I’m not sure if this video is enjoyable/meaningful if you’re not already a Satoshi Kon fan, but man I really enjoyed it. Maybe the images are arresting enough to entice a non-fan to try out one of Kon’s movies? Paprika, perhaps?
He was just the best.
Imagine, if you will, the following as narrated in a British accent. Or don’t. It’s really up to you.
It was a late spring afternoon when the reader discovered a new post at a beloved but recently quiet site. The reader’s initial enthusiasm was somewhat dampened when it was discovered that the post took a video game as its jumping off point. “Wasn’t the last post about a video game?” the reader sighed, but continued anyway. This was, after all, the sort of site where interest was often found in unexpected places. Whether motivated by fascination or nostalgia, the reader moved past the somewhat awkward third person narration of the opening paragraph, and began to read in earnest.
While videogame developers like BioWare (Knights of the Old Republic and Mass Effect) and Quantic Dream (Heavy Rain and Beyond: Two Souls) have generated a great deal of sound and fury by designing games on the premise of meaningful narrative choices, there has been in the past few years a quiet movement of smaller games such as Pathos, Unmanned, and The Stanley Parable which throw into question the very possibility of meaningful choice in an “interactive” narrative environment. Read more…
I don’t know a great deal about the upcoming PC game Apotheon beyond what can be gleaned from the trailer. According to Polygon, it’s a Metroid-like 2D action platformer whose original comic book visuals were replaced during the development process by its current classical-Greek-inspired look.
While the trailer doesn’t seem to delve much into the why of what goes on in the game, it’s pretty clear that there’s a lot of combat, and that the game takes the idealized figures of ancient Greek pottery and adds a great deal of blood. Exploding clouds of blood, in fact, not even imagining that every wound must hit an artery so much as the human body itself as a film special effect, with a layer of explosive squibs directly beneath the skin.
That said, it must be acknowledged that while classical Greek art might not often be gory to our modern, horror-film-jaded eyes, it is frequently violent. (See, for example, this image of a pot depicting Achilles dragging Hector’s body behind his chariot, which probably illustrates my point better, but doesn’t look quite as nice on the page as the more generic battle scene below.)
And if the ancient Greeks valued a clean line in their visual art, they certainly didn’t shy away from detailed descriptions of the effect of violence on human anatomy in their poetry. Read more…
I had the fortunate accident of reading these two very different articles in close succession: Mary Beard’s “The Public Voice of Women” and Peter Lauria’s “Mark Zuckerberg Comes of Age As A Mogul.” I think you can guess which quotes from come from which:
I want to start very near the beginning of the tradition of Western literature, and its first recorded example of a man telling a woman to ‘shut up’; telling her that her voice was not to be heard in public. I’m thinking of a moment immortalised at the start of the Odyssey. We tend now to think of the Odyssey as the story of Odysseus and the adventures and scrapes he had returning home after the Trojan War – while for decades Penelope loyally waited for him, fending off the suitors who were pressing for her hand. But the Odyssey is just as much the story of Telemachus, the son of Odysseus and Penelope; the story of his growing up; how over the course of the poem he matures from boy to man. The process starts in the first book with Penelope coming down from her private quarters into the great hall, to find a bard performing to throngs of her suitors; he’s singing about the difficulties the Greek heroes are having in reaching home. She isn’t amused, and in front of everyone she asks him to choose another, happier number. At which point young Telemachus intervenes: ‘Mother,’ he says, ‘go back up into your quarters, and take up your own work, the loom and the distaff … speech will be the business of men, all men, and of me most of all; for mine is the power in this household.’ And off she goes, back upstairs.
Noticeably absent from the mounds of coverage of how Facebook’s $19 billion acquisition of WhatsApp came together is any mention of the social network’s Chief Operating Officer Sheryl Sandberg… Her absence, at least publicly, seems to suggest that Facebook CEO and founder Mark Zuckerberg no longer needs adult supervision. Quite the opposite, in fact. Though Zuckerberg is still three months away from his 30th birthday, over the last few years he has blossomed into a very impressive mogul. Gone is the caricature of him as a hoodie-wearing, socially awkward CEO profusely sweating under questioning. He’s grown into a cocksure leader, solid operator, and gutsy dealmaker, even if the casual dress still remains. Looking at him today, he can rightly be called the first mogul of social media.
