Monday, May 29, 2023

Important Artifacts and Personal Property

 
 
Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris, Including Books, Street Fashion, and Jewelry
by Leanne Shapton
Sarah Crichton Books
2009
 
 
This is the good stuff. Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris, Including Books, Street Fashion, and Jewelry is a novel in the form of an auction catalog, and it is a masterpiece.
 
What Shapton is doing with this book is what every museum exhibit is trying to do - tell a story through objects - and she does it so, so well. This is a masterclass in material culture. In fairness, Shapton got to invent everything she needed to tell her story, while actual curators are limited by what actually exists in their museum's collection, by the space available to display it, and by human endurance, since their audiences typically view the entire exhibition at one go, and while standing, while I got to lounge around enjoying Shapton's precise prose and well-crafted images at my leisure.
 
Shapton's book is the size and shape of a catalog, and each page has numbered black-and-white photographs alongside numbered paragraphs that describe the object photographed, and sometimes give a little extra context. Some wholly textual objects are described and the relevant text reproduced, but with no accompanying photo. The formatting is perfect. Each entry has a lot number, a bolded name for the lot, a physical description including condition, and a suggested price range for bidding. Her commitment to this gimmick is total.
 
And the gimmick itself is an absolutely perfect fit for the subject matter. The story we watch unfold is two people meeting at a mutual friend's Halloween party, starting to date, deepening their relationship, moving in together, then breaking up after maybe 3½ years. The auction date is the Valentine's day after  they ran into each other one last time, a few years after the breakup. The nostalgic, scab-picking impulse to revisit every little trinket and memento of your time together with someone after it's over is represented perfectly by the auction catalog. 
 
And Shapton chose her objects well. I'm in the middle of a move, and going through some of my own boxes of mementos from college and grad school, finding old photos and letters from friends when we used to send each other those instead of their electronic equivalents. The kinds of things you keep, not just to torture yourself but to remember fondly too, are exactly the kinds of things Shapton uses in this book.
 
(Also for anyone who's worried, my efforts during previous moves have largely weeded out any psychic hazards. Now I'm mostly left with photos of people I liked, flyers from events I'm proud I was involved with, letters I was happy to receive. If I want to be sad, I can do it without needing a reminder. I'm saving treasures, not curses or traps.)
 
We see photos of the couple, party invitations, presents they gave each other, notes they wrote each other or to themselves about the relationship, their toiletry bags with all the contents laid out and itemized from their first trip together, books they read (almost always with a note tucked inside,) clothes from significant occasions alongside photos of them wearing them, excerpts from emails, examples of their personal hobbies and professional work, and more.
 
When they first meet, Lenore is in her mid-20s, and Harold is in his late-30s. She's a food writer for the NYT who gets her own column about cakes during the course of their relationship. Harold is a photographer, I think freelance, and he travels a lot, going off around the world on assignment. You believe their love, but they're never able to overcome the problems that appear early on. Instead those just get worse. 
 
When Harold travels for work, Lenore misses him while he enjoys the excitement of the trip. When they fight, she's fiery and he's distant, sometimes literally walking away, which echoes their dynamic when he travels. And fundamentally, Lenore fears that Harold doesn't take her or her work seriously, that he looks down on her or feels superior. The eventual breakup is sad but not surprising.
 
When it first came out, this was optioned to become a movie, which never got made, which is kind of too bad, because I hope the filmmaker would've leaned in to the experimental aspect of the format. I highly recommend this one, because it's so well assembled, so well told.

Saturday, May 27, 2023

Decelerate Blue


 
Decelerate Blue
by Adam Rapp
art by Mike Cavallaro
First Second
2017
 
 
Decelerate Blue is kind of depressing. It's a graphic novel about a protest movement that opposes the sped-up society of the Guarantee, which has replaced the United States. It's a book that both seems to side with the protesters, and at the same time, to be utterly nihilistic about what they might accomplish.
 
I've really enjoyed other stories that satirize the accelerated pace of contemporary life, and that criticize capitalism's and corporations' roles in structuring everyday life this way. Two of my favorites are Heinrich Boll's "Action Will be Taken: An Action-Packed Story" and RA Lafferty's "Slow Tuesday Night," both of which I like much better. They're sharp, funny, and exaggerated in just the right ways. Though in fairness to Decelerate, both of those stories are about characters who enthusiastically participate in the madcap rush of their society, rather than asking what resistance might look like.
 
