Showing posts with label spectral kitsch. Show all posts
Showing posts with label spectral kitsch. Show all posts

Thursday, 9 February 2012

Glitch/Fart/Flash



It begins not with a bang, but with a parp: in their book On Bathos Sara Crangle and Peter Nicholls trace the dawn of modern bathos to a farting corpse in Pope’s Memoirs of Martinus Scriblerus (1741). Initially, bathos simply meant something like nadir. Only in Eighteenth century England does it start to acquire the sense of, as the OED has it, ‘a ludicrous descent from the elevated to the commonplace in writing or speech; anticlimax’. As Crangle and Nicholls suggest, this descent or deflation often has to do with material things, and especially corporeal things, making themselves suddenly and shamingly obvious. In a flash - or with a flatulent toot - we switch from the sublime to the ridiculous.



I was reminded of this celebrated literary fart while playing Pippin Barr’s browser game All's Well that Ends Well. Barr presents players with a simple objective: they have to pilot their aircraft across the screen, avoiding salvos of oncoming missiles. The only problem is that there are far too many missiles, moving far too quickly, for the player to have the slightest chance of success. Eventually it becomes apparent that you can make it across, but only by dying repeatedly; each time the avatar ‘respawns’ it is, in accordance with time-honoured videogame convention, impervious for a second or so, and by exploiting this fact it's possible to inch across the screen. Do this, however, and you’re presented with another, almost identical scenario, pitting a star ship against an asteroid belt. Clear this screen (and, again, this can be done by holding down the ‘d’ key) and other, increasingly surreal versions of the same situation await - flying chair versus flying station wagons, flying station wagon versus flying giant broccoli stalks, missile versus Easter Island heads etc. When (through sheer persistence rather than skill) the player does clear a screen, their ‘success’ is qualified by the pile of wrecked avatars littering the landscape below.

As Barr notes, ‘[t]he idea is of repeated death and of memories of that death, like the corpses left behind in many other video games. But pushed to an extreme for a particular effect.’ That ‘particular effect’ is, of course, a bathos effect; the game’s overblown introductory text (‘You are the brave pilot of a high-tech spy plane... May God protect you’) is immediately undercut by the tinny pop that accompanies the plane’s first collision, which it doesn’t take much imagination to hear as a kind of fuzzy digital fart. His Let’s Play: Ancient Greek Punishment, a suite of unwinnable minigames based on the torments of Tantalus, Sisyphus, Prometheus et al (rapidly alternate between the ‘g’ and ‘h’ keys to dislodge the eagle eating your liver, to roll a boulder uphill etc.) follows a similar trajectory. If Barr’s games mock the way that videogames tend to handle death, then they also suggest how good they are at generating bathos.


In his introduction to Christie in Love (1970), playwright Howard Brenton suggests that the play’s police officers are essentially stock characters, and to be played as such. However, very occasionally ‘they have ‘sudden lights’, unpredictable speeches beyond the confines of pastiche. As if a cardboard black and white cut-out suddenly reaches out a fully fledged hand. It’s a bathos technique... It is very cruel’. Players of videogames will be more than familiar with situations like that which Brenton describes. There are moments when AI functions adequately, and there are even moments when it can seem to have ‘sudden lights’ but there are also all those moments at which the limitations of the code ‘behind’ the AI characters become glaringly apparent.

In Skyrim (which I recently had to review and which, despite my violent aversion to the Tolkeinesque, was pretty fun - nice skies) it’s not uncommon for the illusion of a coherent world to be undercut by the redployment of a speech sample you’ve heard a thousand times before, or a character’s sudden schizoid switch in demeanour (these moments, in fact, are weirdly evocative of Hedayat’s disquieting use of repeated phrases and gestures in Blind Owl).
Then there are the weirder glitches. Just how surreal these can be is suggested by a bullet point in the notes for the game’s first patch, which besides promising to remedy framerate issues and blurred textures also claims to have

Fixed occasional issue where a guest would arrive to the player's wedding dead

In attempting to talk about downright weirdness of some of Skyrim’s glitches I kept defaulting to the idea that it was almost as if the disc was dreaming or delirious, as if we were getting a glimpse into its subconscious – kind of like sharing a bed with someone who talks in their sleep (which I do). The term brainfart (for which the OED, alas, doesn’t have a definition, though wikipedia is pretty fascinating on the subject) springs - as it were - to mind.