There is something faintly ridiculous about this wet-behind-the-ears lad shutting up the savvy, middle-aged Penelope. But it’s a nice demonstration that right where written evidence for Western culture starts, women’s voices are not being heard in the public sphere; more than that, as Homer has it, an integral part of growing up, as a man, is learning to take control of public utterance and to silence the female of the species. The actual words Telemachus uses are significant too. When he says ‘speech’ is ‘men’s business’, the word is muthos – not in the sense that it has come down to us of ‘myth’. In Homeric Greek it signals authoritative public speech (not the kind of chatting, prattling or gossip that anyone – women included, or especially women – could do).
It’s important to understand that not all CEOs are de-facto moguls. There’s a swagger moguls have that transcends simply being the boss or being rich. Moguls are visionary, decisive, and a bit ruthless, at least with their business objectives. They are concerned not with industry or domestic but rather world domination, and usually have grandiose mission statements to describe their business (“Connecting the world” in the case of Facebook; as another example, “Organizing the world’s information” for Google). And they also usually have absolute control of their companies through majority control of its voting shares. Not unlike the traditional family-run media companies — think News Corp’s Murdoch family, Comcast’s Roberts family, Cablevision’s Dolan family, or Viacom’s Redstone family — Zuckerberg has an ironclad grip on Facebook’s board and strategic direction through his 57% control of its voting shares.
It’s both fucked-up and perfect to think about Telemachus competing with both Penelope and her suitors over her “control of voting shares” in Odysseus’s media empire.
I did a quick Google search to see if any female tech CEOs have been praised for their “swagger,” and got stalled at Andrew Wallenstein’s exhortation for Marissa Mayer to, well, shut up:
It’s as if Mayer is trying to play two seemingly incompatible roles at once: the visionary turnaround specialist who lets the innovations she implements do the talking, and the rockstar CEO who rationalizes that her company basks in the refracted glow of a halo that gets its shimmer from her swagger.
“That doesn’t sound so bad,” you think. Well, “The Marissa Mayer Show Needs a Rewrite” spells out its subtext, pitting Mayer against Sandberg through way of a joint photo op. While Sandberg epitomized “tasteful restraint,” Mayer “seemed to be auditioning to be an Entertainment Tonight correspondent.” “Sandberg leans in. Mayer preens in.”
Dismiss this opinion of Mayer as pure sexism if you must. She’s an attractive woman who shouldn’t have to tamp down her femininity to correspond to some conventional presumptions of how an executive should conduct him or herself. But the same could be said about a male executive who posed for GQ and interviewed the cast of Fast and Furious 14.
Beard’s article/speech isn’t really about the way professional media writers talk about CEOs. It’s more directly about the way the hoi polloi talk to and about women who speak, especially women who speak out. But I think Beard also persuasively shows that the two things aren’t so separate. The way we frame women’s personae at the top of the social pyramid, from Penelope to Margaret Thatcher to Mayer and Sandberg, both guides and is supported by the way we talk about women’s and men’s public and private voices all the way down.
The whole mess is caught up in an inherited fabric so tangled, so knotty, so devious, that “misogyny,” Beard suggests, is a word that falls far too short. It’s not only hate; it’s history.
DayZ is a zombie-themed video game, one of the most popular entries in a recent streak of revenant-driven survival horror titles that shows no sign of ending anytime soon. This particular game began its life in 2009, when an Army officer trainee modded another game to help him prepare for training exercises. His mod snowballed in popularity, has been remade and released as a standalone game, and can now boast imitators of its own (such as 2013’s Rust).
It’s been true for a while now that video games are able to provoke a type of fear experience that no other medium delivers. Playing a survival horror game is much scarier than reading a book or watching a movie with equivalent plots and themes. We play these games to experience feelings that are difficult to recognize as pleasure or enjoyment.
The thing about good zombie fiction … is that the zombies are never the most horrific thing. Zombies don’t typically have the capacity for complex thought — they don’t execute stratagems, play politics, torture people. All they do is feed. The true horror in any zombie story worth its salt is what other people do when faced with the zombie threat. Zombies are merely relentless; humans can be sadistic.