This would have been a good candidate for art that uses a single color to add a little interest to the black and white, but Cavallaro did not choose to do that. He did use a few panels of full color in two key places, moments when the protagonist feels most alive, but otherwise, it's entirely black and white, without even any grey.
 
So, Angela is a high school student in the Guarantee. Communication is terse, adjectives and adverbs are suspect, and every sentence ends with the word 'go' to let the other person know you're done. Her school teaches condensed versions of literature, movies last 15 minutes, her friends love shopping at the Hyper Mall, her dad's company just developed some really quick-drying cement, and her mom bought a standing bed that helps keep your heart rate up while you sleep. Go. 
 
Also everyone has a tracker chip in their arm that gets scanned every time they interact with a business or government, soldiers patrol the streets, and there are cameras everywhere, even inside the home. Go. Someone slipped Angela a copy of 'Kick the Boot,' a dystopian science fiction novel that predicted a society much like the Guarantee, and that functions like a slow manifesto, radicalizing her against the hype. Go. And by the way, her grandfather is being sent to a 'reduction colony in Former California, because he's too old to keep up. Go. Go Guarantee Go. Go.
 
Against this backdrop, Angela accidentally discovers a commune of people living slowly, off the grid, literally underground in a cavern, and happily joins them. They're more like conscientious objectors than revolutionaries, although they do distribute copies of 'Kick the Boot' as a recruiting tool. Angela quickly adapts to the slow life. She meets Gladys and gets her first kiss, although we don't know whether or how sexuality is regulated in the Guarantee.
 
Then the group needs a volunteer to fetch a package of contraband from above ground. Angela volunteers, and retrieves it successfully, but she's unwittingly followed back by a camera. The package is a supply of a new drug, Decelerate Blue, that permanently slows your heart rate and increases your ability to dream. 
 
The drug is supposed to be the next step in their project, but it won't be. Everyone in the commune takes a dose and falls asleep, and before they wake, the police come and kill or arrest almost everyone. Angela escapes, and is reunited with her parents, who want to get her back up to speed and back to her normal life. Go. She could also try to live slow on her own, try to share the book with others, or even distribute the drug. Instead, Angela commits suicide by taking all the remaining doses of Decelerate Blue. The end.
 
There are ways that this future society could resemble ours. Tweets are 140 characters, most TikToks are 30 seconds, we know we're tracked everywhere online, and many jobs are subjected to scrutiny and time pressure like Taylor could only have dreamed of. In China the 'lying flat' movement to rejects the 9am-9pm, 6-day work week, in favor of accepting a lower income and getting enough sleep. But Decelerate Blue doesn't really evoke any of those things, they're just the first things I wished it would have resembled. The sped up society is so vague that it lacks the power to really make you feel troubled about our own.
 
One of the most interesting parts was a debate between two characters about the power of 'Kick the Boot.' In these kinds of stories, going back at least as far as The Man in the High Castle, there's always a book-within-the-book full of revolutionary ideas, and I guess often in the real world too. But these books are symbols of protest at least as much as they are actual inspirations or sources of ideology. It was refreshing to see someone doubt the supposed power of art, though it would've been moreso if the entire piece didn't seem so convinced that protest is necessary, pointless, and fatal.

Friday, May 26, 2023

Spelunky


 
Spelunky
by Derek Yu
2016
 
 
I think Boss Fight Books aims to be for video games what the 33⅓ series is for music. Both series pick titles at the intersection of critical darling and indie fave and tell the history of its production. Spelunky is more or less unique for this format, because author Derek Yu is also the designer of the game. Usually they're written by journalists, critics, or other musicians / video game designers. (I think... Although I've looked into both series, truthfully, the only other one I've read is 33⅓'s history of In the Aeroplane Over the Sea.)
 
Yu describes the creation of the original pixelart freeware Spelunky, its unexpected success, and then the re-creation of the upgraded Spelunky for the X-Box. 
 
Yu programmed the original Spelunky using the GameMaker software. He'd previously made some small games himself with other engines, then worked with a programming partner to make Eternal Daughter and Aquaria - they wrote the code while he focused on the art and design. For this first version of Spelunky, the software acted a bit like a programming partner. 
 
Yu's biggest innovation, and the idea that launched a mini-renaissance of other games with the same inspiration, was to marry the difficulty and random level generation of roguelike games to the mechanics and art of platformers like Mario. The theme of the game is an explorer armed with whip, bombs, and rope, delving deeper and deeper into a cave system in search of treasure. Each time he dies, the cave map is randomly redrawn. 
 