As Skyrim proves, glitches can be fascinating - we get a glimpse of how the game, as an assemblage of interacting systems, works, and this is often more compelling than the illusion it’s trying to sustain (Noah Wardripp Fruin calls this ‘the TaleSpin effect’, after a venerable computerised story generator that produced narratives far less interesting than the processes it used to compose them). But glitches can also be strangely shaming, as can the experience of in-game death. Both can trigger the bathetic realisation that we’ve been fooled into responding to a game as if it were something more than a simulation. This is the sort of alienation Graeme Kirkpatrick describes in his account of Resident Evil 4’s QTE sections. For him the graphic button prompts that flash up on screen ‘and the sudden quickening of events seems to conspire to produce a sense of ridiculousness. In the midst of playing the game... we are suddenly offered the spectacle of our own activity as something childish. We see ourselves pressing a brightly colored plastic button on an infantile toy’. He reads this realisation of his own absurdity through Bergson’s theory of laughter, which suggests that we laugh in order to draw attention to and censure ‘the encrustation of the mechanical upon the living’.* For Bergson, laughter is supposed to jolt us awake when we fall into automatic or quasi-mechanical behaviours (like tapping buttons in front of a screen) - an idea that has obvious ties to Pope’s comedy, rooted as it is in his anxious fascination with the possibility that we’re just digestive tracts with delusion of grandeur.
The glitch, like the flash of ‘sudden light’ or the fart that brings us crashing back down to earth, entails a rapid but profound switch in tone/scale/register. In their ‘Notes on Glitch’ Manon and Temkin emphasise ‘the momentary or punctiform nature of the initiating impulse. A glitch is a “surge,” “a sudden short-lived irregularity in behavior” (OED), whose aftereffects are at once shocking and effusive. The garish appearance and obstreperous sound of glitch art betokens its origination in this way: a tiny variance has triggered major damage.’ Perhaps games can harness both the dramatic potential Brenton sees in bathos and the thought-provoking power of glitches and interruptions?


Arguably some already do. If Silent Hill 2’s AI-controlled Maria occasionally seems a little stiff or suspiciously dopey, for example, this only adds to the impression that - like Solaris’ simulacral wife-substitute Hari, who she in so many respects resembles – she’s something between a person and a piece of code, a machine and a memory.** Hari’s repeated deaths and resurrections mirror the logic of videogames, while the sequence where, panicked at having been separated from Kelvin, she tears through a metal door is, to the gamer, more than a little evocative of AI companions’ dodgy pathfinding routines.
While we might be expected to pity Hari, pathos keeps slipping into bathos - her immortality imbues her suicide attempts with something of the existential slapstick of a Wile E. Coyote cartoon, and our emotional response is all the more complex for it.

Moreover, in Solaris as in Silent Hill 2 there is something ridiculous in the willingness of the heroes to believe they can have their wives back, despite the overwhelming proof that they are merely imperfect copies or self-induced delusions. And of course their suspension of disbelief mirrors that of the viewer/player, who as Kirkpatrick insists, is always vulnerable to having the ‘ridiculousness’ of their absorption in a fiction/simulation made bathetically clear to them.

There is then evidence that games might be uniquely suited to exploring bathos and immortality, that they could put a fresh twist on a set of tropes and figures – or, as Bogost might have it, ‘unit operations’ – that underpin everything from the myth of Sisyphus to Groundhog Day, and in so doing address their inflection by technology. There is also evidence – and this is something we mustn’t forget – that Alexander Pope was indirectly responsible for The Nutty Professor 2: The Klumps.***


* He also links this revelatory flash to Walter Benjamin’s notion of jetzeit, the implications of which for animated gifs are explored in an intriguing piece by Daniel Rourke

** It might be worth noting that Alan Wake and Shadows of the Damned both borrow this ‘haunted by repeated visions of beloved dying’ trope, and for that matter that SotD lays luridly bare the strain of fetishistic misogyny it’s bound up with

*** Though as a mitigating factor this means he can claim to have had a hand in Nothing Really Matters – for me one of Janet’s finest hours

Wednesday, 21 January 2009

Equine Pathos II: The Verbinskining


I've previously talked a) about how much I enjoyed Ring and b) about equine pathos (whereby the portrayal of horses being injured is used to lend stories tragicky spiritualistic heft). Well, just saw the American version of Ring, the which I'd fully expected to be bad for reasons of innate anti-Hollywood snootiness plus because Gore Verbinski's next film was Pirates of the Caribbean, which I still find so incongruous that I call bullshit on my brain whenever it reminds me of the fact and have to aiemdeebee it. It was pretty fun self-righteously hand wringing about the badness of it all and I'd been happily shooting fish (wise-beyond-his-years kid who makes spooky crayon drawings - pow! -  superfluous Naomi Watts underwear shot w/in five minutes - kablam! -  switching the male character from an academic to a brodaciously grungey camera op - doosh! and etc.) for over an hour when THIS came along, nudging the whole enterprise into a world of actually kinda valiant badness I'll admit I hadn't banked on (**SPOILER/question** can you ever bank on a horse threshed by a ferry rudder?). So hats off, Gore.