Dayz is a zombie game in which the player’s main antagonists are actually other people, which makes it unnervingly compelling:
Any satisfying gameplay requires working together, but the alliances are informal and can be dissolved at a moment’s notice, plunging the player back to the opening beach. Any institution — even one as meager as Freeside’s trading post — is under constant threat of attack from roving bandits. On forums, players describe being forced into slavery by marauding gangs. One popular video shows two players boarding a bus, supposedly bound for a camp in need of workers, then being forced to fight to the death.
The best chronicle of the weirdly poignant and disturbing human behaviors DayZ brings out in its players might be Christopher Livingston’s Tumblr hey are you cool (that phrase was the first thing Livingston heard from another player). Here, via Rock Paper Shotgun, is a peek into a hostage situation Livingston happened to overhear in the game:
You are dead.
This is my favourite thing-of-the-moment.
A few weeks ago, Adrian Chen subscribed to Harper’s.
At the risk of over-explaining the joke, here is why it’s wonderful: Adrian has worked out how to exploit a behaviour in Twitter’s controversial conversation view that allows him to tell a longitudinal joke on Twitter, a medium so ephemeral that many top tweeters ICYMI three times a day. Every time he adds to it, Twitter dredges up the old stuff in case we’ve forgotten what’s going on.
Whenever Twitter makes an outrage-sparking change to the web interface, snobs like to affect surprise that anyone uses the service outside of a client. For my money, visiting twitter.com is the only way to ensure you’re fully appreciating the work of people pushing the medium to its limits.
P.S. If you do use web view, you owe it to yourself to add @glitchr_ to your feed. @glitchr_ only works through the involuntary collaboration of neighbouring normal tweets.
Jeff VanderMeer’s new novel Annihilation is the story of a four-person expedition into a strange region known as Area X where the laws of physics and biology seem to be bent, maybe broken. Fine. You feel like you kinda know where this is going, right? Botched experiment… wormhole… alien alloy… something like that.
You don’t know where it’s going.
Most fiction is recombinatory. That’s not a bad thing! I mean, my novel is recombinatory. You can have a lot of fun with recombination. You deal yourself a hand from the deck of culture and try to make sense of the juxtapositions. I think I just described the process behind all comic books ever. The results can be rich and compelling—all the more so because they’re supported by ideas and images with deep roots.
But! We can’t only recombine. It can’t just be remakes and reboots and remixes forever. Every so often, we need new stuff, too.
Have you ever played one of those collectible card games? Bought a pack of cards, ripped it open, added them to your deck? Annihilation is a foil-wrapped booster pack for weird fiction, loaded with truly original images. Truly original entities.
It’s the first in a trilogy called The Southern Reach. I recently finished Authority, the second, and this is shaping up to be a singular sequence indeed. There’s a clear through-line—a big story unfolding—but Authority isn’t a book that just picks up where the last one left off. Instead, it’s packed full of new pleasures, not only new characters and settings but whole new kinds of writing. If Annihilation is an expedition novel painted with a thick coat of weird, then Authority is a spy novel given the same dark lacquer. And yet, they connect; are unquestionably part of a coherent whole. Which makes me desperate to know what the third book is going to be like–whether it will be some mixture of the two, Jurassic Park meets James Bond, or some third thing entirely.
That feeling—my anticipation—brings me to another thing.
Fiction is really feeling the heat from TV. The very best shows are doing exactly what (many of) the very best novels set out to do, and doing it for much larger audiences. There is a sense of encroachment, and also a sense of defection! Novelists are lining up to write for TV.
I think one of the things that makes TV so much fun at this moment is the release schedule, which is enjoying a kind of Cambrian explosion. A season of TV used to be a pretty standard thing, right? But consider the “seasons” of shows like
Whereas a book mainly just… arrives. Thud. If it’s part of a series, there’s another one in a year or two or six. Thud.
But here’s a sign that this Cambrian explosion may yet reach into print.
As I mentioned up above, Annihilation is the first book in a trilogy. The second, Authority, will be released… in a few months’ time. These are all full-length novels. The third, Acceptance, arrives this fall.
That’s crazy! When has a trilogy ever been released rapid-fire in the space of a single calendar year? It’s a schedule that feels, to me, more like TV than publishing. I hope it succeeds, because I’d love to see more innovation along these lines. These days, the rhythm of a story’s release is part of the package.