I've played that version of Spelunky over 1000 times. A winning game lasts maybe 20 minutes, but a losing game, which is probably over 99% of them, goes much quicker, sometimes only a minute or two. Yu talks about the way he drew inspiration from classic arcade games, and how he tried to use the positive features of both halves of his genre mash-up to correct the flaws in the other, resulting in a game that's neither too complex, nor too repetitive.
 
After he released the original Spelunky to great acclaim in the indie PC gaming world, Yu was offered a chance to make an upgraded version for the X-Box. It was a project he thought could be completed in a year, but actually took three, even with a new programming partner to write the upgraded code. Yu discusses both the difficulty and the thrill of finishing a project, despite the obstacles to completing anything that's long and complex.
 
Yu talks about more of his design decisions, including some of the many secrets and surprises he filled the new version of the game with. One benefit of the game's popularity is that the fan community found them and shared the news with each other, creating a sense of exploration that fits well with the caving theme.
 
He also talks about the game's critical reception, both positive and negative, including from players who thought it was too hard, and a feminist critique of the original game's helpless blonde damsel.
 
I found Yu's account inspirational. In addition to learning more about a game I've really enjoyed, I feel like he has also told a more universal story about starting a new creative project, nurturing it, and bringing it to completion.

Thursday, May 25, 2023

The Girl from the Other Side 11


 
The Girl from the Other Side 11
Siuil, a Run
by Nagabe
Seven Seas
2021
 
 
Volume 11 is the final collection of The Girl from the Other Side. It acts almost as an epilogue to a story that already had its ending.
 
Teacher is confronted by the Outsider who used to be Shiva. Teacher has his human memories back, and his body is no longer invulnerable. He feels cold in the snow. And his body and soul are both dying. The Outsider who used to be Shiva is probably dying too.
 
The Outsider suggests that Teacher return his soul to it, and says this might result in it turning back into Shiva. This might not work, and might result in both of them dying faster. Teacher is initially angry at the Outsider. They fight, separate, then he comes after it, and finally agrees. 
 
In the long last chapter, we see Teacher return to his cabin, accompanied by Shiva's voice. We see him revisit his memories of the place. We don't know if the voice is Shiva restored, the Outsider still in its monstrous form, or perhaps just a memory. After a lingering tour, Teacher and the unseen remnant of Shiva go to lie down in the grass, apparently to die of the Curse together.
 
It's a bittersweet ending, although since it previously seemed we'd get an end that was purely sad, it feels like the nicest we could hope for.
 
I think the next manga series I dive into might be Witch Hat Atelier. One of my coworkers also wants to get me into 7th Time Loop, which is still coming out.

Wednesday, May 24, 2023

Toxic Flora


 
Toxic Flora
by Kimiko Hahn
2010
 
 
Toxic Flora is another poetry collection by Kimiko Hahn. This time each poem is inspired by a specific article from the New York Times' science section. There's even a bibliographic key at the end, to link each poem to its inspiration.
 
I thought I was going to really like this one based on the premise, but it didn't do much for me. I have a sense that I'd rather have read the original articles, or prose essays inspired by them, instead.
 
Hahn writes about the relationships between plants and insects, about space including exoplanets and dwarf planets in our own system, about extinct birds, and about fish.
 
Each poem also links each topic to human relationships - her dates, her divorces, her fraught connection to her newly adult daughter. Often this link appears only in the final line, attempting to recontextualize what had appeared to be a simple description as a metaphor.
 
I'll probably wait a bit before reading more poetry.

Tuesday, May 23, 2023

Haunter


 
Haunter
by Sam Alden
2014
 
 
I saw an excerpt of Haunter in the most recent volume of Best American Comics I read, and wanted to see the rest. Alden uses ink lines and watercolor to tell a wordless story about a lone figure discovering a temple in the forest. 
 
The imagery - of the hunter, the temple, and the temple's stone guardian - reminded me of some classic video games, especially Zelda and Metroid. One of the back-cover blurbs mentions the same thing.
 
The hunter uses her bow and arrow to try to kill a boar, which eludes her. The closest to dialogue we get are word bubbles containing a single red X that announce her frustration. She gives chase into the forest and finds an abandoned stone temple decorated with triangle motifs.
 
She enters, explores, and encounters the guardian, a giant stone woman, armed with a giant stone bow and arrow, who pursues the hunter outside and into the forest. The fight, and despite their difference in size and strength, the hunter prevails and the guardian is killed.
 
The hunter seems to feel guilt, and runs away, but we see the start of a transformation, and we know - she will become the next guardian.
 
