Amoeblog

A RUMPUS ORANGE

Where The Wild Things Are; Bronson
where the wild things are rumpus

I dreamt that it was night and that I was lying in bed. (My bed stood with its foot towards the window; in front of the window there was a row of old walnut trees. I know it was winter when I had the dream, and night-time.) Suddenly the window opened of its own accord, and I was terrified to see that some white wolves were sitting on the big walnut tree in front of the window. There were six or seven of them. The wolves were quite white, and looked more like foxes or sheep-dogs, for they had big tails like foxes and they had their ears pricked like dogs when they pay attention to something. In great terror, evidently of being eaten up by the wolves, I screamed and woke up. My nurse hurried to my bed, to see what had happened to me. It took quite a long while before I was convinced that it had only been a dream; I had had such a clear and life-like picture of the window opening and the wolves sitting on the tree. At last I grew quieter, felt as though I had escaped from some danger, and went to sleep again.
-- Sergei Pankejeff, the Wolf Man

 where the wild things are max plush doll   where the wild things are max kubrick toy   where the wild things are max costume   

I caught what might be called a double-feature of the Id this weekend: Spike Jonze's long-awaited adaptation of Where The Wild Things Are (co-written with Dave Eggers) and Nicholas Refn's adaptation of the long-waiting life of Michael Peterson, Bronson (co-written with Brock Norman Brock). If little Max hadn't eventually come back to the comforting constraints of familial order, then he would've found out as Peterson (aka Charlie Bronson) did that society is always ready to force that order on him.

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Posted by Charles Reece on October 18, 2009 at 10:28pm | Post a Comment

A FEW MORE THOUGHTS ON TECHNOLOGY AND REALISM

Pac-Man and Surrogates Trailer
pac-man game  pac-man skeleton death

I gave up playing video games when I encountered the second button. I was alright with jumping, but combination moves and shit like that tended to take me out of the formal (as in Platonic) perfection of a Pac-Man or Space Invaders. If I want gritty (as in non-Platonic) realism, I'll read Bukowski, or watch a Cassavetes film. I've since played a few of these realistic "moving" games where one drives through a simulated real city, running into other cars or over innocent bystanders (other variations of this game type have the player as a superhero, vigilante, soldier, or cute creature on some ostensible quest -- e.g., killing zombies -- but they're more about just moving through a virtual environment). The only thing they add to the endless struggle (at least, ideally) of a little round guy eating dots is more detail -- the ontology remains unchanged. Pac Man already had the truth of its and the player's existence written into its elegant design. That is, it said everything that needed to be said: keep playing, desire can now be quantified by the score; the goal never changes, nor will you ever get closer to it, no matter how fast things start moving.

Speaking of existence being reduced to the score, the reknowned junkie William S. Burroughs once narrated a video game based on the writings of Edgar Allen Poe called The Dark Eye. Looks interesting, although I hear it bombed:


But back to the yellow fellow: Speed, color scheme and fruit are pretty much the only differences in its levels. The game's "progression" is a matter of pseudoindividuation: slight variation to keep the player committed to/distracted from/entertained by the standardization. The techno-realism of a Grand Theft Auto only adds more complex layers of novelty to Pac-Man, bogging the player down with data (more places to visit, more visual detail, more complex controls), keeping him or her lost in the details. If Pac Man was sortcronenberg existenz poster of an existential map, the purpose of which was to lead us temporarily away from life's troubles, the more realistic derivations seem to be moving us in the direction of cyberpunk dystopias, where the map (virtual reality) is just as convoluted as the mapped (old-fashioned reality), eventually rendering any distinction seemingly useless, like in David Cronenberg's eXistenZ. Most games now have to supply the player with a map, so can the possibility of getting lost "in there" be that far off? And isn't that the fantasy behind realism, to get lost within the simulated reality, to not be able to distinguish the depiction from the depicted? If reality can't be controlled, substitute its image, which (supposedly) can, or, to appropriate Theodor Adorno once again:

Reality becomes its own ideology through the spell cast by its faithful duplication. -- "The Schema of Mass Culture"

