iPad and half-hour television series like Arrested Development. I simply haven’t seen most of the nominated films, and after sitting through Billy Crystal’s opening monologue/medley and missing most of the jokes, I realized what a festival of intertextuality the Oscars are. When I’m properly prepared for it, as in most years past, the ceremony is a fusillade of allusions and inside jokes (though the oxymoronic nature of an “inside joke” told to a mass audience is not lost on me). This year, though, the horizon of my attention has contracted, the protocols of Hollywood pageantry becoming nearly illegible, a broadcast from an alien world. Maybe next year.

Boy story

Nostalgia time: I’ve spent the last few days in my home town of Ann Arbor, where the streets of my old neighborhood and the spaces of my parents’ house have about them a strangely denuded look — less the cratered remains of a bombed-out city than the blankly spartan truth of a theater stage once the sets have been struck and the house lights turned on. My visits here as an adult are riddled with little eruptions of personal history, the hot magma of memory oozing orangely through cracks in the sidewalks.

This morning I was driving my parents to breakfast, and the topic came up of a boy who used to live across the street from us. Ricky Clark (a pseudonym) was a little older than me, and in the mid- to late-seventies we were friends. Not a close, confide-in-each-other friendship, but a friendship based around our mutual appreciation of comic books and horror movies; Ricky had a ton of the former, arranged in neat stacks in his cool basement bedroom, and we stayed up late to watch the latter on late-night creature features, also in his basement.

Mostly, our friendship was a kind of partnership and collaboration in building cool things and pulling off stunts. We made Super 8 movies together, glued together model kits, launched model rockets and chased down their windblown nose cones adangle from red-and-white-checked plastic parachutes. We camped out in a tent in Ricky’s back yard to watch a lunar eclipse (his mom brought hamburgers out to us at the unprecedentedly late hour of 10 p.m.) and on August nights stayed up to watch the Perseid meteor shower.

I think our parents appreciated and approved of our friendship, because each of us supplied something that was missing in the other. I was a chubby, loquacious nerd who would rather stay inside reading than play outside. I was the intellectual, neurotically charming counterpart to Ricky, a compact blond kid with a toughness about him that had nothing to do with beating other kids up and everything to do with surviving dirtbike wipeouts and falls from his own roof.

For our most elaborate joint ventures invariably centered on risk and danger. Ricky built a go-cart powered by a lawnmower engine, and the perpetual smell of gasoline in his garage bay was a giddy miasma of peril and possibility. We raced the cart down the longest, steepest street in our neighborhood and filmed it using the slow-motion button on my dad’s movie camera. We launched bottle rockets from our own hands, our pink and unprotected fingers clutching the wooden stabilizing rod until a hissing shock of sparks carried the rocket away on its whistling trajectory, ending with a bang. We doused model kits in gasoline and ignited them on camera, squirting gas from a spray bottle to lift the flames into clouds of glowing glitter. We poured substances from one test tube to another, mapping the phase space of the chemistry set for colorful, smelly, or pyrotechnic reactions. Once we applied horror-movie makeup and tried to scare our mothers by pretending we’d been in gruesome, face-shredding bike accidents.

Last summer, on another of my visits, Mom called me outside to meet someone, a trim middle-aged man with a friendly smile and a brisk handshake. Irritated, I had no idea who he was. But of course it was Ricky Clark (now “Rick”), grown up like me, our experimental past buried under thirty-odd years of time.

Looking back on our friendship, I see that Ricky and I comprised two polarities of boy culture: the rough-and-tumble daredevil and the creative daydreamer. He built gadgets in his garage while I sketched in my notebook, and when, occasionally, our goals aligned, the results were vital and naive, stupid and clever at the same time. I’m glad we knew each other.

Redshirts, blueshirts

Really enjoying Ina Rae Hark’s BFI TV Classics book on Star Trek. To write it, she watched 700 hours of cumulative Trek, and it shows in her comprehensive and confident discussion of the original series alongside the many spinoffs it spawned. Hark writes as an aca-fan, and her desire to analyze Trek as Trek results in passage after passage of original insights that balance critical readings with a respect for the show’s internal logic:

One choice made by the producers was to divide the specialities represented into three broad categorizations, denoted by the colors of their tunics. The captain, helmsman and navigator wore gold. It denoted command officers, those who directed the course of the ship and deployed its assets, such as phasers, photon torpedoes and tractor beams. Blue was the color of the science specialists, including the medical staff. Although Spock served as both the ship’s science officer and its first officer, his primary allegiance to enquiry and research was indicated by the face that his tunic was blue and not gold. If the blues gathered and analyzed data for the golds to base command decisions upon, everything that allowed the ship to do what it was commanded to do fell to the hands-on crew in red, who kept the engines and ship’s systems humming, enabled communications, performed secretarial duties and provided security. (These duties would be grouped under the rubric of ‘operations’ in TNG and the colors for command and operations would be reversed in the twenty-fourth century spinoffs.) (11)

Her dissection of the tropes that spanned the original series’ seventy-nine episodes, such as the insistent carnality of its vision of embodied subjectivity and corresponding distrust of the purified, decorporealized superintellect — a binary we currently apprehend through narratives of the singularity and transhuman consciousness — blows dust off an old franchise, leaving me eager to rewatch episodes. I’m halfway through her section on The Next Generation and enjoying myself.