The story is short, not much longer than a standard comic book issue, I don't think, but its emotions and imagery are both powerful.

Monday, May 22, 2023

Black Sun Rising

 
 
Black Sun Rising
by CS Friedman
DAW
1991
 
 
It feels like I spent forever reading Black Sun Rising, but I think it's mostly that I've been busier at home and at work, and I've had less time to read. Also, at about 500 pages, while not especially long by fantasy-novel standards, it is longer than most of the books I've been reading lately.
 
Black Sun Rising is a science-fantasy novel set on the distant planet Erna, where the human colonists live in a pseudo-medieval society, 1000 years after arriving from Earth. Erna is home to a new fundamental force, like light or magnetism or gravity, that doesn't exist on Earth. Called 'fae,' it's a kind of energy that responds to thought, both conscious and unconscious, making it work quite a bit like magic. There are several varieties of fae with different sources, that remind me of the colors of mana in Magic: the Gathering. (Since "Black Sun" was published in 1991, and Magic first appeared in 93, it's possible that one influenced the other, though I have no idea if it actually did.)
 
The fae respond to the human subconscious at least as much as to conscious thought, giving humans a healthy fear of the night, when the dark-fae might manifest their nightmares. Anyone can learn to 'Work' the earth-fae, usually to gain knowledge, although perhaps in the same way that anyone can learn to play music or do math. 'Adepts' are able to see and wield the fae easily, almost without trying. A strong human Church exists to try to help people order their thoughts in a way that won't activate the fae, although its best days are behind it.
 
Also there's another sentient species on the planet, called Rahk, who are kind of alien lion people. When humans first arrived on Erna, a scientist identified a cat-like species, and claimed that if humans had never arrived, they would eventually evolve to be like us. The hopes and fears of the entire human society then caused the fae to cause that to happen in only a few generations. Humans tried to exterminate the new sentients, who fled across the ocean to another continent and erected a magic barrier, and since then, the two species have rarely interacted.
 
There's a lot of worldbuilding at the beginning of the book, which gives way to more action and subtextual romance as the book continues. Damien is a priest of the human Church. He's arrived in a new city on a holy mission that he'll drop for something more important, so nevermind. He meets Ciani, a local Adept, and the only person to ever live among the Rahk and return to tell about it. Ciani gets attacked by some kind of nightmare demons who steal her memories and her Adept ability. Damien vows to help her, Ciani and her apprentice determine that the demon came from the Rahk lands, and they set off on a quest to try to kill the demon before it boats home.
 
Along the way, the meet Tarrant, the Hunter, the lord of the dark Forest, who, as one of my friends has pointed out, is basically Dracula. He used to be the Prophet who helped found the human Church, then sacrificed his family to gain immortality, and has spent the past 1000 years kidnapping women and chasing them to death so he can 'eat' their fear. Friedman is obviously enamored with this guy, and she obviously ships Damien / Tarrant, though this remains just short of being explicitly acknowledged. This has a huge effect on the course of the narrative!
 
As a man of the Church, Damien is basically sworn to kill Tarrant, but he decides that this mission to get Ciani her magic back is more important, (a decision that is clearly influenced by his huge crush on the guy,) so he agrees to a temporary alliance. Tarrant considers it a matter of honor that he help Ciani, (and seems to have a crush on Damien too,) so off we go! In the Rahk lands, they are joined by Hesseth, a Rahk woman who knows the human language, and also wants to kill the memory-stealing demons, because they've been a much bigger menace over here than on the human continent.
 
It takes about half the book to get to this point, and then the quest story finally begins in earnest. As interesting as I found the worldbuilding, the second half is probably better written, more engaging, and faster reading. The group suffers some pretty serious hardships during their journey, and we learn more about the Rahk, who are pretty interesting. 
 
Eventually the group reaches the insane human sorcerer who commands the memory-stealing demons, and I actually wish we'd gotten to see more of that person before they're defeated. It seems there's an even greater evil on yet another continent farther away, so after their victory, they set sail for the next two books of Friedman's trilogy. (Will Damien and Tarrant ever declare their manly love for one another? Will they ever kiss? I, for one, will probably never find out.)
 
I read this one because I was interested in the concept of the fae, and the scientific-sounding explanation for a world animated by magic, and I liked the aliens and the evil wizard at the end. The ideal reader is probably someone who likes Reylo-style enemies-to-lovers subtext, and doesn't mind that it will probably never be acknowledged as actual romance.