Anyway, I’m hugely excited about The Southern Reach, and I’m hungry for more like it: more publishing projects that innovate not just on the level of scenes and sentences, but also genre and packaging and timing, all of it, everything. We can’t only recombine. We need to shuffle new ideas into the deck, too. Annihilation, the booster pack, is out this week.
Image courtesy of Grant Hutchinson.
William Gibson’s Pattern Recognition is likely a familiar novel to readers of Snarkmarket – if not in content, then in its tone and its concerns. It is a tale of Cayce Pollard, a strange marketing-savant with a literal sixth-sense for design, and her quest to solve the mystery of both “the footage” – a series of loosely connected video fragments released anonymously online – and her father’s disappearance on September 11, 2001.
Among the things that struck me about the text was the fuzziness of the real — the fact that the mysterious videos at the centre of the story hover in an odd liminal space of being both true and false, referring to “reality” and not. It’s an aspect of the text intimately tied to digital tech – to the novel’s sense of the “virtual” nature of a virtual world, an approach which can often produce a split between an assumed real thing and its digital corolloary (think, regardless of how you feel about the implied hierarchy, of the book vs. the ebook, the face-to-face interaction vs. the online one etc).
As a result, it felt like certain things in the novel that were solid, physical, heavy were almost like a relief – a kind of in-focus reprieve from a world otherwise viewed through a kaleidoscope. Protagonist Cayce is obsessed with signs, and systems of meaning – and remaining ambivalently illegible – but also takes comfort in the unambiguous weight of a locked door, her crisp, black Rickson’s jacket, the strain on her muscles during a morning’s workout.
And then there was the Liechtensteinian calculator – the Curta.
The Curta is a mechanical calculator, but to say that seems to do it injustice. It can perform addition, subtraction, multiplication and division, and even square roots and more. Gibson describes it as “heavy, dense, knurled for gripping”, seemingly “executed by a small-arms manufacturer” while “the sensation of its operation is best likened to that of winding a fine thirty-five millimeter camera.” It also just looks really freaking cool. Like a hand grenade of math.
Watch this video relating its history and explaining how it works. Because, though I hesitate to use the phrase, it will blow your mind. And if that wasn’t enough, its inventor Curt Herzstark, perfected it while interned in a concentration camp during the Second World War. Yeah.
This came to mind because I was double-checking a reference today for a dissertation chapter which is partly about Pattern Recognition. While writing that torpid thing, I apparently thought that “as a calculator, [the Curta] is a thing bound up in ‘non-significatory’ actions, a material object meant to produce ‘immaterial answers'” – but that this “pre-digital device is meant to perform functions now hopelessly intertwined with electronic technology, and thus is itself a fetishistic sign of pre-internet technology and industrial manufacturing.”
Now I think that may be an uncharitable read.
I’ve been thinking a lot lately about the relationship between objects and activities. It’s something obviously affected by digitally-enabled multi-functionality. The digital object doesn’t so much have “a function” as a series of functions under an umbrella of one or two metafunctions – to wit, “this device is what I use to keep up to date” or “my tablet is what I use to read everything from the news to novels.” The association between object and function that was often one-to-one has become multiplied, perhaps receding into infinity (what, really, is the limit of what you can do with your iPhone?)
But more than that, though I know it sounds like mere tautology, the function of physical devices is related to their physicality. How they operate and what they do in 3D space is dependent on the manner in which they occupy that space. Maybe it’s my digitally-addled brain that needs reminding of that, but it somehow feels like a point worth repeating. And the Curta, in a world in which even the scientific calculator feels arcane, just seems so fascinatingly, resoundingly, undeniably physical. And perhaps it’s because of that physicality, but something about it thus seems so purposeful.
It is easy to get caught up in romanticizing the object we can touch, just as we here on Snarkmarket can occasionally get a bit too attached to pixels you can interact with and manipulate. But I’ve been wondering lately if, beyond the chatter about the attention economy or a supposed “inherent” nature to print or screens, there isn’t something pleasurable in the object that performs but one function. Physical or digital, it doesn’t matter. All I mean to ask is if there isn’t something to be enjoyed in a conscious minimalism of function rather than form – that one might find relief in the simplicity of a one-to-one relationship between an activity and a thing.