Snarkitecture

Urban counter-crime

Geoff Manaugh at Bldgblog argues that Die Hard is “one of the best architectural films of the past 25 years.” After a short but revealing look at the urban tactics of Israeli soldiers, he lays out his case:

Die Hard asks naive but powerful questions: If you have to get from A to B—that is, from the 31st floor to the lobby, or from the 26th floor to the roof—why not blast, carve, shoot, lockpick, and climb your way there, hitchhiking rides atop elevator cars and meandering through the labyrinthine, previously unexposed back-corridors of the built environment? 

Why not personally infest the spaces around you? 

The only problem, Manaugh notes, is that Die Hard’s sequels didn’t live up to the promise of the original — not just as a well-played action movie, but in continuing this exploration of urban space. “An alternative-history plot for a much better Die Hard 2 could thus perhaps include a scene in which the rescuing squad of John McClane-led police officers does not even know what building they are in, a suitably bewildering encapsulation of this method of moving undetected through the city… ‘Walking through walls’ thus becomes a kind of militarized parkour.” 

I think Manaugh (like most fans) is a little too hard on the Die Hard franchise here, particularly Die Hard: With A Vengeance, which actually did try to make the McClane magic work across NYC. What’s motoring across Central Park (sending picnicers scrambling) or driving along the NYC aqueduct other than extending this “move at at all costs” to the city? That movie’s fine; people just didn’t like the title.

Manaugh points out a number of other action films — say, The Bourne Ultimatum — pick up this challenge. But in a way, the real sequel to Die Hard was The Fugitive. I caught The Fugitive on cable recently, and was surprised how enjoyable it is. Watch that movie again, and watch how Harrison Ford as Dr Richard Kimble pulls every McClane trick and uses the entire city of Chicago in the second half of the film — hospitals, jails, underpasses, elevated trains, parades — impersonating one character after another at the margins of the city’s infrastructure, simultaneously fleeing capture and performing his own investigation. It’s even more impressive, in some ways, because Kimble almost never has a gun, and can’t pull off the same physical acrobatics as an NYC cop who’s probably 10–15 years younger.

It’s actually really good. And Chicago looks great in that movie; totally like itself.

 

In the darkness

Darkness at night is such an obvious and easily-neglected thing, probably because it’s no longer a problem. Our cities, even our houses, are made safe and accessible by electric light (and before that, gas lamps, candles, etc.). 

But remember your experience of night as a child, the confounding absoluteness of darkness, and you begin to understand a fraction of what night was like prior to modern conveniences. The conquering of night might be the greatest event that wasn’t one in human history, certainly of the past 200 years — right up there with the massive declines in infant/mother death in childbirth or the emergence of professional sports.

Geoff Managh at BLDGBLOG lays it down with a tidy piece of paleoblogging by proxy:

Writing about the human experience of night before electricity, A. Roger Ekirch points out that almost all internal architectural environments took on a murky, otherworldy lack of detail after the sun had gone down. It was not uncommon to find oneself in a room that was both spatially unfamiliar and even possibly dangerous; to avoid damage to physical property as well as personal injury to oneself, several easy techniques of architectural self-location would be required.

Citing Jean-Jacques Rousseau’s book Émile, Ekirch suggests that echolocation was one of the best methods: a portable, sonic tool for finding your way through unfamiliar towns or buildings. And it could all be as simple as clapping. From Émile: “You will perceive by the resonance of the place whether the area is large or small, whether you are in the middle or in a corner.” You could then move about that space with a knowledge, however vague, of your surroundings, avoiding the painful edge where space gives way to object. And if you get lost, you can simply clap again. 

Managh also thrills at Ekirch’s other discovery: “Entire, community-wide children’s games were also devised so that everyone growing up in a village could become intimately familiar with the local landscape.” Not only would you know your house in the dark, you would learn to know the architecture of your entire town. Managh asks: 

But this idea, so incredibly basic, that children’s games could actually function as pedagogic tools—immersive geographic lessons—so that kids might learn how to prepare for the coming night, is an amazing one, and I have to wonder what games today might serve a similar function. Earthquake-preparedness drills? 

Having spent most of the morning singing songs like “clean it up, clean it up, pick up the trash now” and “It’s more fun to share, it’s more fun to share,” I don’t see kids’ games as pedagogic tools as such a leap, although the collectivity of the game and the bleakness of the intent give me a chill. “If the French come to try to burn this village at night, the children must know exactly where they are before they begin to run.” Cold-blooded! They probably all learned songs about how kitchen knives and pitchforks could be used against an enemy, too. “Every tool can kill, every tool can kill…”

It’s probably also a good idea, if you’ve got kids, to teach them a thing or two about their neighborhoods. Not to get all grumpy and old, but in the absence of the random-packs-of-children-roaming-the-town-alone parenting style I grew up with, kids are probably not picking up the landmarks by osmosis. What will they do when the zombies attack? Use GPS? Call a cab?

 

Dual-Wielding in the Stacks

Re: the Phillips Exeter Academy Library designed by Louis Kahn—

—I’m with Matthew Battles: “it would make a fine space in which to set a futuristic first-person shooter.”

Also: Check out this teaser from Alex Roman, who made the video above. CG card catalogs! It’s beautiful.