Wednesday, 31 December 2008

White, Christmas


Decrypting faces rendered in bwgreyscale was involved in a lot of what I did over christmas, somehow or other. 

Fassbinder's Veronika Voss arrived courtesy of lovefilm and in defiance of seasonal postal hitches on the 24th. Among the extras there's an interview w/ the cinematographer, Xaver Schwarzenberger, who  chats guturally about wanting to achieve a graphische as opposed to malerische type of B/W (much guttural rumination about the predisposition of French cinematographers towards the latter, more painterly approach). Voss - played by Rosel Zech - is a washed-up Zara Leander-esque actress frozen out by the post-Goebbels industry.  Zech's jowels and the wedginess of her nose phase in and out of emphasis w/ the flux of the light (which is always metacinematically  strained through windshields, raindrops or panes, interrupted by ceiling fans or deflected by mirrorballs) making her look anything between milkily 16 and a haggard 60.
 I was reminded of the many and ingenious proboscisectomies via airbrushing, lighting and angling performed on Erin O'Connor back when M&S ad ubiquity was but a twinkle in her sunken & girder-browed eyes, before her nose's weird convexity became shorthand for hi-fash sophistication/perversity of taste (she remains my favourite of the post-supermodel crop of Flemish and Anglo-Irish gawks incidentally). Things seem to have come full circle lately because her nose is kinda under erasure on the M&S duro-bags, which look like an oblong band of tippex has been applied to them, a reverse of Alec Guinness' Semticization in the David Lean Oliver Twist (which was on the other day, and beautiful) or Nicole Kidman donning that dopey prosthetic schnozz to win an Oscar/my eternal enmity for crimes against Woolfy.

Tempted to do a phallic women thing/quote Sterne here - not going to though, don't worry.

So M&S's bag designers used a pic of Erin with bangs tho, which I discovered was also a self-branding tool employed by my grand-paternal great-grandmother and her half sister circa their days on the music hall stage. We spent boxing day poring through a cache of photos that will most likely figure prominently in the study of bobs and bangs between Cleopatra and Louise Brooks that I very much hope to someday publish.  Depicted is Dorothy (the half sister) who can be differentiated from my dad's dad's mum by way of the absence of a chincleft. The same hair and nostrils and dimples, framed by different costumes and stages, stay constant across a couple of decades, though she's especially hard to age in undated photos because she seems to have specialised in little-girlish roles long into her (and the century's) 20s.

The span of time the photos covered, in fact, is probably about the same as that which the compilation of Jaime Hernandez's Locas stories I got for Christmas covers. I won't yet try to articulate my love for this book (except to say it'll surely vex my NY resolution to love my fellow man more than printed media) but one page is reproduced above from a point in the series when Hernandez'd been drawing the character Maggie for a decade and a half. He's got so good that he can do nine panels of her hardly moving but looking utterly alive and self-identical (which impression I hope is only heightened by the pixelisation, which at least precludes plot spoilers) despite being rendered in two tones and scarcely more penmarks.

(Guinness Fagin from smh, Erin profile from a Karl Lagerfeld shoot back before he'd fete insipidities like Emma Watson, my mum's Erin bag from my mum's closet, 9x gesticulating Maggie from J. Hernandez's Locas, Dorothy as flower child and Scotch dragoonette, graphische Vosses from Veronika Voss

Tuesday, 28 October 2008

Possession, Pianolae, Polly


I really liked Polly Harvey's last LP, a whalebone and sepia affair in which hexes and live burial and possession and all those Gothic staples figure more or less latently/metaphorically (as the cover pretty economically signals). One of the songs, 'The Piano,' is about how following the cues a musical score prescribes can compromise yr identity; by reprising the postures another, earlier piano player once assumed - occupying the same space and, if not the same time, the same rhythm they did - the protagonist's able to effect a symbiotic (re)union w/ them. To quote: 

'My fingers sting / Where I feel your fingers have been / Ghostly fingers/ Moving my limbs.. Oh God I miss you.’ 

I was  >>ing through Bladerunner in order to  get to the bit where Deckard scans the photograph the other day (while trying not to smirk at the meta-ness of that scenario) & I was struck by how,  immediately pre-scanning, there's a similar piano/intersubjectivity conjunction, whereby the sheet music on Deckard's piano (he falls asleep at it immediately pre-scanning) is juxtaposed w/ the photos by way of which the replicants are furnished w/ false or borrowed memories. 

Like those good girls in days of yore whose facility with the spinet guaranteed their marriageability/tractability replicants aren't supposed to improvise. 

ALSO did Polly Harvey crib her hair from Bladerunner era  Sean Young??