I remember a bunch of criticism directed towards the blandness of Cronenberg's design for the gaming environment in his film, that it looked too plain. However, I took his point to be Adorno's: that no matter how much a game (or movie, or any other art) allows us to fantasize about being in control over our surroundings, someone else is doing the programming that sets the rules. The technologically enhanced realism furthers the fantasy, while ultimately decreasing our (the players') control on reality. The endgame of this fantasy -- where reality itself becomes its own simulation for our avatars to play in -- is the conceit of the new Bruce Willis vehicle, Surrogates (adaped from a comic book):


An intriguing idea, even if the execution looks like standard Hollywood sci-fi cheese. I guess what I've been angling for is this: If one of our primary fantasies is being in control, then it would seem that its logical, utlimate, fantastic realm would not look like some weird alien world, or an abstract dimension of colors and shapes (such as Pac-Man or TRON), but exactly like the one we know, only without any of the risks and vicissitudes of the real deal. That's why with all the technological innovations in film production, with a near boundless samuel r delanypotential to create increasingly bizarre (ir)realities, the fantasy genre (in which I'd put science fiction, cartoons and whatever else I've been talking about lately) has been getting more realistic. Barring the occasional fetishist, I suspect most people would have sex with a simulated human on Star Trek's holodeck, not some sentient squid creature. Rather than expanding, or questioning, the predisposed ideas wrapped up in our common conception of reality as a good fantastic yarn can do (e.g., pick one of Samuel R. Delany's books), the realistic capabilities of technology are limiting the possibilities of imagination, of counterfactual situations, to think outside the box, when it makes the fantasy look like reality.

Posted by Charles Reece on August 9, 2009 at 10:16pm | Comments (7)

TECHNO-REALISM KILLED THE VIDEOGAME STAR

TRON Legacy
Disney premiered a concept trailer for TRON Legacy at the San Diego Comicon (click the link for high-def version). Further evidence of the destructive effect techno-realism has had on the design of fantasy:


I found the little bit of dialog telling: The fallen player yells out, "You won, okay? This is just a game!" To which Quinn (TRON's hero) replies, "Not anymore." Indeed, the game within the movie has started to look more like quotidian reality rather than the beautiful design of the original fantasy.

First, compare the new light cycle crash:


to the old one:


And look how boring a dangling guy is now:


compared to back then:

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Posted by Charles Reece on August 2, 2009 at 11:42am | Comments (1)

TECHNOPHILIA: THE TRAILER HITCH OF REALISM

Previewing Alvin and The Chipmunks: The Squeakquel, Despicable Me, and Alice in Wonderland
One thought that never crosses my mind when watching a classic Bugs cartoon is how it could be  improved with a richer palette of colors, more shading for 3-dimensional effect and a better use casperof perspective -- you know, so it would appear as if this anatomically incorrect bunny might actually exist in our world. Call me crotchety, but I don't like aesthetics being reduced to technology. Just because the average Macbook now has millions of colors at its disposal, this shouldn't matter a whit to a modern audience watching an old Chuck Jones cartoon. But it does, if the average CGI-toon that dominates production is any indication.

When Casper the Friendly Ghost received the CGI treatment, he became a true monstrosity, a virtually embodied horror, the mishapen spectral remant of a literalized infanticide. Yet, it was in a movie aimed at kids and no one seemed to mind. If he'd been covered in blood, I suspect it would've been a different story. In The Philosophy of Horror, Noël Carroll suggests two major defining features of the monster proper: that (1) the creature be threatening and (2) it be impure. Now, it's probably not much of an overgeneralization to suggest few feel threatened by Casper, not even by his 3D deformity. But he's clearly impure in two ways: First, obviously, he's undead, kind of like a zombie, but one who's rational and apparently takes showers. That is, he violates the cognitive categories we have for what living and dead bodies are supposed to behave like -- mixes the contents. Second, and perhaps less obviously, in the 3D version, he is a violation of the formal abstraction that was part of his 2D cartoon body. This formal impurity wouldn't have existed had the animators decided to go with a realistic form for their adaptation, something like the ghosts in Peter Jackson's The Frighteners.

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Posted by Charles Reece on July 26, 2009 at 09:43am | Comments (1)

The Great Land Of Small

Where It Doesn't Matter How Big You Are, Just How Big You Dream
The Great Land Of Small kid's movie  The Great Land Of Small on New World Video

The Great Land Of Small plot synopsis

New World Video A87011
Posted by phil blankenship on January 4, 2009 at 03:22pm | Comments (1)
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