(Pianola lithography + encoded Beet's 5th (that's what the dashes and lavender crescents are) from adclassix, sepia portrait from here, Peej + adorable redrawing of rock criticism's paradigms here, Rachel pensive at piano + her coiffure from leagueofmelbotis) 

Friday, 10 October 2008


 'The presentation of the story of this last adventure was given purposely in slow motion; not with the intention of instilling terror into the reader, but of giving the murder the effect that is sometimes to be derived from an animated cartoon. Moreover, the latter method would best suit the display of the extraordinary malformations in our hero's soul and body'
Jean Genet, Querelle of Brest


(Bacon out of Michael Leiris' monograph, Vampire Savior (sic) electrocution from Sega Saturn magazine, flat out Wile E. from the youtubes, mashed papier on a Danish kitchen table, teleplasmic gush from photographymuseum.com, tissue from cytochemistry.net)

Thursday, 18 September 2008

Rom-hom-horror


I finally saw Ring, which, gratifyingly, was pretty great.  Bar the cursed VHS conceit I knew zero about the plot, which ended up really reminding me of some of the ghost stories crotchety lesbian aesthete Vernon Lee was writing in the late 1800s. Those are almost all about how brainwork and research establish dangerous, selfhood-compromising links w/ the dead. They've got this deeply queer and melancholy  quality; all the protagonists feel estranged from their own time, like they'd only be understood by these dead figures they fixate on. As Terry Castle's argued there's a pretty venerable literary tradition where ghosts are readable as i.e. thwarted sapphic passions. Lee belongs to it, but it was unexpected to find that Ring does too...

There's that amazing bit where - having exhaustively researched Sadako, psychically tapped her memories then tres symbolically dredged the well she was flung down - the main character, a female journalist, has this cathartic embrace w/ Sadako's sodden corpse. The whole mediate, queerly fraught relationship is totally Lee and the hug's really moving - more so, say than when yr supposed to be happy for Molly Ringwald and the yuppie guy at the end of  Pretty in Pink.

///BONUS queer non-sex scene from a film of the last decade///
Also I watched Iron Man the other day, and was really reminded of Zizek's contention Edenic sex would be dispassionate, mechanical, basically rectological during the bit where Gwynnie has to deftly manipulate the circuitry inside the prone RDJr's chest cavity, and it's a totally above-board clothed scene in which she's basically fisting him... Bits of that movie (inc. Ghostface aka Tony Stark contributing to the OST, drolly) were pretty interesting, really.

(singer Sargent's portrait of his buddy Vernon Lee from paintingall.com, Sadako's toilette from obrasilero.com, Nanako Matsushima's Shelley Duvallesque gawp (always cast big-eyed, slightly mucoid-featured potential victimesses = rule 1 in telepathic horror) from windowtothemovies.com)






Thursday, 21 August 2008

Where then's now


Just back from the Edinburgh festival, where I saw Grezegorz Jarzyna’s production of  S. Kane's  4:48 Psychosis, the one she wrote before/about topping herself. Couldn't work out if the turn of the century costumes, which made me think of stuff Kim Gordon's clothing line put out back in the day, were intentional or just, like, a Polish thing. Then I  remembered that - kind of like that disney island where it's NYE every night or maybe like outsourcing call centres to the subcontinent or having yr photos backed up on a server somewhere or an otter sanctuary - East Europe is where the pre-millennial anglo angst slack gets picked up nowadays, to prove which I've dredged up a  flyer for the 2k7 Exit festival in Serbia (the prodigy played, so did basement jaxx and lauryn hill); you'll plz note the Face-esque layout + effulgent, lime-toned Matrix type and take for granted I can barely see my keyboard for dewy-eyed nostalgia

(4:48 pic from eif.co.uk, proj from exitfest.org, strappy topped festival girl from the exit festival's myspace, subcontinental nuclear testing from en.wikipedia.org/wiki/1998, auntie kim from Kim Gordon Chronicles Volume 1 (cheers Jok))


Sunday, 3 August 2008

Vorticism, glitchy nostalgia


Went to see the Wyndham Lewis portraits show and the Vorticit stuff they've hanging at the Tate last week. It's all definite and exoskeletal, stealth bomberesque as opposed to the provisional, blurry ‘n’ diachronous indeterminacy of cubism and futurism. He vents all he elsewhere manfully eschewed and resisted -  psychology and sentimentality and non-opacity - on some kitschily spectral  portraits of the wife come the 1950s tho. His earlier, ardent anti-girliness = a portait of a tallowy V. Woolf w/ gouty Rabelaisian clubhands. Serves her right for feminism and that.

Bonus!

stills of glitch-riddled 90s mecha battle game Virtual On, from before Americans and technological advance rendered everything in games as solid as glossy as an assiduously buffed deuce coupe or the greased dugs of a Maxim centrefold.

(Pix fr. greeninteger.com, randomknowledge.files.wordpress.com, news.bbc.co.uk, ag0ra.co.uk, 24hourmuseum.org.uk)